Custom Jutsu Submission - III

Status
Not open for further replies.

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards
(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user, through maintaining the Bird hand seal, can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.

Leaving for NK

‡ Pending ‡ I'll come back to this. Need to deal with your other submission first.
Resubmitting from 4 cycles ago. Was left pending. I was told by NK that it was okay to do so. No changes made from above.

(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.

‡ Approved ‡

(Suiton: Naga no Fuitchi Sanka) – Water Release: Discordant Hymn of the Naga
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+X)
Damage: N/A
Description: The Discordant Hymn of the Naga is a supplementary technique designed for self-empowerment and restoration. The Discordant Hymn of the Naga acts to apply the absorbed water chakra within any Grudge Rain based water techniques. Typically, a Grudge Rain water technique will absorb chakra through contact with either an opposing target or opposing technique within elemental strengths and weaknesses. This chakra will be integrated into the water itself and stored in order to act as either to empower future water techniques or to regenerate itself. However, Discordant Hymn of the Naga grants the usage of Grudge Rain techniques a third application – the self-empowerment of the user. Through careful manipulation of the chakra absorbed by water techniques the user can, through a simple sacrifice of chakra, to integrate the chakra stored within a Grudge Rain technique within themselves. This in essence allows for a limited form of chakra scavenging. The amount of chakra returned to the user purely depends on the quantity stored within a water technique. For example, should Grudge Rain absorb two B-Rank techniques within its existence the user can integrate the chakra back into their body effectively restoring forty chakra. Or should a grudge rain technique drain seventy chakra from a target through direct contact the grudge rain can be integrated to restore 70 chakra to the user. Of course, each application of this technique requires the sacrifice of twenty chakra and will render the water that this technique integrates from essentially useless and devoid of chakra causing it to fall apart lifelessly. The chakra integrated into the user does not serve to empower future water techniques. It simply acts to replenish the user’s chakra reserves. Discordant Hymn of the Naga can be used five times per battle.

‡ Declined ‡ You never really state what this is. Is it an infusion for existing water techniques? Is it something you use after Grudge Rain has been used? If it's the latter, I'm fairly sure Grudge Rain doesn't absorb chakra from techniques. You also need to put a cap on the damage you can add onto a single technique. If you absorbed 70 chakra from someone and applied that to a technique, you could argue that's an effective +140 damage. Limit the maximum boost to +20 damage. Overall, you just need to find a better way to rework this.

(Suiton: Takaramono no Naga) – Water Release: Treasures of the Naga
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra cost to applied techniques)
Damage: N/A
Description: A type of activated infusion technique designed to enhance supplementary and defensive Water Release techniques. The Treasures of the Naga pertain to a technique which is passive in nature once activated. The Treasures of the Naga grant the user’s defensive and supplementary Water-based (including Water-based KG/CEs) an added dimension increasing their effective strength and power. In its most basic nature the Treasures of the Naga allows for the user to add an additional layer of shape manipulation to their techniques through the usage of additional chakra. The technique, at the user’s volition, allows them to churn the water within their own techniques and add additional chakra for the shape manipulation causing the water within the technique in question to gain numerous pockets of what is effectively solid water. The solid water, however, is not crystalline in nature. It is essentially akin to that of clay, solid yet malleable. The malleability of the additional water allows for water techniques to retain their inherently fluid properties. For example, should the user apply the Treasures of the Naga to an armor of water it will cause the interior of the armor to gain this additional dimension of effectively solid malleable water increasing its defensive capabilities by one rank. In addition to the additional layer of solid water this technique also enables a second, more deceptive purpose. Through the additional shape manipulation enabled by this technique the user will cause the malleable water produced to be composed of Grudge Rain water granting it chakra draining capabilities. In essence this allows the technique produced to drain chakra from the opponent at the rate of 50 per turn they come in contact with the infused water. The Grudge Rain also allows for the draining of opposing techniques, within elemental strengths and weaknesses. The Treasures of the Naga has inherent limitations to it as well. This technique cannot be applied to techniques where it is inherently a mist – it must be applied to water techniques which hold their normal fluid qualities. These water techniques must also be defensive or supplementary in nature and cannot be applied to techniques which aim to deliver damage offensively, such as projectiles and such. This technique can only be used twice per battle and lasts for three turns when activated. This technique can be deactivated at any time according to the user’s will.

