Custom Jutsu Submission - III

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Sinthorus

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(Koton: Druid) Steel Release: Druid
Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: This i one of the more complex applications of steel release based on the impervious armor. With which you turn your body to steel. In this more advanced application, not only do you become steel but you use it in combination with shape manipulation to create a steel transformation jutsu as such. In doing this you will activate this technique turning your body to steel but reshaping it to become the animal of your choice, as is the tradition with druid, which gives this jutsu it's name. In becoming these animals you would take on their traits as such, for example, if you were to transform into a steel bird, through chakra control you'd be able to fly. If you were to transform into a cheetah you would be able to run on all 4 legs with perfect balance. If you were to take on the form of a snake you would be able to slide along the ground like a snake. You would move at the speed of a normal animal and take on it's size depending on the animal. With this application, the user can't turn into mythical creatures. The user would have A rank steel defense and be able to use earth fire and steel jutsu while this is active, though this would make them more vulnerable to lightning. It can be done in an instant quickly reshaping to adapt to the situation. A drawback is, the user wouldn't be able to use handseals if he became something like a snake. But if he became a monkey, he would be able to do so with his hands. The transformation lasts for up to 3 turns or until canceled and can be used 3 times per match.

‡ Approved ‡
 
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Flash

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(Sannin Modo: Metisu no senshi) | Sage Arts: Warriors of Metis
Type: Attack/Supplementary
Rank: S-F
Range: Short-Long (Short on creation)
Chakra Cost: 40-50
Damage Points: 80-90
Description: The user can, create up to 4 creatures made of Sage chakra anywhere near him. These sentinent creatures can be shaped in any way the user desires and can morph into any other shape they want passively. According to the common folklore, the first time these creatures were summoned, was when a kunoichi needed help to defend herself and her daughters from the attackers. These creatures, made of pure sage chakra, can sense and interact with natural chakra and other unnatural beings (like spirits) and can travel on earth, water and in air, without any problem. They can also travel through different elements and objects (depending on Elemental S&W) to protect the user. Their strength however, depends on the number of creatures that are summoned, and is equally divided amongst them. These creatures can move far away from the user if needed, to chase the targets, before attacking them like a wild bear attacks its prey. These creatures can manipulate Sage chakra around them (up to Mid-Range) to use it to their advantage. They can create basic constructs like a blade or a wall (C-Ranked) passively to attack the targets. Once they run out of their time limit, or if they are destroyed, they turn back into natural energy. The creatures are actually made out of thousands and thousands of tiny cubes of natural energy, which is how, by changing the arrangement of the cubes in the creature, the creature gets to morph into a different shape. The twist in this technique is that, unlike other sage techniques, the creatures here can be made from foul sage chakra as well i.e the energy that is released from all the negative vibes and actions in the world [all cosmetic]. The speciality of this chakra is that, it is highly unstable and ready for explosion. Hence the creatures made from this chakra (F-Rank version), are usually much more dangerous than the pure colleagues. The cubes contain so much energy, that they find it difficult to adjust with each other for a long time. At any point of time, the user can command these creatures to explode, which they will, and create an omni-directional blast that would malevolently destroy everything around (Mid-Range) it. This is why, the user needs to make sure that he is no where near the creature when the blasts happen. The negative sage chakra from the explosion will destroy all sentinent beings unable to defend themselves, all around it. Also, right before getting destroyed, the cubes will create high pitched, and deafening frictional noise, that would make it difficult for anyone to not notice it.
Note:
* Technique lasts for 3 turns.
* Negative chakra is only for cosmetic purposes. It is no different from the usual Sage chakra.
* One creature can never be bigger than Gamabunta. When multiple creatures are created, their sizes also gets divided.
* Can only be taught by Flash
S-Rank Version:
* Cuts Sage Mode by 1 turn.
* Can only be used thrice (unless F-Rank version is used, in which case, can only be used once).
* No other Sage Mode jutsu above A-Rank in the same turn.
F-Rank Version:
* Cuts Sage Mode by 2 turns.
* Can only be used once.
* No other Sage Mode jutsu above A-Rank in the same or next turn.
* The user takes -15 damage due to the chakra strain.



Declined - firstly there is no need for this to be two ranks. Next thing is, pure sage chakra, is so hard to control the fact that it took Naruto so much effort to use frog Kata and that was jutsu a fist, but to make animals this strong of pure sage chakra would be near on impossible. Interact with spirits? Travel through elements? Foul sage chakra? That is wrong on so many levels... nevermind DNR.
 
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Sonnelion

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(Raiton: Zeusu No Gooremu) Lightning Release: Zeus Golem
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 [+10 per turn active]
Damage: N/a [+40 if touched][
Description: The user will perform a long spree of hand seals, tiger-dragon-dog-snake-rat-hare-boar-horse-monkey, while focusing raiton chakra into their mouth. Once done they will mold the chakra in their mouth as it leaves their mouth creating a humanoid being that gradually expands growing large in size the further it gets away from the user finishing at 10 meters tall and 4 meters wide person shaped like Zeus. The humanoid can either block incoming attacks with it's body/limbs or it can attack with thrown projectiles of raiton chakra in the form of lighting bolts equal to a A-rank raiton technique. Naturally being completely composed of raiton thrown weapons of any kind have no effect on him whatsoever and are all simply deflected into the ground. Any low tier sword techs, B and below, used on this golem will only result in the user of said sword tech being electrocuted resulting in the damage equal to a B-rank raiton technique. The golem must be posted as a reference if used to block a attack. Any B-ranks or below Raiton technique have little to no effect on the golem.
Notes/Restrictions
-Can only be taught by Sonnelion
-Each attack the golem does counts as a technique of the user.
-Can only be used twice
-No S-rank Raiton in the same turn
-Requires two turn breaks between uses and lasts until destroyed.
-The golem can survive two A-ranks techs before being destroyed or a single S rank.

Declined - clashes with existing jutsu

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(Ninjutsu: Wasure Rare Nai Tamashii) Ninja Art: Haunting Souls
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 [+20 to the user if he/she is caught in the blast]
Description: This could be considered a alteration to the original ninjutsu known as (Bunshin Bukuha) Shadow Clone Explosion. The user will perform a single handseal, boar, before grabbing several explosive tags, 20, before throwing them into the air having charged them with chakra in between grabbing them and tossing them into the air. Once done the user will clap their hands together whilst altering the chakra stored in the tags so that they will take on the form of a large group of souls howling in pain. These "souls" will then fly towards the opponent(s) with great speed, using the chakra as propellant, before converging on the target all at once before finally exploding nearly all at once creating a relatively large crater at the point of impact.
Notes/Restrictions:
-Can only be taught by Sonnelion
-Can only be used 2 times with 1 turn breaks between use
-No S-rank ninjutsu in the same turn.
-They can be controlled and/or change direction


Declined - if you're caught in the blast you'd take the full damage. And if you make 7 of these each one will only have like C rank explosive power.
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(Ninjutsu: Borugu) Ninja Art: Borg
Type: Defensive
Rank: S
Range: Short
Chakra: 40 [+20 per turn]
Damage: N/a
Description: The user will first clap their hands together while focusing chakra all around them forming a rough dome around the user with 2 feet of space all around them except the feet area. Once done they will then alter the properties of said chakra as well as the shape using shape and nature transformation similar to the rasengan, this process will give the protective bubble the hardness comparable
with steel while also retaining the elasticity of water or rubber. The bubble or borg acts differently depending on the user's will as well as the technique it is blocking, for example if it blocks taijutsu is will absorb the impact only hardening at the area of impact while the rest stays rubbery so that the opponent(s) attacking get pushed back with the same force as well as thrown off balance but with elemental techniques it just hardens entirely. Due to this being a complete dome nothing can directly interfere with the user unless it is broken.This technique must be stated as a reference at the beginning of the match as well as in the bio of the users.
Notes/Restrictions:
-Can only be taught by Sonnelion
-Once broken it cannot be reapplied for 2 turns
-This technique will last until broken
-Can only be used 3 times per match
-Only techniques of equal or greater rank can break this technique, due to the chakra constantly being pumped into the upkeep of the
technique any damage done will be repaired next turn.
-No S-rank Ninjutsu in the same turn of activation
-Must be posted as a reference should it block a attack
-Counts towards 1 of the 3 jutsus allowed per turn should it block a attack
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Declined - clashes with too much
 
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Negative Knight

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‡ New Cycle ‡
The new cycle starts on 09/08/2016 (at 13:30 GMT +1) and ends on 15/08/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

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

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

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

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

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

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

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

Silico

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(Jiton/Fūin: Aian Yuki | Magnetic/Sealing Arts: Black Snow)
Type: Supplementary/Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-20/turn, -100/turn to the target)
Damage: (-10/turn, -60 on crush)
Description: Skozu would lift her palms upwards facing the skies and unleash a magnetic field that would drag along all present iron sand from her gourd, ground and ontop of it as well. This sand would then cover the entire sky and blacking out the sun and or the moon. She'd then close her fists and let the iron sand fall gently downwards from the skies, like snow. This iron sand will cover everything on the field and be heavily magnetized. Almost acting like a genjutsu, the strong magnetic forces in the technique will corrupt the minds of the opponent(s) and reflect multiple images of the user of the technique, allowing to fool the opponent but chakra sensors and dojutsu users aren't very affected. The main purpose of the technique is to drain the opponent's chakra, as long as they are coated with the black snow they have their chakra drained away and are only able to focus chakra to A-ranked levels. The drained chakra isn't given to the user of the technique though but is used as a fuel to resume the continuum of the technique, which means the technique won't end as long as it drains chakra from the opponent. This chakra draining is considered A-rank in strength. This isn't all. The user of the technique can, at any time snap their fingers and have the black snow attract towards itself, allowing for a strong crushing move with A-ranked damage. This can, however be split into multiple targets, for example, two targets would be equivalent of B-ranked damage/each, three would be C-ranked and so on. A maximum of 6 targets can be crushed. The (-10) damage/turn is substantial for multiple targets though. This crushing effect can be done at anytime by the user but not in the same move as the black snow is formed. As the black snow is falling, the user is unable to perform iron sand techniques due to the fact all of the iron sand on the field is used for the technique. They are, however, able to use other techniques.

Note: Usable thrice per battle, with a two-turn cooldown.
Note: The user becomes unable to perform iron sand jutsus while the black snow is active.
Note: Can only be used by Skozu Ironstorm.

Declined - same thing i quoted above. Falling sand is fine, but the genjutsu messing with brains stuff is a no.

Resubmitting by removing said genjutsu effects + minor edits.;

(Jiton/Fūin: Aian Yuki | Magnetic/Sealing Arts: Black Snow)
Type: Supplementary/Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-20/turn, -100/turn to the target)
Damage: (-10/turn, -60 on crush)
Description: Skozu would lift her palms upwards facing the skies and unleash a magnetic field that would drag along almost all present iron sand from her gourd, ground and ontop of it as well. This sand would then cover the entire sky and blacking out the sun and or the moon. She'd then close her fists and let the iron sand fall gently downwards from the skies, like snow. This iron sand will cover everything on the field and be heavily magnetized. The main purpose of the technique is to drain the opponent's chakra, as long as they are coated with the black snow they have their chakra drained away and are only able to focus chakra to A-ranked levels. The drained chakra isn't given to the user of the technique though but is used as a fuel to resume the continuum of the technique, which means the technique won't end as long as it drains chakra from the opponent. This chakra draining is considered A-rank in strength. This isn't all. The user of the technique can, at any time snap their fingers and have the black snow attract towards itself, allowing for a strong crushing move with A-ranked damage. This can, however be split into multiple targets, for example, two targets would be equivalent of B-ranked damage/each, three would be C-ranked and so on. A maximum of 6 targets can be crushed. The (-10) damage/turn is substantial for multiple targets though. This crushing effect can be done at anytime by the user but not in the same move as the black snow is formed. As the black snow is falling, the user is unable to perform iron sand techniques that requires a large portion of the material since most of the iron sand on the field is used for the technique. The technique, while activated, will allow the user to only use up to A-ranked iron sand jutsu due to the huge amount of iron sand needed.

