Custom Jutsu Submission - III

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Deviation

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(Ranton: Donryū no Hōkō) - Storm Release: Storm Dragon's Roar
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user draws his breath as he channels his chakra and combines it to make storm release. As he exhales, he releases a strong energy, appearing neon blue in color but remaining as potent as lightning and flowing like water. Its appearance as the waves begin to expand outwards, is similar to a tornado that grows in size and strength. Because of the amount of energy and focus, the blast of energy is powerful enough to break apart earthen surfaces especially if used on the ground as well as being able to crumble steel structures easily including projectiles (within reason) caught in its path. The suction power of the inside of it is able to draw objects or people towards it, draining the chakra of anything caught inside it (absorbing B-Rank and below Fire and/or Lightning techniques only as well as its chakra cost). Because of the nature of the elements that make up this tornado, the user is able to alter it's path much more accurately when compared to standard wind tornadoes. The user must keep in mind that this originates through their mouth and thus is vulnerable should he attract something the tornado can't break down inside it.
Note: Can only be used three times per battle/event
Note: Unable to use S-Rank and above Storm techniques for the next turn

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(Zerefu no Taijutsu) - Zeref's Body Technique
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (-10 to user per technique up to B-Rank)
Description: The user, after receiving a punch or kick to anywhere on is body, will use the momentum to spring back up, land on his hand to then give himself more momentum and then land safely back a couple of meters. This technique, while dangerous, allows the user to continue fighting despite being attacked though still retaining the damage done to him. This technique however comes with its limitations as to how it can be used. For one, the user can only minimize the damage of B-Rank and below taijutsu (-10 damage from normal taijutsu B-Rank and below and -5 damage from chakra-enhanced taijutsu) by rapidly focusing chakra towards the point of impact, creating a dense barrier. This however does not lessen the effects of it. Because of the speed and urgency to protect said area, it is not as focused as most standard defenses are. The point is to add cushion to the area as quickly as possible to minimize damage then, despite being injured, allow the user to perform another technique in quick succession though still following timeframe rules. The technique requires great discipline as the user is literally forcing himself to disregard his pain to continue fighting and as a result, his next technique will suffer from a lack of focus, making it deal -10 damage alongside any other effects caused by enduring the pain of the attack.
Note: Can only be used 3x per battle/event
Note: Following technique will have decreased damage (-10 dmg)
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(Ranton: Donryū no Chēn) - Storm Release: Storm Dragon Chain
Type: Supplementary/Offensive/Defensive
Rank: S-Forbidden
Range: Short-Long
Chakra: 40-50
Damage: 80-90 (-15 chakra per turn to target)
Description: The user creates storm energy in his hand, making it appear like a small orb. Through precise shape manipulation, he creates a long chain that can split into two parts if the user wishes but any attack is split in two (two A-Rank strikes equaling 80 damage). The end of the chain can be manipulated to either form into a claw or an arrow, able to pierce or latch onto any object or target. Upon contact, the chain numbs the affected area while also absorbing the chakra of the target (if any). While this is mainly used to bind targets, the user can also use it as a makeshift tool as he sees fit. Because it is connected to the user, it can be manipulated around objects or pierce right through them and remains potent and strong until the user either cancels the technique or it's canceled for him. If the user wishes, he can simultaneously combine this with Fūinjutsu (B-Rank or below), allowing one to further bind the target but still counts as a move, lasts two turns, and is a Forbidden technique. (To limit abuse, the Forbidden technique can only be used once and disables the use of the technique for the remainder of the battle/event. He also can not use it after using the S-Rank version. It's either two S-Rank usages or one Forbidden usage.) Due to the level of technique and concentration it requires, the user can only perform Storm, Lightning, and Water techniques up to B-Rank while active and also respecting the fact that he can only use one arm as his other is busy maintaining this technique. As a form of defense, the user can also elect to have the chains wrap around him, protecting himself from non-chakra enhanced ninja tools (like kunais, senbon, etc) and most techniques (A-Rank and below Earth, Fire, and Steel & B-Rank and below Wind - still follows Storm's strength and weaknesses) by focusing on the density from the water portion of storm release while also fueling it with lightning's destructive energy.
Note: Can only be used twice per battle
Note: Lasts for three turns with a two cooldown in between
Note: Forbidden Rank usage requires completion of Basic Fūinjutsu
Note: Forbidden Rank usage follows different limitations as stated in description
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‡ All Declined ‡ You can't submit on multiple accounts in a single cycle. Please read the rules.

Resubmitting lol xD

(Ranton: Donryū no Hōkō) - Storm Release: Storm Dragon's Roar
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user draws his breath as he channels his chakra and combines it to make storm release. As he exhales, he releases a strong energy, appearing neon blue in color but remaining as potent as lightning and flowing like water. Its appearance as the waves begin to expand outwards, is similar to a tornado that grows in size and strength. Because of the amount of energy and focus, the blast of energy is powerful enough to break apart earthen surfaces especially if used on the ground as well as being able to crumble steel structures easily including projectiles (within reason) caught in its path. The suction power of the inside of it is able to draw objects or people towards it, draining the chakra of anything caught inside it (absorbing B-Rank and below Fire and/or Lightning techniques only as well as its chakra cost). Because of the nature of the elements that make up this tornado, the user is able to alter it's path much more accurately when compared to standard wind tornadoes. The user must keep in mind that this originates through their mouth and thus is vulnerable should he attract something the tornado can't break down inside it.
Note: Can only be used three times per battle/event
Note: Unable to use S-Rank and above Storm techniques for the next turn

‡ Declined ‡ The absorption of elements is a no.

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(Zerefu no Taijutsu) - Zeref's Body Technique
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (-10 to user per technique up to B-Rank)
Description: The user, after receiving a punch or kick to anywhere on is body, will use the momentum to spring back up, land on his hand to then give himself more momentum and then land safely back a couple of meters. This technique, while dangerous, allows the user to continue fighting despite being attacked though still retaining the damage done to him. This technique however comes with its limitations as to how it can be used. For one, the user can only minimize the damage of B-Rank and below taijutsu (-10 damage from normal taijutsu B-Rank and below and -5 damage from chakra-enhanced taijutsu) by rapidly focusing chakra towards the point of impact, creating a dense barrier. This however does not lessen the effects of it. Because of the speed and urgency to protect said area, it is not as focused as most standard defenses are. The point is to add cushion to the area as quickly as possible to minimize damage then, despite being injured, allow the user to perform another technique in quick succession though still following timeframe rules. The technique requires great discipline as the user is literally forcing himself to disregard his pain to continue fighting and as a result, his next technique will suffer from a lack of focus, making it deal -10 damage alongside any other effects caused by enduring the pain of the attack.
Note: Can only be used 3x per battle/event
Note: Following technique will have decreased damage (-10 dmg)
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‡ Pending ‡ Let me get a second opinion.

(Ranton: Donryū no Chēn) - Storm Release: Storm Dragon Chain
Type: Supplementary/Offensive/Defensive
Rank: S-Forbidden
Range: Short-Long
Chakra: 40-50
Damage: 80-90 (-15 chakra per turn to target)
Description: The user creates storm energy in his hand, making it appear like a small orb. Through precise shape manipulation, he creates a long chain that can split into two parts if the user wishes but any attack is split in two (two A-Rank strikes equaling 80 damage). The end of the chain can be manipulated to either form into a claw or an arrow, able to pierce or latch onto any object or target. Upon contact, the chain numbs the affected area while also absorbing the chakra of the target (if any). While this is mainly used to bind targets, the user can also use it as a makeshift tool as he sees fit. Because it is connected to the user, it can be manipulated around objects or pierce right through them and remains potent and strong until the user either cancels the technique or it's canceled for him. If the user wishes, he can simultaneously combine this with Fūinjutsu (B-Rank or below), allowing one to further bind the target but still counts as a move, lasts two turns, and is a Forbidden technique. (To limit abuse, the Forbidden technique can only be used once and disables the use of the technique for the remainder of the battle/event. He also can not use it after using the S-Rank version. It's either two S-Rank usages or one Forbidden usage.) Due to the level of technique and concentration it requires, the user can only perform Storm, Lightning, and Water techniques up to B-Rank while active and also respecting the fact that he can only use one arm as his other is busy maintaining this technique. As a form of defense, the user can also elect to have the chains wrap around him, protecting himself from non-chakra enhanced ninja tools (like kunais, senbon, etc) and most techniques (A-Rank and below Earth, Fire, and Steel & B-Rank and below Wind - still follows Storm's strength and weaknesses) by focusing on the density from the water portion of storm release while also fueling it with lightning's destructive energy.
Note: Can only be used twice per battle
Note: Lasts for three turns with a two cooldown in between
Note: Forbidden Rank usage requires completion of Basic Fūinjutsu
Note: Forbidden Rank usage follows different limitations as stated in description
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‡ Declined ‡ Again, no to the chakra absorption. That isn't a property of Storm Release. Also, I'm not going to allow the Fuuinjutsu component either.
 
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Penguin

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Forculus no Mittsu Unmei ▽ Three Fates of Forculus
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would summon three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of mostly cartilage, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-ranks. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability is S-rank in power, and the creations of these toothen structures are only limited to the user's imagination. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a one turn cool down before re-use.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's chakra over shark ninjutsu (relating to teeth the user or his allies produce). While channeling this layer of chakra of said shark ninjutsu, Faustulus would then use advanced shape manipulation on that raw chakra, forming a small yet noticeable layer over the shark ninjutsu, making it capable of defending against twenty more damage points than usual. This ability is B-ranked and can only be used four times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool

Leaving for NK

‡ Declined ‡ This partial summoning thing has been tried before and I don't think it's feasible to only summon a shark's head. Change it so they're entirely made of cartilage and are "sentient". Also, the third ability clashes with an existing barrier technique.
Forculus no Mittsu Unmei ▽ Three Fates of Forculus
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would produce three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of purely cartilage as well as being sentient, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-rank. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability is S-rank in power, and the creations of these toothen structures are only limited to the user's imagination. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a one turn cool down before re-use.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's primary elemental specialty in shark ninjutsu (relating to teeth the user or his allies produce). While channeling this chakra into shark ninjutsu, the teeth would then take on properties of whatever primary elemental specialty the user has at that time. When these teeth make contact with opponent, they would not only have cutting damage, but the affects of the elemental chakra would be very similar to the Dragon Beast Kaito Tai techniques as well as being capable of defending against twenty more damage points than usual. This in no way adds damage to the teeth, however, just extra affects when the teeth make contact with other beings. This ability is B-ranked and can only be used four times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool
▽ Must have been taught Kaito's Taijutsu for the last Fate's ability



♪ Declined: I'd slap NK for approving this. Chakra sensing, immunity to gen up to S rank, creation of D-S rank shark teeth "limited only by the user's imagination", and imbuing shark teeth with elemental properties? All without move cost, and most without restriction? Tone this down severely and add more restrictions. ♪

Same Kuchiyose: Shinwa no Fukugen ▽ Shark Summoning: Restoration of the Myth
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40 (-x) (+x)
Damage: N/A
Description: A jutsu Mand'alor the Indomitable made after fighting against people who sealed away parts of his fighting style or ability to mold/use specific chakras properly. To initiate this technique, the user would summon one of five sharks (color corresponds to their element) with forty chakra. Then, as the user is sacrificing this forty chakra to summon that specific shark, the user would also begin sacrificing an additional "x" amount of chakra onto that shark for it to convert to a particular type of elemental chakra which corresponds to the shark's color. Once the shark is completely summoned and within short range in water (physical touching needs to occur outside of water) the shark would transfer that elemental chakra back onto the user. The user, under any type of stipulation of having that element sealed, could perform techniques of that element until that elemental chakra is used up. This in no way undoes techniques ability to compromise the user's ability to use/mold elemental chakra, just another way to perform them.

▽ Can only be taught by Penguin
▽ Can only be used twice per event
▽ Requires a two turn cooldown
▽ If the user sacrifices over two hundred chakra, they would be restricted to using only that element (and non elemental abilities) until the chakra ran out, however, would gain a passive damage bonus of twenty per corresponding elemental technique while the chakra cost would be amplified by ten, due to the overabundance of that particular chakra.
Same Kuchiyose: Shinwa no Fukugen ▽ Shark Summoning: Restoration of the Myth
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40 (-x) (+x)
Damage: N/A
Description: A jutsu Mand'alor the Indomitable made after fighting against people who sealed away parts of his fighting style or ability to mold/use specific chakras properly. To initiate this technique, the user would summon one of five sharks (color corresponds to their element) with forty chakra. Then, as the user is sacrificing this forty chakra to summon that specific shark, the user would also begin sacrificing "x" (caps out at four hundred given the nature of shark's absorption qualities and size) amount of chakra onto that shark for it to convert the regular chakra into a particular type of elemental chakra which corresponds to the shark's color. Once the shark is completely summoned and within short range in water (physical touching needs to occur outside of water) the shark would transfer that elemental chakra back onto the user. The user, under any type of stipulation of having that element sealed, could perform techniques of that element until that elemental chakra is used up. This in no way undoes techniques ability to compromise the user's ability to use/mold elemental chakra, just another way to perform them.