‡ Declined ‡ I'm not buying this whole "solid water" thing. The inclusion of chakra absorption also feels really tacked on and doesn't fit with the rest of the technique. This is just an infusion for the sake of throwing together a number of abilities that don't really fit together. I also don't believe something like this would increase the defensive abilities of a technique.
 
Last edited by a moderator:

Troi

Active member
Legendary
Joined
Jun 12, 2013
Messages
19,838
Kin
3,475💸
Kumi
1,917💴
Trait Points
0⚔️
Awards
(Suiton/Genjutsu: Oruka no iIkari) - ☪ Water Release/Illusionary Arts: Wrath of the Orca ☪
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user weaves eleven handseals and with the right amount of water resources available, the user will direct their chakra into a near water source which they will then gather a devastating amount of water which will take the shape of an orca whale. Directing the orca to attack, with a mastery in water, the orca will jet upwards into the sky at an amazing speed and then fall down at an arc at a very rapid, violent speed having gravity take control of its weight. After this, the orca will open its mouth, raining down a barrage of water needles in the form of razor sharp teeth all about a half a foot long and five inches wide. The mouth of the orca will also come down on top of the opponent aiming to shred the opponent up and crush them with the amount of force of the water coming down on them. Once the orca finishes this and it completely hits the ground, the orca will naturally explode under the pressure of hitting the ground and large spikes of water will shoot up from the ground aiming to pierce the opponent either which way. As the chakra encrusted water technique splashes on and around the opponent, the user has the chance to weave the tiger handseal to gather and utilize the available chakra and have the opponent envision themselves floating in the ocean getting shredded apart by multiple vicious and terrifying-looking animals of the sea. While this will put a tremendous amount of stress on the brain, the effects and viciousness of the pain of the original technique combined with the illusion will be an ultimate and fatal combination.

- Requires a water source
- No A rank or above water techniques in the next turn
- Usable twice per battle
- Can only be taught by Moxxi

‡ Declined ‡ Not going to allow Ninjutsu/Genjutsu combinations like this. The first part of the technique isn't any different from existing ones and neither is the illusion.

(Doton: Futsu no Hashira) - ☪ Earth Release: Buddha's Pillar ☪
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will weave three handseals while exerting chakra into the ground, after this, a core of earth will shoot up under the opponent, knocking them off balance and having them rise up on top of the pillar meters and meters high enough to where they will then face a fatal drop when the earth pillar splits in half, leaving them to fall being supported by nothing. After this, the user can choose to slap their hands together after the opponent falls to the ground and crush them with the split pillar, making it whole again. When the pillar closes, it make a mini earthquake like scenario as it shakes the ground, knocking anything but the user off balance enough to fall down completely. After this, the pillar stays on the field able to be manipulated for any further earth techniques. Being that the size of the pillar is so massive, it can be useful for very large earth techniques.

Note: Usable thrice per battle
Note: Can only be taught by Moxxi

‡ Declined ‡ Similar techniques exist.