Note: Usable thrice per battle, with a two-turn cooldown.
Note: The user becomes unable to perform iron sand jutsus above A-rank while the black snow is active.
Note: Can only be used by Skozu Ironstorm.

Declined - dont see chakra draining iron sand as possible or logical at this point.

(Jiton: Rea Bard | Magnetic Arts: Unlimited Sword Dance Array)
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90(-10)
Description: The user forces a gigantic amount of magnetic chakra about 100 meters into the air to create a large circle that completely surrounds the entire battleground. This circle will draw any objects on the field that can be magnetized into the circle as well as a gigantic quantity of iron sand. As this happens, the user will then encase the magnetized objects with their iron sand and create a seemingly infinite amount of swords that would rain down on the sky around the user. These swords are heavy and can pierce through the earth's surface down to 10 meters. The user will magnetize their target(s) and have the swords lock on to them, raining down on the target and cover the entire battleground bar the user. The vast quantity of chakra used to create the technique damages the opponent slightly and will make them unable to use magnetic chakra for some time after the technique is used.

Note: Can only be used once per battle.
Note: User becomes unable to use iron sand techniques for a full turn above A-rank.
Note: Can only be taught by Silico.

Declined - your focussing on magnetism again and not iron sand. Just remove the bit mentioning anything that's not iron sand and as it's F rank it needs more restricting

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(Jiton: Jiki Furikkā | Magnetic Arts: Magnetic Flicker
Type: Supplementary
Rank: A-ranked
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will cover their feet with iron sand and concentrate a strong repellent magnetic field inside the sand that would make the user repel the grounds natural magnetic field. This causes the user to be able to slightly levitate while granting the user to accelerate through the uses of magnetic field and their iron sand as a medium to repel the natural magnetic field inside the earth. This causes the user to be able to move at very fast paces. The user can also chose to bounce away from the ground to perform a very high jump in order to prevent attacks. The user can jump at a height of 100 meters almost instantly. The speed of the flicker is supersonic and only Mangekyo Sharingan's and more advanced Dojutsus could percept the movement. The user can do the same with their hands if they so want by encasing their palms with iron sand they could repel the ground as well, making the technique not bound to the user's feet only.

Note: Can only be used once per turn.
Note: Can only be taught by Silico.

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Declined - same again, don't talk about repelling, if you have iron sand under your feet to hold you up you'll levitate anyway, just like gaara has his sand cloud.
 
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Klad

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Meiton/Raiton: Tobenai Karasu - Dark/Lightning Release: Flightless Crow
Type: Supplementary
Rank: S-rank
Range: Short/Long
Chakra: 40 (-10 per turn)
Damage: N/A (+15 to lightning techniques)
Description: Flightless Crow is a technique which is composed of two destructive and powerful elements, Lightning Release and Dark Release. The user first manipulates his lightning chakra and focuses it in his back, and after performing the Seal of Confrontation, the user makes two 1m and transparent lightning wings which sprout at the usual lightning's speed. Following up, the user activates both of his dark marks in his palms and sends dark chakra in said wings. They will start to gain a dark hue and black dots will start to appear throughout the wings' build. These wings do not grant the user flight or boosted speed in any way, however their usage would be more unique. Whenever a lightning technique is used by the user, these wings will pick up the use of the lightning chakra used (dark's ability to track chakra whom its attracted to) and will flap themselves towards the direction of the technique. The wings movements depends purely on the lightning technique used; its patterns and its mechanisms. For example, the wings' will spread outwards whenever short ranges and omnidirectional techniques like Nagashi are used, and so on. Now, the main effect of this technique is that the dark chakra which is located in the wings will give said techniques dark characteristics. The lightning will gain a dark hue and will overall be more deadly because of the dark chakra being present in it. Due to the dark chakra being able to absorb and amplify what is absorbed, the lightning techniques will gain an additional +15 damage to its original points. The wings can be deactivated at will.

- Can only be used by Dark users
- This technique lasts for four turns and can only be used twice with a three turn cool down
- The usage of this technique counts in the same time frame of the lightning technique used, but user spends two moves out of three in a move doing that
- Can only be taught by Klad

Declined - DNR - making lightning absorb energy through your kg like that wont be approved.


 Declined  Look at the part I bolded. Does that even seem like something Meiton can do? >_> No. Nothing which is basically "not how things work" will be approved. So no, making lightning absorb energy through your KG like that won't be approved. Doesn't make sense. Its outside the scope of the KG. And its simply hopeful... DNR just the same.


Ajisashi Kuchiyose: Pitchiburakkuenjeru - Tern Summoning: Pitch Black Angel
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Perhaps one of the fastest Ajisashi to ever exist, Pitch Black Angel is an intimidating and completely black seabird. Hailed as a high class among the tern hierarchy, this bird is very proud but he obeys its owner and would do anything to provide him safety since his family has passed down the responsibility which has made them be very loyal. A notable characteristic of this bird is that even though he's much smaller than compared to his other kind, he is able to carry at least one human on his back. Because of the smaller size, he has the ability to go at faster speeds and be quick at acting in certain situation which leaves little room to. Pitch Black Angel is able to use chakra although he does not excel at elemental arts. The only affinity he knows is Lightning Release, but due to his lack of skill, he can use them up to A rank. However, he has displayed to create an omnidirectional lightning barrier which surrounds him and the user, and this can defend up to S rank attacks respecting the S/W scheme. The most unique ability this seabird has is the fact that in his mouth and stomach, there are a copious amount of parasites. Through a lot of hard work, he finally became able to manipulate these parasites at will. Usable only once per battle, Black Angel can spit a barrage of invisible chakra coated parasites which lay on the ground throughout the entire battlefield, so it covers from short to long range. Only dojutsu users will be able to detect these. Since the parasites are extremely chakra hungry, they will feed on any chakra which tends to form under or on the ground, and they will successfully render them prematurely useless. To put in other words, for a limited amount of turns, the opponent is restricted to use any technique of any element which travels through the ground or comes from underground, because the parasites will be there and will cancel it out. This will last for specifically three turns.

- All the abilities above count as a move
- Can only be summoned once and lasts for 4 turns

Declined - the barrier clashes with stuff priest owns, the invisible parasites needs to be visible like a near transparent cloud...




Doton: Igi - Earth Release: Objection
Type: Offensive/Defensive/Supplementary
Rank: B-rank
Range: Mid
Chakra: 20
Damage: 40
Description: The user starts off by slamming his hand on the ground and manipulating the surface beneath a target. All around the short range of a target, an earth structure which will resemble that of a ramp will emerge from the ground in a 45 degree manner swiftly. The surface of the ramp is composed of a very slippery mud layer which causes the target(s) to slip and fall on their back or whatever position they might be (up to the circumstances) and they will proceed to slide all the way down the ramp. On the sides of this strucutre, there is an additional beton layer which surrounds the entire ramp's frame, and this prevents the mud from falling on the actual battlefield. While the opponent is sliding, the user performs the Tiger handseal and makes a total of five spikes to consecutively emerge from the ramp's surface, skewering the sliding target throughout all their way down the ramp. This technique is usually applied in situations to prevent the enemy from completing handseals or a technique (of course within reason)

-Usable only three times a battle
-Can only be taught by Klad

Declined - been done before
 
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Six Paths

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(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40 (-20 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 3, very distinctive layers from one another. With the addition of each layer, the object becomes less visible, due to the light being refracted, until the technique is set or complete, and the object becomes entirely invisible, with just a few gusts of wind around it, indicating its existence, but not shape or clear ends in width and length. The 3 layers of wind, each have the same level of strength, being that of a strong B-Rank, but along with the same level of strength, they have very different properties from one another. The first layer, is the most versatile one, giving the said object a lot of strength and versatility equal to a B-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very instable one, which reacts to foreign stimuli, of a certain degree. While dust specs and little rocks might not be enough, a firm grasp, or increased pressure will fully ignite this instable layer, which will be released in 2 senses. Either an omnidirectional gust of wind, which has the strength of a strong B rank, strong enough to push back, even large summons, or a directed release, which creates an insanely strong gust of wind, comparable to Atsugai or pressure damage. Which one will be released, is dependent on the user, and of course, does not incorporate the place where the user is standing, but just the user. The 3rd layer is not particularly special, as it mostly serves for further increase of resilience, along with the fact that this allow the light to be refracted, in order for the weapon to be invisible to begin with. This layer, may be maintained for longer even after the technique supposedly runs out, simply by giving it 5 chakra point for each turn, lowering its initial power to a D Rank. The layers of wind, can all also at will, be released, one after the other, in one of the 2 aforementioned forms, or, you can very well release all the technique at once, releasing each of the layers, for a more potent and powerful release of the wind. The release of the layers, will count towards the usage limit.
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Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.

‡ Declined ‡ There's a simpler and better way to do this. Split it into two layers rather than three. The layer which grants invisibility doesn't need to carry any defensive power and can essentially be unranked. The other layer can be S-Rank in strength and can possess both the sharpness quality and the ability to be released into a massive blast of wind (that can also carry slicing properties). Also, Atsugai is quite a destructive technique. It's worth mentioning that this is always released/angled away from the user to prevent them being harmed. If you don't like these suggestions, I can approve this as it is.
(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 2, very distinctive layers from one another. The first layer which comes directly above the said object, has no particular effects, and strength. It plainly refracts the light allowing the said object to be invisible apart from some currents of wind, which move around, indicating the existence of that object. The second, is the most versatile one, giving the said object a lot of strength and versatility equal to an S-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very stable one. The second layer has a very characteristic effect, which is the ability of, at will, releasing blasts of air current, which might be either a rotating tornado which has a very strong pushing and very spread out cutting capabilities, to a very powerful, all destroying blast of wind, similar to Wind Release: Pressure Damage. A third and last form of releasing it, is a very thin, precise and powerful slash of wind, which has insanely large cutting capabilities, which can be directed, at the location where the said object or weapon is aimed towards. The strength of the said blast or tornado can be split a total of 2 times, creating 2 blasts at exact power of A-rank. The release of the blast will count towards the jutsu limit, and the releases can be independent in time from one another, as long as the effect of the technique is visible. Due to the effect of the last layer being largely visible, he cannot keep this layer active for longer than 4 turns, while the last one which carries no rank or visible boost, except than of rendering the weapon invisible, he can keep active for further, but needs to give a total of 5 chakra points each turn.

Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.

(Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-20 for every turn)
Damage: 80
Description: This technique is primarily based on the effects of 2 general lightning techniques that being Blade Levitation and 16 Lightning Pillar Bind. By making one handseal the user will be releasing either an omnidirectional burst of lightning chakra or called a lightning impulse, or simply restrict it towards a certain direction which the user desires. The lightning impulse will be a sphere which reaches until mid range if it were to be omnidirectional. This lightning impulse could be perceived as a simple flash of light. This lightning impulse will travel through the earth or any stationary medium close-by within the range of the user. Once this special lightning impulse is released, in specific points of the battlefield, debris from the ground or other materials gather forming swords. The swords themselves can be made out of everything that the impulse encompassed, ranging from metals or weapons already present in the battlefield, earth, water ect. The moment one is created they focus themselves on the ground, standing sturdily into the ground.The number of the swords can vary greatly depending on the user’s desire, but the collective amount of lightning inside the swords adds up to S rank. The swords will seemingly be of all shapes, while they are made up of materials scattered in the battlefield, like existing weapons or raw materials, as well as different elements. It will all greatly depend on the environment and the materials existent all around. The blades will be medieval in design with a dual cutting edge and different guards and handles for each one. The swords will vary in size greatly dependent on the amount of chakra and number. The fewer blades, the greater the size will be ranging from one size which is the normal size for every blade, to the size of objects which can be equal to that of S Rank power and chakra amounts. The versatility of the blades will be comparable to normal weapons which have a small trace amount of chakra, comparing them to the harness of a kunai with an elemental affinity cloaked around it, in this case lightning. The blades will all have trace amounts of chakra which can react to the chakra which does not belong to the user. Once it comes into contact with other trace amounts of chakra, normal lightning effects will be applied on the person. The most versatile ability of the swords present on the battlefield though, is the fact how all blades which are created can be used by the user and controlled freely. Since there are trace amounts of chakra, the blades can be directed, controlled and even accelerated towards enemies as the user wishes. The total amount of blades which the user can control at once is limited to 8. After the technique ends, the blades created existent in the battlefield will still remain, but all their abilities, such as lightning charge and the ability to be manipulated are lost, they can simply be used as normal weapons with the force and durability of a normal kunai or sword.

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Note: Can only be used three times
Note: Lasts four turns
Note: Can only be taught by Six Paths
Note: One turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn

‡ Declined ‡ I knew where this was going from the picture and the first line alone. Great technique but it needs to be refined and made more concise. Simplify this to a pulse of lightning sent through the ground that can affect anything solid or liquid that's in contact with it. There doesn't need to be a limit on the number of swords you can control at once. My main concern is you just need to define this more clearly. Does this gather debris together to form the swords or does it reshape existing entities like kunai? I can see this working seamlessly with water and dust/debris but with existing weapons, you'd need to use the lightning to "cut" them into that particular shape. State if you control these objects with hand gestures or mental commands.
(Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-20 for every turn)
Damage: 80
Description: This technique is primarily based on the effects of 2 general lightning techniques that being Blade Levitation and 16 Lightning Pillar Bind. By making one handseal the user will be releasing an omnidirectional burst of lightning chakra or called a lightning pulse. The lightning impulse is harmless in itself and will travel to the edges of mid-range in every direction. This lightning impulse could be perceived as a simple flash of light. This lightning impulse will travel through the earth or any stationary medium close-by within the range of the user. Once this special lightning impulse is released, in specific points of the battlefield, debris from the ground or other materials gather forming swords. If said material is too large, it will be passively detected by the lightning chakra, and sliced down into very small pieces, necessary for the formation of swords. The swords themselves can be made out of everything that the impulse encompassed, ranging from metals or weapons already present in the battlefield, earth, water ect. The moment one is created they focus themselves on the ground, standing sturdily into the ground. The number of the swords can vary greatly depending on the user’s desire, but the collective amount of lightning inside the swords adds up to S-rank. The swords will seemingly be of all shapes, while they are made up of materials scattered in the battlefield, like existing weapons or raw materials, as well as different elements. It will all greatly depend on the environment and the materials existent all around. The blades will be medieval in design with a dual cutting edge and different guards and handles for each one. The swords will vary in size greatly dependent on the amount of chakra and number. The fewer blades, the greater the size will be ranging from one size which is the normal size for every blade, to the size of objects which can be equal to that of S-Rank power and chakra amounts. The versatility of the blades will be comparable to normal weapons which have a small trace amount of chakra, comparing them to the harness of a kunai with an elemental affinity cloaked around it, in this case lightning. The most versatile ability of the swords present on the battlefield though, is the fact how all blades which are created can be used by the user and controlled freely. Since there are trace amounts of chakra, the blades can be directed, controlled and even accelerated towards enemies as the user wishes. The swords are controlled by mental commands. After the technique ends, the blades created existent in the battlefield will still remain, but all their abilities, such as lightning charge and the ability to be manipulated are lost, they can simply be used as normal weapons with the force and durability of a normal kunai or sword.

Note: Can only be used three times
Note: Lasts four turns
Note: Can only be taught by Six Paths
Note: One turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn

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‡ Approved ‡
 
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Alyx

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(Katon: Sekumeto no Hakano Shugo Sha) Fire Release: Guardian of Sekhmet's Tomb
Type: Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 30 per physical hit
Description: The user will begin by kneading their fire chakra , to which they will release out in a fashion similar to Fire Release: Hiding in Ash and Dust Technique. Once they do, they will mold the shape of the ash into the shape of a feline(ranging from a caracal , to lions etc being up to the user's imagination). The creature is sentient as it is linked to its owner's chakra and is a pitch black in color with several patches of red areas showing the heated nature of the creature, also being roughly the size of his user but can be created in any size between said height. Upon creation, the creature can release ash into the surround area when there is no ash around akin to its parent technique up to long range away. The ash itself is slightly heated and makes it harder to touch as is burns the skin slightly but the user is immune to this. The creature is able to passively merge into the ash and move through it swiftly at the speed of a thrown kunai. The creature can easily manifest its body parts such as its claws or jaws while inside of the ash and by condensing it the creature can deliver burning hot slashes , bites etc. While traveling through the blanket of ash , the creature is nearly impossible to identify by chakra sensory or dojutsu due to the matching chakra.

*Can only be used twice per battle, lasting three turns*
*No S Ranked and above fire techniques in the next turn*
*Releasing the ash cloud from the creature counts as an additional move, following the same applications of Fire Release: Hiding in Ash and Dust Technique*

Declined - similar to existing jutsu
 
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-Haku Yuki-

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(Futon: Kaze Baburu)-Wind style: Wind Bubble
Type: Offensive
Rank: F-rank
Range: Short-Mid
Chakra: 60
Damage: 90
Description: Said to be the ultimate wind style ninjutsu, The user will clap his hands and form a bubble of wind around himself and the enemy. The wind,through,suction, will pull them each to opposite sides of the bubble slamming them into the wall of wind altough this causes sharp cuts and bleeding it will not kill either person. From here the wind bubble will begin to spin going at great speeds cutting and tearing apart the skin and muscle of both people and launch both out at fast speeds crashing them into the ground at long range. After the jutsu has finished the wind will disperse into a gentle breeze that can be felt hundreds of miles away but does no damage.
Note: Pulls jutsu to the walls of the bubble aswell, to either the left or right away from the people inside.
Note: If the user does not defend himself as well he risks death
Note: Can only be used once
Note: No wind jutsu in the same turn or the turn after
Note: No F ranks for 2 turns

Declined needs more restricting



(Futon: Kaze Heki)-Wind style: Wind Burst
Type: Offensive/Defensive
Rank: S-rank
Range: Short-long
Chakra: 40
Damage: 80
Description: The user will inhale deeply until their chest puffs up so large it rips their shirt open. As the user inhales this air he will infuse chakra into his chest and stomach aswell as the rest of his body but not as large quinaities as in the chest and stomach. The user will rotate the wind inside. The wind will then release from the users ears when he closes his mouth, this will block anything attacking him from his sides but if he rotates while releasing this jutsu the attack could go 360 blocking everything weak to wind around the user.
Note: Temporary hearing loss comes with this jutsu, the user will regain his hearing after 3 turns.
Note: No wind jutsu in the same turn
Note: Only 1 other jutsu can be used in the same turn
Note: Can only be used thrice

Approved - i laughed reading this but it's brilliant xd

(Futon/Suiton/Doton: San Heis Maria,Rose,Sina)-Wind/Water/Earth style: Three walls, Maria,Rose,Sina
Type: Offensive/Defensive
Rank: S-rank
Range: Short-long
Chakra: 40(-10 per turn)
Damage: 80
Description: The user will slam his hands on the ground and summon a large wall 25 meters tall made of earth in long range, then user will then slam his right hand on the ground summoning a wall made of wind in mid range 20 meters tall and finally the user will slam his left hand on the ground summoning a large wall made of water in short range 15 meters tall.The walls are circular and go all around their respective ranges with the user at the center of the final wall. Each wall is as strong as an S rank. If the user chooses the walls can collapse and cause a tidal wave of water wind and earth that goes in all directions when he does this the walls have weakened and the tidal wave is only S rank with all 3 elements combined.
Note: Can only be used twice
Note: Walls last until broken
Note: Walls can be used as a source for jutsu, but only for the user as he constantly pumps his chakra into the walls.
Note: No Earth, Water or Wind jutsu in the same turn.

Declined - you don't have YY so you have to do this in stages, making the wall of earth is fine, that will stand up on it's own after, but as soon as you summon the wind, you will then release your control of it to form the water and then there will be no wind wall, making that part useless.
Glad you thought it was funny it was based on Majin buus steam thing xd

Resubmitting:
Futon: Kaze Baburu)-Wind style: Wind Bubble
Type: Offensive
Rank: F-rank
Range: Short-Mid
Chakra: 60
Damage: 90
Description: Said to be the ultimate wind style ninjutsu, The user will clap his hands and form a bubble of wind around himself and the enemy. The wind,through,suction, will pull them each to opposite sides of the bubble slamming them into the wall of wind altough this causes sharp cuts and bleeding it will not kill either person. From here the wind bubble will begin to spin going at great speeds cutting and tearing apart the skin and muscle of both people and launch both out at fast speeds crashing them into the ground at long range. After the jutsu has finished the wind will disperse into a gentle breeze that can be felt hundreds of miles away but does no damage.
Note: If the user does not defend himself as well he risks death
Note: Can only be used once
Note: No wind jutsu can be used after the turn ends for 3 turns
Note: No Wind jutsu Above A rank can be used in the turn Pior
Note: No F ranks for 3 turns

Approved





New

Bio

(Futon: Ishi de Sakusei Tsūru 64 Senbon ) –Wind style: Creation Tools At Will 64 Needles
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Kinshiki will create 64 needles of his weapon which will float infront of him. Using his bykugan he’ll set up the needles so they’ll line up with the enemies chakra points, then he’ll inhale while gathering a large amount of wind chakra and expel the chakra sending the 64 needles at the enemy at fast speeds, if the needles strike they’ll block the enemies chakra points in the same manner as any normal gentle fist attack would. The wind will also cause cutting damage and increase the power of the needles which by themselves would only be A rank in power, but with the wind is a total of S rank, the wind by itself would be A rank, however the senbon and wind cannot launched separately so it’ll always be S rank. The wind speeds the needles up so fast, and increases the sharpness so much that they can cut through solid Earth up to S rank.
Note: Only Sharingan 3 Tomoe, Bykugan and Rinnegan can track after the wind shoots the needles
Note: Can only be used thrice per battle
Note: No creation tools can be created in the same turn
Note: No A rank wind jutsu in the same turn.


Declined - way too OP and combining way too much in one cj


New


(Hyouton: Artic Hiebie kaze) Ice release: Artic Cold Wind
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost: 60 (-10 per turn)
Description: The User will make a single handseal and lower his chakra to the lowest point possible and expel this chakra into the air. The Chakra is so cold That as long as the user is pumping this chakra from his body no amount of fire could heat the area up as the cold is constantly pouring from the users body. This cold as it takes effect will weaken the bodies ability to mold chakra as it begins to slow down due to the low temperatures, this will make jutsu weaker and decrease speed, making it so boosts return to their normal damage level and regular jutsu decrease by one rank.

