Custom Jutsu Submission - III

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Krampus

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(Hyouton: Kagami no michi) - Ice Style: Mirror Road
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: After making two hand seals the user will create a frozen path in a place of their choosing, which can extend up to long range. While it is typical to create this path along surfaces, it is not restricted to that usage and can be created through the air. Holding similar properties to the demonic ice mirrors, the user can merge into this road and travel through it, moving with great speed. As the road is icy and imbued with the user's chakra, it is also difficult for others to travel on it, restricting their speed to half of their base speed.
-Cannot use other techniques while merged.
-Moves at twice the user's base speed.

Approved: Cool jutsu.
 
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Howard

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( Kuchiyose no Jutsu: Kirby ) - Summoning Technique: Kirby
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kirby is a medium sized, round, pink, sea slug, with an insatiable appetite roughly a meter tall. More specifically he is a sea slug of the nudibranch family. A special trait of the nudibranch is their innate ability to re-purpose the cells of whatever creature they consume and prey upon. For example nudibranches in the real world are able to prey on and consume jellyfish such as the Box Jellyfish taking in their tentacles and cnidosac which are their stinging cells found inside the tentacles. The slug is then able to re-purpose these cells converting them into usable cells for their body and innately and deliberately taking the jellyfish's natural defense and making it it's own. Another example of this innate ability in action is the lettuce sea slug, they are able to consume algae and re-purpose their chloroplasts in a process called Kleptoplasty allowing them to photosynthesize an ability outside of it's normal repertoire. What this means is Kirby is able to literally consume portions of another summoning creature or an animal and re-purpose potions of their body for himself. For example if he were to consume a bird's wings he could obtain wings temporarily, if he were to consume a snake he could obtain defensive scales temporarily. The traits are limited by the contracted animal though. Kirby gains only the physical traits and their associated boost(s) as per each contracted animal's description the traits only lasting two turns. This can only be done twice, with a four turn cool-down period. Consequently, the targeted summoning loses access to these abilities and thus, will be dispelled after it's usage. His stomach acid is so strong that it is able to consume just about anything including bones, rocks and earth, plastics, silicates and metals. An extension of this ability is his ability to literally consume S rank or below technique by sucking them into his body and absorbing the chakra similar to the Absorption Arm technology. This allows him to "eat" a technique of S rank or below once per turn, twice per battle with a three turn cool down working in the same way as the Absorption Arm technology. He gains no benefits or abilities from this variation of the ability. He is able to use and spray acid from his mouth through the ( Namekuji Ninpou: Zesshi Nensan ) Slug Arts: Tongue Tooth Sticky Acid technique or passively but the passive acid doesn't deal direct damage instead just causing free-form damage. An extenton of this is once per turn three times per battle with a two turn cool down he is able to passively funnel acid into a liquid based technique making that technique strong to earth release, solids, or metals. This is because the acid is laced into the technique in doing so it becomes diluted slightly but still has it's naturally corrosive abilities. This happens alongside the technique it is aiding, and increases the rank by one up to A rank, for S ranks it grants the technique ten damage. His final ability is the ability to use water release techniques the user knows up to S rank.
Note: Can only be summoned once lasting four turns

□ All Pending. Leaving for Pekoms. □


Declined: while nudibranchs do seem to be able to feed on hydrozoids and thereafter store the hydrozoids' nematocysts (stinging cells) in the dorsal body wall, such a process occupies a niche in the grand scheme of things. To have that intrinsic capacity to take in nematocysts (and plant cells) then proceed to extrapolate said ability to all cells is far too much of a leap in ability. At best, this sea slug could have the capacity to retain the poisons of its target and secrete them as a defense. Moving on, the slug isn't going to be permitted to consume any and all S-rank moves. Also, to , slug acid is weak to all elements and ergo, will not be able to boost liquids—chiefly Water—so as to be strong against elements like Earth.

( Kuchiyose no Jutsu: Kirby ) - Summoning Technique: Kirby
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kirby is a medium sized (10m), round, pink, sea slug, with an insatiable appetite roughly a meter tall. More specifically he is a sea slug of the nudibranch family. A special trait of the nudibranch is their innate ability to re-purpose the cells of whatever creature they consume and prey upon. For example nudibranches in the real world are able to prey on and consume jellyfish such as the Box Jellyfish taking in their tentacles and cnidosac which are their stinging cells found inside the tentacles. The slug is then able to re-purpose these cells converting them into usable cells for their body and innately and deliberately taking the jellyfish's natural defense and making it it's own. Another example of this innate ability in action is the lettuce sea slug, they are able to consume algae and re-purpose their chloroplasts in a process called Kleptoplasty allowing them to photosynthesize an ability outside of it's normal repertoire. What this means is Kirby is able to literally consume portions of another summoning creature or an animal and re-purpose portions of their body for himself (at the expense of a move). This allows him to retain the poison or venom of its target and secrete them as a defense for itself. For example if he consumed a portion of a snake he could produce snake venom, if he consumed a portion of a salamander he could produce salamander poison. Meaning he can repurpose these substances created from the body making it possible for him to produce them. This can only be done twice, with a two-turn cooldown period. The body is able to produce the substance until another creature is consumed or the substance is shifted to another through eating something else. Consequently, the targeted summoning loses access to these abilities and thus, will be dispelled after it's usage. His stomach acid is so strong that it is able to consume just about anything including bones, rocks and earth, plastics, silicates and metals. An extension of this ability is his ability to literally consume S-rank or below technique by sucking them into his body and absorbing the chakra similar to the Absorption Arm technology. This allows him to "eat" solid and liquid technique of S-rank or below, once per battle. For energy based techniques like fire, wind or lightning this is impossible as the stomach acid, and the absorption properities don't work properly for energy based elements. His stomach acid could desolve stone, sand, metals, bones and other similar items but it has no real effect on energy. He gains no benefits or abilities from this variation of the ability. He is able to use and spray acid from his mouth through the ( Namekuji Ninpou: Zesshi Nensan ) Slug Arts: Tongue Tooth Sticky Acid technique or passively but the passive acid doesn't deal direct damage instead just causing free-form damage. His final ability is the ability to use water release techniques the user knows up to S rank.

Note: Can only be summoned once lasting four turns


Approved: just like it was stated in the prior check, it will only be able to acquire poisons or venoms. As for its ability to "consume" an S-rank solid or liquid, that has been reduced to a single use. Lastly, it still is not plausible to boost things like Suiton in this manner. Using a hypothetical scenario (some Suiton jutsu), what you have are two things weak to Doton and ergo, extra susceptible to it instead of being neutral. Do not attempt to resubmit this aspect.

 
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Eos

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Fuuton: Gunshū kontorōru [Wind Style: Crowd Control]
Type: Defensive
Rank: D-Rank
Range: Short
Chakra: 10
Damage: 20
Description:
Utilizing the Fuuton element, the user clasps both hands together, forming the Tiger seal and with a burst of chakra release, expels a gust of wind that bursts outward from their body up to 1 meter in diameter with their body as the origin. The force of wind can repel thrown debris or thrown ninja tools such as kunai, senbon, shuriken, etc. Ninja tools or weapons infused with chakra can pierce through the gust of wind. Hand-held weapons caught within the gust can be slowed but not stopped completely. Any user caught in the wind gust can be pushed back up to 5 meters with little to minimal damage. This jutsu cannot block any elemental jutsu but can block taijutsu up to its own rank. It is mostly used to off balance opponents and protect the user from incoming objects or attacks.

Declined: See the note on your last submission.

Fuuton: Nioi yokusei [Wind Style: Smell Suppression]
Type: Supplementary
Rank: D-Rank
Range: Short
Chakra: 10
Damage: 0
Description:
Utilizing the Fuuton element the user performs the necessarily hand seals: Dog -> Ram -> Tiger -> Monkey -> Ram. After completing the seals, a pocket of air will surround the user extending up to a few inches outward from their body. The wind itself makes no noise but only creates an air-tight pocket keeping all smells within the barrier. Used most commonly during stealth missions or missions with possible nin-kin. The veil is uninterrupted by outside objects, simply reforming itself unless pierced with a chakra enhanced ninja tool or is interrupted by chakra from another jutsu. It does not protect the user in any way and does not suppress anything but the user's smell. The jutsu itself sustains itself for a full turn unless otherwise stopped by the user, or dispersed by the opponent.

Approved: Dope jutsu.

Fuuton: Eabora [Wind Style: Air Bola]
Type: Offensive
Rank: D-Rank
Range: Medium
Chakra: 10
Damage: 20
Description:
Utilizing the Fuuton element the user performs a grasping motion with their hand, typically aimed at the legs of an opponent. Creating a gust of wind and then pulling it back, the wind acts as a suction that can be used to sweep the legs of an enemy ninja. While this does not cause any damage to the opponent, it can be used to knock them off balance.

Approved

Fuuton: Eāhoippu [Wind Style: Air Whip]
Type: Offensive
Rank: D-Rank
Range: Short-Medium
Chakra: 10
Damage: 20
Description:
Utilizing the Fuuton element the user performs hard downward or upper strike while releasing a sharply tuned gust of wind from their arm. If struck the sharp current of air can cause relatively deep cuts though it is typically used to clear objects or traps in the way of the user such as limbs or shinobi wire.

Declined: This, and your first technique, , so you don't need to waste a customs slot to perform this type of action.
 
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-Best-

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DBP training:

(Kyōdai Uragiri) – Treachery of the Siblings
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The user focuses their chakra in any bone structures or weapons on the battlefield to unleash a violent burst of bone shrapnel from every point on the object, tool, structure, or weapon in all directions, appearing akin to a detonation. The shrapnel ruptures outwards to a maximum of short-range from the object’s position. Through a more careful application of their chakra the user is able to detonate these objects and control the directionality of the explosion, allowing for them to be angled away from their bodies. This technique can only be used once every two turns, and four times per battle.

Declined: I believe Baldy made this technique already.

(Kodo Majutsu) - Sorcery of the Worm
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, within the same timeframe, allows the user to apply a similar principle to that of Dance of the Young Ferns; through this, the user is able to merge future bone techniques through structures, objects, and constructs of bone that are on the battlefield outside of the user’s body. This allows the user to produce techniques that would normally require them to be produced from their body, like Bone Tendrils or Ten Finger Drilling Bullets, from these constructs. This infusion requires a substantial infusion of chakra, thus making it impractical to be used frequently. This technique can be activated three times per battle, and lasts for the usage of a single technique per use.

Note: Techniques must emerge a minimum of 5 meters from the opponent.

Approved: Made edits.

(Shuken) – Sovereignty
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Mid
Chakra: 40
Damage: 80
Description: Based on the Bone Arrow, Sovereignty is a technique which utilizes thin bone threads in order to assert control over physical matter. The user launches up to four thin threads, following splitting rules, from their body. At their tip, the threads have a small spike of bone attached to them used to burrow into physical matter. At its most basic level, this technique can be used to pull the user to other targets, pull targets to the user, or simply impale a target. On an advanced level, this technique allows the user to assert rudimentary control over other physical techniques. When Sovereignty strikes another physical technique (Earth, Earth-based AE/KG, Shikotsumyaku, etc) it can, when overpowering the opposing technique, wrest control of it and render it at the user’s will. This is done through manipulation of the Bone thread, allowing the user to further manipulate the technique. This control does not necessarily mean utilizing its abilities. Rather the control is simply limited to the movement of the physical technique or object struck. This can only be done when overpowering another technique; when this technique neutralizes with another, it will simply destroy both. This technique can be used thrice per battle, and can only be used once every two turns.

Declined: This is a field that would most likely require a puppetry HA on your bio, due to the precision required to manipulate another technique. Additionally, if this jutsu would clash with something vastly larger, and be neutral, how would it destroy the technique? If it were to hit something neutral that was significantly larger, the opposing technique would likely just plow through these thin threads as if they weren't present, so make sure to remove that note. And, finally, this would be usable a maximum of 2x per battle, not 3.

(Kodo Kyōtei) – Worm God Pact
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: The Worm God Pact is a technique which combines the principles of Dance of the Young Ferns and the user’s own ability to actively manipulate their skeletal structure at will. This technique is used on structures and familiars created from Shikotsumyaku; through a process not unlike that in Dance of the Young Ferns, the user merges with the bone matter of the structure or familiar in question. This effectively combines the two entities, granting the user the abilities of the structure or familiar in question. Given the user’s skill and mastery over Shikotsumyaku, the bone matter integrated by the user and combined with their own does not change the size or shape of the user. Instead, it is compressed and reshaped with the user’s chakra in order to seamlessly integrate it into their form. Those consumed and integrated by the user shed their per turn chakra cost, however this also effectively ends the technique. The abilities the user obtains through this process last as long as the familiar/structure in question does or four turns, whichever is longer. The Worm God Pact can be used three times per battle.

Approved
 
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Solf J Kimblee

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Update to Buffing and Nurffing



Kuchiyose no Jutsu: Mitsuki) Summoning Technique: Mitsuki
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Hisoka personal summon, Mitsuki; is just a normal summon with Chakra Sensing(doesn't require a technique to be activated and normal heat sensing in his tongue then that of a normal snake summon would have. Mitsuki is a two foot, white-blue with gold color lines going through him and golden eyes. He has the ability to speak the same language as Hisoka. Mitsuki stays on Hisoka at all times since he has been able to summon him.

□ Pending. Leaving for someone else as I have both of these techniques. □


Update Declined: this isn't the way to go about a personal summoning as the details ought to never explicitly refer to it as such.

Kuchiyose no Jutsu: Mitsuki) Summoning Technique: Mitsuki
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Mitsuki is just a normal summon with Chakra Sensing(doesn't require a technique to be activated and normal heat sensing in his tongue then that of a normal snake summon would have. Mitsuki is a two foot, white-blue with gold color lines going through him and golden eyes. He has the ability to speak the same language as the summoner. The chakra sensing can tell if someone is in a genjutsu or not.

Note: Can be summoned once per event and lasts four turns.


Updated Approved: edits are in pink.

 
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Priest

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Sennika: Kyōki ni oriru - Sage Transformation: Descend to Madness
Type: Supplementary
Rank: S
Range: Close
Chakra: 40
Damage: N/A
Description:
This is a sage transformation technique used on thus one needs to already be in the hydrification state before using this jutsu. The user would infuse his hydrification state with more Jugo's chakra to transcend the state into a more malevolent one. The user's form instead of white, becomes darker grayscale or colored though the color depends on the individual. Due to the molecular transformation and the ability to solidify his form at will, the user is now able to use sage transformation techniques from his form. His transformation techniques however, would be rather grotesque in appearance but more powerful than before, gaining a passive +20 damage. The hydrification form of the user would now exhibit water absorption properties. The user's form would be able to absorb a natural technique (Earth, water, wood or elements found naturally, sage tech) of A-rank and below, once every two turns. Once a technique is absorbed, the chakra is pumped into the user's hydrified form and would increase in power by a +20dmg. However, this would also increase the amount of chakra used to sustain the form by 10% of the added damage.
- An activation jutsu used on sage body fluid hydrification so it counts as a move
- 2X per battle
- Infusion taints the hydrification form and is only bound to the form thus ends immediately the user deactivates the form.
- 4 turns inbetween usage.
- No other sage transformation jutsu in the same turn
- Only usable by advance Kabuto bio.