▽ Can only be taught by Penguin
▽ Can only be used twice per event
▽ Requires a two turn cooldown
▽ If the user sacrifices over two hundred chakra, they would be restricted to using only that element until the chakra ran out, however, would gain a passive damage bonus of twenty per corresponding elemental technique while the chakra cost would be amplified by ten, due to the overabundance of that particular chakra

♪ Declined, nothing really changed from last time, why would using the chakra you normally have access to provide a damage boost? ♪

Shitsudo Seigyo ▽ Moisture Control
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 to affected techniques)
Damage: N/A
Description: While Mand'alor the Indomitable had mastered the shark contract and created a number of useful techniques for it, he thought of a jutsu strong enough to push his water mastery over the top compared to other specialists. After activating Moisture control, a spell binding water release technique, the user would be able to use the air's moisture to perform water release techniques, only if they are primary specialists of water and have great understanding of that element (must have had water as the primary specialty for two years or more in the approve biography section). The reason why the user could perform water techniques from the air's moisture would be due to their mastery of shark ninjutsu, specifically the (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. Moisture Control basically applies an absorption quality (similar to Daikōdan) onto water release techniques the user produces, specifically the absorption of the air's moisture in general. At first, when the user tries producing the water technique from thin air, it would appear as if nothing happened or it has failed, however, within a moment the water technique would form into it's full size, absorbing the surrounding moisture in the air at an alarming rate. This in no way adds damage to the applied techniques nor can this justu be performed if there are techniques activating ridding the air of it's moisture.

▽ Instant in activation due to it being standalone
▽ Lasts four turns or until de-activated
▽ Can only be used three times per conflict
▽ Must have a two turn cool down
▽ Must be a primary water specialist and mastered the shark contract
▽ Only can be taught by Penguin

♪ Declined, clashes with Solf's CW and Axle's CJ ♪
 
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Serpent

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(Oto-Genjutsu: Suimon no Maindo) Illusion Sound Technique: Floodgate of the mind
Type: Offensive
Rank: S
Range: Short-long
Chakra Cost: 40
Damage points: N/A (-20 per open gate | -10 any further gates opened)
Description: While points on a person's chakra pathway system limits the overall flow of chakra within a person's body. "Suimon no Maindo" can only work while these "floodgates" are open. This means that the target must have entered the Eight Inner Gates before it can be used. The Gate of Opening or First Gate, which is located in the brain is what allows this Illusion to take hold of the target. The user will focus his chakra and snap his fingers to activate this illusion. By using the excess chakra released by the gates as a catalyst this Illusion grows in the targets mind, only strengthening as more gates are opened. This Illusion will put strain on the mind, causing it to "feel" as though the body is shutting down on them. This will limit the target as the first step to the Eight Inner Gates requires the restraints of the mind to be released. By limiting the mind, the other gates will feel as though the limitations that should be released are somehow blocked or clogged, rendering the overall effectiveness and causing the gates power to be reduced by half. This however is only within the targets mind via this illusion, and once dispelled will reveal the true potential of the current Gate open.
Note:
-Can only be used once per battle
-Lasts five(5) turns
-Requires target to have open one of the EIG
-Cannot use Genjutsu while this technique is active
-Can only be taught by Serpent

Declined - long range gen wont be approved even if they are sound. Not only that but for jutsu to be based on the gates you must have had training in them even if it's for an illusion. If you have trained in them, link me in a pm and i'll recheck this.

Eel Contract:

(Unagi Cove no Jutsu) Eel Cove Technique
Type: Supplementary
Rank: S
Range: Short-long
Chakra Cost: 40 (-10 per turn)
Damage points: N/A
Description: Unagi Cove no Jutsu is a ninjutsu technique that can passively be applied to the summoning of an Eel. This will bring forth not only the intended Eel from Unagi Cove, but also a part of the cove as well. This will temporally change the battlefield as the water and rocks will also manifest into existence along side the summon. This proves as a suitable battlefield for the Eel allowing it a "home-field" advantage. This will create a massive water source for the Eel to swim around in as well as create massive pillars littered throughout which provide cover and landmasses for the user/opponents to battle upon.
Note:
-Can only be used three(3) times per battle
-Lasts the duration of Eel Summon
-Requires Eel contract

Declined - Why does this need to be S rank? It's a bit of water and rocks that comes with them, and if it's enough to change the entire terrain, it clashes with existing jutsu that can do this.

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(Senjin Kchuysei: Mizuchiwa) - Grand Sage Summoning: Mizuchiwa
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will slam his hands together for the summoning. This summons Mizuchiwa, Grand Sage of the Eels. Not much is known about the Grand Sage. It's believed that Mizuchiwa was once a human, turned into an Eel in a failed attempted of using Nature Energy. However with him not turning to stone, it's also possible that he was never a human to begin with. Other's speculate that he uses a form of transformation technique to maintain his appearance. What is known about the Grand Sage is that he demands respect from all other Eels, even the summoning boss "Ouja". He is highly regarded as the wises of the Eels and lives deep within Unagi Cove. His main fighting abilities are his hand to hand fighting skills and proficiency in Lightning Element. Being capable of using all Lightning and Taijutsu techniques the user knows up to A-rank. His speed is comparable to a sage ranked Taijutsu master and moves twice as fast while within or on water. His strength is easily comparable to that of the Monkey King Enma as the two once fought a fierce battle long ago.
Note:
-Can only be summoned once per battle
-Summoning lasts five(5) turns
-Requires Eel Contract

Declined - double speed in water is too much, should only be 4 turns on the field.
 
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Robot Boy

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-Resubmitting- Added something and took out the rubber part.

(Chimeiteki Keiteki) - Fatal Horn
Type: Weapon
Rank: S
Range: Short-mid
Chakra: N/A(40 when cushioning)
Damage: N/A
Description: Is a hammer with the appearance of a Ram's head as the hammers face and has a chain linked to a spiked metal ball. The head is gold in color, and the 'horns' of the head have a silver color, while the ball's 'shell' is blue with white spikes. The weapon is made of a sturdy, durable metal that can deflect regular weapons (kunai, shuriken, wind mill-shuriken, regular swords etc.) without receiving so much as a scratch. Fatal Horn has the ability to crush/break through 'solid' techniques such as ice, steel, and earth techniques up to B-rank (Depending on size and counts as a jutsu to do so). The spiked ball is placed/rested on top of the hammer like the Kendama. Originally it belonged to a famous warrior from Sunagakure who participated in the third ninja war and died fighting. When the hammer and ball are together, the weapon is used by bouncing the ball on the Hammer's sides before batting the ball towards the target. The Hammer and ball can be disconnected to perform separate attacks (separating counts as a jutsu). The hammer's handle has a built-in mechanism that allows it to extend to mid-range (6 meters) to 'Ram' the target and send them backward or to smash them. While the owner is in possession of Fatal Horn and when the wielder is either falling or sent flying backwards due to an attack, Fatal Horn reacts by expanding/transforming its own head rapidly to increase the owner’s own resistance to damage. It is more akin to the airbag of a car, allowing it to save its owner from certain lethal collision. While in this state, the spikes and horns will not harm the owner, and the head grows to size of a stunt bag, and “deflates”/reverts back to its original size, and state at the user’s command. By squeezing the handle, the user can fire the head like a piston shot and then use the recoil to launch himself in any direction. By jumping in the direction the user wants and firing downward, they will be propelled even farther. If they are in short-range, they will go as far as mid-range and so on. If they are long-range, they can’t go any further than that. Jumping and firing count as one move, A-rank and can only be used four times. The technique relies on the special mechanisms of the weapon and thus, does not require any chakra to activate.


Restrictions
-Can only be wielded by Robot Boy.
-Each hammer-based technique counts as a move.
-The hammer and ball cannot separate and form back on the same turn.
-Only one hammer technique per turn.
-Cushioning the impact doesn’t count as a move and is permanently active as long as owner is in physical contact with Fatal Horn
-The user can separate and connect up to two times.
-Extending the Hammer can be used up to three times.
-When the hammer is used to extend and knock the target backward or to smash them it is only C-rank.

Declined - it's all fine, just instead of the airbag effect, why not make the rambs head bigger like a shield, as the airbag form of steel doesn't make sense

approval:


(Chimeiteki Keiteki) - Fatal Horn
Type: Weapon
Rank: S
Range: Short-mid
Chakra: N/A(40 when cushioning)
Damage: N/A
Description: Is a hammer with the appearance of a Ram's head as the hammers face and has a chain linked to a spiked metal ball. The head is gold in color, and the 'horns' of the head have a silver color, while the ball's 'shell' is blue with white spikes. The weapon is made of a sturdy, durable metal that can deflect regular weapons (kunai, shuriken, wind mill-shuriken, regular swords etc.) without receiving so much as a scratch. Fatal Horn has the ability to crush/break through 'solid' techniques such as ice, steel, and earth techniques up to B-rank (Depending on size and counts as a jutsu to do so). The spiked ball is placed/rested on top of the hammer like the Kendama. Originally it belonged to a famous warrior from Sunagakure who participated in the third ninja war and died fighting. When the hammer and ball are together, the weapon is used by bouncing the ball on the Hammer's sides before batting the ball towards the target. The Hammer and ball can be disconnected to perform separate attacks (separating counts as a jutsu). The hammer's handle has a built-in mechanism that allows it to extend to mid-range (6 meters) to 'Ram' the target and send them backward or to smash them. While the owner is in possession of Fatal Horn and when the wielder is either falling or sent flying backwards due to an attack, Fatal Horn reacts by expanding its own head rapidly to increase the owner’s own resistance to damage and allowing it to save its owner from certain lethal collision. While in this state, the head can also be used as a shield in battle and the owner can even apply their steel KG, if they have one, to have it clash with the elements (Following Strength's & Weaknesses). The head can grow to the size of a stunt bag, and then revert back to its original size and state at the user’s command (mental). By squeezing the handle, the user can fire the head like a piston shot and then use the recoil to launch himself in any direction. By jumping in the direction the user wants and firing downward, they will be propelled even farther. If they are in short-range, they will go as far as mid-range and so on. If they are long-range, they can’t go any further than that. Jumping and firing count as one move, A-rank and can only be used four times. The technique relies on the special mechanisms of the weapon and thus, does not require any chakra to activate.


Restrictions
-Can only be wielded by Robot Boy.
-Each hammer-based technique counts as a move.
-If the user makes the head bigger and uses it as a shield, it will count as an S-rank move and can only be used twice per battle.
-The hammer and ball cannot separate and form back on the same turn.
-Only one hammer technique per turn.
-Cushioning the impact doesn’t count as a move and is permanently active as long as owner is in physical contact with Fatal Horn
-The user can separate and connect up to two times.
-Extending the Hammer can be used up to three times.
-When the hammer is used to extend and knock the target backward or to smash them it is only C-rank.

Approved

~New Submission~

(Kuchiyose No Jutsu: Geo) – Summoning Technique: Geo
Type:Summoning
Rank:B
Range:Short
Chakra:20
Damage:n/a
Description: After offering blood, forming the necessary hand-seals, and slamming their hands, the user will summon Geo. He is the son of Mine and the youngest amongst his siblings. He has the size and looks of a standard mole except he wears a hard hat and carries a shovel which he can use to strike enemies(counts as a C-rank move). His personality is similar to Konahamaru from part 1. He is capable of using earth and mole based techniques up to B-rank. He can also perform Genjutsu up to D-rank.

-Requires a ground source
-Must have signed the mole contract

Pending: I'll approve it if you agree to drop the genjutsu, but up the doton/mole techs to A-rank. Will also add a note that the strike counts as an S-rank move. VM me about it.

Resubmit with the changes he mentioned
-Resubmitting-

(Kuchiyose No Jutsu: Geo) – Summoning Technique: Geo
Type:Summoning
Rank:B
Range:Short
Chakra:20
Damage:n/a
Description: After offering blood, forming the necessary hand-seals, and slamming their hands, the user will summon Geo. He is the son of Mine and the youngest amongst his siblings. He has the size and looks of a standard mole except he wears a hard hat and carries a shovel which he can use to strike enemies(counts as a C-rank move). His personality is similar to Konahamaru from part 1. He is capable of using earth and mole based techniques up to A-rank.

-Requires a ground source
-Must have signed the mole contract
- Can be summoned once lasting 4 turns

Approved

contract:

-updating-

(Anda-Guraundo Misairu ) - Underground Missile
Type: Offensive
Rank: B
Range: short-mid
Chakra: 20
Damage: 40
Description: After performing two hand-seals (dog -> snake), the user slams his hand on the ground and spawn three moles underneath the targets feet in which they coat their heads in earth chakra and rotate upward from the ground, and crash into the target, launching the target into the air from the blunt force. After they attack, the moles will burrow underground, ready to launch another attack. Alternatively, the user can perform this by himself but, he has to be underground before-hand through the Hiding-like a mole technique.

Notes:
-Can only be used by the moles and those who have signed the contract.
-When the head is coated, it forms a helmet that resembles Excadrill’s jagged helmet.
-Can be used up to four times.