Note: All jutsu and speed go down by one rank and all boosts are lowered to their normal damage output/speed output
Note: This effects every type of jutsu except ice jutsu which thrive in cold weather meaning they keep the same rank but will not benefit from boosts if this jutsu is active
Note: effects the user and his boosts aswell.
Note: Lasts as long as the user wishes to but is limited to two jutsu per turn including the one in which this is used, in addtion the user will be unable to preform fire jutsu.
Note: No Ice jutsu in the same or following turn
Note: Can only be used thrice

Declined - clashes with existing jutsu
 
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McRazor

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Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown
Note: Evaporation can only be used once per battle
Note: Using any of its abilities counts as a move turn
Note: Hephaestus can stay on the field for 4 turns
Note: Can only be summoned once

♠ Approved ♠
You can boil yourself.
Update/fix: I don't know how this got through last time, but there was no damage value for an offensive ability.

Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown
Note: Evaporation can only be used once per battle
Note: Using any of its abilities counts as a move turn
Note: Hephaestus can stay on the field for 4 turns
Note: Can only be summoned once

Approved

Shīhōsu Kuchiyose no Jutsu: Xewioso | Seahorse Summoning Technique: Xewioso
Type: Offensive
Rank: Forbidden Rank
Range: Short to Mid
Chakra: 50
Damage: 90 (-10 to the user)
Description: Despite what stories might say about him, Xewioso is not your usual seahorse. He was exiled from the community and banned from the gulf, sentenced to live a lonely life in the deepest depths of the oceans. For starters, his body has slight differences from your regular seahorse, which made the others distance themselves from Xewioso. He's got a green and yellowish body, longer than usual and he's got some unusual horns atop his head that developed for an unknown reason. His skin is covered in a large amount of uneven sharp bumps that look like scales, but aren't actually. He also has many sharp protrusions on his body and a longer mane than usual. Due to these, Xewioso could never fit in with the other seahorses and by being an outcast, he developed this chaotic and psychotic persona. He came to the point of insanity, with sharp red eyes capable of piercing through your soul with their stare. At some point in his life, Xewioso was in such a bad state that killing other seahorses and devouring their offspring became a fun game. Obviously, the others were disgusted by his monstrous behavior and they had to do something to punish him and to prevent further deaths. They locked him up, in the darkest and deepest part of the ocean where he can be found to this very day. In confinement and darkness, Xewioso has developed some unique abilities. At first they started as desperate attempts to break out and seek revenge, but although futile, through time these abilities became distinct and unique to him. When Xewioso was locked up, he would start spinning and shaking his body uncontrollably, convulsing his muscles unpredictably, trying to break out from confinement. This, in turn, caused friction to build up in between the water and the uneven sharp scales that covered his body, causing him to slow down and get tired quickly. After numerous attempts to escape, he found out that if he uses his chakra to create a very thin layer around himself, he can spin, shake and convulse for much longer periods. One such attempt resulted in electricity being created from the friction that took place. It allowed him to shine light on his cell for the first time and to try to find an escape. He kept going, he had to leave. With continuous usage of this newfound ability, Xewioso learned and adapted and thus became able to create electricity around his body by free will, almost instantly and he used his horns to harvest that electricity and in order to serve him as light bulbs. Although he was able to explore his cell thoroughly, he failed to find a way to escape. From that point, the only freedom he gets is when he's summoned into the battle. That's when he pushes his abilities to the maximum and when his hunger and lunatic desire to kill, come out. When in battle, Xewioso can use his body to create electricity and in order to electrocute his water source, which he can then further use to attack the opponent. He can use the electrocuted water to shoot out a barrage of sharp electrocuted water senbon that are connected to Xewioso with thin lightning threads through which he can further channel the harvested electricity. If the electrocuted water senbon connect, then all Xewioso has to do is to send the electricity through the threads in a murderous attempt. Such an ability is powerful enough to battle earth techniques with same strength. Once the water senbon wedge themselves into the earth, the electricity that Xewioso sends through shatters the earth. Electrocution of the water and shooting the senbon are two different moves but due to the fact that the electrocution happens instantly as soon as he's summoned, they can be performed in the same time frame, although taking up 2 of the users moves. The problem that persists is being able to call forth Xewioso from such depths and because of his violence as soon as he enters the battle. Summoning Xewioso requires an extraordinary amount of focus in order to be able to control his actions and this, in turn, puts a strain on the users body and damages him. This is why it is generally forbidden to summon Xewioso and it is considered only as a last resort option. If the user gets caught within the electrocuted water source, he would suffer from electrocution and same goes for the opponent.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Can't summon other Seahorses in the same or next turn
Note: Can't use Seahorse Arts in the same turn
Note: Electrocution and senbon can only be used twice with a turn cooldown in between
Note: Electrocution and senbon count as 2 moves
Note: Can stay on the field for 3 turns
Note: Can only be summoned once

Declined - all senbon and charging needs ranks and this needs more restricting

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Fuuinjutsu: Kamigami no Chosuichi | Sealing Arts: Reservoir of Gods
Type: Supplementary
Rank: A Rank
Range: Self
Chakra: 30
Damage: N/A
Description: Reservoir of Gods is an advanced seal placed on the users body. The seal has the form of the , representing the basic 5 elements and their relations. The kanji for each element are placed so that they circle around the solar plexus chakra point, which is the center of the chakra circulatory system. They circle in a clockwise fashion, with the users primary affinity at the top, while the weaker elements continue afterwards, finishing the circle with the element that the users primary affinity is weak to. Each of the kanji is a separate seal itself, specific for each of the elements it represents. Within those kanji that act like seals, the user has already gathered and sealed the elemental chakra natures of each element beforehand. Each kanji seal contains 100 chakra points of its represented element while the users primary affinity holds 150 chakra points. For example, the kanji seal for water has 100 chakra points of water nature sealed within it, and so on. This allows the user to use that stored chakra when necessary, only for techniques of the element which nature is used. This means that the user can't use 100 fire chakra points for water techniques, for example. Although the seal sounds very powerful and useful on its own, it has a very strict and complex activation parameter. The user is only able to use this stored chakra when he doesn't have the ability to mold that chakra nature on his own. This could be a result of facing medical ninja that have the ability to disrupt the chakra circulatory system and its chakra flow to lock certain elements from being used. Or even when facing powerful ninja that have advanced seals that can seal certain elements from being molded on touch with the user. This is applicable to various different techniques and methods that could cripple the users usage of the basic 5 elements. As these aforementioned techniques seal the users ability to mold certain elemental natures, Reservoir of Gods, bypasses them and allows the user to use the already molded and stored elemental natures form the kanji seals, without needing to mold the chakra on his own. The downside of this sealing technique, other than its complex activation parameter, is the fact that the kanji seals aren't big, holding only 100 chakra points each and 150 for the primary affinity, and once activated, they last only for 4 turns. Within those 4 turns, the user has the ability to perform 100 chakra points worth of techniques of the element that has been sealed away, or 150 for the primary affinity. If the user fails to use any of the chakra points within the 4 turns, the kanji seal would close, and the remaining chakra within the kanji seal would be poured into the users body, but only at half rate. In example of the lightning seal, if the user has had 30 chakra points left when the seal expired, then the remaining 30 chakra points would be poured into the users chakra circulatory system at half rate, essentially replenishing his chakra pool by 15. Each of the elemental seals can only be used once per battle, and they can be used simultaneously, depending on the sealed chakra natures. If multiple seals are used together, they allow the user to combine them into advanced elemental natures, depending on what the opponent wanted to seal away from the user.
Note: Must be stated in the biography
Note: Each kanji seal can only be used once per battle
Note: Seals can't be activated at free will
Note: Can only be taught by McRazor

Declined - seals to be placed on your body need med mastery which i'm not sure if you mastered it yet. But this clashes with existing jutsu
 
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Kirikoe

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Summoning Animal: Vulpine
Scroll Owner: Kirikoe
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The vulpine is a species that highly resemble, and are related to the fox, Vulpine are often called True foxes, The generic Vulpine is either Orange, white or silver in colour and have bushy fur with black features over there fur and face, there tails vary, some have a bushier appearance while others can be quite slender, they have a narrow mouth allowing them to access small gaps for prey much more easily. The Vulpine is a very agile animal by nature and have been know to be able to run at 50km/h upon average.

The vulpine has traits and charateristics similar to that of a fox and a dog, much like a dog they have very attuned senses, one being there sense of smell, it easily rivals that of a dogs to the point that they are able to track small rodents under deep amounts of snow and accurately pinpoint its location and effectively kill the target as seen below.

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There hearing is another much more attuned sense as such it allows them to hear incoming hostilities easily allowing them to effectivelly flee and escape danger pre-emptively.

Vulpine Tattoo -
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Role Play Background

The Vulpine are a summoning animal going back to the era before the sage of six paths and existed in the time that the juubi ran wild, they are a proud race and often kept to themselves, the sage happened upon them one day on his travels and became good friends with the Vulpine, the Vulpine were special and had a hierachy of sorts, being that most had one tail, the higher vulpines had mulitple (cosmetic purporses only) and to them the more tails one had, the more prestigeous they were, of course this meant nothing about there strength but the elder of the Vulpine was a creature who consisted of nine tails and his strength was feared by all the vulpine, he was a strong leader and a wise elder, his tails were but a coincidence of his strength, when the sage had finally beaten and seperated the juubi he chose to form one of the creatures in the shape of the vulpine he had met that day, as such the nine tailed demon fox was born along side its breathren, this was the greatest honor the Vulpine could have gained from the sage. The vulpine continued to live in the shadows of the world until one fateful day Kirikoe had happened upon there existence, he was fascinated by the creatures and there majestic forms, some were as big as lions while some were as small as cats, but all were agile, he pleaded with the elder of the vulpine for them to grant him strength as such they gifted him with there power, a scroll was handed to him from the elder and a tattoo was branded upon him signifying his alliegance with the vulpine, Kirikoe left with great allies at his disposal ready to show the world the power of the vulpine!

Approved


(Bakuton - Bura suto shōhi) Blast Release - Blast Consumption
Type:Supplmentary|Defensive
Rank: S
Range:Short
Chakra:40
Damage:N/A ( next just used increases by one rank)
Description:The user upon facing an incoming fiery explosion styled technique will manipulate his own blast chakra and absorb the explosion through his mouth and pores, the user uses his own Bakuton chakra in order to break down the opponents chakra within the explosion and overide the explosion inside themselves, allowing the user to completely take control of the explosion inside themselves all the meanwhile keeping themselves from harm.

The user can choose to add the explosion which he previously absorbed to a future Bakuton technique , elements that makes up the Bakuton element or his next taijutsu technique effectively giving his next technique a great boost in damage and properties (+1 rank).

A Bakuton technique will simply gain an increase in strength and the explosion will be much more devastating

An earth technique will gain an increase in damage and will become highly explosive, the Explosion stored will be infused into the earth technique giving it an explosive surprise.

A lightning technique will gain a much more explosive nature following the strengths and weaknesses of lightning release still, upon contact with an opponent the lightning technique will give off an explosion upon contact with the opponent, nagashi when channelled around the user will give off small explosions in the vicinity and will be able to damage as well as paralyse the opponent in range, all reprucussions from the explosions are negated due to the explosions being pointed away from the user.

A Taijutsu technique will be aided by the power of the explosion, the user upon throwing a punch, kick or whatever will unleash the stored explosion from the said limb away from him to avoid any reprucussions, if using leaf dragon god, upon creating the wind pressure chain explosions will follow the wind creating the dragon and the chain explosions will cover the outside of the dragon giving the dragon a red fiery like form but leaving the user inside perfectly safe.