‡ Declined ‡ Too powerful (a number of arbitrary boosts) and unclear restrictions (the bolded one). Water's absorption capabilities have also been limited/are no longer approved as far as I'm aware.



Sennika: Kyōki ni oriru - Sage Transformation: Descend to Madness
Type: Supplementary
Rank: S
Range: Close
Chakra: 40
Damage: N/A
Description:
This is a sage transformation technique used on thus one needs to already be in the hydrification state before using this jutsu. The user would infuse his hydrification state with more Jugo's chakra to transcend the state into a more malevolent one. The user's form instead of white, becomes darker grayscale or colored though the color depends on the individual. Due to the molecular transformation and the ability to solidify his form at will, the user is now able to use sage transformation techniques from his form. His transformation techniques however, would be rather grotesque in appearance but more powerful than before, gaining a passive +20 damage. The hydrification form of the user would now exhibit water absorption properties to a minimal level but amplified when coupled with Jugo's ability to assimilate natural elements into his cells. The user's form would be able to absorb a natural technique (Earth, water, wood or elements that can be found naturally, sage tech) of B-rank and below, once every two turns. Once a technique is absorbed, the chakra is pumped into the user's hydrified form and would increase in power by a +10dmg. However, this would also increase the amount of chakra used to sustain the form by 20% of the added damage.
- An activation jutsu used on sage body fluid hydrification so it counts as a move
- 2X per battle
- 4 turns inbetween usage.
- No other sage transformation jutsu in the same turn
- Only usable by advance Kabuto bio.

Pending: Leaving for NK/LoK.
 
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Drackos

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New Cycle: 09/29/2018 - 10/6/2018

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

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

Erzo

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Approved contract:

(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: B
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Twenty inches tall, and half the width. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques from being used on him, and the area 5 meters around him (short range). This can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 2 turns, and can only be summoned twice. If directly hit by any offensive ninjutsu attack higher than B-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.

Declined: The fuuin resistance is pretty unreasonable for such a low ranking summon, especially considering that you're most likely planning on having this as a personal summon. Complete Fuuin immunity is a no, especially for the area 5 meters around the summon (and consequently yourself).
Approved contract:

Made him bigger so it he's not just in my pocket, or whatever

(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.

□ Pending. Leaving for Vex. □

Approved: Made changes
 
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Sinthorus

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[koton: Kudaketa hōyō] - Steel Release: Shattered Embrace
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a technique that can be used in two ways. It can be used on existing steel techniques or being releasing from the ground. What this does is, the user will release their chakra into existing steel they control or one devoid of chakra (old steel jutsu they have perviously made or another shinbobi, this doesn't include weapons and such shinobi might carry) , and in doing so will take control of the steel and cause it to break down into Hundreds of tiny blades that look like small dragon scales (1inch diameter) of steel near on instantly like the shattering of glass and from their control the blades through their hand gestures or through their weapon, these blades are extremely sharp.. These blades will move in a large swamp or smaller swarms depending on how the user wishes to control them using them to strike what they want. If they chose to use it from the ground they will form the blades of steel in the ground and then cause them to shoot up from within the ground in a huge swarm to attack which they wish. As long as the user controls these blades they will only be able to use steel and elements that make up steel and it will take up one of their three moves per turn. Not only this but the technique will always be A rank, even if they use this to break down one of their S rank techniques.

Note: Usable once every two turns, being able to control the blades for up to 3 turns.
Note: Using this from the ground would require a handseal to form.
Note: No jutsu above S rank while active
-Based on the above approved cj, and permission below to be similar to Geets cfs.
- - From geets to make something similar to his cfs but using steel release
-

[Zanpakutō: Senbonzakura]
Type: Weapon
Rank: A-Rank
Range:Short - long
Chakra: 30/40 Shikai/bankai
Damage:60/80 shikai/bankai
Description: Senbonzakura (千本桜, Thousand Cherry Blossoms): Senbonzakura is a regular katana. It has a simple cross guard, with an open frame much like a four-pane window. It has a bronze guard, with lavender hilt-wrapping, and a white sheath. It was forged by a steel user, using ancient black smithing techniques to double forge it to make it more durable and extra sharp, increase techniques used through it by +20 damage passively.

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Shikai: In its Shikai, Senbonzakura's blade separates into a thousand tiny, slender, steel blade fragments, which fly away from the hilt, leaving only the sword's handle in Byakuya's hand. While the blades are supposedly too small to be seen normally, they reflect light in such a way as to resemble cherry blossom petals. By swinging Senbonzakura's hilt, Byakuya can control the blade fragments, allowing him to shred opponents at a distance and break through almost any defense. The blades can be used for defensive purposes, as they can protect Byakuya from an incoming sword swing, or gather together to form a steel wall. At any point the blades can regather rapidly to form the Katana once more.

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Bankai: Through the application of fuuinjutsu, Byakuya managed to create his own unique skill called "Bankai". Infusing the blade with countless Kanji that are applied to every individual blade created through the use of shikai, bankai is created, from each of the thousand tiny blades that form in the shikai form, the seals activates summoning another replica of Senbonsakura, all around, though looking like replicas, these are basic steel swords holding a total strength of S rank power. This seal works in the way the cannon fuuinjutsu technique does "Lightning Blade Creation". These swords are controlled by byakuya that can manipulate them with hand gestures or simply hold them in their place. Like the shikai form, these can all be broken down into tiny steel blades that can then be used on a mass scale, reaching long range, through his control, holding S rank power.

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Note: Only usable by koton users
Note: Using the shikai ability costs 30 chakra and is A rank, and at the cost of one of the users three moves per turn they can control these steel blades.
Note: Bankai can be used once per battle, lasting until the blades are destroyed. Each turn they are being controlled costs a move per turn, but can be users to change direction, attack, defend etc, draining an additional 10 chakra per turn. Activating bankai costs 30 chakra to release the seals.
Note: If the blades are destroyed, at the cost of one of the users three moves per turn, and 20 chakra, the user can regrow the blade from the hilt using steel release, but can't use this ability to replenish the bankai.

Declined. This weapon needs to be S-Rank, given the number of abilities it has. Your notes are inconsistent; in the template you say S-Rank requires 40 chakra to activate, yet in the notes it says 30. It needs to be 40. As for the other abilities, while this is active are you able to use other techniques? If so, there needs to be restrictions on what you can use at the same time. Given that the Bankai is a Fuuin/Steel combination, it needs higher restrictions as well. There needs to be a per turn chakra requirement to this as well.


[Fuuinjutsu: Henkan] - Sealing Art: Conversion
Type: Supplementary
Rank: A-Rank
Range:Short - long
Chakra: 30
Damage:60
Description: A simple fuuinjutsu formula that is applied to a form of metal. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire or lightning. Though, instead of containing this element within the seal, instead in coverts the element and redistributes it through the metallic object, channeling it around it. For example, if this seal were applied to a sword, the user could activate the seal to draw in the lightning and have it then converted and redistributed around the sword, using the seal as a method of reshaping the technique and applying it as a coating around the sword. Like the cannon B rank seal, this can absorb up to S rank energy based elements, and reform them to coat the object the seal is applied to. This will only work on wind, lightning and fire based elements, and advanced variants such as typhoon or black lightning. This is possible much like how jiraiya was able to use the seal to absorb amaterasu, and advanced variant of fire. The limit to this is, that the seal can only coat the item it's placed on and not be manipulated further. It will coat the item for 1 turn. The formula can be applied to part of an object so as to not hurt the user when the coating is applied, for example, only applied to the blade of a sword, so the user can hold the handle without hurting themselves.

Note: Useable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and redistributed coating the item within mere moments, last until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.

Approved.
 
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Zenryoku

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link to approval for Mythical Summoning Contract:

Summoning Animal: Quilin / Kirin

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The quilin are a mythological creature commonly found within the chinese mythology. They also exist within other mythology such as japanese where they are more widely known as Kirin aswell as Korean mythology. They are a type of chimerism creature that is said to appear in the time of great sorrow when the occurrence of the passing of a Sage or a Fuedal lord happens. Their are depicted as having a many dragon like features such as the head appears similar to a dragon with a long flowing mane, their eyelashes are also extensively long, and a razor sharp teeth. They are commonly depicted with having horns or Antlers atop their heads. Their bodies are generally like a deers, horse or ox and their skin covered with scales and tough skin. They can have lion's tail or an oxes tail. They appear in many variety of colours ranging from gold, rainbow and many colours that represent various jewells and gem stones.

Quilin have a few unique traits which aid them in the narutoverse:

  • It is also stated that when they make noises they can be likened to that of chime bells and blowing winds. This can be used by them as a method of inducing genjutsu, much like ma and pa do with their toad songs. Another way they use this is they release the sound as a method of sonar almost, listening to what the sound reverberates off to give an indication of their surroundings when it's dark or to find a hidden opponent.
  • They are considered good omens and very graceful in nature so much so that within buddhism they are said to not walk on grass so that they do not damage even a single blade and instead would choose to walk on water or on the clouds themselves. They passively use this skill to mimic the effects of the Silent homicide technique, being able to sneak up on opponents to deliver decisive blows.
  • Their scales, much like dragons offer a solid protective defense over their entire body and can be sharp to touch, inflicting damage back on taijutsu users.
  • Quilin are able to user various elements on skills depending on which is summoning, each being proficient in its own unique skill.

Scroll Owner: Zenryoku

Other Users who have signed contract: N/A

Summoning Boss if existing: (will create in due time)

Other Summoning Animals tied to contract:

Declined: Asked the other mods and, unfortunately, we aren't allowing the induction of genjutsu via sound to be a contract-wide ability like this. Feel free to add something else instead, though make sure to fix the template in the re-submission please. Cool contract btw.

(Kuchiyose no Jutsu: Fuji ) - Summoning Technique: Goddess of Fire
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points:
Description: Fuji is a bright and vibrant colour of crimson red, her entire body is a magnificent array of bright and darker tones. Like all Quilin her head has the physical features much like a chinese dragon, with a bright red flowing mane that extends part way down her back. Her eye lashes and whiskers extend outwards in a total length of 2 meters. She has large set of Golden horned antlers that extend sidewards from the top of her head and point out towards her front. Her body is that of a horse in shape and size with spines running down the length of her back evenly spread out. her skin is strong and tough and addorned with additional protection from her most beautiful feature, the ruby crusted scales that line her back and half the length of body and partly down her legs. she has flanks of dark red hair on her legs and a long flowing tail with a strong mixture of reds. She like all Quilin are equivliant to a very large shire horse standing about 2 meters tall and around several feet in length.
  • Fuji is capable of performing Fire release techniques up to the users rank and knowledge.
  • She is capable of concentrating fire chakra into her scales to enhance their hardness and to cause the ability to burn with physical contact. These scales will glow bright red offering an S rank defensive power. Fuji is capable of controlling it so if the user is riding her, the scales where they are sat wont burn them.
  • A unique ability of hers, is her S rank fire charge ability, it takes on the quilin's graceful ability of moving without disturbing an area to the next level. She will release fire around her entire body as she sprints forwards at 2x kage ranked speed releasing fire from her feet to boost herself forwards head first using her horns to impale or smash through a target as the fire is strong enough the vaporize anything she comes into contact with (following the s/w of fire release). Due to the fire being released from her hooves she would even be able to run through the air to do this.
  • Fuji due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasting for 4 turns.
Note: Each ability used counts of one of the users 3 moves per turn.
Note: Can only use the defensive scales once, lasting two turns.
Note: Can only use the charge ability twice.

Declined: Contract was not approved.
Summoning Animal: Quilin / Kirin

Scroll Owner: Nirvana/Zenryoku

Other Users who have signed contract: N/A

Summoning Boss if existing: (will work on at later date)

Other Summoning Animals tied to contract:



Description and Background:

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The quilin are a mythological creature commonly found within the chinese mythology. They also exist within other mythology such as japanese where they are more widely known as Kirin aswell as Korean mythology. They are a type of chimerism creature that is said to appear in the time of great sorrow when the occurrence of the passing of a Sage or a Fuedal lord happens. Their are depicted as having a many dragon like features such as the head appears similar to a dragon with a long flowing mane, their eyelashes are also extensively long, and a razor sharp teeth. They are commonly depicted with having horns or Antlers atop their heads. Their bodies are generally like a deers, horse or ox and their skin covered with scales and tough skin. They can have lion's tail or an oxes tail. They appear in many variety of colours ranging from gold, rainbow and many colours that represent various jewells and gem stones.

Quilin have a few unique traits which aid them in the narutoverse:

  • They are considered good omens and very graceful in nature so much so that within buddhism they are said to not walk on grass so that they do not damage even a single blade and instead would choose to walk on water or on the clouds themselves. They passively use this skill to mimic the effects of the Silent homicide technique, being able to sneak up on opponents to deliver decisive blows.
  • Their scales, much like dragons offer a solid protective defense over their entire body and can be sharp to touch, inflicting damage back on taijutsu users.
  • Quilin are able to user various elements on skills depending on which is summoning, each being proficient in its own unique skill.
Note: Removed the sound genjutsu section as per requested, changed the format to hopefully the correct format for the submission of the contract

Approved: Cool contract!
----------------------------


(Kuchiyose no Jutsu: Fuji ) - Summoning Technique: Goddess of Fire
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points:
Description: Fuji is a bright and vibrant colour of crimson red, her entire body is a magnificent array of bright and darker tones. Like all Quilin her head has the physical features much like a chinese dragon, with a bright red flowing mane that extends part way down her back. Her eye lashes and whiskers extend outwards in a total length of 2 meters. She has large set of Golden horned antlers that extend sidewards from the top of her head and point out towards her front. Her body is that of a horse in shape and size with spines running down the length of her back evenly spread out. her skin is strong and tough and addorned with additional protection from her most beautiful feature, the ruby crusted scales that line her back and half the length of body and partly down her legs. she has flanks of dark red hair on her legs and a long flowing tail with a strong mixture of reds. She like all Quilin are equivliant to a very large shire horse standing about 2 meters tall and around several feet in length.
  • Fuji is capable of performing Fire release techniques up to the users rank.
  • She is capable of concentrating fire chakra into her scales to enhance their hardness and to cause the ability to burn with physical contact. These scales will glow bright red offering an S rank defensive power. Fuji is capable of controlling it so if the user is riding her, the scales where they are sat wont burn them.
  • A unique ability of hers, is her S rank fire charge ability, it takes on the quilin's graceful ability of moving without disturbing an area to the next level. She will release fire around her entire body as she sprints forwards at 2x kage ranked speed releasing fire from her feet to boost herself forwards head first using her horns to impale or smash through a target as the fire is strong enough the vaporize anything she comes into contact with (following the s/w of fire release). Due to the fire being released from her hooves she would even be able to run through the air to do this.
  • Fuji due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasting for 4 turns.
Note: Each ability used counts of one of the users 3 moves per turn.
Note: Can only use the defensive scales once, lasting two turns.
Note: Can only use the charge ability twice.