✦ Approved ✦
-Updating-

(Anda-Guraundo Misairu ) - Underground Missile
Type: Offensive /Supplementary
Rank: B
Range: short-mid
Chakra: 20
Damage: 40
Description: After performing two hand-seals (dog -> snake), the user slams his hand on the ground and spawn three moles underneath the targets feet in which they coat their heads in earth chakra and rotate upward from the ground, and crash into the target, launching the target into the air from the blunt force. After they attack, the moles will burrow underground, ready to launch another attack. Alternatively, the user can perform this by himself but, he has to be underground before-hand through the Hiding-like a mole technique. When one of the user’s limbs are binded by a chain, wire, snake etc. the user can use this and instead the moles will harden their claws, and raise them to pierce through and rip the target from the ground as they rotate. In this case, he/she just has to slam their free hand.

Notes:
-Can only be used by the moles and those who have signed the contract.
-When the head is coated, it forms a helmet that resembles Excadrill’s jagged helmet.
-Can be used up to four times.

Approved
 
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House

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resubmit:

(Hakke Shatā tamashī) 10 Quadgrams - The Sage of all Generation
Rank: S
Type: Supplementary
Range: Himself
Chakra Cost: 40 (-10 in each turn)
Damage Points: N/A (+20 Gentle Fist / +10 Taijutsu) (-10 damage to user)
Description: The Sage of Gentle Fist had traveled through many mountains and sections where he looked for ways to uncover more secrets about what chakra points really are, their limits and if they are expendable. Expendable in a way to push them beyond any shinobis' imagination. When a chakra point is being closed by hitting tenketsu points, it'll shut off a targets chakra pathway. When a chakra point is opened forcefully, the targets jutsus would naturally fail. Dante with his vast knowledge and beyond capability of Gentle Fist and precise chakra control to open his own chakra points to the point of letting his chakra pathway system surround him and conjure with his own flesh. While the user still somewhat remains his own physical form, the raw chakra fused with his body allows him to not only speed up and expand his execution of Gentle Fist, increase his speed up to twice, but a unique feature of executing his Gentle Fist techniques in a more advanced shape manipulated and concentrated manner. This unique feature that the state provides enables the user to use Gentle Fist on par with more advanced techniques like elemental techniques. In this state, he is able to be one with Gentle Fist techniques like the Twin Lion Fist or any rotations and is able to resists physical damage up to a certain degree. His opening of chakra points and letting his raw chakra fuse with his own flesh offers a very concentrated shroud of chakra protecting him from techniques S-ranked and below. While active, the user's appearance expands significantly along with their jutsus and looks dark blue raw chakra which suppose to make up the user's body.
Note:
~The user won't be able to mold any of the 5 elements above B-ranked while this is active
~The user won't be able to do jutsus above B-ranked that require handseals while this active.
~While this is active, it counts as one of the 3 jutsus per turn
~Can be taught by Dr. House
~Useable once per battle
~Lasts 4 turns
~User won't be able to use taijutsu or gentle fist above b-rank for two turns if the mode has lasted for 4 full turns.
~When this ends, user may only use elemental chakra up to A-rank for the next turn.
~The jutsu puts so much strain to the users body, it'll put -10 damage per turn to the user.

Declined - the doubling your speed doesn't make sense.
resubmit:

(Hakke Shatā tamashī) 10 Quadgrams - The Sage of all Generation
Rank: S
Type: Supplementary
Range: Himself
Chakra Cost: 40 (-10 in each turn)
Damage Points: N/A (+20 Gentle Fist / +10 Taijutsu) (-10 damage to user)
Description: The Sage of Gentle Fist had traveled through many mountains and sections where he looked for ways to uncover more secrets about what chakra points really are, their limits and if they are expendable. Expendable in a way to push them beyond any shinobis' imagination. When a chakra point is being closed by hitting tenketsu points, it'll shut off a targets chakra pathway. When a chakra point is opened forcefully, the targets jutsus would naturally fail. Dante with his vast knowledge and beyond capability of Gentle Fist and precise chakra control to open his own chakra points to the point of letting his chakra pathway system surround him and conjure with his own flesh. While the user still somewhat remains his own physical form, the raw chakra fused with his body allows him to not only speed up and expand his execution of Gentle Fist but a unique feature of executing his Gentle Fist techniques in a more advanced shape manipulated and concentrated manner. This unique feature that the state provides enables the user to use Gentle Fist on par with more advanced techniques like elemental techniques. In this state, he is able to be one with Gentle Fist techniques like the Twin Lion Fist or any rotations and is able to resists physical damage up to a certain degree. His opening of chakra points and letting his raw chakra fuse with his own flesh offers a very concentrated shroud of chakra protecting him from techniques S-ranked and below. While active, the user's appearance expands significantly along with their jutsus and looks dark blue raw chakra which suppose to make up the user's body.
Note:
~The user won't be able to mold any of the 5 elements above B-ranked while this is active
~The user won't be able to do jutsus above B-ranked that require handseals while this active.
~While this is active, it counts as one of the 3 jutsus per turn
~Can be taught by Dr. House
~Useable once per battle
~Lasts 4 turns
~User won't be able to use taijutsu or gentle fist above b-rank for two turns if the mode has lasted for 4 full turns.
~When this ends, user may only use elemental chakra up to A-rank for the next turn.
~The jutsu puts so much strain to the users body, it'll put -10 damage per turn to the user.

Approved

(Hakken: Rifurekushon no Ritān o Riborubingu) - Gentle Step: Revolving Return of Reflection
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: 40
Damage: Depends
Description: This technique is meant to be applied to techniques having to do with the Rotational Techniques of Gentle Fist. As universal, the heavenly spinning techniques are rotational techniques where the user rotates at extremely high speeds where their barrier not only acts as a shield against incoming techniques but passively capable of reflecting an opponent's chakra against them. This is done by either "rotating" the opponent's chakra around to reflect intangible projectiles/bursts/blasts techniques or simply knock back techniques that are solid or liquid in form. This can be applied to only techniques that are rotational in nature.
Note:
-Can only reflect S-ranked and below techniques
-Can only be used once every 2 turns.

Declined - dnr
 
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Sonnelion

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(Ninpo: Maindobu Rasuto) Ninjutsu: Mind Blast
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will charge a relatively large amount of chakra all around their body before placing their finger on their temple. Once done they will expand the chakra rapidly forming a dome that expands outwards at fast speed causing the air around the user to be pushed out along with the chakra. This will give the appearance of a large dome of wind that expands 10 feet all around the user. This has enough physical force behind it that it can push back a single tail from a Bijuu.
Notes/Restrictions:
~Can only be taught by Sonnelion
~The technique forms nearly instantly
~Requires 1 turn breaks between use
~No A-rank or higher ninjutsu in the same turn

Declined - its been done so many times and with people trying to copy shinra tensei with all elements. DNR


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(Raiton: Tenmetsu) Lightning Release: Blink
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/a [+20 if trail is touched]
Description: The user will run in a single direction before forming half of the tiger hand seal while they concentrate ration chakra all around their body giving off a electric aura all around their bodies, however to normal eyes the user is simply glowing bright blue. Once done they will form a fist while jumping and releasing the chakra all at once causing a large speed boost temporarily giving the enemies the impression of a short range teleportation. This technique can only be used to clear one range in the predetermined direction within seconds. This technique leaves behind a trail as the user moves and releases the chakra, this trail does little damage if touched because it mainly numbs the victim slowing reactions for a single turn. The user cannot change direction but can still attack or defend while moving.
Notes/Restrictions:
-Can be taught by Sonnelion
-Requires 1 turn breaks between use
-No S-rank Raiton in the same turn
0:56 – 1:00 For a reference to 1st person. 2:04 -2:10 For a reference to 3rd person.


Summoning Animal: Ferret
Scroll Owner: Sonnelion
Other Users who have signed contract: None
Summoning Boss if existing: Bandit
Other Summoning Animals tied to contract:Nocturne ,Mask ,Shadow ,Thief
Description and Background: Ferrets typically have a long and relatively thin body-shape. Their average length is about 10 feet including the powerful 1 foot long tail capable of crushing rocks. Their fur has various colorations including brown, black, white or mixed. They weigh between 100 – 200 pounds on average and are sexually dimorphic as the males are substantially larger than females. Similar to skunks ferrets have a self protection mechanism that will release a very disturbing smell although not as strong it is still capable of stunning most predators. They mainly rely on stealth to hunt down prey with their sharp teeth and long(5 inches) claws. They are capable of speaking English due to them being taught and over hearing conversations when someone got to close to their territory. Ferrets tend to use Earth release and their own fighting style(once it is created) known as Ferret Arts. The only exception to this being the boss or leader and his brother who use wind along with the Ferret Arts fighting style.
The contract was created by a ninja who happened by a borrow a few miles from his village of Konohagakure. Following his discovery he followed the hole until he found a giant room underground filled with ferrets after talking to them he became fast friends and asked the Boss summon for permission to summon him and his kind should he need their help. He agreed to help his new friend. And thus the contract came to be.
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Leaving both for NK
 
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Beifong

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(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will spread across the earth source in question at the speed of an arrow fired from a compound bow. This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely. Alternatively, the user can stream their koton chakra into the ground and convert a certain area on the battlefield into steel (similar to how Swamp of the Underworld is used).

Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn
Note: No steel above A-Rank on the turn this ends

Declined - knowing what this can be stacked with, i'm not going to let it reach long range. Keep the original
(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will spread across the earth source in question at the speed of an arrow fired from a compound bow. This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely. Alternatively, the user can stream their koton chakra into the ground and convert a certain area on the battlefield into steel (similar to how Swamp of the Underworld is used).

Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn

Declined - you've improved the jutsu but removed a restriction, i can't allow this.

Beifong said:
(Koton: Yuuki no Bedivere) – Steel Release: Bravery of Bedivere
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user releases his koton chakra throughout his body and seemingly explodes into thousands of steel shards that move at the speed of an arrow fired from a compound bow (as fast as the bullets in the canon technique Steel Release: Bullet Swarm). This allows the user to evade attacks that would have otherwise landed or close the gap between an opponents at mid or long range. The shards come together as quickly as they erupted but their reformation is an audible process even at a long-range distance (it sounds like thousands of nails scratching against each other). However, the time of reformation is significant enough to allow the opponent to react to the user’s next attack regardless of the distance between them. That combined with the technique being easily heard by anyone means this technique’s nature isn’t intended to be offensive in any way but rather more defensive and supplementary. The effectiveness of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad.

Note: Lasts for a maximum of one turn per use
Note: Can only be used thrice per battle and two turns between each use
Note: Cannot use any new techniques in shard form
Note: Can only use Steel, Fire, Earth and any non-elemental abilities in the turn this is used

Declined - Cant be seen or heard by form of sensors really? It might as well be a phasing jutsu. Update declined.
(Koton: Yuuki no Bedivere) – Steel Release: Bravery of Bedivere
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user releases his koton chakra throughout his body and seemingly explodes into thousands of steel shards that move at the user's current speed. Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. This allows the user to evade attacks that would have otherwise landed or close the gap between an opponents at mid or long range. The shards come together as quickly as they erupted but their reformation is an audible process even at a long-range distance (it sounds like thousands of nails scratching against each other). However, the time of reformation is significant enough to allow the opponent to react to the user’s next attack regardless of the distance between them. That combined with the technique being easily heard by anyone means this technique’s nature isn’t intended to be offensive in any way but rather more defensive and supplementary. The celerity of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The user reforming their body will still be audible despite it's speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad.

Note: Lasts for a maximum of one turn per use
Note: Can only be used thrice per battle and two turns between each use
Note: Cannot use any new techniques in shard form
Note: Can only use Steel, Fire, Earth and any non-elemental abilities in the turn this is used

Approved - nice jutsu

(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Mid-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel of up to A rank outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon.

Note: Can only be used four times per battle and every 2 turns
✦ Approved ✦

(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Short-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon. The user can only use this on steel devoid of chakra, their own techniques and steel techniques of the opponent infused with less chakra than this jutsu. For example, the user can use this technique (30 chakra) on an B-Rank Steel jutsu of the opponent (20 chakra). However, this cannot be applied to techniques which transform the opponent's actual body into steel, whether partially or fully. If the user is in the vicinity of the explosion (i.e. within short-range of it), they will be harmed in the same way as the opponent if undefended.