-Can only be used twice per battle
-must wait a turn before using again

Approved - nice, reminds me of xmen first class



(Bakuton/Doton -Hanabi) Blast Release/Earth Release - Fireworks
Type:Offensive
Rank:A
Range:Short - Long
Chakra:30
Damage:60
Description:The user channels there blast chakra into the ground infusing the small loose Debris on the battlefield with explosive qualities, the user then by using Earth Release, whiles keeping contact with the ground causes the small explosive dust and debris to shoot swiftly into the air around the average head/chest height of the common shinobi, the multiple dust and debris as soon as it rises up into the air explodes, these explosions all together encompass the entirety of the range that the technique was used in and appear as if a blanket of explosions has covered the area, leaving but a few centermeters small gap between the explosions and the ground as to cause no damage to the terrain apart from a few cracks in the ground.

The user need only have contact with the ground, albeit a foot, hands or even by the extension of a weapon.

- Can only be used 4 times
- Must wait a turn between uses

Declined - as it stands right now it's really OP for rank and range you have
 
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-Broly-

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(Hebiato: Mozaikudorīmu) Snake Arts: Mosaic Dream
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+20 To Taijustu based techniques)
Description: The user will summon snakes that exhibit abilities of "(Hebi o Kyūshū) Chakra Absorbing Snakes" and "
(Hebi Kage Bushin) Snake Clone Technique" all over his body. The snakes immediately wrap around the users body and limbs as they are summoned, with their scales facing outwards and their underbellies facing the user. As long as the user chooses to actively feed the snakes his chakra, they will absorb it and have their scales infused with his chakra and harden them because of such. Similar to Snake Clone Technique, they will also use the transformation technique to mirror the user's appearance so that the opponent is none the wiser to this technique unless he has a method other than his naked eye to detect this. The reinforced, chakra infused scales, will not only allow the user to use his Taijutsu to combat elemental techniques, but they will also give the user much harder blows which result in a +20 boost to such techniques. When the user decides to stop feeding the snakes chakra, the snakes will fall off of his body, transform back into snakes, and be able to be commanded to freeform attack the enemy if the user wishes. This is useful in close combat for when the user wishes to use the element of suprise and misdirection in order to have snakes attack the opponent whilst he attacks as well.
Note: Similar to Chakra Absorbing Snakes, the user must have fuuinjutsu knowledge
Note: Can be used 3 times per battle
Note: Due to the snakes covering his hands, the user may only make up to 3 handseals for a technique successfully

Declined

(Fuuinjutsu/Hebiato: Kurimuzon'arō) Sealing/Snake Arts: Crimson Arrow
Type: Supplementary
Rank: A
Range:Short-Long
Chakra: 30
Damage: N/A (-20 to techniques clashing with Snake Arts)
Description: After studying the effects "Chakra Absorbing Snakes", the creator found an intricate understanding of their ability to sap chakra from an opponent. He then created a seal that simply mimicked this effect, but on the outside. Whenever a Snake jutsu is formed or a Snake is summoned, the user may create a seal on them that is basically the inverse ability of Chakra Absorbing Snakes. This seal grants the snakes the ability to absorb enemy chakra that is outside of the opponent's , so that when an enemy technique clashes with them, the seal absorbs 20 Damage Points from said technique. This seal is one time use only, and when used on jutsus that summon multiple snakes (such as Multiple Snake Hands) the seal only works for the whole of the snakes, never an individual snake. As this technique is simply creating a seal, it can be used in the same timeframe as any snake summon or snake ninjutsu, but costs a move.
Note: Can be used 3 times per battle
Note: Each seal only works on 1 technique

Declined
 
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Sinthorus

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(Koton: Gildarts) - Steel release: Gildarts
Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more tricky jutsu created by Gajeel, inspired by the ninji Gildarts. The user will either make a handseal, or swing their arm, or make a han gesture or movement as they release their steel chakra into a solid or liquid. This can be a regular structure like a tree or the ground, or an incoming jutsu (A rank and below, following strengths and weaknesses). As they do this they will create a thin layer or steel in the shape of hollow cubes throughout the entire liquid or solid. The steel will form inside the chosen target slicing through it to make the cubes. For this reason it can't be used on elements that steel is weak to and due to the complexity of it, making it A rank. The user will grow all these cubes at the same time at the same speed as normal steel release jutsu and from there be able to control them. While the cubes form the target will remain where it is if stationary or continue on it's current trajectory. Once the cubes have formed the user will use their chakra control and can then break apart the construct of steel like lego blocks. All these cubes are 30cm in diameter. While controlling these cubes the user can't use any other jutsu but can then control them for as long as needed. The combined strength of all the cubes are A rank so each indevidual cube is E rank at best, depending on the size of course.
Note: Useable 4 times
Note: No other jutsu while this is being used
Note: the cubes can be controlled for up to 3 turns.
Note: The direction and control of them is controlled with hand gestures.
Note: When the user stops controlling the cubes they will just fall to the floor.

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‡ Declined ‡ Look at the bolded. Creating steel inside a liquid isn't feasible at all.

(Koton: tatsumaki ) Steel Release: Tornado
Rank: A
Type: Attack/Defense
Range:Short-long
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more basic applications of steel release. The uses will release their chakra into the earth or into the sky to create a large volume of steel blades 1inch in diameter. The do this as they use chakra control to apply the same application as wind release to make the blades spin rapidly forming a large tornado of rotating razor blades. The user can control the direction of these tornadoes with hand gestures or just release them in a chosen direction or area which they will then maintain themselves for one turn. They can make up to 4 tornadoes but the power will be divided by them (1=A, 2=B, 4=C). If made from above they will come down from the sky in a mass to the desired location. The width of these are up to 10m. This can also easily be made by breaking down current steel release jutsu the user has made or are void of chakra and break them down into the blades to for the tornado.
Note: Useable 4 times
Note: Changing their direction counts as a move per turn

‡ Declined ‡ Choose one method of release: the ground or the sky. If it's the former, this requires handseals. If it's the latter, you need to slam your hands on the ground to effectively "summon" it. This needs to be a Steel/Wind Release technique also if you're trying to make an elemental combination and it needs to require two of the user's three moves per turn to perform.
 
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BusinessManTeno

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Resubmitting/Updating/Rewording


(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all Being one of the two grand masters of the family. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two people on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally and x1.5 faster then the users base speed, still traceable to the naked eye.) while the strength of the harpoon equals S rank. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste inside the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. Virgo has ties to every single summon inside the cone snail family, thus branching off her powers upon birth. Once per battle she is able to draw fourth power from any of the cone snails not currently summoned. This will allow her to use the unique ability of said cone snail (Example, If she takes power from Aquarius, she would be able to sense bodies of water and use water up to S rank for the remainder of her time on the field). Once activated, it cant be deactivated.


Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon or activating her special ability
Note: The cone snail that power is being drawn from cant be on the battle field
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

Declined - keep the speed the same but the last bit i'm fine with

(Ensui Katatsumuri Kuchiyose: Shishiza) Cone Snail Summoning: Leo
Type: Summon
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/a
Description: Leo is considered one of the two strongest of the cone snail family in both offensive and defensive, and the only cone snail summon who is useless on land, but as strong as his sister summon Aquarius in water. Leo is known to have the bare roots of the cone snail family traits being a true aquatic hunter under water. Leo is roughly the size of katsuya (The shell is included in the size) and is the only summon that is summoned in a water source below surface. Though he is summoned on the ground level of the water source he is able to swim underwater with ease but due to his large body he dont need to move to strike his target. Her regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a goldish yellow color with what appear to be scar patterns all across his body with the Leo symbol (♌) on the side of his shell. Due to him being underwater most time, his voice is rarely heard verbally from the summoner but was said to be normal sounding from the regular snails as they can communicate with each other mentally, while able to communicate with his summonery mentally as well. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving her immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below as he due to her shell not covering her bottom half). Just like every cone snail he has a harpoon for a tongue his being the size and thickness of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent with great speed, being x2 as fast as the users base speed under water (Once the harpoon comes into the atmosphere, it slows down to the users base speed) Being S rank in strength. The poison with this cone snail is one of the weaker ones, but stronger ones at the same time. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which paralyzes the opponents whole body due to a simple scrap from the toxin from the users harpoon. The harpoon is clear thus making it hard to see underwater, but very easy to see above land. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. The unique thing about this cone snail is that it uses its harpoon for synergy for his special ability. Leo while underwater can extend its mouth up to 5 meters in all directions, using wind chakra to create a vortex from his mouth. The suction is very powerful being S rank in strength and extremely hard (though not impossible) to get out of the suction current. Being able to suck up large water sources into its body before having to stop. This will create a massive whirlpool above water, causing it to have a similar effect to the earth style antlion technique, dragging them into water, unless they get out of range.

Note: Can only be used once and last 4 turns
Note: Must draw blood and palm the hand on a water source to summon leo
Note: Every action done by this summon counts as a turn (This excludes his defense)
Note: The range of the whirlpool is roughly 10 meters wide, this can be dangerous for the user as well
Note: The summon suctions for two turns before having to stop, or if they decide to stop on their own
Note: The opponent have one turn to escape the current unless they will be swallowed up by the cone snail
Declined - the bolded

Brother Technique Approved Here:


(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in pinpointing the sound frequency into the opponents brain via their ear drum, being thee brother technique to Magdala Curtian, but not casting a genjutsu. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon. The opponent will see a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria". Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymn from her mouth that is directed into the ear canal of the opponent. As the opponent hears the singing/hymn from maria, it will release soundwaves that produce a very high sound frequency in their ear that will cause a excruciating mental strain in the opponents head causing unbearable pain. This will not only serve as decoy but will result in muscle paralysis as the hymn is being sung, still causing pain towards the brain region, sounding like a very loud screech in their brain they cant get rid of. If grave of maria is summoned before hand for the other technique, the user is able to switch hymns without needing to summon her over again.

Note: Can use twice with a 4 turn cool down
Note: Last 2 turns before it ends
Note: If the opponent dont escape this jutsu by the end of the second turn, they will pass out due to a huge mental strain
Note: No sound jutsu as this technique is being used
Note: While active this constantly takes up one of the three jutsu per turns.
Note: Switching hymns between the brother technique (Magdala Curtain) counts as a move but dont have to worry about summoning.
Note: Technique can be rendered useless overpowering the sound from the hymn since its only as loud as a lady singing.


Declined - it's just not clear what you do, it looks like a gen from the explanation which can't be long range, but if it's sound release the rest of the jutsu doesn't make sense
1:20-1:32
(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all Being one of the two grand masters of the family. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two people on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally and The same speed as the users while the strength of the harpoon equals S rank. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste inside the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. Virgo has ties to every single summon inside the cone snail family, thus branching off her powers upon birth. Once per battle she is able to draw fourth power from any of the cone snails not currently summoned. This will allow her to use the unique ability of said cone snail (Example, If she takes power from Aquarius, she would be able to sense bodies of water and use water up to S rank for the remainder of her time on the field). Once activated, it cant be deactivated.


Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon or activating her special ability
Note: The cone snail that power is being drawn from cant be on the battle field
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

Approved

(Ensui Katatsumuri Kuchiyose: Shishiza) Cone Snail Summoning: Leo
Type: Summon
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/a
Description: Leo is considered one of the two strongest of the cone snail family in both offensive and defensive, and the only cone snail summon who is useless on land, but as strong as his sister summon Aquarius in water. Leo is known to have the bare roots of the cone snail family traits being a true aquatic hunter under water. Leo is roughly the size of katsuya (The shell is included in the size) and is the only summon that is summoned in a water source below surface. Though he is summoned on the ground level of the water source he is able to swim underwater with ease but due to his large body he dont need to move to strike his target. Her regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a goldish yellow color with what appear to be scar patterns all across his body with the Leo symbol (♌) on the side of his shell. Due to him being underwater most time, his voice is rarely heard verbally from the summoner but was said to be normal sounding from the regular snails as they can communicate with each other mentally, while able to communicate with his summonery mentally as well. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving her immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below as he due to her shell not covering her bottom half). Just like every cone snail he has a harpoon for a tongue his being the size and thickness of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent with great speed, increasing its speed by +3 of the users speed under water (Once the harpoon comes into the atmosphere, it slows down to the users base speed) Being S rank in strength. The poison with this cone snail is one of the weaker ones, but stronger ones at the same time. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which paralyzes the opponents whole body due to a simple scrap from the toxin from the users harpoon. The harpoon is clear thus making it hard to see underwater, but very easy to see above land. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. The unique thing about this cone snail is that it uses its harpoon for synergy for his special ability. Leo while underwater can extend its mouth up to 5 meters in all directions, using wind chakra to create a vortex from his mouth. The suction is very powerful being S rank in strength and extremely hard (though not impossible) to get out of the suction current. Being able to suck up large water sources into its body before having to stop. This will create a massive whirlpool above water, causing it to have a similar effect to the earth style antlion technique, dragging them into water, unless they get out of range.

Note: Can only be used once and last 4 turns
Note: Must draw blood and palm the hand on a water source to summon leo
Note: Every action done by this summon counts as a turn (This excludes his defense)
Note: The range of the whirlpool is roughly 10 meters wide, this can be dangerous for the user as well
Note: The summon suctions for two turns before having to stop, or if they decide to stop on their own
Note: The opponent have one turn to escape the current unless they will be swallowed up by the cone snail

Approved

Brother Technique Approved Here:


(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in releasing high sound frequencies into the opponents brain via their ear canal, being the brother technique to Magdala Curtian, by casting them into a painful genjutsu. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon. The opponent will see a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria". Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymn from her mouth that is directed into the ear canal of the opponent. As the opponent hears the singing/hymn from maria, it will release soundwaves that produce a very high sound frequency in their ear that will cause a excruciating mental strain in the opponents head causing unbearable pain. This will not only serve as decoy but will result in muscle paralysis as the hymn is being sung, still causing pain towards the brain region, sounding like a very loud screech in their brain they cant get rid of. If grave of maria is summoned before hand for the other technique, the user is able to switch hymns without needing to summon her over again.

Note: Can use twice with a 4 turn cool down
Note: Last 2 turns before it ends
Note: If the opponent dont escape this jutsu by the end of the second turn, they will pass out due to a huge mental strain
Note: No sound jutsu as this technique is being used
Note: While active this constantly takes up one of the three jutsu per turns.
Note: Switching hymns between the brother technique (Magdala Curtain) counts as a move but dont have to worry about summoning.
Note: Technique can be rendered useless overpowering the sound from the hymn since its only as loud as a lady singing.

1:20-1:32

Declined - so you release the sound but is everything from there a gen or not? If you release the sound there is no need for the seals and summon unless that is part of the illusion too.
 
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ReXii

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(Taijutsu: Koushoku Senkou ndāwārudo no fumidai ) - Taijutsu: Yellow Flash Underworld Springboard
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the lower body, flipping forwards he pushes his body weight down using both hands on the attacking limb, pushing his opponents offensive limb down in to the ground, while Minato himself will twist his body and line both feet up with his opponents upper sternum, before using them as a launch pad for a variation of his unique body flicker in which he will kick his opponent with both feet powerfully in the upper sternum launching himself up to ten meters away and leaving his opponent sprawling and winded, causing said opponent to lose 2 ranks to his base speed and reactions for two turns due to being winded the winded effect is caused by being kicked directly in the upper sternum which literally knocks the air out of your chest and makes breathing much more difficult for a short time. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique. This technique is essentially an enhanced version of the movement style Minato used to rescue the child Kakashi from the Iwagakure shinobi's attack. Except with this version Minato relies not only on the fast movement to get close and escape, but to harm his opponent while facilitating his movements.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used 3 times, using this twice wont stack, it will just extend the duration of said effect.
-Only teachable by ReXii

Approved

(Bukijutsu: Koushoku Senkou Bureidodansu ) - Bukijutsu: Yellow Flash Blade Dance
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack directed at his person, using his unique triple pronged kunai to facilitate the counter. As the opponents offensive limb approaches Minato, he will quickly make a motion to dodge the attack, which can be any type of relevant movement ability such as ducking, sliding or sidestepping etc. While performing the evasive motion Minato will use his triple pronged kunai to his advantage, digging the blade in to the opponents offensive limb and aiming to sever an area of muscle or a tendon to cause some minor damage but considerably crippling damage in regards to the opponents movements in future. Any limb struck by this technique will be unusable for three turns entirely and even when gaining use of it again the opponent will be unable to facilitate certain motions. I.E if an arm was the target the opponent will be unable to string more than four handseals per turn, if the target was instead the leg the opponent will be unable to move more than four meters under their own volition each turn and will lose access to the body flicker technique. This technique can only be used by Minato Namikaze and requires his unique triple bladed kunai for usage, as the kunai's design is ideal for the crippling blows delivered by this technique in comparison to a normal single pronged kunai.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used four times
-Only teachable by ReXii

Declined it needs to be more specific, one way of dodging, it's a jutsu not a style, so it has to be clearly laid out in how it will work. Tone down the effects a bit too.

(Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning, fire and wind. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop nine of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually, leaving 3 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a triple elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire wind and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also deafen the opponent for two turns after it's usage and easily rupture the ear drums leading to a loss of balance and general reactions dropping the opponents speed by 3 ranks from his base speed and effecting his reactions in the same way.
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

Declined - sorry this is way too much, 3 blasts of elements from all around, not many could counter this.
(Bukijutsu: Koushoku Senkou Bureidodansu ) - Bukijutsu: Yellow Flash Blade Dance
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack directed at his person, using his unique triple pronged kunai to facilitate the counter. As the opponents offensive limb approaches Minato, he will quickly make a motion to dodge the attack, which can very using a cadence of steps, I.E a sidestep or backstep. While performing the evasive motion Minato will use his triple pronged kunai to his advantage, digging the blade in to the opponents offensive limb and aiming to sever an area of muscle or a tendon to cause some minor damage but considerably crippling damage in regards to the opponents movements in future. Any limb struck by this technique will be unusable for three turns entirely and even when gaining use of it again the opponent will be unable to facilitate certain motions. I.E if an arm was the target the opponent will be unable to string more than six handseals per turn, if the target was instead the leg the opponent will be unable to move more than six meters under their own volition each turn and will lose access to the body flicker technique. This technique can only be used by Minato Namikaze and requires his unique triple bladed kunai for usage, as the kunai's design is ideal for the crippling blows delivered by this technique in comparison to a normal single pronged kunai.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used four times
-Only teachable by ReXii

Approved

(Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning and fire. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop 8 of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually, leaving 4 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a double elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also deafen the opponent for two turns after it's usage and easily rupture the ear drums leading to a loss of balance and general reactions dropping the opponents speed by 3 ranks from his base speed and effecting his reactions in the same way.
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

Declined - ftg doesn't fire stuff in that way, it either teleports or absorbs then releases, so what you'd have to do for this to be ftg is for you to fire chakra into a ftg kunai and release it through the ones your dropped. Which then needs YY, unless you make it like basic fuuin to release the chakra in pulses from kunai and just use minatos speed to drop them?

(Ninjutsu: Rasen-jō no kōto) - Ninjutsu: Spiraling Coat
Type: Supplementary
Rank: B-S Rank
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Having created the rasengan technique, Minato began to develop further on the principles of chakra control and enhancement and focused instead on applying it to weapon techniques. Having witnessed many ninja especially those from Kumogakure who were capable of enhancing their blades with elemental chakra, Minato decided to develop a technique that used the principles of both of these applications. By applying a similar level of chakra control used to create the rasengan the user will apply a very different end effect to any weapon he happens to be holding, creating a spiraling construct of chakra around the weapon be it a kunai a sword or any general item that can be regarded as a weapon even the users limbs if desired. Once this spiraling coat is created the user will focus on condensing the chakra making the technique behave like raw chakra that has been compressed, becoming able to fight with elemental techniques in the same way as the rasengan and it's variants. This enhancement will allow the user to cause increased damage when using basic attacks with the weapon such as freeform kunai or sword slashes or basic techniques. The coating once activated will much like the rasengan be self sustaining but must be applied to the object while it's being held by the user. The B rank version of this technique can be used an unlimited amount of times in battle however the A and S rank variants are restricted. The A rank version may only be used thrice per battle and the S rank version twice and when using the S rank version the user may not use any S rank or above raw chakra jutsu the following turn, though this applies directly to raw chakra techniques like the Rasengan and not techniques like summoning jutsu and weapon summonings. An alternative usage of this jutsu is that the user can coat their entire body in the spiraling chakra, causing their hair to stand on end and become blue as well as gaining a glowing blue aura. In this form their taijutsu attacks are enhanced by the chakra coat and it can be sustained for three turns but can only be used in this fashion once per battle and counts as an S ranked usage.
Notes:
-Can only be used by those who have completed mastered basic ninjutsu, due to the level of skill required.
-May be used by any bio it is not a Minato specific technique.
-Only teachable by ReXii.

Declined - need to remove all mention of the rasengan as varients aren't allowed, even by the creator bio xd
 
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Summer

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Submitted on previous thread here:

Shoton/Fuinjutsu Henteku Dou (Crystal/Sealing arts Strange Body)
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage:
Description: This seal is noted in the bio of the user. It is a unique seal with the kanji Mineralize which has been placed on their body. The jutsu/seal will activate when it senses moisture in the air or surrounding area of the user. once activated this seal will send out a chakra shield barrier of Crystal chakra. This barrier will be able to crystallize any liquid that comes into contact with the barrier or even passes through the barrier. Liquid based substances will have an immediate crystallization and will shatter instantly. While things like earth will crystallize but will rather fall to the ground and lose momentum. Guren will be able to freely move and or redirect any crystal inside this barrier at a moments notice By focusing her crystal chakra. She could even go as far as to reform the crystal into fine dust like particles or other objects. Or reform and add the crystal to a new jutsu.


Notes: can only be activated by water/moisture based elements.
The crystallized water shards can be used as a source to create other crystal jutsu.
Note: this barrier will move with the user while active.
Note: remains active for 4 turns.
Note: usable twice per battle.
Note: Cannot use above A rank Crystal while active.
Note: can only be taught by me.

Declined - reduce the useage


Contract:


Kuchiyose Meerkat Henrik - Meerkat Summoning Henrik
Type: summoning
Rank: B rank
Range: Short- long range
Chakra: 30
Damage: 60
Description: this young meerkat regular in size 3 feet tall and can stand on two legs and use hand signs Henrik is a Kenjutsu sage and able to change his body into a long sword. His unique ability is that when the sword is swung he uses a chakra form that gives off an illusion of a slow motion blade swing or after image of the swing per say. The after image will look like the blade has multiple blades being swung at once. However it is just an illusion of sorts that works the same as genjutsu does. When the enemy see's the user swing the sword backwards it will activate the genjutsu ability of Henrik. Allowing the after image effect of the swing to be seen by the enemy when in fact is a fast and abrupt strike. If the user becomes affected by genjutsu Henrik is able to charge his chakra into the user to spike there chakra levels. This will break most genjutsu B rank and below. He is able to sense the change in the users chakra by the gripping of the sword form, which would slightly get tighter during being introduced to genjutsu. The user is able to use all the canon Kenjutsu they know with Henrik in sword form. Henrik also carries a shorter katana for wielding while not in sword form.

restrictions
+can only use sword after image genjutsu once per turn.
+ once he is in sword form he must stay that way during the summoning duration.
+stays on the field for three turns.
+can only be summoned three per battle.