Approved: Made a tiny edit.
 
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Zaphkiel

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(Fūinjutsu: Kami no Henka)- Sealing Technique: Change into Divinity
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 to techniques)
Damage: N/A
Description: Kami no Henka is a inscription type seal where the user stores not just chakra but a technique inside of it to be unsealed for later use. The technique stored in this seal is a modified version of the mundane Transformation Technique. To begin with, the user will choose a specific form he wishes to adopt (can be anywhere from animals to humanoid creations but never anything inanimate) and transcribe the rites into the seal which can be placed on their body for ease of access. At the beginning of each battle Change into Divinity is dormant and practically useless--until activated and released.

Initial Activation: The first half of the seal, this is where it leeches chakra from the user to store alongside the transformation technique. Techniques that the user perform will attract an extra ten chakra point usage which is actually routed directly into the seal. In addition to this, any chakra the user gains from external sources is also stored within the seal instead of his own reserves due to it's leeching effect. Until it's deactivated or released fully, it will continue sap chakra until a limit of 100 chakra points is reached.

Form Release: The second and final side to the seal. When enough chakra has been garnered the user will release his stored transformation in a surge of chakra that can push opponents back and shatter the earth around them up to short range to take on the chosen form instantly. Forewarning this is the seal glowing an unbearable turquoise color. Once the form has been achieved all the stored chakra will be released back into the user's tenketsu similar to an adrenaline shot. With all the pent up chakra being released at once the user gets an 'overcharge' which translates to his techniques gaining a rank boost (up to A-Rank, additional ten damage for techniques above). For every ten points siphoned during the seal's initial activation the user will be able to boost a single technique of his own. So if thirty points were sapped the user is able to boost a total of three techniques. After the stored chakra is exhausted the user will revert to his base form and this seal will go on cool down until the end of the fight.

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Declined. Clashes with my Cygnus Loop and Cosmic Transience. The Form Release also clashes with one of Daemon's puppets that can seal chakra and convert it into a boost.

(Fūinjutsu: Kyūkei)- Sealing Arts: Respite
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The first of the Kindred set, Lamb's Respite begins with the user blessing the ground under their feet (or any surface they can establish physical contact with, for that matter) through a simple tap of a hand or foot. From that point a sealing script will spread itself across the ground in all directions up to 5m from the user, who will act as the epicenter. The script, circular in pattern, carries various Kanji on its edges preaching of protection and vitality but the most prominent seal which lies in the middle says the word 'quiet' which is represented by the symbols "静か". The speed of the seal in its formation and execution is quite commendable as the technique is meant to be used during the time frame of an incoming attack, being purely defensive in nature. As soon as the pattern reaches its 5m max radius a controlled barrier filled with dense chakra bursts from the seal and takes the shape of a semi dome with its peak stretching exactly 5m high. Similar to Multiple Infinite Embraces, this sphere-like barrier carries immense pressure inside its form that can greatly affect those caught within, where it restricts opponents from molding chakra for techniques above A ranked. But unlike its inspiration, the barrier doesn't push down on its target(s) but rather pushes in from all sides. This causes whatever caught to be totally immobile, with people and objects literally being frozen mid poise. To the outsider it would appear time has ceased within the bubble. It is capable of affecting multiple targets at once which includes people and objects, as well as physical techniques that are capable of being affected by chakra and pressure such as Doton and Suiton and similar elements. Energy based and otherwise intangible attacks such as Wind, Lightning, and Fire aren't affected much by this barrier in that they aren't able to frozen. Instead they'll move at a slower pace, as much as half their original speed while inside. This includes techniques by the user as well. The second half to the technique, where after it has frozen its targets, is where there is a reverse in its nature and the barrier pushes everything away from its epicenter in something like an explosion. Using the same chakra and pressure, the barrier is capable of pushing all the objects caught within its body as far as 10m back from the user but in doing so it isn't able to directly harm them. The technique was created with the sole purpose of preventing sneak attacks and speedy techniques/foes, able to buy the user time in most cases. Lamb's Respite can be kept active for a max of three (3) turns, costing -10 chakra per turn for upkeep but during its execution the user is unable to perform techniques above B-Rank. It also can only be activated three (3) times in total, with a turn cool down between uses.

Pending. Leaving for Vex.

Declined: Honestly, this is going to need to be toned down quite a bit. Complete immobility for solid elements, halving the speed of incorporeal techniques, and complete immobilization of the user won't be allowed in combination. I like the second half of the technique, though this will need some sort of additional restriction considering the effects of the jutsu, something that would restrict the usage of Fuuin itself in the same or future turns.


(Adamu) Adam
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40 (+30 First Instrument)
Damage: N/A
Description: The first Angel, and puppet of the Hands of God lineage, Adam is a very peculiar puppet like others of the line. It appears nothing like the men or creatures of this earth because it hails from a place only the Ōtsutsuki are familiar with. It is also one of the biggest puppets of the line, standing at six meters with long arms that are 4 meters in length each. It boasts abnormally square shoulders that seem to be bolstered with skull looking protrusions. The puppet has no head, but instead has it's face protruding from the center of its broad chest that looks eerily similar to a bird skull. It's 'skin' is a rubbery material meant to hold all its impressive gears and mechanics in place while allowing it to move as fluid as an organic being. Adam has with it two red, spiraled spears that sport a forked tip exactly 3 meters across. These serve as its main means of attack and defense. Adam can only be summoned once and each ability counts as a move for the user.

AT-Field Generation: The AT-Field or "Absolute Terror Field" is a unique barrier type Ninjutsu only utilized by puppets of the Hand of God lineage. Adam has this ability, which originates from a seal on its forehead and comes in the form of a transparent barrier that always surrounds its body like a second skin. Upon being met with techniques, the barrier will glisten and then explode, which can allows it to rebound attacks of solid nature back at it's source at the same strength and force it was initially released with. When met with energy based techniques the barrier will do the opposite: it absorbs the technique and forcefully breaks it down into chakra. This chakra is then sent back to its user. This barrier can contend up to two A-Rank techniques or one S-Rank before being dispersed. Once destroyed it takes up to three turns to recharge. The barrier itself is A-Rank in strength.

The First Instrument: The second ability of Adam is its ability to 'evolve' and up its own abilities and rank. The user will supply the puppet a surge of chakra through their connection (be it chakra threads or Otsutsuki Puppet Technique), and trigger a metamorphosis to take over the puppet. A second face carrying another AT-Field seal will forcefully emerge beneath the first along two extra pair of arms above the first pair, each carrying two more spears as well as a halo of chakra above its head. The AT-Field, if not destroyed, will gain the ability to mitigate one more S-Rank technique at the cost of being deactivated permanently for the rest of the battle. If the AT-Field is destroyed by the time Adam evolves, the boost instead goes to its spears which will become A-Ranked each, but still carry a weaker AT-Field. This ability can only be activated once.

Longinus and Casseus: These are the two spears that Adam carries. Each carry B-Ranked damage and can be thrown with impressive speed and accuracy up to Long range. However, they are not necessarily just regular weapons. They are actually surrounded in lesser, B-Ranked AT-Fields that allow them to drill through techniques of that rank and lower without losing momentum or power. Once they make contact with a target the user can have Adam call them back to its possession through thin wires attached to the hilt of the weapons. Up to two spears can be thrown each time this ability is activated, even when 'First Instrument' is in effect.

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Pending. Leaving for Pekoms


Declined: the AT-field won't be able to react differently based on whether an attack is physical or energy-based; instead, you should partition it into two seals. As for The First Instrument, that will not be permitted to make an extra AT-field able to handle yet another S-rank jutsu. In addition, clarify how long it takes for the puppet to "evolve".

 
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Hokusai

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– Submission from old thread.
(Genjutsu: Gaia no Jishhikaitei) Illusion Technique: Embodiment of Gaia
Type: Supplementary,Offensive
Rank: A-rank
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user makes four hand seals causing an illusion to occur, to which once activate the opponent will see the user instantly slam their hands onto the ground. Once they do a blue summoning formula will appear on the ground under the enemy. A blue chain with a spear head will form behind the target and stab into the spine of the target, to which once it does it will spread out and latch onto the surrounding environment (such as trees, mud puddles,water etc). The chains that branch from the original will then seemingly begin to absorb the properties of the said surroundings and forcefully injecting back into the body of the target. The target will feel immense amount of pressure as they feel there bones being morphed into the same material being absorbed by the chains(changing the bones into tree bark, hardening like steel etc). In reality the target is unharmed but us under immense mental strain and will pass out after 2 turns if they don’t break the illusion due to the intense mental strain. The technique is highly versatile as it can be used in accordance to the actual environment, thus making it harder to decipher. Genjutsu lasts two turns while it can only be used twice per battle, leaving the user unable to use A-rank and above genjutsu until the the illusion ends.

□ Update Approved. □

– Previous submission

(Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb
Type: Offensive | Defensive | Supplementary
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: 40 – 80
Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.

B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but causes the weakest amount of mental strain being 40

A-Rank – Is strong enough to deal 60 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.

S-rank – Induces 80 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real. Can remain active for 4 turn and can be used twice per battle leaving the user unable to use A rank and above genjutsu in the next turn. No other genjutsu this turn above B-Rank as well, while once a rank is picked, all the explosions will adhere to that power.

□ Update Approved. □

– Old Submission

(Tsumibukai Genjutsu: Burakku Bokkusu)Sinful Illusionary Arts: The Black Box
Type: Supplementary | Offensive
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: N/A
Description: The illustrious and legendary Genjutsu of the Royal Sinners, The Black Box. This is a powerful Genjutsu, acting like a Kai and can also be used as an attack. The kai version is activated when the user is sent into a Genjutsu to which is identified through the means of sensory , dojutsu and or other means. Lacking one of these, the user would need to self-evaluate situation, allowing them to identify they are in a genjutsu. The user will channel his chakra into his own brain, placing chakra into the five senses. The senses that were not targeted by the targets Genjutsu will be layered with chakra at the minimum. The others that was targeted however, the chakra will overlay the targets chakra and actually flush the chakra out of the system of the brain, in the Genjutsu itself dark figures with red and yellow and dark devil eyes will come from the ground and begin to drag the target into the ground. After which the user will find himself in a dark room known as the “Black Box” which is actually the dark subconscious of the mind created by the illusion. In the room, there exists a red demon wearing a tuxedo and playing a piano and smiling to the user saying “You owe me one...boy” to which he starts laughing and the illusion ends when the chakra leaving the brain. When used as an attack, the user will use a set of 6 seal and channel his chakra into the brain of the user taking control of the five senses. The user will slam his hands on the ground, making it seem as if he used an earth technique. The earth rises around the target and places them in a new dimension known as the “Black Box”. In the new room the target will find themselves strapped to a black chair and piano music playing. The same red demon will be playing the piano and tells the target “Read for the symphony?” and laughs dark and loud as a dark figure with a shinigami mask on comes towards the target. In reality at this moment the target is unable to move. The masked man the places his hand by the heart of the target and proceeds to rip out the soul of the user , removing the mask and eating the soul, The masked man the laughs and begins eating other parts of the target till there is no more. During this time the target is immobilized in reality.Can be used for a total of three times for B-A Ranked, twice for S-ranked while unlimited for C ranked and below. A genjutsu specialist is capable of releasing one rank higher then they normally would base on the Kai Restrictions (i.e A Sannin can only release up to A-ranked with Kai but being a Genjutsu specialist will allow them to do so up to S-ranked). When used on a target it is B-Ranked in strength and can be used only twice

□ Update Approved. □

Dropping CW found here:

(Uwabe Dake) Semblance
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Said to be an artifact owned by the Sage of Six Paths, specifically designed to as a toy for Matatabi, it’s been an heirloom of all previous Jinchuriki of the Nibi for many generations. This artifact, while it’s appearance is unorthodox should never be taken lightly as in the hands of a person whom has the ability to utilize its full potential will surely show how potent it’s latent abilities are. At first glance, it’s a small cat bell – golden in color and roughly the size of a baseball – its composition being made off a special metal that can act as a conduit of the owner’s chakra while also being indestructible by nature. This translates to it being unable to be corroded, smashed, melted or any type of condition that may detrimental effects to its composition. It is also grafted to only respond to the chakra of its current holder – with foreign chakra that is infused within it being nullified completely. Abilities wise the bell itself naturally in tune with its owner – always constantly passively connecting to its user so they may utilize its ability when needed; and should be noted that being the Jinchuriki of the Nibi is not required to use this weapon. The following abilities mentioned below are what this weapon offers with some being active and or passive in nature.

Nenriki Houka |Pyrokinesis (D – S Rank) - The first and active ability of the weapon, which when activated causes the bell to turn pitch black in coloration instantly, this being caused by the user’s chakra “burning” the surface of the bell in order to give life to ash. Superheated by chakra, the user is capable of telekinetically controlling the ash. The user, at the cost of a move is capable of shaping the ash into constructs of ash by forcefully mending the ash together in order to form basic shapes, spikes, shields or even waves of ash. This is all up to the user's own imagination of how they desire to form the ash, while the amount of chakra determines the overall power of the constructs ranging from D to S rank. In the case of S-ranks, there is a two-turn cooldown that begins when the constructs can no longer be sustained and the user is unable to use other Fire Techniques above A-rank in the same turn after use. As for A-ranks, there is a one-turn cooldown that begins when the constructs end. Mulitple contstructs can be made at once, though their power is divided, as well as being able to sustain them by paying a proportionate chakra upkeep (5 for D-B, 10 for A, and 15 for S) to sustain said constructs for up to two turns. Constructs are also only able to reach up to mid ranged away.

Kyousei Enbaa | Symbiotic Ember (N/A) – The second ability of the weapon, passive in nature but only be able to be accessed by those who possess the Nibi sealed within them. Due to Matatabi’s connection towards this weapon; it comes to no surprise that it retains some sort of connection to it in which by a seal being located inside of the bell and connected back to the mental plane that the Bijuu resides in it is capable of interacting with the outside world. Thus, through the weapon Matatabi is capable of feeding chakra into the seal, and release it into the physical realm allowing it to act as an actual second fighter alongside it’s host, releasing it’s own fire based/Bijuu based techniques. This ability while it’s passive in nature, techniques that the Bijuu used all count towards the user’s usage limit. This ability also when active takes priority over any other abilities active thus any other powers the bell provides are not available the same turn this is used. Despite this however, the seal forcefully restrains the damage output that naturally passes through, to which Matatabi's fire based techniques released through this method only gain a passive +15 instead of the usual +30.

Fushichou no Kodou | Heartbeat of the Phoenix (N/A) – The last and final ability of the weapon, passive in nature to which the weapon upon a mental command by its user will siphon – 5 chakra per turn. This chakra is then converted into omnidirectional pulses of heat that travel across the terrain relative to that of a lightning technique however this in combination with a seal located on the inside of the bell acts in tandem with one another. The seal in question creates a mental map within the user’s mind to which when the pulse of heat passed through something it registers whatever it may have come into contact with. Anything that has their own heat, be it naturally produced such as body heat and or artificially i.e via chakra will burn a bright red in color – allowing the user to know the location of the heat is coming from where as objects without any will by a dark red coloration. The bell is constantly releasing these pulses, thus allows for continuous updates of anything that is also moving.