Note: Can only be used four times per battle and once every 2 turns

Declined - if another steel user makes a sword of steel, D rank, you'dn just blow it up with this and win xd remove that it can effect steel with their chakra in but the rest of the update is fine
 
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Pyro NB

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(Katon: Rā no hi) - Fire Style: Ra's Sun
Rank: S
Type: Supplementary
Range: Mid
Chakra: 40(-5 per turn)
Damage: N/A
Description: The user weaves 3 hand seals and channels katon chakra into their back while forming a small sun mid-range behind them. This sun remains at its point of creation and acts as a catalyst increasing anyone who's in mid-range of it Katon jutsu by 1 rank.
Notes:
~Jutsu lasts 3 turns or until released
~Has a two turn cool down
~S and F-ranked jutsu don't get an increase
~Can only be taught by Keji
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Declined - you create fire behind you, how does this make your other fire jutsu stronger? xd
(Katon: Rā no hi) - Fire Style: Ra's Sun
Rank: S
Type: Supplementary
Range: Mid
Chakra: 40(-5 per usage)
Damage: N/A
Description: The user weaves 3 hand seals and channels katon chakra into their back while forming a small sun mid-range behind them. This sun remains at its point of creation and acts as a catalyst for katon jutsu. Before using katon techniques the user will first draw chakra from the sun and combine it with their own boosting their jutsu by 1 rank.
Notes:
~Jutsu lasts 3 turns or until released
~Has a two turn cool down
~S and F-ranked jutsu don't get an increase
~Can only be taught by Keji

Declined - i figured i'd give you another shot at this but this method isn't going to work, DNR.
(Doton: Anubisu no mon) - Earth Style: Anubis's Gate
Rank: Forbidden (arms are S)
Type: Supplementary/Attack/Defensive
Range: Mid (created short)
Chakra: 60
Damage: N/A
Description: The user weaves 6 hand seals ending with the dog seal and channels chakra into the ground. This causes a 5x2m statue of the Egyptian God Anubis to spiral upwards from underneath the user. Once fully formed Anubis's arms open wide, eyes glow, and lets out a roar extending up to mid-range. This roar causes arms to form and drag anything that moves on/in the ground to the depths of the earth. The user while maintaining focus can create and manipulate the arms as he sees fit. While the arms can be destroyed they will continue to respawn every turn as long as Anubis remains. If at any point the seal is broken and focus lost without deactivating Anubis the jutsu will attack anything within range.
Notes:
~User must hold and maintain the dog seal while focusing on this jutsu
~Up to ten arms can be formed
~Arms are no bigger than the Akimichi partial expansion
~Can only be used once per battle
~Can only be taught by Keji
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Declined - 10 arms is too much. Especially if they can reform pick one or the other. Not only this, but give the arms a lower rank. You need more restrctions for an F rank, and the chakra is wrong.
(Doton: Anubisu no mon) - Earth Style: Anubis's Gate
Rank: Forbidden (arms are A)
Type: Supplementary/Attack/Defensive
Range: Mid (created short)
Chakra: 50
Damage: N/A (-20 to user)
Description: The user weaves 6 hand seals ending with and maintaining the dog seal while channeling chakra into the ground. This causes a 5x2m statue of the Egyptian God Anubis to spiral upwards from underneath the user. Once fully formed Anubis's arms open wide, eyes glow, and lets out a roar extending up to mid-range. This roar causes arms to form(4 max) and drag anything that moves on/in the ground to the depths of the earth. The user while maintaining focus can create, shape(Max size =Akimichi partial expansion), and manipulate the arms as he sees fit. While the arms can be destroyed they will continue to respawn every turn as long as Anubis remains. Due to the constant shape manipulation, creation, and need for chakra this jutsu also causes some physical fatigue. The arms are S rank each and can be respawned once, at the cost of one move per arm.
Notes:
~Can only be used one per battle
~Can't use other jutsu while maintaining this jutsu
~Can't use A Rank or above Doton for 2 turn after use
- No jutsu above A rank in the same turn
- After this jutsu ends, the user will lose 2 ranks to their speed due to exhaustion
~Can only be taught by Keji

Approved - med edits to suit F rank.

(Genjutsu: Setto no rerumu) - Illusion Arts: Set's Realm
Type: Supplementary
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will weave four hand seals and look into their opponent(s) eyes imposing their chakra upon them. This causes the target(s) to see dust from the ground rise around the whole battlefield similar to Doton: Hokorehiki no jutsu but on a much larger scale. They will then see the user weave another seal which causes a thunderstorm to form in the sky similar to that used during Raiton: Kirin. Due to the sandstorm and thunderstorm the target(s) vision will be blocked and due to the thunderstorm, the users movements will be masked.
Notes:
~ineffective on Doujutsu, Sensory, and shinobi with enhanced senses
~The user weaving the fifth seal is a part of the Illusion
~Can Only be taught by Keji
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Declined - you focus gen into their brain no just their eyes and the brain forms the illusion. Sharingan can only see through B rank visual gen btw. Sensors would sense they are in a gen but would still have to break it too. The jutsu itself needs a bit more detail and useage and needs restrictions.
(Genjutsu: Setto no rerumu) - Illusion Arts: Set's Realm
Type: Supplementary
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will weave four hand seals and look into their opponent(s) eyes inserting chakra into their brain. This causes the target(s) to see dust from the ground rise around the whole battlefield similar to Doton: Hokorehiki no jutsu but on a much larger scale. As this dust rose and began to hit the target(s) skin they would see the user weave another seal which causes thunder clouds to start forming in the sky similar to the ones formed during Raiton: Kirin. As the clouds formed lightning would shoot across them while making a thunderous sound. Once completed the target(s) will believe they are trapped in a massive sandstorm which will hinder their vision. Due to the illusionary thunderstorm, the users movements will be masked by the sound of thunder and lightning.
Notes:
~The user weaving the fifth seal is a part of the Illusion
~Can't be combined with other genjutsu
- Can only be used the times, must wait two turns between other uses
~Can Only be taught by Keji

Approved - made edits - It seems you like this vibe, i recommend the Kane chronicles books.
 
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RuckenTM

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(Ration: Doragoni Chāpu, Sandādoragonbodi)- Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: Forbbiden Rank (+1 rank to other A-rank or lower Raiton Jutsu)
Range: Short-Mid
Chakra: 50 (+10 per turn to sustain)
Damage: 90 (+10 to Taijutsu/Kenjutsu-related jutsu)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the two forms of Raiton chakra in form of a solid claws that they can be manipulated to stretch out up short-range. While their first form of raiton chakra release will had embedded itself within the users skeleton, releasing itself through that channel, as it rips outward from within their bones forming mini-sized hair claws. This advanced state allows the user to have voltage movements as each movement releases an electric current around them, capable of being streamed through short-range objects. Then, after as the second bunch appears over their skin as huge arm-length claws. This can be used offensively in other few ways but is mostly used defensively. The user having created these condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body to spin, they’ve developed the second ultimate defensive and offense in the NW. When used defensively and offensively at the same time, they charge at their opponent with the high-spinning blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move is very deadly upon close range to the user as this move has a greater number of claws fragments (12 inches in length), making the attack near impossible to evade.
~Notice: Having used this jutsu, will leave the user harming their body permanently for the whole battle (-20 to user health per turn after jutsu).
Note: User can only sustain the jutsu for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note: Can only be used once per battle. While being used, the user cannot use any other Elemental jutsu except Raiton based Jutsu only.
Note: Once shocked, paralyzation lasts 1 turn if successful but, is ineffective against bios who have a Primary Lightning Specialty.

Declined
(Ration: Doragoni Chāpu, Sandādoragonbodi)- Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: Forbbiden Rank (+1 rank to other A-rank or lower Raiton Jutsu)
Range: Short-Mid
Chakra: 50 (-10 per turn to sustain)
Damage: 90 (+10 to Taijutsu/Kenjutsu-related jutsu)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the two forms of Raiton chakra in form of a solid claws that they can be manipulated to stretch out up short-range. While their first form of raiton chakra release will had embedded itself within the users skeleton, releasing itself through that channel, as it rips outward from within their bones forming mini-sized hair claws. This advanced state allows the user to have voltage movements as each movement releases an electric current around them, capable of being streamed through short-range objects. Then, after as the second bunch appears over their skin as huge arm-length claws. This can be used offensively in other few ways but is mostly used defensively. The user having created these condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body to spin, they’ve developed the second ultimate defensive and offense in the NW. When used defensively and offensively at the same time, they charge at their opponent with the high-spinning blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move is very deadly upon close range to the user as this move has a greater number of claws fragments (12 inches in length), making the attack near impossible to evade.
~Notice: Having used this jutsu, will leave the user harming their body permanently for the whole battle (-30 to user health per turn after jutsu).
Note: User can only sustain the jutsu for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note: Can only be used once per battle. While being used, the user cannot use any other Elemental jutsu except Raiton based Jutsu only.
Note: Once shocked, paralyzation lasts 1 turn if successful but, is ineffective against bios who have a Primary Lightning Specialty.

Declined.

(Hatsu) — Life Force
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A
Damage Points: N/A
Description: This technique was born from the understanding of two common sensory methods. The first involves the reasoning of the standard sensing techniques, Chakra Sensing & Suppression. Chakra Sensing Technique involves a user to find chakra signatures by extending their "reach" of chakra to outside open chakra signatures, feeling them and identifying the distance at which they are at. Chakra Suppression Technique involves a user to suppress their chakra from "leaking" out, thereby stopping sensors from locating the user's whereabouts. Based on these two techniques, it's clear that chakra naturally is being expelled from the body in very minuscule degrees, with no conscious effort. (Visual Evidence Shown Below)

The second method of this technique involves the mechanics of the water style Ninjutsu, Rain Tiger at Will. That jutsu works by having chakra-infused water that is linked closely to the user's senses fall down from the sky. Once the water is obstructed, the user can logically identify the existence of something or someone. The Rain Tiger at Will jutsu however, only detects location, and is not actually sensing chakra.

By combining these two ideas, this technique was developed. After training to become so in tune with their surroundings, the user's chakra becomes linked extremely closely to their senses. As the user is unconsciously and passively releasing a steady stream of chakra from their body, the chakra waves will allow them to be able to feel whatever tangible entity is in their way. This will allow the user to detect, locate, and identify the distance to which objects or people are. However, if foreign chakra is spread out through the area, the user will be unable to locate anything, as the surrounding chakra inhibits the user's own unconsciously released chakra. The further the chakra goes out, the weaker it becomes, making it so that the user can only identify the locations of things as far as mid-range.

Note: Must be listed on user's Biography.
Note: User cannot identify or locate objects or people whilst in chakra-filled areas, such as from the effects of the Hiding in the Mist Jutsu

Declined - dnr

Visual Understanding of Technique
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(Katon: Shishamasu) - Fire Release: Death Hands
Rank: B-rank
Type: Offensive, Defensive
Range: Short-Mid
Chakra Cost: 20 (-10 per turn)
Damage Points: 40 (+5 if used to boost Katon/Ash jutsu damage, +10 if ignited) (-5 to user)
Description: Surging quickly amounts of katon chakra throughout from their body, the hot ash particles will wiz around them in a dark cloud before fading inch-by inch toward into their hands. Condensing the ash into their hands at the most pressure turning it purely dark as the night. These layered ash particles can quickly multiply to greater lengths of amounts that would be drafting second to sand in numbers and whenever ignited the user can manipulate the burning ash at a degree aiding other katon/ash-related jutsu. The user can formulate these ash into wide waves of ash or rather ash-weapons as long as their connected to their hands as source, as will always even in greater amounts. Therefore the user can retract the ash connected to his chakra source.
~ However, if ignited the user will experience minor burning upon their skin.
Note: Can only be used by primary Katon specialist only.
Note: Lasts for 5 turns.
Deception:
Example use:
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Jutsu ideal appearance:
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Declined.
 
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BusinessManTeno

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(Ototon: Waza ayatsuri) Sound Style: Art Of Manipulation
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: This technique is very unique as it can only be used with a clone via it controlling you, or you controlling it. The user and the clone will both do 2 handseals together, causing their body to link in a unique way. The clone body will be filled and surged with sound chakra same as the user. When the clone gets within short range of the opponent the user will begin to snap their fingers, thus causing the clone to react landing a punch onto the opponent as fast the snap. This technique is used to land a barrage of attacks on the opponent infused with sound chakra thus amplifying the damage output from the barrage of the attacks. The attacks are controlled (and triggered) through the snap of the finger. This is normally used strategically allowing the user control the clone in multiple ways while the user keep a safe distance. Though controlling the clone can only be used when striking, meaning the clone has free will up until the snaps, thus starting the barrage of attacks.

Note: Can only use twice per battle
Note: The connection between the clone and user last for 3 turns
Note: Can only do a barrage of 5 attacks in one move
Note: Each time the user snaps their fingers it cost a move slot
Note: Cant use any sound jutsu while this technique is active
Note: The roles can be reversed and used on the user instead

Declined - aside from being used with a clone, it's been done before.

(Ototon/Kenjutsu: Jinsoku Urusai) Sound Style/Sword Style: Swift Screech
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is used in conjunction with sword arts of the user. The user will begin by initiating a sword strike towards the opponent. The moment the sword is in motion it will give off a very loud and powerful screech till the sword strike is finished. This technique is used to throw off the opponents equilibrium while in the middle of a strike, causing the opponent major dizzyness causing the opponent to stumble and lose balance while the screech echos in their ear. This technique is a double edge, as if no precaution are made the user is just as effected by the screeching effect.

Note: The Screech lingers in the opponent ear for 2 turns
Note: This technique restircts the opponent from using techniques based on alot of focus (Genjutsu, Yamanaka techniques, etc)
Note: Can use a max of 3 times
Note: This technique can be used in conjunction with other kenjutsu techniques (Doing this will pair the techniques together and will count as a single time frame , but still counts as 2/3 moves if used)

Declined - an A rank can't restrict the full use of certain ninjutsu like genjutsu. It can limit to say no A rank and above but tha'ts all.