(Ijō) - ☪ Anomaly ☪
Type: Weapon
Rank: F
Range: Short-Long
Chakra: 50
Damage: 90
Description: Anomaly is a very ancient weapon composed of rocks and connected by very visible chakra. It was founded in book form within the depths of a swamp in the Land of Swamps. Once it was found and people started to learn about its power, countless shinobi had killed to obtain the "book". But lastly, the book landed within the hands of Moxxi who has kept this book, astonishingly for years on end. This weapon can take the shape of any small animal, such as a small snake or bird, or any basic weapon such as a dagger, sword or spear. However this is mostly cosmetic. But, what makes Anomaly unique is that it can stretch itself out up to long range, using the rocks and chakra that composes it. Its specialty and main ability, which is F rank, is to extend onto a living being with chakra and sap it, returning half of the chakra taken and return it to the user of Anomaly by the user touching Anomaly's raw chakra. Anomaly can also be used as a whip or rope as its chakra is intangible and flexible, similar to the samurai's chakra sabre, enough to where it can grab onto things and pull the user up, etc. Its other ability is to tap the ground beneath the user and taking advantage of the earth it is able to perform an Earth technique up to S rank without the user's conjuring of handseals but requires the normal amount of chakra needed to perform the technique. This ability is said to be connected to it being founded within the depths of the swamp, the fact it might be one with the earth and other ancient things. This weapon can also turn into its book form, which is ancient and magical looking. It appears to be a bunch of small stones connected by fat webs of chakra. When opened, the book has hundreds of pages of bright chakra. Taken from the user, the book, when open, can exert chakra into a close ranged opponent and put them into an A rank genjutsu that puts them into an ancient battle between shinobi and the tailed beasts which they fight over and over as they are paralyzed and unable to move in reality. With this happening, the user can choose to emit chakra chains from the book, taking hold of the opponent. With this, the user can bark a command and the chained opponent will follow. This is best suited for NW roaming and events. However, a person who can be taken control of cannot do anything but use up to C rank techniques on command and their body can only go up to short range from the user. Once chains are broken, the genjutsu is off however the opponent remains unconscious and sapped of most of their chakra, unable to fight or move. Although this weapon is very unique and powerful, it taxes the user's chakra greatly and deeply. This weapon has a defense mechanism to where if picked up by someone without the authority to use it, it will turn into a very small rock ball with all of its chakra contained inside, if it goes through what it feels is a threatening event, it will open up, connecting chakra webs to the perpetrator and sapping them of all of their chakra, leaving them to die and curling back up into its ball form.

Note: Every non-cosmetic change and action of this weapon counts as a technique used
Note: This weapon can sap something's chakra up to three times per battle. It takes 500 chakra from the victim and returns 250 to the user, it takes 50 chakra from the user to do this and internally shocks the opponent on contact due to the mass loss of chakra, stunning them for one turn
Note: After using an earth technique with Anomaly, user must wait one turn to do this again
Note: Genjutsu may only be used once per battle or in total three times per event until it ends, can only chain up to three people and the chakra cost to chain one person is 100, two is 500 and three is 1,000. Techniques used from these controlled people does not cost anything from the user and Anomaly cannot be used for anything else while opponent(s) is chained
Note: Must be given to others by Moxxi

‡ Declined ‡ Forbidden Rank weapons aren't allowed. I'm not going to allow a CW that extends into long-range, especially since there's no limit on far how long-range is. Bypassing handseals through a CW won't be allowed. It's been done to death and is already an ability of the 7SSM. The genjutsu component was just really random. Then you go onto try and control the opponent's body/mind through chains. This just seems like a ton of random, unrelated abilities you threw together that you thought would be powerful or convenient. Each of these abilities would be declined if they were submitted as individual customs. CWs don't allow you to bypass that. Either way, there's no hope of this being salvaged. DNR.


Dropping
 
Last edited by a moderator:

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
You must be registered for see images
(Shinsei Torejā: Shinigami Masuku) Sacred Tresure: Mask of The Black Reaper
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage points: N/A (+10 Sound Release)
Description: First obtained by the Black Reaper of the land of whirlpools. This masked was used to conceal the his identity during top secret missions. After a failed assassination attempt on the Clan's leader. The Black Reaper was punishment by being sealed within the vary mask he was hiding behind. Years later, the masked was giving to a young member of the clan "Hei Uzumaki" whom would take on the role of "The Black Reaper". After wearing the mask Hei learned that he can communicate with it's previous Black Reaper's soul, one that has truly become, Shinigami. The mask is similar to that of an Anbu mask. It has a purple "bolt" that crosses his right eye and a red "slit" for the mouth. Overall the mask has a has a plain look to it. The mask is equipped with a high-tech voice modification that attaches to the side of the neck along side the voicebox. This passively amplifies and/or distorts the users voice boosting the output of Sound Release by 15 damage points. Along side it's voice modification, the mask also echos sound within it, this enhances the users ability to hear soft and quiet sounds and at a greater distanced. This however will also leave the user vulnerable to an opponents sound related attacks, taking an extra 10 damage. Lastly, having the soul and chakra of the once famed "Black Reaper" sealed within it. The user is able to call upon the mask's chakra in one of two ways. The first being the ability to have the masks chakra infuse into the user in order to dispel Genjutsu by flushing out the foreign chakra. This can release up to A-ranked Genjutsu. The mask's chakra can also be infused into a specific sound attack, boosting it's damage output by 20 damage.
Restriction Note:
-Chakra Infusion can only be used on techniques three(3) times per battle
-Chakra Infusion can only be used to break Genjutsu once per battle
-Can only be taught by Serpent

‡ Declined ‡ No to the genjutsu part. That's been done to death. No to the boosting Sound, that part and the general way you achieve it is too similar to Mockingjay's. Remove all of the damage boosts. Quantify your enhanced hearing by essentially saying it's the same as having Inner Sonar Skill active at all times.
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️
(Ninjutsu/Taijutsu - Suieishin) Ninja/Body Arts - The Waterfowl Goddess
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (For initial attack)
Damage Points: 80
Description: A unique mixture of basic Ninjutsu and Taijutsu combining the power of ones own Killing Intent with quick movements. The user will mold their chakra, building up raw chakra to each hand and thrust in a chopping motion with one hand after the other releasing raw chakra from each hand forwards in a focused chakra slicing blade of similar to crimson slicing wave but vertically 3 meters and the color of raw chakra (both A rank), cutting into the ground turning up the earth/whatever surface on it's way also creating a small screen of dust and debris to rise up. Immediately after releasing the slicing attacks, the opponent begins to focus their Killing Intent while dashing forwards, and while now no longer able to mold chakra while focusing on their Killing Intent, the user is able to perform any taijutsu/free form body techniques or attacks that don't cost chakra to use. While this is a combination ninjutsu/taijutsu attack created to take advantage of the momentary hesitation or paralysis created by Killing Intent, it does adhere to all restrictions and stipulations involved with using ones Killing Intent (After the initial attacks) therefore this jutsu counts as the one usage of Killing Intent allowed per battle.

~Notes~
- Usable 1x per battle
- Must be taught by -Vegeta
-reference-

‡ Declined ‡ Not going to allow Killing Intent in customs. The other part is the same thing as the canon you mentioned.

Approved here
-updating-
(Futon - Tenha Kassatsu) Wind Release - Heaven's Impalement
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Tenha Kassatsu rescues the user from the brink of peril without having to touch their opponent. By focusing wind chakra to the users fists and thrusting the hands forwards, seven visible bullet shaped bursts of wind will shoot outwards from their hands in a tight grouping towards the enemy, capable of piercing straight through them, while sending them flying backwards to mid range.

~Notes~
- Must be taught by -Vegeta
- Can only be used thrice per battle, with a 1 turn cool down
reference-

‡ Update Approved ‡
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
CSC Approval: .

Jakai's Approved Hyūga Bio: .

Jakai's Gentle Fist Training: .