The bell is capable of being used once in contact with the user or within one meter of them, but how the bell is worn is up to its user as it can be attached to a belt, in a pouch etc.
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□ Pending. Leaving for Pekoms. □


Declined: first off, omit Symbiotic Ember in its entirety. In addition, Heartbeat of the Phoenix will not be a passive.

(Uwabe Dake) Semblance
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Said to be an artifact owned by the Sage of Six Paths, in truth it was owned by a follower of Ninshu. This artifact, while its appearance is unorthodox should never be taken lightly as in the hands of a person whom has the ability to utilize its full potential will surely show how potent it’s latent abilities are. At first glance, it’s two ruby earringsroughly3 inches in size– their composition being rubies that can act as a conduit of the owner’s chakra while also being indestructible by nature. This translates to it being unable to be corroded, smashed, and melted or any type of condition that may detrimental effects to its composition. It is also grafted to only respond to the chakra of its current holder – with foreign chakra that is infused within it being nullified completely. Abilities wise the earrings itself naturally in tune with its owner – always constantly passively connecting to its user so they may utilize its ability when needed. The following abilities mentioned below are what this weapon offers with some being active and or passive in nature.

Nenriki Houka | Pyrokinesis (D – S Rank) - The first and active ability of the weapon, which when activated causes the earring to turn pitch black in coloration instantly, this being caused by the user’s chakra “burning” the surface of the earrings in order to give life to ash. Superheated by chakra, the user is capable of telekinetically controlling the ash. The user, at the cost of a move is capable of shaping the ash into constructs of ash by forcefully mending the ash together in order to form basic shapes, spikes, shields or even waves of ash. This is all up to the user's own imagination of how they desire to form the ash, while the amount of chakra determines the overall power of the constructs ranging from D to S rank. In the case of S-ranks, there is a two-turn cooldown that begins when the constructs can no longer be sustained and the user is unable to use other Fire Techniques above A-rank in the same turn after use. As for A-ranks, there is a one-turn cooldown that begins when the constructs end. Mulitple contstructs can be made at once, though their power is divided, as well as being able to sustain them by paying a proportionate chakra upkeep (5 for D-B, 10 for A, and 15 for S) to sustain said constructs for up to two turns. Constructs are also only able to reach up to mid ranged away.

Fushichou no Kodou | Heartbeat of the Phoenix (B) – The second active ability of the weapon, active in nature to which the weapon upon a mental command by its user will siphon – 5 chakra per turn and lasts up to six turns per usage. This chakra is then converted into omnidirectional pulses of heat that travel across the terrain relative to that of a lightning technique however this in combination with a seal located on the inside of the earrings acts in tandem with one another. The seal in question creates a mental map within the user’s mind to which when the pulse of heat passed through something it registers whatever it may have come into contact with. Anything that has their own heat, be it naturally produced such as body heat and or artificially i.e via chakra will burn a bright red in color – allowing the user to know the location of the heat is coming from where as objects without any will by a dark red coloration. The earring is constantly releasing these pulses, thus allows for continuous updates of anything that is also moving. While it may cost a move to activate it, the user may come into battle with this ability active.

The earrings are capable of being used once in contact with the user or within one meter of them, but how the earrings is worn is up to its user as it can be attached to a belt, in a pouch etc.

Pending. Leaving for Pekoms.


Approved: edits are in pink. Note that Spirit of Amaterasu has been omitted.


Didn't bold below due to writing most of the customs.

Updating:

(Futon: Sukai doragon no hōkō) Wind Release: Roar of the Sky Dragon
Typeffensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will perform a single hand seal while gathering chakra into their mouth, while also inhaling surrounding air as they mold it. The user will then exhale, simulating a roar as they releasing a swirling vortex of sharp winds, having a similar range in power to that of Wind Release: Pressure Damage - while having a vortex like effect where it picks up debris, water or other loose objects nearby to converge into the vortex. It is ideal for places such as deserts or near water sources to combine into the vortex. Can only be used thrice per battle, and only once every other turn.

Updated Approved. Made edits.

Updating:
(Ototon: Maesutoroteiruzuobu) Sound Release: Tales of the Maestro
Type: Offensive
Rank: B-Rank
Range: Short -Long
Chakra: 20
Damage: 40
Description: Through the kneading of chakra into the user’s weapon or hand, they will vibrate it with their chakra. By waving their hand around, the user gives form to up to five compressed destructive sound waves in the form of musical notes. They will then thrust their forward, causing the notes to be released at the enemy, which upon contact causes a short range explosion of one meter, destroying anything near the point of impact. Can only be used four times per battle.

Update Approved.
 
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Skorm

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Summoning Animal: Vampire Squid | Kōmoridako
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background: N/A
The vampire squids are one of the oldest deep-sea creatures that are living today and shares body attributes of both a squid and an octopus. However, unlike octopuses, vampire squids lack inc sacks and uses another type of defensive system. A vampire squid can be either blood-red or black in its pigmentation. They are very agile and have a very high rate of overall sensibility. When agitated, they shoot out a bioluminescent mucus that contains a seemingly unlimited amount of blue lights that will fool away their alleged predator. This mucus can shine for several minutes and lets the vampire squids swim away to safety. Along with this, like most squids, the vampire squids have very strong beaks they use to eat their food with. The tentacles are also equipped with light-producing organs (like the rest of their body) in which they can produce flashing blue lights that lasts for a fraction of a second or for several minutes. This system is used to disorient threats and causes nausea and blindness. They also use this system when they are the predator by surrounding their prey with the mucus of infinite light, only to show up where the prey least suspect them to come from.

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

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

Changing main weaknesses/strength

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Summoning Animal: Vampire Squid | Kōmoridako
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background: N/A
The vampire squids are one of the oldest deep-sea creatures that are living today and shares body attributes of both a squid and an octopus. However, unlike octopuses, vampire squids lack inc sacks and uses another type of defensive system. A vampire squid can be either blood-red or black in its pigmentation. They are very agile and have a very high rate of overall sensibility. When agitated, they shoot out a bioluminescent mucus that contains a seemingly unlimited amount of blue lights that will fool away their alleged predator. This mucus can shine for several minutes and lets the vampire squids swim away to safety. Along with this, like most squids, the vampire squids have very strong beaks they use to eat their food with. The tentacles are also equipped with light-producing organs (like the rest of their body) in which they can produce flashing blue lights that lasts for a fraction of a second or for several minutes. This system is used to disorient threats and causes nausea and blindness. They also use this system when they are the predator by surrounding their prey with the mucus of infinite light, only to show up where the prey least suspect them to come from.

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

Signers of the contract are bound to their summoning tattoo:
N/A

Pending. Leaving for Pekoms


Declined: one element only.


(Kuchiyose no Jutsu: Mamoru) - Summoning Jutsu: Mamoru
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mamoru is a decently large thorny dragon with the same size as a standard human while his left eye is piercingly blue his right eye is black as the night sky. He can be summoned through traditional means and is dark colored with some beautiful blue patterns around his thorns giving him a very majestic and fine look. He's very intelligent and shares a mental link with his summoner at all times. The spikes are sharp and his scales are very tough, able to withstand physical damage up to B-rank and due to the sharpness of the spikes they will deal damage to taijutsu moves, cutting and stabbing skin on contact with enough force. His main defence is adapted for fire techniques though. This is done by shedding a liquid body fuel around his skin that is highly fire resistant. He is however weak towards lightning and due to the liquid that he is naturally coated with he takes twice the normal damage of lightning. The combination of his thorns and watery scales makes him completely resistant to parasitic infiltration of his body and cannot be taken control over by the likes of creatures that rely on that. His affinity is Doton and makes him able to use all earth techniques his summoner knows. Like most thorny dragons, Mamoru is also able to hide his heat signature when digging underneath the earth and like other dragons of the contract he can blend in with nature and combine the effects of hiding under rock as well as disappear from sight using active camouflage. Naturally he can still be sensed by the use of chakra sensory or movement sensory.

Note: Can only be summoned once
Note: Lasts 4 turns
Note: Must be a signer of the Thorny Dragons contract

□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink and some things have been omitted.

Basically just changing what element he can use, from doton to katon. Also clearing up to what levels he can take on.

(Kuchiyose no Jutsu: Mamoru) - Summoning Jutsu: Mamoru
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mamoru is a decently large thorny dragon with the same size as a standard human while his left eye is piercingly blue his right eye is black as the night sky. He can be summoned through traditional means and is dark colored with some beautiful blue patterns around his thorns giving him a very majestic and fine look. He's very intelligent and shares a mental link with his summoner at all times. The spikes are sharp and his scales are very tough, able to withstand physical damage up to B-rank and due to the sharpness of the spikes they will deal damage to taijutsu moves, cutting and stabbing skin on contact with enough force. His main defence is adapted for fire techniques though. This is done by shedding a liquid body fuel around his skin that is highly fire resistant(up to A rank immunity). He is however weak towards lightning and due to the liquid that he is naturally coated with he takes twice the normal damage of lightning. The combination of his thorns and watery scales makes him completely resistant to parasitic infiltration of his body and cannot be taken control over by the likes of creatures that rely on that. His affinity is Katon and makes him able to use all fire techniques his summoner knows up to S-rank. Like most thorny dragons, Mamoru is also able to hide his heat signature when digging underneath the earth and like other dragons of the contract he can blend in with nature and combine the effects of hiding under rock as well as disappear from sight using active camouflage. Naturally he can still be sensed by the use of chakra sensory or movement sensory.

Note: Can only be summoned once
Note: Lasts 4 turns
Note: Must be a signer of the Thorny Dragons contract

Pending. Leaving for Pekoms.


✪ Update Approved ✪


New submissions;

(Taiton: Āsubakyūmu) Typhoon Arts: Earth Vacuum
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: 60
Description: The user will form two handseals and stomp the ground or slam their hands on the ground and channel typhoon chakra into it. The typhoon will then dig itself downwards and cover up a desired perimeter around a target. Using typhoons suction capabilities, the chakra will then dig itself inwards and shred all surrounding earth to smithereens. This will create a large hole under the target where the winds are raging on. It's a perfect counter for swamps, lakes or other environmental enhancing techniques as everything on the surface will be dragged down and cut to shreds. The user can also let the storm rage on for more than one turn by fueling the pit with more typhoon chakra up to three turns. They lose the ability to use any other elements than typhoon while doing so unless possessing Y/Y.

Note: Can only be used 3 times per battle.
Note: Lasts a maximum of 3 turns per use.
Note: Once this technique expires, the user is unable to use Typhoon Release techniques above A-Rank for a single turn.
Note: Can only be taught by Skorm.

Approved. Made edits.

(Taiton: Shēdou~ōkā) Typhoon Arts: Shade Walker
Type: Supplementary/Offensive/Defensive
Rank: S-rank
Range: N/A
Chakra: 40(-20/turn)
Damage: N/A (+20 typhoon)
Description: The parent jutsu of Shadestep, the Shade Walker is a jutsu that lets the user embrace their whole body with typhoon chakra and thus becomes one with the element in question. While embracing this form the user will be able to grow extra limbs or take any human sized form they want as typhoon is intangible. While adopting the S/W of the element as well(up to S rank) the user also becomes able to go through solid matter while losing their abilities of using other elements beside typhoon. The technique can end at any time the user wants but ends naturally after four turns per initial use. Appearance wise, besides being able to take any form the user will inherit the visuals of pure typhoon chakra which is black/white madness with a very cold and cutting touch. While hindered from performing other elemental jutsus, the users powers are amplified while using typhoon techniques in this form.

Note: Can only be used 4 times per battle.
Note: Lasts a maximum of 3 turns per use.
Note: Can only be taught by Skorm.

Declined. Quite a few things going on here that need to be addressed before this can be approved. For an S-Rank Mode there need to be much higher restrictions. This will be usable, at most, twice per battle. Once this expires, you need to have a set restriction on the Typhoon techniques you can access; for example, being unable to use Typhoon above A-Rank for two turns.

Phasing through solid matter has to go. The only abilities in the RP that can attain that now are Yin Release, Obito's Phasing Migration, and Madara's Limbo. So that isn't going to be extended to advanced elements. Finally, there needs to be limits on the size of the shapes you can take with this.
 
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LGeezy

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Kagebushin no Jutsu: Jisatsu | Shadow Clone Technique: Suicide
Rank: A-S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 30-40
Damage: 60-80
Description: Only usable after creating a Shadow Clone, the user or clone through the use of clasping their hands together may activate this technique. As the name implies, this technique is a destructive ninjutsu that revolves around detonating the doppelganger with extreme force and trapping the target within an intense explosion of a chosen element. Similarly to the Shadow Clone Explosion technique, this technique depends entirely upon the chakra partitioned when the technique is activated as this will be the reservoir for the explosion; up to S rank. Once the doppelganger is naturally destroyed through combat or voluntarily detonated by the user, the ensuing explosion will be a maelstrom of elemental chakra chosen upon activation of the technique. The magnitude of this technique can range anywhere from 5 to 15 meters out as cataclysmic explosion that could even level a building from the inside. Due to the resulting shock this has upon the user's own chakra system after the clone's remaining chakra is returned, the user is limited in his usage of this technique. This makes it possible to create numerous explosions simultaneously, however each use would deduct from the user move count.
Note:
A-rank can be up to four times per battle. If two A-ranks used, the user is limited to at least two more A-ranks, or a single S-rank. S-rank can only used be used up to twice per battle, if used twice it cannot be used anymore.

□ Declined. Now onto the technique, its fairly unclear. You say you use elemental chakra, but you don't specify which. You can use all basic elements, as that would be too overall and clash with several existing explosion elemental techniques. This technique as it is, isn't unique enough to be approved and clashes with several existing customs if we go by the aforementioned logic. □



Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank: Forbidden
Type: Offensive/Supplementary/Defensive
Range: Short-Long
Chakra: 50
Damage: -10 to summon
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. Arachne's body is much like the slug summon Katsuyu in the fact that her body is composed of an innumerable amount of spiders, that all function as portions of the same entity. These spiders main utility is to function as spy devices that allow Arachne and her summoner to see and hear through them up to two landmarks away. However at the cost of a move, Arachne can dissolve into these countless spiders to avoid attacks (within reason) and choose to reform somewhere else or envelop the opponent trapping them within the body of spiders. The spiders that compose her body are also Black Widow Spiders, whose powerful venom can paralyze a target for a single turn if they are made to bite, inflicting C-rank damage to a target. By using the spiders that compose her body, Arachne is able to passively spin a high tensile spider silk at will that could even halt the movement of a complete Susanoo (A-rank). She is also able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne, the stronger the binding. Targets that are caught in the chakra webbing will then be subjected to her personal genjutsu known as Arachne's Madness. For those affected by Arachne's Madness, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform S-rank and above techniques . By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne paralyzing them in place, while preventing A-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, it makes it almost impossible for the target to dodge as the opponents senses are dulled much like the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they black out and are under Arachne's control for a single turn.
Note:
  • Usable once per battle.
  • Arachne's Madness can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs.
  • After the third turn, If a target becomes controlled by Arachne's Madness, they may not be forced to kill or injure themselves in anyway. Arachne and the summoner will gain complete knowledge of the opponent's abilities.
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Declined: do note that F-rank contracted animals aren't being approved at this time; however, even if that was not the case, those few F-ranks in existence are barred from the Ninjutsu perks. Now, putting aside the topic of ranks, omit references to Katsuyu's ability as it is intrinsic to her and can't even be extrapolated to other slugs. Lastly, omit references to the spider being able to control the victim of Arachne's Madness.