(Genjutsu: Museigen Teigen) Illusionary Art: Limitless Motion
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: This is a unique genjutsu, created to be casted onto the user himself to trick their mind. The user will do 3 handseals inducing themselves into a genjutsu where the speed of both him and his opponent is extremely increased, rivaling that of 4th gates. During this the user will see both him and his opponents fighting at such greater speed then he really is . In reality even though its illusion, the brain will push the body to where his speed is increased by +3. The true usefull of this technique is the users ability to evade and dodge, techniques due to him being able to perceive things quicker due to him seeing things in such a faster motion inside the genjutsu but not being that in reality. Thus increasing the users tracking motion by x1.5. The user must be careful not to break himself out of the genjutsu as full body surges is still used as a kai , even though its a self imposed genjutsu

Note: Can use twice (with 3 turn cool down)
Note: Last a max of 3 turns
Note: Once the genjutsu is over, their speed and tracking drops back to normal
Note: The user cant use any genjutsu S rank and above while this move is active

~DNR~
Too similar to an existing restricted technique.
 
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Urda

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(Yōton/Doton: Koutetsujou no Kabane) - Lava/Earth Style: Kabane of the Iron Fortress
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Yōton: Koutetsujou no Kabane is a combination ninjutsu the utilizes the Lava and Earth Element. At the start, a lava enclosure is erected around the target, creating an entrapment. Transpiring out of the walls are humanoid species made of earth, known as Kabane. Their heart is packed with lava chakra - to serves as the core - to be manipulated at the users will. Despite being able to see within the walls, the Kabane are created in numbers to swarm the space, lashing out at their prey and usually try to overpower them. Although their bodies are feeble, they are devised to distract and exhaust the target while the walls around the barrier grow as tall as a skyscraper to then collapse inwards on them.

~ No S-rank Jutsu in the same Turn this technique is used
~ Unable to perform S-rank Fire & Earth (Lava) Jutsu the next Turn
~ Usable 3 times per battle
~ Only taught by Anubis

Declined - you need to make the jutsu more clear, are the walls earth? Or lava? Is it just the humanoids that are made of earth ect...
(Yōton: Koutetsujou no Kabane) - Lava Style: Kabane of the Iron Fortress
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Yōton: Koutetsujou no Kabane is a ninjutsu the utilizes the Lava Element. At the start, a lava wall is erected around the target, creating an entrapment. Transpiring out of the lava walls are humanoid species made of lava, known as Kabane. Their heart is packed with lava chakra to serves as the core to control the actions of the Kabane via weaving the Tiger handseal. Despite being able to see within the lava walls, the Kabane are created in numbers to swarm the space from all directions, lashing out at their prey and usually try to overpower them. Although their bodies are feeble and slow-moving, they are devised to distract and exhaust the target while the lava walls around the barrier grow as tall as a skyscraper to then collapse inwards on them, burning those trapped inside.

~ No S-rank Jutsu in the same Turn this technique is used
~ Unable to perform A-rank above Lava Jutsu the next Turn
~ Usable 3 times per battle
~ Only taught by Anubis

Approved - made edits

(Deddorīhāpī) - Deadly Harpy
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-20 decrease for the duration the weapon is active each Turn)
Damage: N/A (+5 increase to Lava Jutsu)
Description: A long sword forged in volcanic lava - it is ideally made to destroy man. Unusually build, the char-looking double-handed hilt has ancient markings that date back to the Warring States Period. It's blacken double wings branch out from its side with a center chamber - holder of a chakra core - to empower the abilities of the user. Develope by a Lava Style user, another users own lava chakra is inserted to imprint ownership of the sword as they channel their chakra to power the weapon. The ancient markings are tiggered with this chakra causiing it to lit with lava. This failsafe mechhnism is in placed for those whom do not have the same lava chakra who trys to wield it. Their hands are burned and their dreams as a swordmen is crushed. The unique, convex blade has an opening down its center with the lava chakra flowing through it. It was said to have terrified unworthy enemies into a swoon at the mere sight.

Unleashing the power of the Lava Style with a mighty swing, those who stand in its way are dissolved by the liquid heat. The lava can also be focused using Kenjutsu by performing a thrust attack to create an immense blast of lava that swiftly shoots forward to end the battle quickly: Lava Style: Meteoric Explosion. Its true power is released when the user impales their sword into the earth floor. A gigantic lava demon is created from lava channels to rise to the surface to swallow the target whole and return back underneath the ground: Lava Style: Dark Soul.
Note: Unable to perform hand seal-based Lava Techniques while carrying this weapon.
Note: The D-rank Lava Technique is only utilized and harness to A-rank due to the rank and effects of the sword.
Note: Lava Style: Meteoric Explosion is an A-rank, offensive, close-range Technique while Lava Style: Dark Soul is an S-rank, offensive, mid to long range technique. If these techniques are performed, a cool down of the techniques is 1 Turn before the user can perform them again.
Note: All Lava Jutsu performed through this weapon counts towards the Three Jutsu Slot Rule.
Note: Only Lava Style Users can wield this Weapon

~ Usable 1 Time per battle
~ Only taught by Anubis

Declined - this is just OP

Illustion of The Sword:
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(Deddorīhāpī) - Deadly Harpy
Type: Weapon
Rank: S
Range: Short (Mid when combined with Rubber)
Chakra: N/A (-20 decrease for the duration the weapon is active each Turn)
Damage: N/A (+5 increase to Lava Jutsu)
Description: A long sword forged in volcanic lava - it is ideally made to destroy man. Unusually build, the char-looking double-handed hilt has ancient markings that date back to the Warring States Period. It's blackened double wings branch out from its side with a center chamber - holder of a chakra core - to empower the abilities of the user. Developed by a Lava Style user, other users own lava chakra is inserted to imprint ownership of the sword as they channel their chakra to power the weapon. The ancient markings are triggered with this chakra causing it to lit with lava. This fail safe mechanism is in placed for those who do not have the same lava chakra who tries to wield it. Their hands are burned and their dreams as swordmen are crushed. The unique, convex blade has an opening down its center with the lava chakra flowing through it. It was said to have terrified unworthy enemies into a swoon at the mere sight.

Unleashing the power of the Lava Style with a mighty swing, those who stand in its way are dissolved by the liquid heat. The lava can also be focused using Kenjutsu by performing a thrust attack to create an immense blast of lava that swiftly shoots forward to end the battle quickly. Its true power is released when the user combine the sword with rubber to its hilt and extended a long stretchy rope to swing the sword mid distances, which is guided by the user. The lava channeled through the blade can swiftly cut through physical objects.
Note: Only Lava Style Users can wield this Weapon

~ Each time the Lava Release Technique is channeled through the blade and utilize, it is couted towards the Three Jutsu per Turn rule.
~ When rubber is combined and utilize, it is counted towards the Three Jutsu per Turn Limit.
~ Unable to perform any Jutsu besides Lava Release in the same Turn this weapon is wielded
~ Last 5 Turns until it exhausts the user
~ Unable to perform S-rank Jutsu the next Turn

~ Usable 1 Time per battle
~ Only taught by Anubis

Illustion of The Sword:
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Declined - you need to make the wording clear. From your wording of "the Lava Style with a mighty swing, those who stand in its way are dissolved by the liquid heat." it makes it sound like your chakra alone melts them down. You need to give a better description, rank, range ect...

(Yōton: Kūfuku Monsutā) Lava Style: Hungry Monster
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After performing Lava Release: Rock to Lava, the lava created from the pre-existing source is converted into rubber and manipulated via hand gestures to rise and envelop the target. Due to the elastic, escape through force is nearly impossible. They are forcely pulled to the far depths underneath the ground - where they suffocate and die - becoming their resting place for all eternity.

~ Usable 2 Time per battle
~ Only taught by Anubis

Declined - this isn't and S rank jutsu.
 
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Ańbu Juniør

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Fenriru no Domein | Fenrir's Domain
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: An Inuzuka or Ninken will train all of their senses on their surroundings and, will absorb and commit to memory every detail of it, effectively memorising it - imprinting on any environment with a 5 meter radius. As they do so a near instant, invisible burst of chakra will be released from their body that will extend outwards to short range in all directions - and will mark an Inuzuka's new found territory. Multiple abilities extend from the creation of a Territory under the premise of the user being absolute within their domain - to know what occurs, move uninhibited and dictate all occurrences within one's territory is the user's prerogative, their right and privilege as a ruler, while those who seek to trespass are to abide by the users restrictions, by force if need be. Under these concepts, an Inuzuka or Ninken will be capable of immediately sensing any disturbance that occurs within their Territory, as every inch of it is now marked as theirs and as such, is under constant surveillance. Under the same notion, they will be capable of moving silently within their domain, disturbing no ground and making no sounds, while also bypassing the restrictions of Preying of Odin - as anyone who trespasses on a domain is labelled as an invader, something to 'hunt' and be 'hunted'. Night vision will also be essential to operating within a created Territory as the field of released chakra will interfere with the sight of anyone who is not the user or an ally, interfering with the reflection and refraction of light which serves to render the inside of a domain dark as night. The release of chakra also serves two additional effects, firstly it weighs down on anyone who isn't the user or an ally, acting as a bog that severely increases drag - making an enemy's movement within a domain similar to movement below pressurized water, but much worse, and as a result reduces the enemy's speed to two ranks below the user's. Finally, it interferes with the release of chakra from an opponent's body, negatively affecting an opponent's ability to release chakra to alter the world while within the users domain as the domain is not theirs to alter - reducing the power of utilised techniques by -20. Naturally all of these drawbacks can be avoided by an opponent simply escaping the user's domain, at which point they will instantly be capable of operating at their usual capacity.

Notes:
- A domain can only be created once every four turns, and can only be created once per Ninken/Inuzuka.
- A domain can last indefinitely unless cancelled however it is tied to the spot where the user created it, not the user themselves, as such it is possible for the user to exit from their own domain, also, while within a Domain the 'Void Assault' can be continuously cast without any cost.
- Sustaining a domain saps - 10 chakra per turn.

‡ Declined ‡ Definite no to bypassing the restrictions on Preying on Odin. The slowing down ability has been done in other customs and the -20 to all Ninjutsu is simply unreasonable.
Resubmitting:
-Reduced the -20 to all ninjutsu
-Removed bypassing restrictions off Fenrir's Domain

Fenriru no Domein | Fenrir's Domain
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: An Inuzuka or Ninken will train all of their senses on their surroundings and, will absorb and commit to memory every detail of it, effectively memorising it - imprinting on any environment with a 5 meter radius. As they do so a near instant, invisible burst of chakra will be released from their all over their body that will extend outwards to short range in all directions - and will mark an Inuzuka's new found territory. Multiple abilities extend from the creation of a territory under the premise of the user being absolute within their domain - to know what occurs, move uninhibited and dictate all occurrences within one's territory is the user's prerogative, their right and privilege as a ruler, while those who seek to trespass are to abide by the users restrictions, by force if need be. Under these concepts, an Inuzuka or Ninken will be capable of immediately sensing any disturbance that occurs within their Territory, as every inch of it is now marked as theirs and as such, is under constant surveillance. Under the same notion, they will be capable of moving silently within their domain, without disturbing the ground and making no sound. Night vision will also be essential to operating within a created Territory as the field of released chakra will interfere with the sight of anyone who is not the user or an ally, interfering with the reflection and refraction of light which serves to render the inside of a domain dark as night. The release of chakra also serves two additional effects, firstly it weighs down on anyone who isn't the user or an ally, acting as a bog that severely increases drag - making an enemy's movement within a domain similar to movement below pressurized water, but much worse, and as a result reduces the enemy's speed by two ranks. Finally, it interferes with the release of chakra from an opponent's body, negatively affecting an opponent's ability to release chakra to alter the world while within the user's domain as the domain is not theirs to alter - reducing the power of utilised techniques by -10. Naturally all of these drawbacks can be avoided if the opponent simply escapes the user's domain, at which point they will instantly be capable of operating at their usual capacity.

Notes:
- A domain can only be created once every four turns, and can only be created once per Ninken/Inuzuka. However, if the two are fused then this technique can be used twice.
- A domain can last indefinitely unless cancelled however it is tied to the spot where the user created it, not the user themselves. As such it is possible for the user to exit from their own domain, also, while within a Domain the 'Void Assault' can be continuously cast without any cost.
- Sustaining a domain costs -10 chakra per turn.

(Kōton no Jutsu ) Steel Release Technique
Rank: D
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra Cost: 10
Damage Points: 20
Description: Allows the user to, through the use of hand gestures, produce small objects, pillars, weapons, etc, made of black steel, from their body or from the earth. The constructs are as hard as a normal kunai and swords and can be thrown at a target physically.
(Koton: Shukensha no Oukan) – Steel Release: Sovereignty of the Crown
Type: Offensive
Rank: D-S
Range: Short - Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Similar to the canon jutsu "Steel Release Technique", the user will use hand gestures rather than handseals to control any pre-existing steel on the field. This is almost identical in use to Mordred's ability in "Steel Release: Knights of the Round Table". This can be used on any steel as long as it's devoid of or infused with the user's chakra, essentially any steel that isn't infused with the opponent's chakra. This extends to advanced variants such as molten steel and steel dust. Any steel structures this is used upon can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. The user can only use this on steel devoid of chakra, their own techniques and steel techniques of the opponent infused with less chakra than this jutsu. For example, the user can use the S-Rank version of this technique (40 chakra) on an A-Rank Steel jutsu of the opponent (30 chakra). However, this cannot be applied to techniques which transform the opponent's actual body into steel, whether partially or fully.