(Tategami Ōkami Kuchiyose no Jutsu: Rukario) M. Wolf Summoning Technique: Lucario
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Lucario, the Pokaijū, also known as "The Poké Monster". Lucario recieved this nickname from his exemplary, sometimes monstrous, Taijutsu skills, and his ability to use the unique Fighting Style of the Hyūga, known for its "poking" strikes. In his youth Lucario went by the name "Riolu", and grew up in Konohagakure alongside a great number of skilled Shinobi, but there was one in particular with whom he developed an extremely close bond. Jakai Hyūga. Jakai was the one who discovered his unique Sensory ability and helped develop Riolu's skills in Taijutsu, who taught him the art of (Jūken) Gentle Fist, and eventually came to treat him as a brother, and member of his family. As a result of this, other than his blatant canine appearance, Lucario behaves, talks and otherwise acts like a human being. Thanks to this unique upbringing amongst the Shinobi of Konohagakure, Lucario is almost exclusively bipedal, meaning he almost always prefers to walk on two legs. He also prefers to stand on his toes rather than on its entire foot, giving him a lighter yet more nimble stance, perfect for his style of Taijutsu. His fur is predominantly blue and black, with cream-coloured fur on his torso. Lucario also has longer blue fur on his thighs that resembles a pair of shorts, and a medium length tail of the same blue colour as well. Oddly enough, Lucario possesses a short, round steel spike on the back of each fore-paw, in addition to a third on his chest, the result of a "rebellious" phase, if Wolves, or indeed any Summoning Animal, were to go through such behavioural changes. Despite this, they are quite effective in combat, as a backhanded slap or punch from Lucario has since possessed "puncturing" qualities. He also gives painful, yet comforting hugs... He has a long snout and large ears, a staple of all Maned Wolves, with two pairs of large, pointed teeth, one in the upper jaw and one in the lower. Lucario also possesses four small black dread-like appendages on the back of his head, which rise and vibrate when Lucario activates his Sensory ability. In terms of personality, Lucario is very steadfast, and has a strong sense of justice, with an honour bound moral compass. Finally, Lucario has a perfect grasp on speech, and uses a somewhat archaic vocabulary, yet prefers to communicate with his Summoner via mental communication, using their Summoning Contract and Tattoo's as the linking factors for such conversation. If his Summoner lacks the Summoning Tattoo, he will begrudgingly converse aloud with his Summoner through more audible means, even though he despises allowing strangers or enemies to hear his conversations, and potentially, his plans of attack and strategies in combat.

(Ōrasensu) Aura Sense: Lucario possesses an extremely powerful type of Sensory, allowing him to achieve similar effects and abilities to Sensor-Type Shinobi, as well as his own unique usage, which derives directly from the ability to perceive the presence Chakra. Lucario's unique Sensory comes in the form of an advanced form of Sensory that allows him to locate Tenketsu. Normally even attempting to see Tenketsu without the use of the Byakugan is impossible, as not even the Sharingan, with all the praise for it's visual clarity and perception, can see them. However, Lucario does not "see" Tenketsu, instead he "senses" them. Tenketsu are, in simplistic terms, "nodes from which Chakra can be released, all of which are located along the Chakra Network". As a result of this, Tenketsu along the Chakra Network contain more Chakra than the pathways that connect them, making them "beacons" of sorts for Chakra. Even though they are practically imperceptible to Dōjutsu, except in the case of the Byakugan, Lucario is able to sense the accumulation of Chakra that the Tenketsu possess, allowing him target them with an almost identical level of accuracy to a Byakugan user, with the benefit of not requiring ones sense of sight to locate them. This unique form of Sensory can only be performed when Lucario restricts the range of his Sensory to Short Range (5m Radius) area around himself, condensing the regularly all-encompassing ability of Sensory into a very small space, but granting immense amounts of detail, which includes the ability to target Tenketsu. Outside of Short Range (Beyond a 5m Radius around Lucario), his Sensory is stretched too far to be precise enough to target Tenketsu, and can only be used to perceive Chakra like a regular Sensor, with very little overall detail sensed. In either form, Lucario can use his Sensory abilities to perceive the movement and presence of people, objects, attacks, etc, allowing him to prepare counter attacks and evasions far more easily than without.