Kumo Sensu | Spider Sense
Rank: A
Type: Supplementary
Range: N/A
Chakra: +10 per turn
Damage: N/A
Description: Spider Sense is a passive technique applied to the user's bio and is exclusive to those capable of manifesting the abilities of a spider's themselves. The power originates as tingling sensation at the base of the user's skull that presents the user with a psychological awareness of their surroundings. It allows the user to detect danger before it happens and warns him of it in no time. The greater the danger or how close the danger is increases the tingling sensation. It also helps the user to navigate when unable to see, hear, or if he's disoriented. This ability is precognitive in nature and increases the user's tracking and reaction speed by x2 . It can even warn the user when someone is watching them through sensory means. Although Spider Sense doesn't manifest itself outwardly it can cause the user to involuntarily react when something is wrong. It will also not give the user any knowledge of what or where the danger is only that it is present. This ability will not go off for those the user doesn't deem a threat, or if the user is distracted by high level genjutsu (A-rank).
Note:
  • Requires Spider Contract w/ Naturalist specialty.
  • If the user chooses they may ignore their Spider Sense ceasing the passive chakra drain to maintain it.
□ Both Pending. Leaving for Pekoms. □


Declined: no tangible basis for this was given but anyways, it would infringe upon Deviation's .

Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank: S
Type: Offensive/Supplementary/Defensive
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. Arachne's body is unique and capable of becoming a black mist with four holes acting as her disembodied consciousness, though she can easily take her physical form. She can aso harden herself enough to deal physical damage as well as launch spider webs towards her opponents offensively. At the cost of a move she may assume this form making it so no physical attack can harm her, although the force is capable of pushing her back. Arachne is able to passively spin a high tensile spider silk at will that could even halt the movement of a complete Susanoo (A-rank). She is also able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne, the stronger the binding capable of fully paralyzing targets within short-range as the threads wrap around them like a coccoon. Those in mid-range would be reduced to half thier base speed as they are entangled by the threads.Targets that are caught in the webbing then come into direct contact with Arachne's chakra and will then be subjected to her personal genjutsu known as Arachne's Madness. For those affected by Arachne's Madness, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform A-rank and above techniques. By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne paralyzing them in place due to the mental strain, while preventingB-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, it makes it almost impossible for the target to dodge as the opponents senses are dulled much like the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they are rendered unconcious.
Note:
  • Usable once per battle.
  • Arachne's Madness is equal to S-rank can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs. Usable once.
  • Arachne's mist-form moves as fast as a chunin ranked ninja and can be maintained for up to two turns at the cost of a move each turn. After its use, she may not resume the form for three turns.
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Declined: its abilities ought to be confined to genjutsu and spider ninjutsu. But do note that the Body of Smoke rip-off would need to go regardless. Also, take time out to make the description of its illusion more succinctem dash—it being over 300 words is excessive.


Kuchiyose no Jutsu: Kyōsei-tai Dokueki | Summoning Technique: Venom Symbiote
Rank: S
Type: Supplementary
Range: Short- Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Venom Symbiote or Venom for short is a unique species of spider, accessible to those of the Spider Contract. Venom is unique in the fact that it requires a host to survive. So much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Venom functions in a very similar fashion. After the user preforms the summoning technique, a black spider with white marking is summoned in the user's hand. The Spider bites the user's hand completing the contract before assuming an amphorous form. Stretching over the user body, it assumes a form fitting black suit with a white spider marking in the middle. Venom is resiliant enough to withstand up to 80 damage (one S-rank) before being unable to continue battle. When bonded Venom grants its wearer its abilites for as long as they have chakra to maintain him. Venom's bond first creates a telepathic connection with the summoner, allowing the two constant communication. Should the user have sustained broken limbs, Venom is capable of sustaining the user through them while not actually healing the damage. Venom's senses run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in thier line off site. While bonded, Venom has the ability to shapeshift into various forms made of the same organic matter as he, such as creating tendrils or of various length from the user's body (A-rank) at the cost of a move, but can be done within the same time frame of another technique due to Venom having control over his own form. Along with this, Venom has the unique ability to passively create webbing out of its own mass. This webbing is much stronger and thicker than natrual silk and grants the user's Spider Silk techniques an increase in rank. In line with his name, Venom grants the user access to its unique spider venom. The venom is capable of halting the chakra flow in a target for a single turn meant to enable Venom to easily bond with a unwilling host. The user can employ this venom by forming fangs or simple bladed objects out of the organic matter. At the cost of a move, Venom can enable its user to blend in with the enviornment similarly to the Hiding in Camoflauge technique for a single turn. Venom however is suspetible to fire and sound based attacks, as direct B-rank techniques from either element will cause him to disperse.
Note:
  • Must be a signer of the Spider Contract.
  • The user may not preform fire or sound release techniques above B-rank while Venom is bonded.
  • Usable once per battle.

Declined: its core ability would require a field such as Dark Threads, Sage Transformation, or Yang.


Fuinjutsu - Kumo Inai | Sealing Technique - Spider Within
Rank: A
Type: Attack/Defense/Supplementary
Range: Short
Chakra: 30
Damage: N?A
Description: A fuinjutsu seal usable by those who have signed the Spider Contract this seal is placed upon the user's body (must be mentioned in bio) in the form of a spider tattoo it is inscribed with a summoning formula that activates upon the wearer being hit by a physical move or the user's body coming in contact with foreign chakra. Through the use of their spider contract, when the user's body physically comes in contact with foriegn chakra through direct touch or jutsu the seal activates. It's function is to protect the user from harm by replacing the user's body with a innumerable amount of spiders that then coat the attack or opponent (within reason). Meanwhile the user has been transformed into a spider escaping the brunt of the attack, and allowing them to reposition for a surprise attack.
Note:
  • Requires Fuinjutsu and Spider Contract.
  • This jutsu follows all rules surrounding the Substitution Technique.
□ Both Pending. Leaving for Pekoms. □


Declined: the chief issue is that the practicality of this CJ is questionable.

Say if a fireball is incoming, how are you (as a spider) not getting caught up in it?


Hitsuki Bō | Red Moon Bō
Type: Weapon
Rank: S
Range: Short-Long
Chakra: +10 per transformation
Damage: N/A
Description: The Red Moon Bō (緋月棒, Hitsuki Bō) serves as Gwendolyn Otsutsuki's primary aide in combat. It becomes the channel of her offensive prowess in hand-to-hand combat and the like, allowing her to set up violent assaults at the foe. This apparently wooden bō is incredibly long and matches the height of Gwen, a difficulty she once fought with and had successfully overcame. The Red Moon Bō's appearance is jokingly compared to a cigarette, due to its variety of colors and patterns. Both wooden ends are covered in a blood-red color accompanied by golden rings near its flat tips; while black and white both cover the center.

The only known owner, Gwen, inclines to display the Red Moon Bō's versatility and pushes it past the limits. She transfers her chakra throughout its length to control its current size, but this phenomenon can only happen as long as she touches it. This transformation happens passively but draws on the users chakra to be completed. As a nod to the jokes about the bō, Gwen keeps her tool as short and as thin as a cigarette for easier keeping, putting it between her lips regularly. Note that the bō reverts back to its original shape after losing physical contact with Gwen, and therefore needs her chakra once more to do so. When entered in combat, the Red Moon Bō can be further elongated and thickened for pummeling down enemies and literally sweeping the entire battlefield (up to long-range). This superior tactic still needs physical contact, though, and loss of focus would lead to failure and an unexpected waste of chakra. It would seem odd that Gwen can still control the movement of the Red Moon Bō despite its enlarged size. To overcome this, she simply uses Red Heaven Dominion on the bō. She primarily uses it for distant targets, acting as a massive boomerang or a large spear. Gwen is even creative when it comes to combat, able to make the bō rapidly spin to deflect weak projectiles. Seeing that the Red Moon Bō gets overused for continuous offense and defense, it never seems to shred down or get a single scratch. A presumable cause is the chakra inside the bō, making it sturdy and enduring. Seeing that it's made of wood, the Red Moon Bō is highly vulnerable to fire, but the quick and strategic use of Great Heaven Wheel makes up for the said disadvantage.

Red Heaven Dominion - A supplementary technique used in conjunction with the Red Moon Bo, it starts by the user transferring their chakra into the otherwise inanimate weapon before creating three handseals. The chakra that coats the weapon turns from blue to reddish-pink before being absorbed causing the Bo to levitate around the user and can act independentaly much along the lines of the Otsutsuki Puppet Technique. This otherwise inanimate object will now follow the user's will and thoughts while it is under the influence of this technique. This is equal to a A-rank technique last four turns and is usable twice per battle draining an additional 10 chakra from the user per turn.

Great Heaven Wheel - The commonly-utilized defensive technique by Red Moon Bo users. The technique is designed to protect the user from incoming projectiles, whether it may be elemental or not. It is one of the basic moves required to master the weapon and destroys the wall that keeps the user from approaching long-ranged fighters with their bodies. Standing firm while putting the arms in front of the chest, the user performs the three required hand seals. An ominous wind would blow from behind as the Red Moon Bō places itself in front of the user. It would rapidly start spinning rapidly, forming varicolored afterimages. Soon after a cloud of strangely-red-colored chakra, released from bō, starts gathering in a circular shape. This forms the defensive component of the technique. Any weapons that would hit the shroud would bounce off as if its blown by the wind, while elemental projectiles would dissipate into chakra and get absorbed by the bō. However, it may seemingly look overpowered, but too much chakra absorbed will overload and break the barrier, thus ending the ninjutsu. It can absorb up to 3 A-rank and below elemental techniques per event (one per usage) before the weapon will be overloaded with too much chakra, each use counting towards the user's move count.


Approved: edits are in pink.

 
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Kai NB

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(Chakura Issui) — Chakra Overflow
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: This is a state that reinforces the pinnacle display of Chakra Control which can only be utilized in conjunction with the release of the White Strength Seal. Due to the amount of stored chakra focused in a singular point on the body suddenly being pumped back into the body, chakra flow is greatly increased. As a result of this, natural bodily functions exceed their normal capacity for the duration of the seal's release. However, the seal only augments natural bodily process like muscular strength and allowing the user the ability to improve their cell division and other healing processes depending on the level of release. This technique works alongside the seal, but focuses on augmenting the capabilities of Chakra Enhancement techniques, going beyond their normal capabilities. The overflow of chakra being pooled in coupled with the enhanced resilience they gain allows users to pour in more chakra than normal within their Chakra Enhancement techniques, increasing the effectiveness of each technique. The augmentation of the techniques are dependent on the level of this technique active.

Level 1 — Only accessible with Level 1 Release of the White Strength Seal. This level enables the user to go beyond what is normally capable of Chakra Enhancement techniques and optionally add up to an additional 10 Chakra Points to their Chakra Enhancement techniques. This chakra cost increases increases stacking damage proportionally, meaning 10 more chakra points adds 10 more damage points for both boosts and buffs, but multipliers only increase by 1 stage.

Level 2 — Only accessible with Level 2 Release of the White Strength Seal. This level enables the user to go beyond what is normally capable of Chakra Enhancement techniques and optionally add up to an additional 20 Chakra Points to their Chakra Enhancement techniques. This chakra cost increases increases stacking damage proportionally, meaning 20 more chakra points adds 20 more damage points for both boosts and buffs, but multipliers only increase by 2 stages.​

As this is a paired technique with (Byakugō no In) — White Strength Seal, each level of this technique automatically activates alongside the matching Level Release of the White Strength Seal, being passively applied within the same timeframe slot. Due to the strain of the influx of chakra, the user is left strained after, severely limiting their chakra control.

Note: Can only be used by Tsunade and Sakura Bios
Note: Once activated, lasts the duration of each designated Level
Note: After the release and when its duration expires, like with the White Seal, the user's chakra control will be severely weakened. For 3 turns she cannot use Chakra Enhanced Strength and it's variations.
Note: Because Sakura's efficiency of Yin Seal is greater than Tsunade's, she can more effectively use this technique when compared to her as well, being able to add an additional +10 to Chakra Cost for each level.
Resubmitting - Left Unchecked

(Chakura Issui) — Chakra Overflow
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: This is a state that reinforces the pinnacle display of Chakra Control which can only be utilized in conjunction with the release of the White Strength Seal. Due to the amount of stored chakra focused in a singular point on the body suddenly being pumped back into the body, chakra flow is greatly increased. As a result of this, natural bodily functions exceed their normal capacity for the duration of the seal's release. However, the seal only augments natural bodily process like muscular strength and allowing the user the ability to improve their cell division and other healing processes depending on the level of release. This technique works alongside the seal, but focuses on augmenting the capabilities of Chakra Enhancement techniques, going beyond their normal capabilities. The overflow of chakra being pooled in coupled with the enhanced resilience they gain allows users to pour in more chakra than normal within their Chakra Enhancement techniques, increasing the effectiveness of each technique. The augmentation of the techniques are dependent on the level of this technique active.

Level 1 — Only accessible with Level 1 Release of the White Strength Seal. This level enables the user to go beyond what is normally capable of Chakra Enhancement techniques and optionally add up to an additional 10 Chakra Points to their Chakra Enhancement techniques. This chakra cost increases increases stacking damage proportionally, meaning 10 more chakra points adds 10 more damage points for both boosts and buffs, but multipliers only increase by 1 stage.

Level 2 — Only accessible with Level 2 Release of the White Strength Seal. This level enables the user to go beyond what is normally capable of Chakra Enhancement techniques and optionally add up to an additional 20 Chakra Points to their Chakra Enhancement techniques. This chakra cost increases increases stacking damage proportionally, meaning 20 more chakra points adds 20 more damage points for both boosts and buffs, but multipliers only increase by 2 stages.​

As this is a paired technique with (Byakugō no In) — White Strength Seal, each level of this technique automatically activates alongside the matching Level Release of the White Strength Seal, being passively applied within the same timeframe slot. Due to the strain of the influx of chakra, the user is left strained after, severely limiting their chakra control.

Note: Can only be used by Tsunade and Sakura Bios
Note: Once activated, lasts the duration of each designated Level
Note: After the release and when its duration expires, like with the White Seal, the user's chakra control will be severely weakened. For 3 turns she cannot use Chakra Enhanced Strength and it's variations.
Note: Because Sakura's efficiency of Yin Seal is greater than Tsunade's, she can more effectively use this technique when compared to her as well, being able to add an additional +10 to Chakra Cost for each level.