Note: Can only be used four times in total
Note: No other S-Rank or above Steel in the turn the S-Rank version is used

Declined - multiranked isn't needed. And it should only be on steel the user has control off, not normal steel as alot of custom weapons are made of steel and so is their armor.

(Koton: Yuui no Kakuchou) – Steel Release: Ascendancy of the Highborn
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will perform three handseals and focus their koton chakra into any steel infused with their chakra outside of their body. The structure in question will dissipate into millions of steel grains (similar to Corruption of the Kingdom) and will initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the grains quickly move towards and converge on a new position before congregating to instantly form the structure exactly the way it was (reformation takes no time at all). Reforming the structure from the steel dust will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass).

Note: Can only be used thrice per battle
Note: No Steel above S-Rank in the user's same turn

Approved - made edits.
 
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(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times
(Fuuinjutsu: Doragon chikara ) Sealing art: Dragon force
Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short
Chakra Cost: 50(to seal) 10(to release it)
Damage points: +20 to fire element
Description: This is a more advanced version of the jutsu dragon slayer sealing specified for fire developed by Natsu Uchiha, the fire dragon slayer, in which the user has a seal in the back of their mouth, the seal releases a barrier of sorts that draws in a large attack and seals it. This barrier like mist is like the 5 elemetal seal used by jiraiya but alot faster. This being the much stronger version works only on fire, created by Natsu Uchiha to take on the true power of his father. This is a single seal that has the kanji for fire and can only be activated to seal a fire jutsu. The seal will be triggered releasing chakra from it like the 5 elements seal, drawing all the fire into the seal and sealing the chakra of the fire. From here the seal has two further uses, only being able to use one or the other.

The first being, like it's parent jutsu, the seal can be released, releasing the power of the sealed fire back out in the form of a blast/stream of fire, in the same size as what was sealed by it. This can reach up to long range and once released in goes in the direction fired. To release it this way counts as one of the three moves per turn, takes 10 chakra from the user, and uses up all the chakra sealed by the jutsu.

The second being, the absorbed fire chakra is released through the users chakra system overflowing them with a mass amount of roar fire chakra in them, due to this the user is now only able to use fire element and elements based on fire (shining fire, scorch, blast ect) as they can only focus that chakra while this lasts. This sudden surge of fire chakra through their body releases a mass of heat around them causing all water B rank and below to instantly evaporate and half of A rank or above water jutsu to do the same reducing the water jutsu. After the initial surge water isn't effected but the air around the user is so hot as it's as though the user is on fire himself. The seal will spread over the users body taking the form of what looks like dragon scales and such imitating that of a dragon hence the name. Due to this large mass of fire chakra in their body, while this is active, all the users fire jutsu are boosted by +20 damage points. This lasts for up to 4 turns, drains all the chakra from the sealed jutsu and can't be combined with EIG and suchs modes.

Note: Useable once to seal a jutsu
Note: Only works on fire jutsu
Note: Once active the mode lasts for 4 turns and counts as move to activate
Note: While active the only element the user can use is fire if the mode is used
Note: Once this ends the user can't use fire above B rank in the following two turns.
Note: No fuuin for two turns after this ends for the mode
Note: After this ends the user will lose two ranks from their base speed due to the strain on their body from the surge of fire chakra for two turns.
Note: Requires admin permission for F rank fuuin and needs medical fuuin mastery to place the seal on oneself.

□ Declined. To submit it, needs a special permission I believe (can now be bought with Kumi) and also clashes with several existing seals. □

(Fuuinjutsu: Doragon myakuhaku) - Sealing Arts: Dragon Pulse
Type: Supplementary/Attack/Defence
Rank: S-rank
Range: Short
Chakra Cost: 40 (per pulse)
Damage points: 80 (per pulse)
Description: This is a steal placed on the users body that looks like one giant tattoo. It's a series of kanji to make the script in the form of a dragon. The wings on the arms, the back of the dragon down the users back, it looks like a full body tattoo to mimic a dragon without covering the users hands and face. The reason it's so long is due to the detail within the seal itself and how delicate it is to place a seal on ones own body. It is designed to emit a sensory type barrier from the user, similar to the barrier dome method, but only 2m around the user. This complicated formula is set to react to the foreign chakra's it senses through this method and in doing so it reacts. The seal releases fire chakra that's been sealed into it before the battle, storing up to 120 points of fire chakra which counts for the three uses. This chakra release is a stream of fire that streams out to the barrier it emits taking the form of a fire bubble, but only covering the part of the bubble barrier that senses the chakra. For example if there was a projectile shot at the user from behind, the barrier would sense it, the seal would activate, releasing a stream of fire out taking the form of a part dome behind the user to protect them, taking the form of S rank fire. This doesn't work under the user though if he's on the ground or water as it can't form fire in the ground or in the water. When the seal goes to activate it draws on 10 of the users chakra to do so and the user would feel the fomular about to activate. In this he has to control to stop the seal for example, if he had the seal prepared for battle, and a friend came close, he wouldn't want to burn them to a crisp. The pulse is considered a S rank jutsu, lasting for that one turn.

Note: This seal has 3 charges, each taking up a move per turn
Note: Can only be activated one ever two turns.
Note: No other fuuin the turn this activates
Note: Requires med fuuin mastery to be able to control the seal

□ Declined. I'd lessen the amount of chakra stored in the seal, or make it so the seal gathers it in the fight. Secondly, whatever is released from the seal will be A rank, the seal itself being S rank (and with 120, 3 uses, means it is 40 damage, which is equal to A rank). Better restrictions, as well. □
 
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Alyx

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(Jūho: Hokyou) Gentle Step: Reinforcement
Type:Supplementary
Rank: A-ranked
Range:Short
Chakra: 30 (-5 chakra each turn)
Damage:N/A
Description: A technique among the Hyuga based on the Gentle Fist Style: One Blow Body where a Hyuga would normally use their ability to expel chakra from all their chakra points at once. This technique is a reinforcement or augmentation of the Gentle Fist; releasing chakra constantly from one’s limbs. This technique focuses on the reinforcement of one's limbs dependent on locations which are aimed mostly at the arms which include the elbows and hands to augment the fighters strikes or in the legs including the knees all the down to the feet; in which the technique takes the form of a sharp shroud of chakra though it is harder to see at a distance to the naked eye but more visible up close. This techniques design is when impact is normally made by a gentle fist strike, chakra is pushed into the enemy's’ body forcefully by the Hyuga from the chakra points at the same time however with this one due the constant chakra already flowing outwards. The impact is much stronger as the chakra already being pushed out combined with further chakra being released from same chakra points , chakra shroud and many other locations increasing the techniques overall impact. This however comes at the cost of not being able to use it in multiple limbs at once due the excessive amounts of chakra being used at once. It's limited to only two limbs but those limbs must also be the same meaning one arm and one leg can’t be augmented at the same time but rather two arms or two legs at once. Based on the limbs used the following effects take place on the user:

Leg Refinement – Through this variant it increases the kick based techniques by the user by one rank. This also increases the user’s speed slightly due to using the released chakra from the soles of the feet to “push” against the surface allowing them further their running speed and jumping distance. This speed increase is x1.5 there base speed. Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

Arm Refinement – Through this variant it increases the hand/punch/arm based techniques of the user by one rank. The user’s punching impacts have a “push” effect behind them similar to its parent technique which solid impact from the user will send the target back several meters (5m). Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

While active a cosmetic hue of chakra lines appear around the selected augmented limb as a sign of the techniques activation as well as when impacts are made; more "burst" like impacts of sharp chakra appears.

*Can only be used four times per battle, once per turn lasting two turns each.*
*Can’t be used at the same time as other modes or body enhancing techniques that correspond to each other(i.e can’t use Leg Refinement and Leg Weights at the same time as this technique would cancel it out)*
*Can only be used again after two turn cooldown *

Approved.

Updating:
 
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Zaphkiel

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Updating;
(Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user of this jutsu will form the ram hand sign and dart a short distance with the use of fuuton chakra (4 meters) and upon stopping the user will convert his inertia into fuuton chakra to form a pale replica of himself made of wind to attack the opponent or object in a straight line along the line he stopped. This replica is ghost like in appearance, its is an exact model of the user by height, weight, and density. It is essentially a well manipulated gust of wind that lasts exactly 5 seconds after the user has stopped and may take some time to perceive as it moves really fast and mows down the opponent having the same physical properties of a very strong gust of wind.
Note: Can only be taught by Zaphkiel
Note: User will suffer +10 damage if he has collided with an object. He can however, shorten his sprint to 2 meters in the case of an emergency but jutsu will still cost 20 and damage will be reduced to 20.

☼ Approved ☼
(Fūton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user of this jutsu will mold his Fūton chakra throughout his body to dart a short distance (5 meters) where, upon stopping, the user will convert his inertia into Fūton chakra to form a pale replica of himself made of wind to attack the opponent or object in a straight line along the line he stopped. This replica is ghost like in appearance and is an exact model of the user by height, weight, and density. It is essentially a well manipulated construct of solid wind that lasts exactly 5 seconds after the user has stopped and may take some time to perceive as it moves really fast and mows down the opponent having the same physical properties of dense, Fūton manipulations (such as Vacuum Blade). The user may also release the replica first along a linear path and then dash behind it or in the opposite direction.
Note: Can only be taught by Zaphkiel
Note: User will suffer +10 damage if he has collided with an object. He can however, shorten his sprint to 3 meters in the case of an emergency but jutsu will still cost 20 and damage will be reduced to 20.

Approved

(Raiton: Endā no gēmu)- Lightning Release: Ender's Game
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra cost: 20
Damage: 40
Description: The user fires a normal bolt of Raiton chakra into the sky inducing slight storm clouds. This initial bolt of lightning then becomes charged using the clouds as an incubator. Then, in the same or next turn the user 'calls' the lightning strike to his position with a simple hand seal. The return strike has a full 5 meter radius in a 360 range of the epicenter, the user. It may appear to engulf the user but in fact it is various tendrils of Raiton raining down in a cage like manner leaving the user and center unscathed for approximately 8 seconds straight. The 'bars' are so close together it looks like a single bolt had hit. If caught in the walls the opponent would experience intense lightning damage and pain leaving the muscles in spastic intervals throughout the turn afflicted.
Notes:
- Can only be taught by Zaph
- Cannot perform any other Raiton techniques during the turn initialized
- Can only be used 3x per match

♠ Approved ♠
You know how long 10 seconds is during battle? Nice idea.
(Raiton: Endā no gēmu)- Lightning Release: Ender's Game
Rank: A
Type: Defensive/Offensive
Range: Short
Chakra cost: 30
Damage: 60
Description: The user fires a normal bolt of Raiton chakra into the sky inducing slight storm clouds. This initial bolt of lightning then becomes charged using the clouds as an incubator. Then, in the same or next turn the user 'calls' the lightning strike to his position with a simple hand seal. The return strike has a full 5 meter radius in a 360 range of the epicenter, the user. It may appear to engulf the user but in fact it is various tendrils of Raiton raining down in a cage like manner leaving the user and center unscathed for the entire turn should he so choose. The 'bars' are so close together it looks like a single bolt had hit. If caught in the walls the opponent would experience intense lightning damage and pain leaving the muscles in spastic intervals throughout the turn afflicted.
Notes:
- Can only be taught by Zaph
- While active the user can only use Raiton techniques
- Can only be used 3x per match

Approved.
 
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Priest

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Fuinjutsu: Dāku Seiso, Kenkyo - Sealing Art: Dark Ecriture, Humility
Type: Supplementary
Rank: B/A
Range: Short-Long
Chakra: 20/30(10 per turn)
Damage: N/A
Description: After the tiger handseal, the user would erect a purple barrier around an area similar to how Multiple Infinite Embrace Barrier is formed around an area with an immediate effect. The barrier's surface is riddled with several purple markings closely packed together that makes it seem the barrier is made of kanjis itself. The barrier can be made on an entire area or made to surround a limb of either the user or of the opponent. The work of the barrier is to seal chakra, though sealing chakra in this sense does not mean it absorbs it, it only seals a specific type of chakra nature for the duration of its existence preventing it from being used. This is same as sealing off the ability to use higher rank chakra or genjutsu, but uniquely in its own way, it only seal the ability of anyone trapped within it. The ability to mold a specific elemental nature. For example, the user would make the barrier seal the target's ability to mold fire chakra as long as he remains in the barrier. When the barrier is only made to surround a limb(arms or legs), the sealing ability is only restricted to the said limbs. Meaning, the victim would not be able to channel the said elemental chakra through the limb affected. The barrier would not harm anyone albeit it being purely supplementary.
The barrier around the limb is a very essential part at affecting this technique with Taijutsu or CQC. Useful especially to prevent a certain type of elemental taijutsu where a punch could be coated in elemental chakra. This makes using the limb coated barrier a very fast and immediate one thus used without the need for handseal. However, limb usage would be B-rank in power. A complete barrier requires a handseal and is A-rank in power.
While the barrier is neutral to elements due to its intricate/advanced nature, their power level determines the power needed for them to be undone.
NOTE: A-rank can only be used 3x per battle
NOTE: The complete barrier requires a turn in between usage.
NOTE: No fuinjutsu barrier above A-rank in the same turn
NOTE: The user must mention the chakra nature seal with each usage of this jutsu.