Declined - this doesn't really make sense effects wise.
+must sign meerkat contract
 
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Drackos

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(Rēzā Seisei no Jutsu) – Laser Formation Technique
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: A technique based on the principles of the Laser Explosion technique achieved through the application of the Asura Path. The Laser Explosion Technique aims to produce dense beams of chakra through cannons produced by the Asura Path. This technique takes that application a step further and simply aims to produce this dense chakra through cannons on the user's body but effectively release it from its laser form. By producing a mechanical cannon anywhere on the user’s body they are able to release this dense, pure chakra which can be shaped to their liking producing anything from walls, kunai, simple blasts, or even beams of varying strength. Unlike the Laser Explosoin Technique these constructs can separate from the user and sustain their form because they are in essence just simple dense chakra. The user can sustain these constructs over multiple turns by simply expending ten chakra per turn. The dense beams of chakra are so potent that they are capable of equaling the strength of elemental techniques of the same strength and proving stronger to raw chakra that is not produced by the Asura Path.
Note: S-Rank application cannot be used in consecutive turns and can only be used five times per battle.
Note: Requires the user to have the (Shuradō) - Asura Path active.

Declined - it clashes with other things, such as how kinishiki fights.

(Kuchiyose no Jutsu: Vespia, Kyojin Hebi) – Summoning Technique: Vespia, Giant Snake
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Vespia is a special summoning of the Animal Path and exhibits similar characteristics to that of the Giant Dog. Vespia is a large snake with a slightly strange anatomy – she possesses wings which, unlike the Giant Dog, are very much capable of flight. Vespia’s body is roughly 15 meters in length with a 10 meter wingspan. Like the Animal Path’s other summons Vespia is equipped with numerous black rod body piercings effectively linking its chakra to the user’s. Due to this Vespia’s eyes are connected to its user’s allowing for a shared field of vision and greater combat prowess because of it. In terms of her abilities Vespia by default possesses great durability allowing for it to easily resist B-Rank and below techniques. In terms of her speed Vespia moves at roughly the speed of an average kage ranked ninja yet. In addition to her above average speed Vespia is able to move with incredible agility weaving around obstructions on a battlefield with incredible ease due to her snake nature. She is able to press her wings closely against the length of her body allowing her to move without having them obstruct her chosen path as well as quickly extend them to normal length allowing for normal flight. In terms of physical strength her bites and tail whips are capable of dealing B-Rank physical damage to targets that come in direct contact with them. Vespia’s special abilities are based loosely off the Rinnegan’s own ability to master each of the five basic elemental natures. When she is struck by a technique within the basic five elemental natures she is able to, at the cost of a move, shed her skin and effectively protect herself. However, this is not a simple shedding of the skin. The skin, once shed, will exhibit properties of the element which had struck allowing her to immediately counterattack using the skin as a sort of projectile. For example, when fire strikes her skin it will possess extremely hot like qualities burning targets which come in contact with it with ease. The skin shedding technique counts as an A-Ranked technique. This makes catching Vespia extremely difficult while also making her a potent counterattack specialist.
Note: Can only be summoned by Uzumaki Nagato and 6 Paths of Pein bios.
Note: Can only be summoned once.
Note: Once on the field Vespia will remain for four turns.

Approved - made edits

. Just as a reference.

Katon: Kaika Ninetails: Dai Nana-bi Puraido | Flowering Ninetails: Seventh Tail; Pride
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Pride, the Seventh Tail, involves the creation of seven ash constructs that typically take the form of fox tails that protrude from the users coccyx area, but in actuality can take any form imaginable and protrude from any part of the users body, or extensions of their body; such as weapons, so long as at least one tail remains directly attached to the users rear area. While warm to the users touch, these tails will emit ferocious levels of heat when pitted against anything else, allowing them to sear through rock like butter. Combined with the tails prehensile nature and ability to adopt any form that it so wishes - for it is sentient and in control of itself and acts in the users best interests or by command - grants the tails immense close combat abilities, as they're capable of both achieving steel like offense and defense in a variety of ways. Forming skewering, slicing, bludgeoning and shredding weapons to attack or arcing out into domes and wide surfaces to shield and defend, similarly the tails can fuse, or even split into further tails to produce a greatier variety of attack patterns, and further cementing their close combat capabilities is their shocking speed - as they travel at a point higher than what the user can track; however their biggest drawback is that they can only reach up to five meters individually. A method for them to produce mid-long range offenses however lies in their ability to passively turn solids that they touch to ash (should they so wish), in command of ash, the tails can convert portions of the ground to ash, and control it to form A ranked structures such as pillars, walls, waves, spikes and tools that can be used to attack and defend, and can levitate under the control of pride. This allows pride to act as more than just an extension of the users body, and is perhaps Pride's ultimate ability,due to the almost ulbiquitous control over ash that it gives him, and can only be used once per turn.

Notes:
- Can only be used 3x
- Lasts four turns
- Ash conversion does not work on animals.
- Once this ends, the user cannot re-use pride for two turns, cannot create any other familiar for a turn, and is limited to S rank and below fire for that turn.
- Ash control is A ranked, used by Pride, counts as a move, and can only be used once per turn.

Declined - the tails i'm fine with but as they can take shape of anything in the form of ash/fire that bit clashes with existing jutsu
 
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House

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(Kikai Tekina Kōhai) - Mechanical Devastation
Type: Offense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The basic idea behind this is once the user has activated Asura Path, it gives the user the capabilities to transform his body into mechanics such as turning into a living bomb that can once again reform after detonating himself. Once the user has activated this ability, the user forms a handseal and generates multiple explosive mechanisms inside himself almost instantly that explodes and taking anything within the explosion mid-range around the user. The explosion takes the enemy with him into an enormous omnidirectional explosion that takes everything within mid-range of the user. With the explosion, multiple fragments of metal and machinery flies with the explosion, piercing and hitting anything within range. As the dust and ashes dissipate from the air down into the enormous crater created from the blast, the user uses his mechanizing ability to start re-building himself and reforming himself into back to his prime state.
Note:
-Can only be used by House
-Can be used 3x
-Cannot use higher then A-ranked Asura related techniques the same and the next turn.

Declined - you need to have it so part of you has to survive atleast, like with puppet users, the heart, there has to be something that is the real you that must be intact.

(Ashura no Zennō Suchīru) - Almighty Steel of Asura
Type: Defense/Supplementary/Offense
Rank: S
Range: Himself
Chakra: 40 [+10 keep it active]
Damage: N/A [+20 Taijutsu]
Description: The Asura Path grants the user the ability to augment their own body to fully transform into a mechanised android and create various ballistic and mechanical weaponry that's made of the same stuff as the black chakra receivers. Nagato will activate Asura Path then transform into a power mechanized android with multiple jets covering his whole body. Once the the technique is stopped, the user will transform back into his prime state. Naturally, the user in his android form is able to stand up against S-rank and below techniques. There are several jets and hydraulics placed around himself, including his feet and a jets and on his forearms, enabling him to increase his speed up to two times. Because of the jets allow him to increase his speed, naturally his taijutsu will be enhanced aswell, having jet powered kicks and punches and he's capable of flight through mid-air.
Notes:
-Needs to have Asura Activated
-Can only be used once
-Lasts 4 turns.
~User won't be able to use Asura Path above A-rank for two turns if the mode has lasted for 4 full turns.

Declined - it's not really that unique or well explained to be a separate jutsu.

(Sekai no Desutoroiyā) - Destroyer of Worlds
Type: Offense
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user opens a massive missile bay from his chest/back and releases eight enormous chakra signature seeking missiles with multiple black rods and propulsion nozzles attached to it. The user may choose to release them underground, having the missiles travel underground to the enemy unnoticed. The user may choose to guide the movement of the missiles through the black chakra rod transmitters. The missiles rival the elementals and is extremely heavy, filled with tenths of smaller rockets being able to devastate a battlefield. The user may decide whether of not he wants to open the bomb and thus have tenths of smaller rockets with black rods attached spread and rain down on the enemy or keep it closed and create a one focused impact. The shell of the main bomb is very sturdy and stands on par to its rank. The shell will only break and detonate if its met with a technique on par with its rank, within short range of the target, or upon the user's desire. If the user decides to have the missiles open and let tenths of rockets rain down, the user may choose to have the rockets cover a whole entire battlefield or have the rockets hitting only a single point for a whole entire turn. If the user chooses to hit a single point, it'll take a full turn till the rockets have stopped raining down.
-Can only used by House
-Requires Asura Path to be active
-Useable 3x a battle
-No higher then A-ranked Asura related techniques the next turn

Declined - how do they go through the ground without exploding, do they have like drills on them ect?

(Kami no kyū) - Divine Black Spheres
Type: Offense/Supplementary/Defense
Rank: A
Range: Short-Mid
Chakra: 30 [+5 keep it active]
Damage: 60
Description: Once the user had activated his Asura Path, he releases 4 identical chakra signature seeking mechanical balls made of the same substance that are black chakra receivers are made of. Through the chakra receivers, the user is able to fuel them with his own chakra and control their movements and actions. These black spheres are floating within the air, encircling the user with jets powered by the user. The user keeping a constant chakra channel into the chakra receiver on the spheres. Once either these balls sense an enemies chakra signature within short range, they will release an omnidirectional chakra shockwave made out of pure chakra without affecting the user in any way, pummeling into the enemy. These spheres will keep on following the target upon the user's desire until they're out of their range. While they may be quite destructive, they may act defensively on their own when danger is sensed or upon the user's desire. These spheres may get into a formation and form a sphere around the user, shield, or a platform to stand on within air.
Note:
-Can be only used by House
-Asura Path needs to be activated
-Can be activated 2x per battle
-Stays active for 3 turns unless they're destroyed
-Cannot use above a-ranked Asura Path techniques the next turn once this is deactivated.

Declined - if they release a shockwave why wouldn't they hurt the user?
 
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Littlefinger.

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Updating:
Approved

Given to me

Ikari no Roddo | (Rod of Fury)
Type :Weapon
Rank :A
Range :Short
Chakra :N/A
Damage :N/A
Description : Rod of Fury, is an ancient weapon first used used in the First Great War. The noble family that first used this weapon passed it down to their successors and it has now found its new master - Littlefinger. Rod of Fury is a one meter long rod, pure metal black in color. The rod has a diameter of 2 inches which makes it easy for it to be held in hand. Due to being made of some unknown metal, this rod is actually indestructible. One end of the rod has a semi-spherical end, while the other end is sharp and conical. The rod has in it, some hidden compartments which stores innumerable needles which cannot be distinguished due to its black color. Three times in a battle, by channeling his chakra into this rod, the user can release these barrage of hidden needles from the sides of the rod (costs a move, A rank, 30 chakra, 60 damage) , none of which are larger than 2 inches (due to the diameter of the rod). These needles can reach up to mid-range distance when shot and can easily pierce through a huge stone/rock. Additionally, the rod can be channeled with the user's elemental chakra to give it certain properties. These needles are visible by naked eyes if you see properly.
Fire: By channeling his fire chakra, the user can coat the rod in fire. It causes additional damage by giving burn marks at the area of contact.
Lightning: By channeling his lightning chakra, the user can coat the rod in lightning. It causes additional damage by paralyzing the limb at the area of contact and/or breaking through Earth defenses of appropriate rank.
Wind: By channeling his wind chakra, the user can coat the rod in wind. It causes additional damage by providing additional cutting ability to the rod. It can be used to fight against lightning swords.
Water: By channeling his water chakra, the user can coat the rod in an adhesive liquid similar to the Starch Syrup technique. If needles are released frim the rod in this state, they will be coated in the adhesive liquid. When they pierce a target, they soak them with this adhesive liquid, preventing them from moving.
Earth: By channeling his earth chakra, the user can coat the rod in earth. Needles released from the rod in this state will either cause a drastic increase in the weight of the target or a decrease.