□ Pending. Leaving for Vex/NK. □

(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, pull away specific objects hidden in a pile, etc. Against chakra based Ninjutsu, the user can use this to mold the shape of the Ninjutsu like clay. For example, the user can hold the chakra in an earth wall and mold it to create an opening, make shapes out of it small projectiles, or split a head-on projectile or stream to break apart around them. [SUP][ ][ ][ ][/SUP] The degree to which a user can mold Ninjutsu is dependent on their output of chakra. In order to have the molded ninjutsu retain it's shape even after the user is out of range, the user must overpower it. Merely matching the same strength/rank will only allow the user to mold the technique while in range, and have it's shape revert back to normal once out of range.

Only ninja with access to the Chakra Transfer Technique (Hyuga, Canon Bios, etc.) are able to take each of these two maneuvers further by literally expelling out the chakra from the target. This means they can use "Rejection" and "Acceptance" to dissipate or weaken an attack by respectively pushing or pulling out the chakra inside of it and use. For example, the user can pull the chakra from an earth wall, causing it to crumble. The amount of chakra expelled from the target is equal to the chakra used in this technique following S/W.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu

⛧Approved.⛧
Updating to work with New Rank Rules

(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, pull away specific objects hidden in a pile, etc. Against chakra based Ninjutsu, the user can use this to mold the shape of the Ninjutsu like clay. For example, the user can hold the chakra in an earth wall and mold it to create an opening, make shapes out of it small projectiles, or split a head-on projectile or stream to break apart around them. [SUP][ ][ ][ ][/SUP] The degree to which a user can mold Ninjutsu is dependent on their output of chakra. In order to have the molded ninjutsu retain it's shape even after the user is out of range, the user must overpower it. Merely matching the same strength/rank will only allow the user to mold the technique while in range, and have it's shape revert back to normal once out of range.​

Only ninja with access to the Chakra Transfer Technique (Hyuga, Canon Bios, etc.) are able to take each of these two maneuvers further by literally expelling out the chakra from the target. This means they can use "Rejection" and "Acceptance" to dissipate or weaken an attack by respectively pushing or pulling out the chakra inside of it and use. For example, the user can pull the chakra from an earth wall, causing it to crumble. The amount of chakra expelled from the target is equal to the chakra used in this technique following S/W.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Academy Students can use C-Rank, Genin can use B-Rank, Chuunin can use A-Rank, and Jounin can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu

□ Update Approved. □

(Ki) — Ki
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This is not a defined technique, or a state, but rather an application of one's chakra to the highest degree. The idea follows the principles of Blaze Release, Typhoon Release, and Black Lightning, which are still classified as Fire, Wind, and Lightning Release respectively but have an unknown added "X-Factor" which makes them unequivocally stronger than their base element. This "X-Factor" has always been applied to existing elements, but for this application, it is only applied to the user's chakra, dubbing the resultant form "Ki". So, whereas Blaze, Typhoon, and Black Lightning required nature transformation on top of adding the "X-Factor", Ki does not require initial nature transformation, just shape transformation and then the "X-Factor". As a result, Ki is effectively on the same level of chakra control as Base 5 nature transformations.

The effect of this creates the same base component, chakra, merely augmented in power. As the base is the user's raw chakra, it can even be applied to non elemental Senjutsu Chakra, Bijuu Chakra, and other states of raw chakra. Other effects shown is for the end result to have a darker color tone. As every individual has a unique chakra color, their chakra becomes near black, but still has hints of their own color to it the more focused it is. Given it's state being nearly identical to raw chakra, albeit with a darker “glow”, users have a very versatile set of ways to give it form and can shape it like they would ordinary raw chakra.

This means that the user can actually turn any raw based chakra technique, such as Rasengan, into a Ki technique and strengthen it. It increases the potency of the technique's effects by 1 Rank/Stage or 20 Points, whichever it applies to. However, if a raw based chakra technique allows the user the option to infuse a nature element into it, the user can not augment the technique into Reiki Release and also add an element. The final note is that Ki has all the same strengths, weakness, and neutrals to the user's current raw chakra. For example, ordinary raw chakra is weak to elements, so the user's Ki would be neutral to elements. In Sage Mode however, the user's raw chakra becomes Sage Chakra and is ordinarily neutral to elements, making their Ki strong against elements while in that state.

Note: Must be listed in user's Bio

□ Declined, DNR. This clashes with how Yin sometimes works, it changes the color of techniques as well as makes them neutral, which is similar to what this does. It also wouldn't be applicable as it is too wide and broad, and without a real basis to it. □

(Jūden Suru) — Charge Up
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This technique is applied to other techniques while they are being formed, and before they are released. It concentrates the potency and effects of a technique, raising them to new levels simply by taking more time manipulating their chakra into the creation of a technique. The end result is the same technique, only now much stronger. As such, this technique does not actually take up a move slot, since all it does is increase the duration of forming a technique. In order to do this, the user must simply continue focusing their chakra into the technique they are using before they release it. For example, if they are releasing a jutsu that shoots a simple blast of energy after a few handseals, the user simply holds the last handseal and continues focusing on the technique. The longer they hold the technique, the more powerful it becomes. However, while holding the technique, they cannot be moulding their chakra for another technique, as they are still technically forming a technique the entire time. Additionally, while they can move their bodies, if handseals are required, they can not break their handseals while charging up. [ ] If at anytime the charge up is broken prematurely, the technique will not even release.

After 1 turn of charging, the technique and it's effects increase by 1 Rank/Stage and/or 20 Damage Points, whichever it applies to.
After 2 turns of charging, the technique and it's effects increase by 2 Ranks/Stages and/or ×2 Damage Points, whichever it applies to.
After 3 turns of charging, the technique and it's effects increase by 3 Ranks/Stages and/or ×3 Damage Points, whichever it applies to.

□ Declined, despite the fact that doubling and tripling damage is crazy, the technique's basis doesn't really justify why it increases in strength. Just because its focused on longer it becomes stronger? □

(Tainai no Ki no Feinto) — Feints of Internal Energy
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: This technique has the user duplicate their chakra signature near them to make them impure

The user's internal ki control is such that they can control it to generate feints. Their opponent cannot sense their ki while using this technique. According to Whis, this is a very complex technique. The user cannot maintain himself doing this for too long, as it requires much concentration and energy. [ ]

□ Declined. Is this the full technique? It seems half-written. What is internal Ki control? Does it have to do with the technique up top? If so, declined because top one was not approved. Other reason, I don't think I undersand what you aim to achieve with this. □
 
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(Hatsu) — Life's Essence
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Ikiru quite a skilled sensing shinobi, he was even able to hinder another sensor's ability to detect chakra, becoming feared among sensors as the 'void of chakra'. While the user has Chakra Sensing Technique activated, upon sensing another chakra sensor of lesser skill (Lower rank than user). Similar to the Killing intent, the user needs to focus on the target and concentrate on surging their chakra towards them, meaning that one must sense target and be focused on them only. Focusing on their chakra, surging it from their body, outwards forcing throughout them, that it can even force objects away and/or shatter them open. Upon that sensor, this magnified presence is forced upon them, overwhelming them with masses of chakra incoming directly towards them (like genjutsu, however with no motive in manipulating their chakra) with sheer chakra overload. This drowns their opponent's ability to feel and sense other chakra entities around them, like a beacon overwhelmed by a endless data overloading it. This can cause headaches to even knocking their opponents out cold, if they don't cancel their sensing ability quickly (if opponent doesn't cancel their chakra sensing jutsu after 1 turn, they'll lose consciousnesses). With the overwhelming shroud of chakra released upon their opponent, they become numb to chakra for 3 turns unable to sense chakra. This jutsu can be used passively along side Chakra sensing jutsu.

Note: This jutsu can also hinder sage mode chakra sensing, depending on the user's rank. If a difference in rank smaller than 2 ranks exist, the enemy will feel only the pressure that 'clouds them' (limiting their chakra sensing range to mid-range). If a difference of 2 ranks or more exist, the enemy will be overwhelmed with the chakra unable to sense chakra, continued use after 1 turn they'll lose their own conscious and even possible death due to compulsive nose bleeding. This jutsu can only be used on 1 person at a time.
Note: User is unable to concentrate on detecting other possible chakra(s) in the vicinity, while this jutsu is active.
Note: Can only be used twice per battle.

Visual Understanding of Technique
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Declined. There are a number of reasons why this cannot be allowed. Generally, the only techniques that can directly insert chakra into another target are abilities like Genjutsu, Yamanaka, and in some specific circumstances Yin Release. Regular Chakra Sensors will not be capable of performing something like this by default. More importantly, it leads to a number of other issues that can create holes for abuse. Secondly, the effects of this technique come very close to the effects of certain Gen/Yamanka/Yin techniques; that kind of mental damage is restricted to those fields, typically.
 
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Imperfect

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(Nintaijutsu: Ritomasu Fisuto) Ninja Body Art: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Developed as a form of Taijutsu Supplement by a Shinobi who used another one of their own technique's to help himself gain solid footing in the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger, but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, especially Free-Form Taijutsu. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to perform Fire Release, or loose, free-flowing movements for Wind Release, fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or using their Chakra to manipulate existing sources, like a nearby source of Water, or the ground beneath their feet, however, any and all offensive actions involving an existing Element must originate from within Short Range of the user, same with Elements created by the user. The user can also use this Jutsu to manipulate and control incoming Jutsu, however, the Rank of the users Chakra must be at least one Rank higher than the incoming Jutsu, in addition to the Jutsu having to be within Short Range of the user to infuse their Chakra into it. The user can also perform other Jutsu whilst this one is active, however, the amount of Chakra required to perform them must be equivalent to, or lower than the total amount of Chakra the user has left for this Jutsu. This is because, while the Chakra is gathered and prepared throughout their body, it is yet to be moulded, repurposed and released into an actual attack or action, meaning the user still has the freedom to perform other Jutsu while this one is active. This does not consume the Chakra the user has gathered for this Jutsu, that Chakra simply acts as a "limiter" of sorts, restricting what other Jutsu the user can perform whilst this one is active. Additionally, at the start of each turn the user can expend an amount of Chakra equivalent to the amount of Chakra utilized up until this point, restoring the total amount of Chakra they have for this technique back up to the max A-Rank (30 Chakra). Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the almost insane cost it requires to maintain it. Finally the user can split the Chakra from this Jutsu into as many attacks they wish to perform, (Within reason of course, so the user can perform 1 A-Rank, 2 B-Rank, 4 C-Rank, or even a combination of different ranked attacks, like 1 B-Rank and 2 C-Rank, Etc.), however with each division of the Chakra used, so too does each individual action logically lose power. However, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with Taijutsu actions. This allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash, for devastating results.

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 3 times per battle.
Note: The user is able to utilize more than the standard form of the Elements they perform, for example, if they use Fire Release, they could use ash or flammable mist instead of flames, since both exist within the canon list for Fire Release. A more detailed list of the available variants for the basic 5 Elements is already provided within the parent technique, "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".



□ Declined. Keep the original. The controlling of someone else's technique while you can still use techniques is a definite no, same with taking control of another technique to that extent and other smaller issues like changing states of techniques at will, etc. □
Updating. Since I changed a lot of things, I made some update notes to highlight the major changes;

Generally refined the description, rewording and rearranging parts, while removing others completely. Specifically I moved and reworded the pool replenishment part, as reading over it again I realize it was very poorly laid out, and described. Additionally, I moved the note regarding the use of alternate states of the Basic 5 back into the technique's description, so it didn't look like an afterthought hidden away in the notes. Finally, I removed the ability to manipulate opposing Jutsu completely, as it really didn't make sense, and in retrospect would cause a lot of problems during fights.

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Art: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30 (Plus up to an additional 30 Chakra each turn)
Damage: 60
Description: Developed as a form of Taijutsu supplement, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger, more focused scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focused on collaboration with almost any form or stance of Taijutsu in close quarters combat, especially Free-Form Taijutsu. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with the parent technique, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to perform Fire Release, or fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into that Element. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or using their Chakra to manipulate existing sources, like a nearby source of Water, or the ground beneath their feet, however, any and all offensive actions involving an existing source must originate from within Short Range of the user, same with Elements created by the user. Additionally, the user is able to utilize all canon forms/ states for the Elements they perform, for example, if they use Fire Release they could use ash, or flammable mist, however, the state or form of any attack performed via this technique cannot be changed once released, as the Chakra has already left the body, and been given form.

The user can split the Chakra Pool from this Jutsu into as many attacks they wish to perform, within reason, so the user can perform 1 A-Rank, or 2 B-Rank, etc, or even a combination of different ranked attacks, like 1 B-Rank and 2 C-Rank, etc. However with each division of the Chakra used, so too does each individual action logically lose power, although, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with Taijutsu actions. This allows the user to swiftly and accurately shift between multiple Elements, performing extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash. Additionally, at the start of each turn for the duration of this technique the user can expend Chakra equivalent to the amount of Chakra utilized up until that point, restoring the Chakra they have for this technique back up to it's max. Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the high cost required to maintain it. Finally, while the Chakra for this technique is gathered and prepared throughout the user's body, as it is yet to be molded, repurposed and released into an actual attack, the user can perform other Jutsu whilst this one is active, without consuming the Chakra pool gathered for this technique, however, this cannot be done simultaneously while the user is releasing an attack from this technique, as they are logically using their Chakra to shape that attack and cannot divert neither their attention, nor Chakra flow between multiple techniques.

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 3 times per battle.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".

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Update Approved.




Resubmitting. Quirk of the All Mighty's approval: .

(Taijutsu: Wan Fō Ōru) Body Art: One For All
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A (Converts absorbed shock from "Quirk" into damage for Taijutsu)
Description: Derived from "Quirk of the All Mighty", or "Quirk", One For All utilizes the concept of shock absorption for offensive purposes, in contrast to the defensive capabilities of Quirk. One For All is broken down into two stages, both utilizing the same core mechanic of kinetic energy absorption/ redirection via muscle contraction. The first is a passive, supplementary action that is performed during the same time frame and Jutsu slot as the users performance of Quirk. The user performs Quirk as normal, however, instead of diverting kinetic energy from a physical attack safely out of the body, for example into the ground, the user directs it into the body itself, "stockpiling" the absorbed kinetic energy within a specific part of their body. Once this is done, the absorbed shock/ kinetic energy enters a dormant state and remains as such until the user wishes to utilize it.