(Gōjū Tatsujin) Strong & Gentle Expert: Lucario is also a highly skilled Taijutsu user, capable of performing a vast array of Taijutsu techniques and stances, including most forms of basic Taijutsu (Obviously excluding forms and stances of Taijutsu that fall outside of the Basic List, including Eight Inner Gates Taijutsu, Chakra Enhanced Taijutsu & NarutoBase Taijutsu) out of which, Strong Fist Taijutsu seems to be the one he favours most, but he is far more proficient with a stronger, gentler, Fighting Style. The unique Fighting Style of the Hyūga Clan, (Jūken) Gentle Fist. His aforementioned Sensory ability allows him to locate and target Tenketsu with almost the same level of precision and proficiency as a Byakugan user, and he recieved his training in the Fighting Style from Jakai Hyūga, granting Lucario a tremendous level of Chakra Control, and the same level of access to Gentle Fist Arts/ Gentle Step as a Master of the Gentle Fist. In terms of speed and strength, he is on par with a Sage Ranked Shinobi, and is considered a Taijutsu specialist, making him a very capable and deadly hand-to-hand combatant, even for a Summoning Animal. Lucario's Sensory Ability, and access to the Hyūga's coveted Fighting Style, has made him a highly sought after specimen for enthusiasts of the Summoning Jutsu.​

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in both the M. Wolf CSC and Taijutsu can allow Lucario to utilize any form of Taijutsu in their possession for as long as he remains on the field, however they must perform at least one technique from that Style, stance, etc, before he can utilize them/ it. (Excluding Eight Inner Gates Taijutsu).

You must be registered for see images

✦ Declined, I haven't had the chance to give a good decline in a while and then I came across this.

You must be registered for see images

So to start it out, no one did you link Jakai's training, you linked his approved Hyuga bio which has absolutely nothing to do with you at all. Just because you reference a person in your CJ does not allow you to use their training for anything that they aren't submitting themselves. I guess I'll go make a CJ and include references to Scorps and his Decay training and just get rid of shit, huh?

To add onto to that, you not only give this summoning Sensing abilities, you try to take this a step forward and give it """"""advanced"""""" sensing which is nothing more than an attempt to loophole around not having the Byakugan to see Tenketsu. I guess if I say I'm not sensing chakra, I'm sensing the points chakra flow through, I too can have bootleg Byakugan. Not only this, because he has """""""advanced """"""" sensing, he's able to not only sense chakra and tenketsu, but objects without chakra as well. Well damn, chakra sensing so advanced it senses non chakra filled things. Dis tew much.

You must be registered for see images

We ain't even hit the good part yet. To add on to this, with his fake Byakugan, he's able to attack the tenketsu and use "most forms of Taijutsu" which seemingly implies elemental taijutsu despite not having elemental abilities posted anymore bt then you write "basic list" which isnt most forms of Taijutsu, which makes me think you intended for it to also use all Tai based CFS you have and shit. BUT you also write he can use Gentle Fist because of this. First, just because of his """""""advanced""""""""" sensing does not allow you to attack Tenketsu. AND Gentle Fist a Taijutsu style strictly reserved to the Hyuga clan. AND Summoning cannot use HA/KG based abilities. AND you wrote that Jakai taught the summoning. Jakai. The guy who just learned Gentle Fist himself. Who's training isn't confirmed finished yet either btw. Jakai. Who isn't even a Sensei or even a Hyuga Senpai. Jakai.

You must be registered for see images

DNR in any form, style, stance, etc. Don't even resubmit this specific animal again or even the restrictions. I don't want to even see a Luca posted anywhere, let alone Lucario. Can't even look at Rio on a globe without this triggering me now. CSC with Gentle Fist...you are something else. ✦

You must be registered for see images
 
Last edited by a moderator:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards


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
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. The electrocution of water is strong enough to be considered as an S rank lightning technique that happens passively and instantly as he is summoned, due to his nature. He can use the electrocuted water to shoot out a barrage of sharp electrocuted S rank 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 S rank electricity through the threads in a murderous attempt. Such a combination 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 completely. Shooting the water senbon and the lightning surge are two different moves but due to the fact that the electrocution happens instantly as soon as he's summoned, the lightning surge and water senbon 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: User can't use S rank or above, Lightning or Water techniques in the same turn
Note: Senbon and lightning surge can only be used twice with a turn cooldown in between
Note: Senbon and lightning surge count as 2 moves
Note: Can stay on the field for 3 turns
Note: Can only be summoned once