Declined - Fuuin take 3 handseal (scorps post in the rp udate thread) Not only that but you're using two different types of fuuin in this jutsu. One is forming barriers the others is the sealing aspect. A barrier can't seal the charka in a limb like that. It can be used to draw on their chakra but this isn't possible with fuuin.
Fuinjutsu: Dāku Seiso, Kenkyo - Sealing Art: Dark Ecriture, Humility
Type: Supplementary
Rank: B/A
Range: Short-Long
Chakra: 20/30(10 per turn)
Damage: N/A
Description: After 3 handseals, the user would erect a purple barrier around an area similar to how Multiple Infinite Embrace Barrier is formed around an area with an immediate effect, where a barrier is created and the barrier acts as a chakra sealing medium for anything trapped within. The barrier's surface is riddled with several purple markings closely packed together that makes it seem the barrier is made of kanjis itself. The barrier can be made on an entire area or made to surround a limb of either the user or of the opponent. The work of the barrier is to seal chakra, though sealing chakra in this sense does not mean it absorbs it, it only seals a specific type of chakra nature for the duration of its existence preventing it from being used. This is same as sealing off the ability to use higher rank chakra or genjutsu, but uniquely in its own way, it only seal the ability of anyone trapped within it. The ability to mold a specific elemental nature. For example, the user would make the barrier seal the target's ability to mold fire chakra as long as he remains in the barrier. When the barrier is only made to surround a limb(arms or legs), the sealing ability is similar to when one is completely within the barrier itself but this time its only the limb that would be involved. The barrier would be very small, cylindrical and would surround the limb only without inhibition of that target's mobility. This would restrict the tenketsus present in the said limb and making specific chakra nature within it not work. Meaning, if the said elemental chakra is channeled through the limb affected while the barrier is around it, it becomes disturbed and compelled/drawn to gather on a particular spot in the tenketsus present, detering it from moving on as planned. The barrier would not harm anyone albeit it being purely supplementary.
The barrier around the limb is a very essential part at affecting this technique with Taijutsu or CQC. Useful especially to prevent a certain type of elemental taijutsu where a punch could be coated in elemental chakra. This makes using the limb coated barrier a very fast and immediate one thus used without the need for handseal. However, limb usage would be B-rank in power. A complete barrier requires 3 handseals and is A-rank in power.
While the barrier is neutral to elements due to its intricate/advanced nature, their power level determines the power needed for them to be undone.
NOTE: A-rank can only be used 3x per battle
NOTE: The complete barrier requires a turn in between usage.
NOTE: No fuinjutsu barrier above A-rank in the same turn
NOTE: The user must mention the chakra nature sealed with each usage of this jutsu.

Declined - DNR

Fuinjutsu: Seikuriddo Jōzai, Norowa Remashita - Sealing Arts: Sacred Purgation, Cursed
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user would focus his chakra into a pre-prepared sealing tag after placing the tag on a specific surface. The surfaces in question are one that the user could not use water walking ability on or does not have control over and can be a risk to him. Example of such surfaces are special water, swamp, mud, slippery/sticky surface, corrosive surface, lava, etc. On activating the seal, the seal releases a barrier that does not react with any element whatsoever but is solid only in reaction to the user's chakra(if he stands or walk on it). The work of the barrier is simply to segregate the user from a specific surface with none other actually knowing this except they have some sort of sensory. However the barrier is able be laid on any kind of surface any rank either supplementary, defensive or offensive so far they don't puncture the barrier or impact it with a certain amount of force. The barrier is rather immune to chemical reactions thus won't melt or corrode from acidic substances or hot temperature but is brittle and would shatter from specific amount of force impact that rivals the rank of the seal itself.
NOTE: 4x per battle
NOTE: No S-rank Fuin in the same turn

Declined - dnr, barrier stepping stone? lol

Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40(-20 to repair)
Damage: N/A
Description: The user would create two large snakes make of wind that curl up around his body and disperses into thin air. Their dispersion does not mean they are gone, they actually remain dormant around the body of the user in chakra form and would remain on the user's person until foreign chakra tries to touch the user. The wind snakes would manifest once a foreign entity nears the user(2 meters), wrap themselves around the entity and crush it before it can harm the user. Should the object they destroy be inferior to them in terms of power/rank, once they are done, the snake retreat back into the dormant form while leeching the user's chakra to repair themselves and make them back to their former strength. They would be destroyed or undone though if they happen to defend the user from something same rank as theirs following elemental strength and weakness.
NOTE: Usable 2x per battle
NOTE: No S-rank Fuuton the same turn this jutsu is used
NOTE: Purely defensive, thus can not be used to attack the opponent directly except they are attacking the user and the snakes would defend anyway.
NOTE: User can only use elements related to the wind element and other non elemental techniques while the snakes are active

Declined - give a limit to the reforming but apart from that, nice.

Kādotagu - Card Tags
Type: Weapon
Rank: E
Range: N/A
Chakra: N/A
Damage: N/A
Description: These are a variant of the normal and generic paper tags used by ninjas. Instead of the normal paper tags that are soft, light and need to be attached to a more heavier surface/object like the kunai in order to be thrown through a fair distance due to them being prone to wind currents and air resistance, this variant are thick cards in place of the paper. These cards are thick, hard and has weight equivalent to a shuriken thus they are able to be thrown on their own easily without the need of any attachment and they move at the speed of a generic shuriken. The cards can still be used for everything the normal paper tags are used for and they can also be attached on something like the former. Their sharp edges however are unable to do any damage like a shuriken would thus instead of them sticking to a target with their edges should they be thrown, they stick to them with their flat side just like slapping a paper tag on a surface.
This card replaces all the paper tags of the user though the user can still choose to have some of the old ones on his person.
This cards can be used for all function the normal tag does e.g: sealing tags, paper bomb, etc.
NOTE: Can only be taught by Priest

Declined - clashes with LA's cfs using cards.
 
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Yuse

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Notes for Checker - Bound Mist is a resubmisson originally posted By hells. I am resubmitting it as my own with his consent due to it being to similar to my own concepts to let him submit it for me. Also Lineal Descent was toned down in power to stop it from being Op

(Suiton: Arisutoteresu shōten) — Water Release: Aristotle's Ascension
Type: Supplementary, Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Somewhat derived from Cleopatra's Seductive Offspring, by primarily focusing on the merging and travelling aspect. The user will focus their chakra all throughout their body transforming it into pure mist. Which then merges with any preexisting mist on the field. By being merged with the entirety of the mist, the user is capable of respawning anywhere within it, through reforming his body in the desired location at a near instant speed. While merged with the mist, the user is incapable of being sensed or seen with doujutsu as their chakra is spread out entirely encompassing the mist. And logically unhindered by attacks due to the the intangible state the user has taken. The technique of course is purely defensive meant to simply evade techniques and respawn in a desired area for safety. However in the case that the mist is blown away while the user is still merged, he becomes separated from said mist with his body reforming back to normal. The technique is often seen as a mist oriented variant of the Hozuki's well known ability to merge with water sources with a few key differences being faster and relying more on stealth as opposed to being both versatile and offensive.

Note: Can be used three times
Note: No water techniques above srank fot the remainder of the turn or turn after
Note: Can only be taught by Yusei

(Suiton: Baundomisuto) — Water Release: Bound Mist
Type: Supplementary, Defensive
Rank: B
Range: Short - Long
Chakra Cost: 20 (-10 ever turn)
Damage Points: N/A
Description: An activation technique created to cover an exploitable weakness of mist based techniques, namely their ability to be blown away. The user upon preforming a mist based technique will preform an additional hand-seal imbuing it with additional chakra acting within the same time-frame as the original due to its effect only taking place in accordance with another technique. Granting the mist the ability to take in moisture from its surrounding and itself in order to bind itself in place. The mist becomes incapable of be blown away due to the technique trying to pull its own moisture in place and that of the surroundings at the same time. Causing a stationary effect where the mist is bound to its location, and heavier then normal. Making it immune to the effects of being blown away regardless of the strength of the winds, as it will simply be pulled back into place. The latter allows mist techniques to remain on the field for their intended duration rather then being forced to end prematurely.

Note: Can be used three times
Note: No water techniques above srank in the same turn or turn after
Note: Can only be taught by Yusei


 All Declined  Blue Rule.
(Suiton: Arisutoteresu shōten) — Water Release: Aristotle's Ascension
Type: Supplementary, Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Somewhat derived from Cleopatra's Seductive Offspring, by primarily focusing on the merging and travelling aspect. The user will focus their chakra all throughout their body transforming it into pure mist. Which then merges with any preexisting mist on the field. By being merged with the entirety of the mist, the user is capable of respawning anywhere within it, through reforming his body in the desired location at a near instant speed. While merged with the mist, the user is incapable of being sensed or seen with doujutsu as their chakra is spread out entirely encompassing the mist. And logically unhindered by attacks due to the the intangible state the user has taken. The technique of course is purely defensive meant to simply evade techniques and respawn in a desired area for safety. However in the case that the mist is blown away while the user is still merged, he becomes separated from said mist with his body reforming back to normal. The technique is often seen as a mist oriented variant of the Hozuki's well known ability to merge with water sources with a few key differences being faster and relying more on stealth as opposed to being both versatile and offensive.

Note: Can be used three times
Note: No water techniques above srank fot the remainder of the turn or turn after
Note: Can only be taught by Yusei

Declined - clashes with existing jutsu

(Suiton: Baundomisuto) — Water Release: Bound Mist
Type: Supplementary, Defensive
Rank: B
Range: Short - Long
Chakra Cost: 20 (-10 ever turn)
Damage Points: N/A
Description: An activation technique created to cover an exploitable weakness of mist based techniques, namely their ability to be blown away. The user upon preforming a mist based technique will preform an additional hand-seal imbuing it with additional chakra acting within the same time-frame as the original due to its effect only taking place in accordance with another technique. Granting the mist the ability to take in moisture from its surrounding and itself in order to bind itself in place. The mist becomes incapable of be blown away due to the technique trying to pull its own moisture in place and that of the surroundings at the same time. Causing a stationary effect where the mist is bound to its location, and heavier then normal. Making it immune to the effects of being blown away regardless of the strength of the winds, as it will simply be pulled back into place. The latter allows mist techniques to remain on the field for their intended duration rather then being forced to end prematurely as well as gaining a one rank increase due to the surplus amount of moisture keeping it on the field.

Note: Can be used three times
Note: No water techniques above srank in the same turn or turn after
Note: Can only be taught by Yusei

Declined - it's just not possible to imbue mist with a holding position in this way.
 
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Bhil

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[Jishaku Ninpou: En Bene Zu] - Magnetic Ninja Art: All Things Must Go
Type: Supplementary | Defence
Rank: B Rank
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Using their Jiton chakra, the user is able to imbue an inanimate being or object devoid of chakra or something that contains the user's chakra with Jiton Chakra. This will give that said object properties of Magnetism, a repulsing effect to be exact. The user is able to use the repulsing effect on whatever object that fits the criteria so that it pushes away from the nearest solid object in it's short range vicinity. An example of this would be imbuing your Jiton chakra into a rock lying in the ground for it to repulse out and take off in another direction. The user may also imbue their body or a part of it with Jiton chakra to repulse away in a certain direction. An example of this would be imbuing the soles of their feet with Jiton chakra to push their body upwards if they're standing. The traveling speed of whatever is repulse is that of a fired arrow from a compound bow. This is a main downfall of the jutsu once using it on one's self. The user has no control of their flight, they can only stop their movement. Repulsing effect will always push an object or person in a linear fashion.


Notes:
Can only be used once per turn
Requires a one turn cool down period between usages
Repulsing effect works twice as good when being conveyed on metal/steel like properties.

Pending - pretty sure this clashes with existing jutsu


[Jishaku Ninpou: En Bene Tau] - Magnetic Ninja Art: All Things Must Come
Type: Supplementary | Defence
Rank: B Rank
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Using their Jiton chakra, the user is able to imbue an inanimate being or object devoid of chakra or something that contains the user's chakra with Jiton Chakra. This will give that said object properties of Magnetism, an attraction effect to be exact. This said object will then be attracted towards the source, as if it was being callled upon. With the source being the user, this technique could also be harmful to the user depending on whats being attracted. This technique may also be used upon a stationary object to instead pull the user towards this said object. The user may cease control of said object at any point during the travel so that the object doesn't reach all the way to the user. This can also be applied to when the user is pulling himself. He may stop at anytime to not be brought all the way to the source.