Once the user has stockpiled kinetic energy within their body, they can utilize the second, offensive stage of One For All. By contracting/ tensing the muscles containing or associated with the dormant kinetic energy, the user "activates" and redirects the kinetic energy to other parts of their body, allowing them to enhance and empower their Taijutsu. The act of redirecting Kinetic Energy into limb(s) costs the user one of their 3 moves per turn, but as it's used in conjunction with another form of attack, doesn't take it's own slot in the time frame. Naturally the user suffers extreme negative effects from both storing and releasing large amounts of kinetic energy. When performing an attack that has been reinforced with One For All, the user potentially receives recoil damage from the additional kinetic energy present within the attack. This results in the user taking damage equivalent to 50% of the energy they redirected into their attack, however, if the recoil damage is 20 or lower, the recoil is low enough to be considered negligible, and thus isn't deducted from the user's health, nor trigger any kind of negative effects. At smaller increments this technique only causes discomfort for the user for that turn, but at higher increments this can cause severe damage, such as high levels of bruising, broken bones, torn muscles, etc, making this techniques usage a form of double-edged sword. [SUP][ ][/SUP] These injuries naturally fall under, and include the side effects explained within the "Fatigue Drawbacks" portion of the "Health System" rules, wherever applicable. Finally, with the user storing the Kinetic Energy from offensive techniques within their own body comes a certain risk. If the user is hit with enough force from a physical attack (Taijutsu, Elemental Ninjutsu of a solid nature, etc) that can't be negated with Quirk, they lose the equilibrium of focus required to maintain this technique, and as a result, any and all stored Kinetic Energy is instantly released into the body, inflicting the total amount of energy to the user in the form of internal impact damage, potentially killing (K.O.ing when death isn't applicable) them, depending on the amount, or location of the released energy. [SUP][ ][/SUP]

Note: Absorbed Kinetic Energy is stored within and applied to the user's Biography, making it universally applicable. Additionally, the user is in charge of calculating and maintaining their current stored Kinetic Energy, similar to how users have to calculate and maintain their Health and Chakra during battles and timelines.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty".

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‡ Declined ‡ I don't see storing kinetic energy in your body over long periods of time as feasible.
(Taijutsu: Wan Fō Ōru) Body Art: One For All
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A (Converts absorbed shock from "Quirk" into damage for Taijutsu)
Description: Derived from "Quirk of the All Mighty", or "Quirk", One For All utilizes the concept of shock absorption for offensive purposes, in contrast to the defensive capabilities of Quirk. One For All is broken down into two stages, both utilizing the same core mechanic of kinetic energy absorption/ redirection via muscle contraction. The first is a passive, supplementary action that is performed during the same time frame and Jutsu slot as the users performance of Quirk. The user performs Quirk as normal, however, instead of diverting kinetic energy from a physical attack out of the body, for example into the ground, the user directs it further into the body itself, "stockpiling" the absorbed kinetic energy within a specific part of their body. Once this is done, the absorbed kinetic energy is temporarily converted into potential energy, and enters a dormant state until the user wishes to utilize it, following the process detailed in the second stage.

Once the user has stockpiled kinetic energy within their body, they can utilize the second, offensive stage of One For All. By contracting/ tensing the muscles containing or associated with the dormant kinetic energy, the user "reactivates" and redirects the kinetic energy to other parts of their body, allowing them to enhance and empower their physical actions, primarily Taijutsu. The act of redirecting Kinetic Energy into limb(s) costs the user one of their 3 moves per turn, however, as it's used in conjunction with another form of attack, it naturally doesn't take it's own slot in the time frame. Despite the inherent advantage this Jutsu affords, the user suffers extreme negative effects from both storing and releasing large amounts of kinetic energy. When performing an attack that has been reinforced with One For All, the user potentially receives recoil damage from the additional kinetic energy present within the attack. This results in the user taking damage equivalent to 50% of the energy they redirected into their attack, however, if the recoil damage is equivalent to or lower than a C-Rank technique, it is low enough to be considered negligible, and thus isn't deducted from the user's health, nor trigger any kind of negative effects. At smaller increments this technique only causes discomfort for the user for that turn, but with higher recoil values come increasingly severe damage for the user, such as bruising, broken bones, torn muscles, etc, making this techniques usage a form of double-edged sword. [SUP][ ][/SUP] These injuries naturally fall under, and include the side effects explained within the "Fatigue Drawbacks" portion of the "Health System" rules, wherever applicable. Finally, with the user storing the Kinetic Energy from offensive techniques within their own body comes a certain risk. If the user is hit with enough force from a physical attack (Taijutsu, Elemental Ninjutsu of a solid nature, etc) that can't be negated with Quirk (Between 40 - 80 damage), they lose the equilibrium of focus required to maintain this technique, and as a result, any and all stored Kinetic Energy is instantly released into the body, inflicting the total amount of energy to the user in the form of internal impact damage, potentially killing (K.O.ing when death isn't applicable) them, depending on the amount, or location of the released energy. [SUP][ ][/SUP]

Note: The user is in charge of keeping track of their current stored Kinetic Energy, similar to how users have to calculate and maintain their Health and Chakra, however, stored Kinetic Energy can only remain within the user's body for the duration of the fight, or event it is acquired within.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty".

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Declined. When NK said "long periods of time," he didn't mean an entire fight or an entire event (note that "event" is just another word for "arc" now with the new Ninja World. So you could potentially, with this, hold the energy in you for up to 2, or even 3 months. That's not what he meant when he said long periods. It is intended to be brief. Momentary absorption and release. Not held for long drawn out battles (duration of the fight), or entire arcs (event it is acquired within). That just isn't going to fly in any capacity. We're talking turn limits here, not entire chunks of time.

The second problem is this lingering issue that just cannot be ignored, as much as I wish I could. This straight up manipulation of Kinetic Energy (redirecting it, storing it, converting it, and then releasing it). It crosses into the Kinetic Energy CE. This needs to be addressed before this can be approved.





New submission.

(Dōjutsu: Daisan'nome no Chie) Eye Technique: Wisdom of the Third Eye
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (Affects Cost of Dōjutsu activation & maintenance)
Damage: N/A
Description: Derived from an old tale where an Ōtsutsuki sacrificed an eye to gain wisdom, and in some accounts power, this technique is rooted in the basic concept of Chakra Control, and is applied to the activation and maintenance of the user's Dōjutsu, allowing Dōjutsu users to control how much Chakra they channel into their individual eyes at any given time. This is similar to how Sasuke Uchiha, after unlocking the Rinnegan, could independently control the amount of Chakra for his Sharingan, allowing him to activate his 3 Tomoe, and Eternal Mangekyō Sharingan when either was needed, while always maintaining the same level of Chakra to keep his Rinnegan active, showing a clear ability to independently control how much Chakra flows into each eye at any given time for both activations and general upkeep/ maintenance. The result of this Jutsu is near total autonomy over the user's own Dōjutsu, allowing them to activate, maintain and deactivate any of their Dōjutsu at will, independent of the other(s). This means that a user of the Mangekyō Sharingan could have one 3T Sharingan activated, while the other eye is unactivated, or could have both active, but only have one at the Mangekyō level, etc. In cases where user's have more than one Dōjutsu, like the aforementioned case of Sasuke Uchiha, they can control which Dōjutsu, and what level they are activated at, at will.

Naturally, with the ability to activate and maintain various combinations of Dōjutsu at any given time, there come various side effects, both positive and negative, depending on the type of the combination. When using a Dōjutsu in only one eye, the user only needs to expend half as much Chakra, both in regards to activation and maintaining the Dōjutsu, however, the tracking speed boost the user's Dōjutsu imparts is halved, and the related tracking benefits, such as the Sharingan's clarity of perception, only apply to the eye with the active Dōjutsu. Other capabilities of one's Dōjutsu, such as Dōjutsu techniques, can be used, however, in the case of eye-specific techniques, for example Itachi's Amaterasu being related to his right eye, while his Tsukuyomi was activated with his left, only the technique(s) related to the activated eye can be utilized. When using different stages of the same Dōjutsu, or two separate Dōjutsu, the user takes half of the activation cost from each, and adds them up to the nearest multiple of 5, with the same calculation used for the combined Dōjutsu's tracking purposes. And as is the case when the user has a single Dōjutsu active, the user gains the relevant abilities and techniques for the Dōjutsu active, however, this potentially wider pool of techniques, and wider depth of vision comes with a cost. Due to maintaining two separate Dōjutsu simultaneously, requiring the user to balance both Dōjutsu's respective, yet potentially wildly differing capabilities, they in-turn must expend twice as much Chakra than usual. This is done after halving the respective cost of both Dōjutsu, and combining them together, giving the user the base Chakra per turn total, which is then what is doubled.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Pending. Leaving for Vex or NK.

Declined, DNR: Unfortunately, this jutsu reduces the drawbacks for dojutsus quite a bit. This custom would essentially negate certain drawbacks and restrictions, or make them hardly have any inconvenience for the user. The reason that abilities such as the Mangekyo Sharingan have such high chakra costs and drawbacks, in addition to being faithful to the canon, are because of balancing. A technique such as this would reduce these drawbacks far too much, and for that reason I'm unable to allow it. Side note though, the idea itself is sound, and the custom is well-written.
 
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Zatanna

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Hoshi Sumashu | Star Smash
Type: Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description:
One who has mastered chakra control and can use Chakra Enhanced Strength has the ability to precisely concentrate their chakra to release it at exact moments when needed, such as when making contact with something solid to create a stronger strength behind their attack. By using this as an advanced technique by manipulating chakra all over their body, to enhance all their muscles simultaneously, the user can tense their muscles to produce a wave of chakra to erupt from their body. These wave to erupt from the users body comes out as a spherical cone, similar to that of the Deva Path, Shinra Tensei. This movement is produce by muscle producing such force that wind itself gets pushed back by such power it creates that shock-wave force. Depending on the amount of chakra used, the user can produce a small, short wave with a D-C rank, a medium Mid size range with a B-A rank chakra, and a long range with an S rank chakra input.
Notes:
Can only be used by Chakra enhanced strength users
D-C rank can be used by similarly clapping ones hands together to produce the same small size shockwave.
-A can only be used every alternate turn (one turn cool down)
-S rank can only be used four times total per match with a 3 turn cooldown inbetween.

Declined: This isn't Taijutsu, Chakra Enhanced Strength is meant to be used in close quarters, adding chakra to your limbs to add damage to a close quarters attack. Simply using it on your entire body at the same time wouldn't cause shock waves like this.

Pending. Leaving for Vex.

Zankyō | Reverberate
Type: Offensive/Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: (1/2 of incoming damage)
Description:
This technique is the user taking advantage of Newtonssecond law of motion:
"The acceleration of an object as produced by a net force is directly proportional to the magnitude of the net force, in the same direction as the net force, and inversely proportional to the mass of the object."
By the user sacrificing a defence, and taking an incoming physical attack the user can with precise chakra control take the heat force that has been put into their body by the kinetic energy from the attack, and channel it through a chakra network, into their next physical taijutsu attack. This works by the user absorbing the force, by converting the heat generated from the kinetic force being transferred by the attack with chakra nature manipulation, and then using this chakra to be added for the users next attack, adding it on top of a physical attack. To be clear, this is not manipulation of kinetic energy, however manipulation of the heat that is generated by the kinetic energy by using precise chakra control through out ones own body. This of course can only be used by Chakra enhanced strength users, who are capable of using chakra in conjunction with their attacks.
Notes
-Cost of next attack is double when using this technique, with half the damage the user took transferred into the next attack
-User takes half the damage from the attack, negating half to be used for next attack
-Can only be user by Chakra enhanced strength Users.

Declined. Currently submitted by Imperfect as his One For All. The idea is flawed for a number of aspects that I've gone over in that other submission as well. The most important one is that any form of Kinetic energy manipulation will clash with the Kinetic Energy CE, even if you say it isn't manipulating it.

Updating
Hattori Hanzo
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.
Hattori Hanzo
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
3 Of these large shuriken are actually Shadow clones made before battle and transformed via transformation jutsu, and stored within the dress. The user can throw these shuriken for them to transform back (only 3 times per battle, once per clone) during battle to summon clones onto the field with full chakra.
Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.

Declined. Keep the original. In no way will having premade Shadow Clones, with full chakra, on a CW be allowed.
 
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Pyro NB

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(Ōtsutsuki Ningyō: Barutazāru) - Ōtsutsuki Puppet: Balthazar
Type: Puppet
Rank: S
Range: Mid-Long(Purge)
Chakra: 40(Summon/Abilities), 20(Purge)
Damage: 80(Freeform), 10-90(Purge)
Description: Balthazar is designed after the God of war, fire, and courage from Tyrian lore. Balthazar looks like a walking suit of armor obsidian black armor with a spiked helm, wolf head pauldrons, and skulls adorning his chest plate; in between each piece of metal, he glows with the color of fire. Being a Ōtsutsuki puppet Balthazar is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Balthazar is made up of multiple layers of chakra metal with the bottom layer lined with various needles and has an artificial circulatory system woven into his body. Along with the ability to perform puppetry techniques, he is built with a few unique ones of his own.

Abilities:
Weapons:
Balthazar being the God of war wields a black long sword with wolf head hilt and black shield with a wolf head adorning the front of it. By channeling the appropriate chakra into the sword Balthazar becomes capable of performing non-elemental kenjutsu. Balthazar’s shield when infused with chakra is capable of defending against elemental ninjutsu B-rank and below within reason.

Armor:
Balthazar at the will of the user can be disassembled and reassembled onto a target as armor. When worn the user is granted the added defenses of the puppet but is also passively enhance for war due to the puppet. Once the armor is placed upon the target several needles laced with enough adrenaline penetrate the skin granting the user a passive 1.5x increase to their base speed.

Purge:
This function is hidden inside of Balthazar in the form of several seals that are etched into his armor capable of absorbing up to two A-Rank fire techniques regardless of size (not simultaneously). This, however, isn’t the only function of the seals. When releasing, the user can release the sealed fire in the form of a giant maelstrom that engulfs and turns anything in the vicinity to ash.

Notes:
~Adrenaline lasts up to four turns and is useable once per event.
~Purge ability can only be released twice per event
~Can only be taught by Pyro NB


Approved: edits are in pink. Note that the "artificial circulatory system" woven into it and the boost for Purge have been omitted.



(Ōtsutsuki Ningyō: Merandōru) - Ōtsutsuki Puppet: Melandru
Type: Puppet
Rank: S
Range: Short-Long (Arrows)
Chakra: 40,( -5 per turn)(Charm)
Damage: 80(Freeform/Arrows), 90(Barrage)
Description: Melandru is based on the Goddess of nature, earth, and growth from Tyrian lore. Melandru has a human female torso and a lower body designed to look like it’s made up of wood; her body has very intricate designs on it to make it look like she is covered in bark and leaves of trees with colors to match. Being a Ōtsutsuki puppet Melandru is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Melandru is made up of multiple layers of chakra metal with active camo on the outermost layer and has an artificial circulatory system woven into her body. Along with the ability to perform puppetry techniques, she wields a metal longbow and is built with a few unique ones of his own.

Abilities:
Armor/Arrows:
The active camo built into Melandru works more like a chameleons skin versus traditional active camo. When entering a battle or simply when ordered to Melandru passively changes her color configuration to match that of the surrounding environment. Unlike complete invisibility, she has to remain still or else run the risk of being spotted by the enemy. Melandru’s bow is made of the same material as she is but her arrows are made up of B-rank chakra infused earth. Melandru has four different arrow abilities that she can interchange between.