‡ Pending ‡ Leaving for Pervy since he checked it last.
Approved

Hyouton: Furosutoburesu | Ice Release: Frost Breath
Type: Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: While fighting in a close range combat, the user gathers hyouton chakra in his mouth and exhales a very cold breath towards his opponent. The breath looks like a small, concentrated, white-ish cloud made of very small ice particles. If the opponent inhales it, his lungs start slowly freezing and finally collapsing after two turns. If the opponent doesn't manage to stabilize the temperature in his lungs, after the first turn he will start heavily breathing, fighting for every breath. His reactions will be slow and he will struggle, while his skin turns blue-ish due to the lack of oxygen.
Note: No S rank or above Ice jutsus same and/or next turn
Note: Usable twice per battle
Note: Only McRazor can teach this

-Declined-
Explain the consequences of lung failure. If you're referring only to exhaustion, chest pain or difficulty breathing and such, it's fine. If it includes coma or death, remove that. State for how many turns this lasts on the opponent's lungs
Hyouton: Furosutoburesu | Ice Release: Frost Breath
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description: While fighting in a close range combat, the user gathers hyouton chakra in his mouth and exhales a very cold breath towards his opponent. The breath looks like a concentrated, white-ish cloud made of very small ice particles, that the user can control as long as he focuses on the technique. If the opponent inhales it, his lungs start slowly freezing preventing his body from being oxygenated for 3 turns. This happens because the ice particles get bound to the alveloi, which are the microscopic air sacs that are used for gas exchange with the blood within lungs. Since the ice gets in contact with the alveloi, it freezes the air within the alveloi and prevents the gas exchange with the opponents blood. This in turn, prevents the blood from delivering new and fresh oxygen to the rest of his body, inducing generalized hypoxia. To simplify, this technique is the equivalent of the opponent holding his breath which deprives the body of adequate oxygen supply at the tissue level, and if the opponent doesn't manage to stabilize the temperature in his lungs, he will start heavily breathing, fighting for every breath. His reactions and movements will be slowed and he will struggle due to the immense pain and the uneasy feeling in his lungs, while his skin turns blue-ish due to the lack of oxygen. While the opponent is affected with the technique, his default speed level will be decreased by 5, until he stabilizes. Due to the nature of the technique, while the user is controlling the cloud, he can't perform any other techniques that require chakra, allowing him only to perform free form body movements and body techniques in order to be able to properly control the cloud.
Note: No S rank or above Ice techniques in the same and/or next turn
Note: Can only be used twice per battle
Note: Only McRazor can teach this

‡ Declined ‡ Clashes with the Frost Release CE.

You must be registered for see images

Ototon: Shōmetsu | Sound Release: Xtinguishment
Type: Offensive/Supplementary
Rank: B-S rank
Range: Short to Mid
Chakra: 20-40
Damage: 40-80
Description: Xtinguishment is a sound technique that is based on low frequency soundwaves. To execute the technique, the user has to hum the low frequency soundwaves in a short pattern for fireballs and projectiles, or he can perform a long hum for streams of fire and larger scale techniques. These soundwaves have the property to extinguish flames, and as such, they are able to fight on par with fire techniques of same rank. Although both elements are not considered solid, the amazing properties of low frequency soundwaves are what make this possible. The principle is simple, as the low frequency soundwaves are mechanical pressure waves that cause vibrations in the medium in which they travel, sound waves have the potential to manipulate both burning material and the oxygen that surrounds it. If the sound could be used to separate the two, the fire would be starved of oxygen and, accordingly, would be snuffed out. Essentially, these soundwaves are used to vibrate the oxygen particles within the air surrounding the fire, which forcefully renders them unusable to fuel the fire, and support its burning. Through trial and error, the user has come to an understanding that the best effect is achieved with soundwaves that range from 30 to 60 Hz, which are sounds on the lower end of the human hearing scale. Although the soundwaves can be heard, they are more likely to be felt at a larger margin. Unfortunately, as these soundwaves collide with fire techniques, their potential energy gets negated and the soundwaves dissipate harmlessly into the suroundings. These soundwaves can be either focused for a better effect on smaller areas, or dispersed in order to cover a larger area and extinguish a larger flame. Either way, these soundwaves don't have the property to harm the opponent directly.
Note: Can't use other Sound techniques in same turn when S rank is used
Note: S rank can only be used twice per battle
Note: A rank can only be used three times per battle
Note: Can only be taught by McRazor