Notes:
Can only be used once per turn
Requires a one turn cool down period between usages
Attraction effect works twice as good when being conveyed on metal/steel like properties

Pending same as above.

training
 
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(Uchiha Ichizoku Shin Katon: Sōdaikakyū no Jutsu) Uchiha Clan True Fire Release: Grand Fireball Jutsu
Type: Offensive
Rank: S-Rank
Range: Mid - Long (Mid Range AoE)
Chakra: 40
Damage: 80
Description: The user starts by performing the Horse → Tiger → Rat → Dog → Horse seals, and kneads a tremendous amount of Fire Style Chakra within their stomach, as they take a deep breath. The user combines the air in their lungs with the kneaded Chakra and leap into the air, then sharply exhale all the Chakra-infused air at their designated target. As they do, they apply Shape Manipulation to the Chakra-infused breath, creating a massive variant on the all-to-common Fireball Jutsu, resembling the Sun more than a simple Fireball. This Fireball, having a considerably larger size than a regular Fireball, travels considerably slower in comparison, but requires a considerably larger amount of Water to counter. As the Fireball hits the target, or any dense solid surface, it explodes as any other Fireball would, causing a massive explosion with a terrifying amount of force. However, that is only the first stage of this Jutsu.
As the Fireball explodes, it releases innumerable tiny embers into the air. These gently fall to the ground, where upon contact with any physical surface, violently erupt, releasing great amounts of Fire which are channelled straight up in a large pillar of flame. Even if the initial stage is disrupted, countered or destroyed, the Fireball still explodes and releases the embers, which completely blanket up to Mid Range of the Fireball's location with a fiery storm, enveloping all within this range in a violent inferno.

Ninja World Terraformation: The Kiln This technique may be used in the Ninja World, instead of in a fight. If used in such a way, the user causes a violent form of Terraformation to occur, completely burning, scorching and otherwise destroying the Landmark they currently preside in, leaving nothing but ash and cinders. This effect can only be used on one Landmark in any event. Everyone present within the Landmark, including the user, when this Jutsu is used to Terraform the Landmark receives minor burns, only minor though due to the Jutsu's effects being spread over an entire Landmark, each receiving 10 Damage from this Jutsu.

Note: Can only be used once per battle/ event.
Note: Terraformation counts as it's one usage.
Note: Can only be used by an Uchiha Biography.
Note: Can only be taught by x iiiMPerFeCT.

‡ Approved ‡ Removed the last paragraph.
(Uchiha Ichizoku Shin Katon: Sōdaikakyū no Jutsu) Uchiha Clan True Fire Release: Grand Fireball Jutsu
Type: Offensive
Rank: Forbidden
Range: Mid - Long (Mid Range AoE)
Chakra: 50
Damage: 90 (50 from the Fireball, 40 from the Embers) (20 to the user)
Description: The user starts by performing the Horse → Tiger → Rat → Dog → Horse seals, and kneads a tremendous amount of Fire Style Chakra within their stomach, as they take a deep breath. The user then combines the air in their lungs with the kneaded Chakra and leaps high into the air, then sharply exhales all the Chakra-infused air at their designated target. As they do, they apply Shape Manipulation to the Chakra-infused breath, creating a massive variant on the all-to-common Fireball Jutsu, with the end product resembling the Sun more than a Fireball Jutsu. This Fireball, having a considerably larger size than a regular Fireball, travels considerably slower in comparison, but requires a considerably larger amount of Water to destroy. Once the Fireball hits it's target, or any dense solid surface, it explodes as any other Fireball would, causing a massive explosion with a terrifying amount of force, however, that is only the first stage of this Jutsu. As the Fireball explodes, it also releases innumerable tiny embers into the air. These gently fall to the ground where, upon contact with any physical surface, violently erupt, releasing great amounts of Fire which are channelled straight up in a large rotating pillar of flame. Even if the initial stage is disrupted, countered or destroyed, the Fireball still explodes and releases these embers, which completely blanket up to Mid Range of the Fireball's location with a fiery storm, enveloping all within this range in a violent inferno. The massive amount of required Chakra, combined with the high level of Chakra Control required to achieve the Change in the Chakra's Shape for the second stage of this Jutsu take it's toll on the user, resulting in self-harm from overexertion, in addition to taking it's toll on the user's usage of Elemental Chakra, specifically Fire Release Jutsu.

Ninja World Terraformation: The Kiln - In addition to the standard usage, this technique may be performed in the Ninja World itself, instead of a fight, to either devastate entire landscapes, or engage a large number or group of enemies in combat at once. If used in such a way, the user causes a violent form of Terraformation to occur, completely burning, scorching and otherwise destroying the Landmark they perform the technique in, leaving nothing but ash and cinders in their wake. Everyone present within the Landmark, including the user, collectively share in the total damage of the Jutsu (90 Damage split amongst all present Shinobi (Disregarding Clones, Summons, Etc.). In addition to the damage of the Jutsu being split collectively, the high level of damage done to the entire Landmark creates a hell on Earth, quite literally, as flames flicker off of every surface, and the remains of whatever once stood in the Landmark burn out to a crisp, leaving naught but a sea of ash as a reminder. This causes a persistent damage over time effect to anyone and everyone within the Landmark at ground level, due to the entire Landscape perpetually burning around them, causing 10 damage per turn, while also acting as a constant source of flames and ash, for Jutsu that can take advantage of pre-existing sources of both of these forms of Fire Release. These effects, both the damage over time and the natural source of flames and ash, last for a maximum of 6 of the user's turns (Posts in a non-battle/ Landmark Thread), at which time the DoT effect triggers and inflicts the 10 damage to everything that was able to withstand the Fireball's impact. However, all of these after-effects of this Jutsu can be removed if a large enough Water Release Jutsu is performed to combat the flames, requiring a Water Jutsu of considerable scale to be successful, simply due to the sheer scale of the destruction, and the overall volume of flames and ash present within the Landmark.

Note: Can only be used once per battle/ event, and the "Terraformation" usage counts as it's one usage.
Note: After this Jutsu's usage, no Fire Release Jutsu of S-Rank or higher can be performed by the user for 2 turns. Additionally, the next Fire Release Jutsu that the user performs loses 1 Rank.
Note: Can only be used by an Uchiha Biography.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

‡ Approved ‡

New Submissions:

Approval of Parent Technique: .

(Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user starts by drawing blood across the Combat Summoning Tattoo('s) present on the limb('s) they wish to perform this Jutsu with. Once this is done, the user must simultaneously throw a punch, kick or whatever Taijutsu action they desire, while they channel Chakra into their Combat Summoning Tattoo('s). This will trigger the basic Combat Summoning method, having a corresponding Summon simultaneously attack in an identical fashion, however, this is only the first step of this technique. Immediately after the first Combat Summoning is achieved, and the Summon is attacking in tandem with the summoner, the summoner abruptly stop channelling Chakra into the Tattoo('s), halting the process of technique mid-usage. The user then immediately repeats the last step, and channels Chakra back into the Tattoo('s), causing another Combat Summoning to occur virtually instantly after the previous one began, while occupying a different space around the limb(s) the user is attacking with. While still performing the same physical action, the user repeats this step again, and again, and again, each time stopping and restarting the circulation of their Chakra to the designated limb(s), causing the same effect to occur, Summoning another corresponding limb/ body part of their Summon('s) to add to the ever growing number of attacks assailing the target. The end result is a seemingly endless, "wild" barrage of attacks, all thrown at almost exactly the same time, and all in sequence with one another, forming a "wall" of punches, kicks, or whatever type of Taijutsu the user performs. The user can incorporate multiple Animals from any of the Summoning Contracts they are signed with into this Jutsu, however, this Jutsu cannot be performed in conjunction with specific animals from those Contracts, only generic Summons. Additionally, the focus, or more specifically the area of effect of this Jutsu can be manipulated by the user, allowing them one of two potential usages for this technique. The first is to attack over a wide area, roughly 180 degrees with the central point being directly in front of the direction the attack is thrown, potentially allowing the user to attack multiple targets, objects, counter Jutsu, etc, or even prevent a flanking attempt by covering a wider area than a standard attack. Alternatively, the user can focus all of the attacks in one specific direction, or on one specific point, maximizing damage by targeting an opponents weak point in their defence, or areas where a continuous series of attacks would be far more effective than an offensive that was spread out. The maximum range of this Jutsu is Short Range.

Note: This technique can be used a maximum of 3 times per battle. Additionally, no Combat Summoner Jutsu can be used within the same turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

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‡ Approved ‡ Edited.


(Sentō Shōkan: Gyakutensuru Unmei) Combat Summoner: Reversal of Fate
Type: Supplementary/ Offensive
Rank: B-Rank/ S-Rank
Range: Short
Chakra: 20/ 40
Damage: 60
Description: Thanks to it's roots in the Summoning Jutsu, it is only natural that the Combat Summoner would encompass all forms of Summoning. The "Reversal of Fate" technique focusses on combining Taijutsu with the concept of Reverse Summoning, where a Summoning animal can Summon a signer of their Contract to them, instead of the Summoner Summoning their Animals to them. This is achieved under the same conditions as the Combat Summoner Jutsu, (Tattoo, Blood, Chakra, Medium, Contact & Pressure.) however the goal is not to partially Summon animals to enhance the user's Taijutsu, instead the goal is for the user to perform a Reverse Summoning on themselves, for primarily evasive movements. By placing Blood on the Tattoo they wish to utilize with this Jutsu, channelling Chakra into that Tattoo, then applying that Tattoo to a medium with direct contact and pressure, the user channels the Chakra from the Tattoo through the medium, up to 5m away, and creates a Summoning Seal at that location. Because this Jutsu requires the user to channel the Chakra through a medium with direct physical contact, the medium must be physical in some shape or form, meaning mediums such as the air (Which have been seen being used as a medium for the Summoning Jutsu) cannot be utilized with this Jutsu, as they lack any "substance", and are thus unapplicable. Once the user has channelled their Chakra through the desired medium and created the Summoning Seal, they activate it, performing a Self-Reverse Summoning, instantly transporting themselves to the Seal as quickly as any other Summoning. This usage of the Summoning Jutsu has many useful applications, the most obvious and useful of which is to avoid an incoming Jutsu by simply transporting out of harms way. Another application is to close the gap between it's user and their target, allowing the user to instantly move up to 5m closer to, or around, their target. This can be very deadly in close proximity, due to the potential mobility the user has to perform point blank attacks at their target's weak or blind spot, using this technique to position themselves behind their opponent, and attack at their blind or weak spot(s).

(Gyaku Shōkan Senkōdan) Reverse Summoner Flash Bullet: A more advanced usage of this Jutsu, instead of using a static surface or generic object as the medium for this Jutsu, the user utilizes their opponent's body as the physical medium for this Jutsu, and through this choice in medium, the user has access to a particularly brutal method of attack. By using Taijutsu to fulfil the contact and pressure steps of the Summoning, the user is able to perform consecutive Self-Reverse Summonings, using the opponents body as both the medium and the target of the Taijutsu actions. By performing one Taijutsu action, then Reverse Summoning themselves to another location immediately surrounding their opponent by creating a Summoning Seal on the other side of their target's body, then performing another Taijutsu action, then performing another Reverse Summoning, etc, the user can create an instantaneous chain of attacks, leaving almost no opportunity for a counter or escape once this sequence of attacks is started. The end result of this is an S-Ranked impossibly fast series of physical attacks performed virtually instantly one after another, and performed from, potentially, all angles around the target, making it a highly effective and easily fatal technique in the hands of a master Close Quarters Combatant.​

Note: The S-Rank usage of this Jutsu can be used a max of 2 times per battle, and after it's usage, it cannot be used for 3 turns. Additionally, after either usage of this Jutsu, no Combat Summoner Jutsu cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".


‡ Declined ‡ This is just a custom FTG. I can't approve this.
 
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(Fuuin/Genjutsu: Dejitarudikei) Sealing/Illusionary Arts: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Upon the formation of four handseals, the user will release a barrier from their body that crosses the span of the battlefield up to mid-range in the time it takes to place/trigger a Genjutsu. This is because the barrier has a special property that allows it to be used to instill a Genjutsu upon any enemies that are within the area of the barrier as a response to the formation of handseals. This is due to the barrier being made of and filled with the user's chakra, similar in essence to the barrier created by Multiple Infinite Embraces being filled with the pressure it produces. The Genjutsu triggers upon the formation of handseals; when the opponent uses a technique that requires the usage of at least two handseals, the chakra filling the space of the barrier instills a Genjutsu that causes the target to feel as though the muscles in their hands have severely cramped up, robbing them of their ability to manipulate and move their hands. The cramping will cease once the opponent stops trying to form handseals, but will resume should the opponent try to form handseals again, regardless of if two or one due to the Genjutsu already being triggered at this point. The Genjutsu can be circumvented through negating the barrier or escaping the area it encompasses.
Note: Must have mastered Basic Fuuinjutsu
Note: Can only be used three times per battle
Note: Barrier lasts for four turns per usage
Note: Genjutsu will not go into effect for jutsu that use a single handseal unless the initial trigger has already gone into effect

Declined - A barrier needs a source or medium to hold it in place. In this case you're using your body which requires medical knowledge. If you have it on a sealing tag to place on the ground it would work.
 
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