Barrage:
The first utilizes a set of seals placed along the shaft of her arrows; these seals when triggered release from them hundreds of more arrows broadening the range of her attack. This barrage can cover a 15m radius around its initial target and is the equivalent to S-Rank in damage.

Debilitating Shot:
With the second ability, she utilizes an arrow soaked in a mixture of several blood thinning herbs. Upon entering short-range of the target the arrow ignites several flashbang seals etched into it causing temporary blindness(1 turn) and also sending shards of the arrow flying in in all directions. These shards will cut and embed themselves into anything within a 5m radius of the initial explosion causing those hit to bleed continuously for 3 turns(-5 health per turn) and is S-rank in terms of the initial damage.

Seeking Arrow:
The third ability can only be used on her regular arrows which once loose she can command to track a a foreign chakra target in case they attempt to evade or cause it to bend around opponents attempted defense no matter what the angle. Another feature of this ability allows the arrow to branch off to track and hit up to two additional targets but also lowering the dmg done .

Notes:
~Barrage can be used once every 2 turns
~Debilitating has a 2 turn cooldown
~Seeking has a 1 turn cooldown
~Can only be taught by Pyro NB


Approved: note that the rank of its default arrows along with ability cooldowns were reduced. Charm has been omitted.


(Ōtsutsuki Ningyō: Dou~eina) - Ōtsutsuki Puppet: Dwayna
Type: Puppet
Rank: S
Range: N/A
Chakra: 40
Damage: 80
Description: Dwayna is based on the Goddess of healing, air, and life from Tyrian lore. Dwayna appears as a young, tall and slender woman adorned in gold and blue armor with fair skin with cyan hair and wields a staff as her weapon. Being a Ōtsutsuki puppet Dwayna is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Dwayna is made up of multiple layers of chakra metal with hundreds of hollow threads between each layer and has an artificial circulatory system woven into her body. Along with the ability to perform puppetry techniques, she is built with a few unique ones of his own.

Abilities:
Armor:
Dwayna’s sash is lined with metal feathers symbolic of her depiction of having wings in the lore. In this design, however, her sash when prompted while stiffen and move from her waist to her back and actually act like wings allowing her the ability to fly/evade if necessary whilst also acting as a fan to perform futon jutsu.

Cleansing:
Dwayna takes her staff and throws it into the ground. Upon hitting the ground the staff will begin to glow as a seal spreads 15m out from it onto the ground. This seal activates when a land-based jutsu/technique is performed within range or if there are traps laid about the area to which the seal begins to instantly draw in the chakra from said jutsu/techniques and transfer it into Dwayna storing it within her circulatory system. This includes friendly jutsu/techniques.

Life/Death:
Using her threads Dwayna can pierce the skin of shinobi, and other puppets to either transfer chakra to or from, extract or inject poisons, stitch together severed limbs. Essentially the user can perform medical jutsu with these threads within logical reason. The threads can also be used for non-healing purposes in the form of binding targets, strangling, penetration of muscle to manipulate like a puppet, impaling, etc..

Archangel:
Utilizing the feathers in her sash Dwayna can send them flying towards her target(s) similar to that of a shinobi throwing kunai. These kunai have explosive seals, flashbang seals, and summoning seals(not animals) etched onto them. The summoning seals replace the need for ninjutsu scrolls allowing the user to summon weapons and puppets from them.

Notes:
~Evading is passive upon activation of wings but costs a move every turn after that
~Cleansing can only be used 4 times per event, has a 3 turn cooldown, and only lasts 3 turns
~Threads no matter how many are created are equivalent to S-Rank as a whole
~Medical jutsu utilized through threads are treated normally
~Archangel has a 2 turn cooldown between uses
~Requires Medical training to utilize said medical features
~Can only be taught by Pyro NB


Declined: first off, if this can use med ninjutsu and especially in unspecified ways, then it needs to be submitted in the med CJ thread. And desist with the "artificial circulatory system" bit.


Training if needed:






Pending. Leaving all for Pekoms.
 
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( Dokuton: Shi no Jutsu ) - Poison Release: The Art of Dying
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A ( damage of the original technique that was altered )
Description: While using another poison technique in the same timeframe as that technique the user forces more poison chakra into it to alter it further to impart a deceptive and unusual property upon the technique. Once the altered technique clashes with another technique or is nullified it begins to evaporate if liquid or rise into the sky if it is gaseous. This is where the extra chakra comes into play because usually when a technique is infused with excess chakra it is used to empower the technique however this goes beyond that instead of empowering the other technique this one aims to reform and rebuild the lost technique. As the initial altered technique dies off the fumes of poison stagnate in the air high above the battlefield where they begin to condense into numerous liquid drops similar to rain, as well as solidify into poisonous dust-like ash similar to the dust in Poison Creation. Upon the next turn of combat this poison passively begins to fall to the ground similar to radioactive fallout, similar in it's means of delivery, not in it's properties. This poison covers the entire battlefield in a layer of poisonous ash as well as a layer of toxic condensation that poisons anyone excluding the user. This technique does all of this by taking hold of the leftover chakra and energy from the initial technique it altered and along with the extra chakra that was pumped into it through this technique it allows for the last technique to be reborn in a new form. This makes for a rather deceptive way to poison someone as they may not expect this to happen the turn after a clash and could be caught off guard by it. The poison itself causes severe itching the turn it makes contact with skin creating blisters and sores on any flesh touched. Then it causes dizziness, headaches and blurry vision the turn after exposure reducing the poisoned individuals reactions by two ranks. If the initial technique used a custom poison or a specific poison the poison also has all of those effects.
Note: Can only be used twice per battle and only on S rank or below poison techniques
Note: Can only be taught by Xicer


Declined: while the general concept behind this CJ is indeed feasible, it still needs to be more plausible. Some hypothetical clashing of jutsu would dictate that the entirety of your initial move is gone, and so this particular CJ simply cannot always function. In short, reduce the possible damage and ensure that this only functions when logically some gaseous remains would still be present.


( Dokuton: Naibu kōsō) - Poison Release: Internal Conflict
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -20 to the opponent per turn ) ( -10 to an opposing technique )
Damage: N/A
Description: The user concentrates poison chakra into and through their feet while taking a step releasing the pulse of poison chakra out through the surface they are standing upon. This intense rush of poison creates a thick layer of liquid poison upon the ground or in the case of water upon the top layer of water with properties the exact same as (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique and in consistency it is sticky and viscous like glue binding anyone effected by it to the surface they're standing upon. This allows the user to either prep the technique beforehand in anticipation of an event layering the ground in poison or to use it in the middle of battle to create a ulterior way of poisoning someone. Since the layer is very thin it can be hard to notice more akin to condensation or moisture than a mass of poison. A custom poison can be copied similar to the above mentioned technique allowing the user to compound the usefulness of the technique. However it doesn't deal damage on it's own like some other poisons making it good for a delivery system and nothing else as it doesn't have an offensive application.
Due to it's chakra draining nature this technique can be used alongside another poison technique in the same timeframe by channeling the chakra through the hands or simply into the other technique. This has the effect of causing the altered technique itself to partially absorb the chakra of the other technique as it clashes with it. This can reduce the rank of the opposing technique by one rank up to S rank stealing away ten chakra, for anything above S rank power it reduces the technique by ten chakra reducing it by twenty damage. This process takes precedence over the clashing of the techniques themselves with this deduction happening first followed immediately by the poison technique and it's opposing technique clashing as they naturally would but with the opposing technique weakened and the poison technique unaffected. This ability can be the deciding factor on whether the poison technique overpowers, or neutralizes the opposing technique due to this fact.
Note: The debuffing ability can only happen twice per battle with a two turn cool down
Note: Can only be taught by Xicer


Declined: to start, this CJ reads like it has two very distinct methods of use which should instead be limited to only one. Whether or not it'll be useable in the same timeframe as another jutsu will be contingent upon the wording. Also, be more consistent with the chakra absorption part; if some clashing jutsu are expected to lose chakra and/or damage, that should not vary based on rank.


(Dokuton: Feru no Ame) - Poison Release: Rain of Fel
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 ( 10 per turn )
Damage: 80 ( 20 per turn )
Description: The user sends subtle substances into the sky through the release of poison chakra creating toxic green clouds high in the sky far above the battlefield. This poison chakra condenses into a sickly, sticky, green liquid that begins to drop down upon the ground like natural rain fall. It is similar in regards to (Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique however it has the potential to poison anyone it touches besides the user seeping into skin and clothes clinging to clothes and cloth soaking them congealing into a slime-like gel that sticks to people and objects. This gel increases the weight of the opponent doubling it reducing their speed by three ranks for as long as the substance stays on their body. This isn't an effect of the poison itself merely it's weight and can be negated by removing the sticky poison and stopping it from clinging to the body. This poison rain is a natural skin irritant, and will cause growing welts, hives, blisters and burns as it makes contact with flesh eroding and killing skin cells causing cell necrosis. It can cause wounds similar to second to third degree burns melting flesh and muscle causing an intense burning sensation on the body. The poison also lands upon the ground creating puddles of liquid poison all throughout the field allowing them to be used as sources for the user. These effects do not harm the user. With a single hand seal the user can solidify the rain into blade like constructs slicing and cutting at anything it makes contact with allowing it to enter an opponent's body with the potential to force itself into open wounds.
Note: Can only be used twice per battle and the poison rain can last four turns
Note: Can only be taught by Xicer


Declined: this CJ should have turn-by-turn details with regards to the effects of the poison.

( Dokuton: Shi no Jutsu ) - Poison Release: The Art of Dying
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A ( damage of the original technique that was altered )
Description: While using another poison technique in the same timeframe as that technique the user forces more poison chakra into it to alter it further to impart a deceptive and unusual property upon the technique. Once the altered technique clashes with another technique or is nullified it begins to evaporate if liquid or rise into the sky if it is gaseous. This is where the extra chakra comes into play because usually when a technique is infused with excess chakra it is used to empower the technique however this goes beyond that instead of empowering the other technique this one aims to reform and rebuild the lost technique. As the initial altered technique dies off the extra, excess chakra left over from the clash stagnates in the air high above the battlefield where the chakra begins to proliferate any small amount of poison into a large amount of poison. This can be the tiniest fraction of poison, such as the remainder left from a liquid poison technique clashing with a fire technique, or a gaseous poison technique clashing with a lightning technique. This proliferated poison condenses into numerous liquid drops similar to rain, as well as solidify into poisonous dust-like ash similar to the dust in Poison Creation. Upon the next turn of combat this poison passively begins to fall to the ground similar to radioactive fallout, similar in it's means of delivery, not in it's properties. This poison covers the entire battlefield in a layer of poisonous ash as well as a layer of toxic condensation that poisons anyone excluding the user. This technique does all of this by taking hold of the leftover chakra and energy from the initial technique it altered and along with the extra chakra that was pumped into it through this technique it allows for the last technique to be reborn in a new form. This makes for a rather deceptive way to poison someone as they may not expect this to happen the turn after a clash and could be caught off guard by it. The poison itself causes severe itching the turn it makes contact with skin creating blisters and sores on any flesh touched. Then it causes dizziness, headaches and blurry vision the turn after exposure reducing the poisoned individuals reactions by two ranks. If the initial technique used a custom poison or a specific poison the poison also has all of those effects. This technique acts more upon the chakra inside of the altered technique than it's damage. Meaning that the extra, excess chakra is the reason why the technique can reform not exactly because of having more damage or more destructive potential. When this technique alters another poison techique thirty chakra is forced into the technique meaning the technique if an A rank will have sixty chakra or if an S rank will have seventy chakra. So even when the technique clashes with a stronger technique there will usually always be some trace chakra left over meaning that the only way to nullify this property is to somehow nullify all of the chakra in the orginal technique either by causing more chakra to clash with and over power the chakra found in the technique or to absorb it in some way.
Note: Can only be used twice per battle and only on S rank or below poison techniques
Note: Can only be taught by Xicer




( Dokuton: Naibu kōsō) - Poison Release: Internal Conflict
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -20 to the opponent per turn ) ( -10 to an opposing technique )
Damage: N/A
Description: This technique revolves heavily around a poison with properties the exact same as (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique and in consistency it is sticky and viscous like glue binding in place anyone struck by a technique infused with it. A custom poison can be copied similar to the above mentioned technique allowing the user to compound the usefulness of the technique. However it doesn't deal damage on it's own like some other poisons.
Due to it's chakra draining nature this technique can be used alongside another poison technique in the same timeframe by channeling the chakra through the hands or simply into the other technique compounding the properies of the altered technique imbuing the sticky, chakra draining properities of the poison onto and into another technique. This has the effect of causing the altered technique itself to partially absorb the chakra of the other technique as it clashes with it. This can reduce the rank of the opposing technique by one rank stealing away ten chakra and therefor twenty damage. This process takes precedence over the clashing of the techniques themselves with this deduction happening first followed immediately by the poison technique and it's opposing technique clashing as they naturally would but with the opposing technique weakened and the poison technique unaffected. This ability can be the deciding factor on whether the poison technique overpowers, or neutralizes the opposing technique due to this fact.
Note: The debuffing ability can only happen twice per battle with a two turn cool down
Note: Can only be taught by Xicer


Approved: just to be sure, this can only be used in conjunction with other jutsu and not by itself.


(Dokuton: Feru no Ame) - Poison Release: Rain of Fel
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 ( 15 per turn )
Damage: 80 ( 20 per turn )
Description: The user sends subtle substances into the sky through the release of poison chakra creating toxic green clouds high in the sky far above the battlefield. This poison chakra condenses into a sickly, sticky, green liquid that begins to drop down upon the ground like natural rain fall. It is similar in regards to (Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique however it has the potential to poison anyone it touches besides the user seeping into skin and clothes clinging to clothes and cloth soaking them congealing into a slime-like gel that sticks to people and objects. This gel increases the weight of the opponent doubling it reducing their speed by three ranks for as long as the substance stays on their body. This isn't an effect of the poison itself merely it's weight and can be negated by removing the sticky poison and stopping it from clinging to the body. This poison rain is a natural skin irritant, and will cause growing welts, hives, and blisters as it makes contact with flesh. This happens as soon as the substance touches flesh, happening the turn a person is poisoned through skin contact. It can cause wounds similar to second to third degree burns and causes an intense burning sensation on the body. This takes a full turn to take effect happening the turn after being poisoned. After another turn of direct exposure, it will begin eroding and killing skin cells causing cell necrosis. The poison also lands upon the ground creating puddles of liquid poison all throughout the field allowing them to be used as sources for the user. These effects do not harm the user. With a single hand seal the user can solidify the rain into blade like constructs slicing and cutting at anything it makes contact with allowing it to enter an opponent's body with the potential to force itself into open wounds.

Note: Can only be used twice per event (four-turn cooldown) and the poison rain can last four turns
Note: Can only be taught by Xicer


Approved: edits are in pink.


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

□ Pending. Leaving for Vex. □


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


Declined: there is no excuse for the excessive length of this CJ (nearly 1,000 words). Make this much more succinct. Start by omitting all the superfluous scientific details that won't make or break its approval (provide a link instead for its basis, if needed). Naturally, other portions of its description can be made shorter too.

 
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