The beauty of this rod is that chakra can be channeled into this rod remotely, and hence giving the user a wide range of options to use it creatively. Also, the needles launched when the rod is being coated with elemental chakra, will have the elemental properties to them.
• Releasing a barrage of needles costs a move and counts as an A rank technique (30 chakra, 60 damage)
• Elemental chakra can be channeled into the rod three times per match.
• Channeling chakra into the rod can be done as a C-rank move (15 chakra, 30 damage), B-rank (30 chakra, 40 damage) or an A-rank move (30 chakra, 60 damage). But will always lasts 3 turns.


Declined - you can't update a weapon that was given to you.
New:
Approved

Hitode Kuchiyose: Kō Genjitsu; Starro no Shinkō | Starfish Summoning: Anti Reality; Invasion of Starro
Type: Summon
Rank:B-S
Range:Short-Long
Chakra: 20-40
Damage: N/A
Description: The user will clap their hands together and summon forth Starro Starfishes of variable sizes. These blue and purple Starfishes possess retractable chakra reinforced spines that are shape like claws towards the ends of their five rays (arms), allowing them to latch tightly onto surfaces and enemies. All Starros are unique in that despite the eyes they have on the ends of their rays, they possess a large red eye in their center disk. Starros were bred and trained for invasions and thus have a special set of talents focused on the use of Genjutsu, and Water release techniques. The sizes of Small Starros (B rank) range from being able to fit into the palm of the summoner's hand up to the size of a shield. These Small Starros are able to clamp onto an enemy to restrain them and infuse them with their chakra to place them in a constant B-ranked illusion in which they are overwhelmed by feelings of sadness and guilt due to the mistakes they have made in life. This genjutsu tricks their minds into believing that they will still make a mistake if they continue fighting and so it'll be best to just do nothing. The Small Starros are also able to use Genjutsu and Water Release techniques that the user knows up to B rank without the use of handseals and move at the speed of a standard Kage rank ninja. They are immune to C rank damage and below.

Genjutsu can't make you feel something, it can create an illusion designed to try and make someone feel something.

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Medium sized Starros range from normal human size up to 10 meters in central disk height and length of all five rays they possess. They can latch onto targets even as large as summoning creatures the size of Gamabunta and induce the same constant genjutsu as the Small Starros but as an A rank genjutsu instead. Due to their more refined chakra control and possession of saponin toxins, they are able to immobilize the target's movements as they are trapped within the illusion. This is achieved through physical contact or any forms of saponin toxin manipulation submitted via Star Arts. Due to their size, medium sized Starros are immune to B rank and below damage. They are able use water release up to S rank, and cast genjutsu up to A rank.

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The largest size of Starro are also the oldest and most powerful of the Starro Starfishes. They have mastered their training in genjutsu and water release and are able to use all ranks of water release and genjutsu up to S rank. The large Starros can be up to 30 meters tall with rays spanning up to long range. They are considered S rank summons and are immune to damage from A rank and below techniques.

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✯ Starros can inject saponin toxins through physical contact with their spines or tube feet. They can also do this through other forms of saponin toxin manipulation submitted as Star Arts.
✯ Starros release water from their rays(arms) and tube feet.
✯ Starros can cast illusions by latching onto the target with their claw-like spine. They can also cast ranged illusions by causing either their skin or center eye to glow. Once the target sees this bright glow, they become trapped in the illusion.
✯ Small Starros last 5 turns and can be summoned 5 times per battle. Two small Starros can be summoned at the same time, but will last only 3 turns.
✯ Medium Starros last 4 turns. Twice per battle.
✯ Large Starros last 3 turns. Once per battle.
✯ All Starros must first be summoned within short range of the summoner.

Declined - alot wrong with this, pick a single rank for each summon and what they can do, see note above about the genjutsu you mentioned....

Hitode Jutsu: Keikō no Aru Rabinasu Baishun Fu | Star Arts: Proclivity of a Ravenous *****
Type: Defence | Supplementary | Attack
Rank: N/A
Range: Short (direct contact)
Chakra: N/A
Damage: N/A
Description: Due to where they originate from — the deepest part of the deepest ocean in the world, Starfishes have an aptitude for the water element. Thanks to several years spent living inside these highly pressured water currents, Starfishes have developed a sturdiness against the water element, that allows them to use it with expertise and also devise abilities with which they also combat it. One of such abilities is the idea behind this technique — the inherent ability of Starfishes to absorb into their bodies and manipulate water, food, gases through a network of canals called the water vascular system. All species of Starfish possess what is called madreporite which are multiple sieve-like openings on their arms through which they can absorb and filter liquids, food and gases. With the use of chakra, Starfishes from Las Mariana have mastered and modified this ability for battle usage.

Harmony: When in direct contact with water or air, the Starfish would be able to absorb it through their madreporites into their water vascular system. By absorbing water or air in this way, a Starfish can use it to enlarge their arms, spines, granules or tube feet. By doing this, a Starfish will boost the damage done by it's taijutsu and physical attacks by +20 and will gain added rank resistance to taijutsu and other physical attacks. This means that if an A rank Starfish would normally be resistant to B rank and below techniques, it would now be resistant to A ranks for the duration of this technique which is 2 turns.

CHange the boost to +1 rank up to A rank.

Purge: If a Starfish decides to no longer use the water or air that it has absorbed to augment its strength, it will release the them from any of its body parts: arms, spines, granules or tube feet; or from all of them as an omnidirectional discharge, purging itself of the element. This discharge is capable of reaching up to mid range for B rank and below summons, and long range for A rank and above.
Rank of the blast? What if they absorb like a water bottles worth of water, then it can go all around to long range? xd

The advanced application of Purge allows a Starfish to remove unwanted substances from its body by reversing its water vascular system to vomit or eject, rather than absorb. Say for instance, a poisonous or venomous substance (gas or liquid) has be introduced into the body of a Starfish, it will secrete copious amounts of its own saponin toxins inside its body which would act as antibodies that fight off the toxic substance and drive or purge it out of its body.



✯ Harmony and Purge(including the advanced usage) can both be used twice each per battle by a Starfish summon.
✯ Only wind and water (not foreign toxic substances) can be used to augment a Starfish's strength. When this is done, it lasts for two turns
✯ When Harmony is used to absorb naturally occuring forms of water or wind (air), and then released with the Purge, the water or wind blast will gain one rank higher than the Starfish. Meaning that an A rank Starfish that absorbs naturally existing water or air it is in direct contact with would release that absorbed element as an S rank blast.
✯ When Harmony is used to absorb water, wind or toxic techniques, it can only absorb those that are of the same rank as the Starfish using it and below; and if released using the Purge (normal or advanced), will decrease by one rank. This means that an A rank Starfish summon would be able to absorb A rank and below water, wind and toxic substances with Harmony. If it decides to release the absorbed element or substance as an blast, its strength will reduced to a B rank.
✯ The main purpose of the advanced usage of Purge is to get rid of poisonous or venomous substances that may have entered the Starfish's body. Since Starfish summons can secrete limitless amounts of saponin toxins inside their bodies, they use this process to combat any other toxic substances within them with quantity rather than quality. If for instance, a C rank venom of 5 litres is introduced into the body of the Starfish, it will counter that venom by producing saponin toxins double that quantity, thus forcing the foreign toxin out of its body.
✯ Can only be used by a Starfish summon.

Declined - see some notes above
 
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Punk Hazard

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Link to Sound Training:

(Ototon: Shikō-ō no Shobun) Sound Release: Disposition of the Supreme King
Type: Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: N/A
Description:The user will release from their bodies a sustained, high frequency low energy Sound wave. The Sound is projected from the user's body through the air, appearing as though the air around the user's body is distorted with the Sound waves releasing a sound akin to a low whooshing. The technique allows the user to instill a generic Genjutsu onto any enemies that hear the Sound by affecting their five senses to their choosing. The S-rank variant of this technique requires the user to sustain the Sound waves and remain in one spot in order for the Genjutsu to keep its effect, thus rendering them unable to perform other techniques at the same time.
Note: Can only be used four times per battle, regardless of rank
Note: No other Sound jutsu in the same turn(Same and next turn for S-rank variant)
Note: Requires a cooldown of one turn for C-A rank variants, and two for S-rank

‡ Declined ‡ This is generic as hell and won't be approved.

(Ototon: Tenchi Meidō) Sound Release: Heaven and Earth
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will charge Ototon chakra through their body, releasing it as a field of sound waves ahead of them. The field consists of Hindering and Destructive Sound waves flowing together, creating a cacophony of noise that surrounds the target. The Hindering Sound waves severely hinder the opponent's senses, causing them to become highly disoriented and unable to move. The user will then snap his fingers, causing the Destructive Sound waves within the field to explode upwards, propelling everything caught inside into the air in a shockwave of Sound, dealing intense damage to whatever is caught inside. The field of Sound waves manifest themselves in a 90 degree angle in front of the user. While in use, the user must maintain the field until causing the burst of Destructive Sound waves.
Note: Can only be used twice per battle
Note: No Sound in the same and following turn can be used

‡ Declined ‡ Too similar to Avada Kedvra. I'm also not keen on approving more techniques which mix hindering and destructive sound waves.

(Ototon: Dejitarudikei) Sound Release: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:Upon the formation of handseals by the opponent, the user will release a low energy, high frequency sound wave upon making a sound, such as a whistle or fingersnap. This hindering sound wave targets the hands of the person forming the handseals, causing the balance between their hands to become disrupted, causing them to fumble as they form the handseal. This disruption caused by the sound wave lasts just long enough to prevent the completion of the jutsu the handseals were intended to invoke by rendering the handseal incomplete.
Note: Can only be used three times per battle
Note: Technique requires a cooldown of two turns before it can be used again

Declined - what you're trying to say you do doesn't even make sense, a sound wave to make their hands fumble? how does that even work?


(Ototon: Dejitarudikei) Sound Release: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Upon the formation of handseals by the opponent, the user will release a low energy, high frequency sound wave upon making a sound, such as a whistle or fingersnap. The sound waves capitalize on the ability of Hindering Sound Waves to induce paralysis, causing the target's upper body to become mildly paralyzed upon hearing the Sound. The paralysis lasts just long enough and has just enough intensity to render them unable to move their arms and hands properly, preventing them from completing the handseals. This disruption caused by the sound wave lasts just long enough to prevent the completion of the jutsu the handseals were intended to invoke by rendering the handseasl incomplete.
Note: Can only be used three times per battle
Note: Technique requires a cooldown of two turns before it can be used again

‡ Declined ‡ Not approving anymore techniques which can be used to interrupt handseals. Existing ones may be nerfed/revoked soon.
 
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