Proof



‡ Pending ‡ Leaving for Lord of Kaos.
 
Last edited by a moderator:

Twilight

Active member
Elite
Joined
Mar 10, 2014
Messages
7,361
Kin
826💸
Kumi
3,282💴
Trait Points
0⚔️
Awards
(Kenjutsu: Enbu ranmyaku) Sword Art: Waltz Of Chaos
Type: Offensive | Defensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique was made to use in conjunction with samurai techniques but was later earn and adapted to the shinobi culture allowing regular swordsman to use this style but without combining it with anything. This technique is unique as it does not use chakra waves as a source of this jutsu but shockwaves amplified by chakra. The user will gather up large amounts of chakra into their sword and swing it in the direction of the opponent creating a massive shockwave in its wake, becoming bigger and dealing more damage the more chakra the user put into the sword strike to create the shockwave. Due to the nature of this technique it does no slicing damage, only blunt damage but plays is neutral to elemental strength and weaknesses. The weakest version of this technique (C rank) is strong enough to cause mild blunt damage to the opponent, and even repel harden elements such as earth and steel C rank and below, while the strongest (S rank) once the shockwave is released is strong enough to cause destruction on its path breaking up the earth as it travels in a violent motion. Each rank of the technique has a diameter of their attack. C rank extends 5 meters wide and 1 meter long, B and A rank extends to 10 meters wide and 5 meters long, while S rank reaches 15 meters wide and 8 meters long.

Note: This technique can be used in conjunction with any samurai technique within reason , and will be used in the same time frame as the samurai technique.
Note: This technique when used in conjunction with a samurai technique will always be A rank and give the samurai technique +20
Note: A-S rank version of this technique can only be used twice each
Note: C rank version can reach short range, B-A can reach mid range , and S rank can reach long range.
Note: Must wait two turns after using S rank and one turn after using A rank
Note: The user cant use any jutsu above S rank this turn or next if used with S rank

‡ Declined ‡ Similar techniques exist.

(Shakuton: Taisan hatsugen) Scorch Stylel: Disperse Revelation
Type: Supplementary | Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is an extremely useful technique when you are stuck in a tight situation, and have very little time to react. The user will gather up large amounts of their scorch chakra changing the property of their body into pure scorch throughout their body while almost instantly surging that chakra outward causing their body to disperse. The user can disperse into two ways, one being scorch waves. If the user disperse into scorch waves, they will spread all around (up to long range) like mist. This will not only heat up the surroundings wilting anything that contains moisture (excluding humans), but it will also limit the opponents sight, similar to regular mist not allowing them to see anything outside of short range. Or two, the user can disperse into hundreds of mini mini scorch orbs the size of marbles that also disperse up to long range. Unlike the scorch wave, this technique does not evaporate the moisture and limit the sight, but radiates potent heat from the mini scorch orbs which would cause 3rd degree burns on whoever is within the disperse scorch technique, causing the opponent to not only be burnt to their body to be majorly tender, causing them additional damage throughout the battle. The real unique thing about this technique is that, the scorch is an extension of the users self and can reform wherever scorch is present on the field excluding three meters around the opponent by causing all of the scorch to be directed and reform at said location. Making this technique a great technique for evading and attacking at the same time.

Note: This technique can only be twice
Note: This technique can only utilized the wave and the mini mini scorch suns once (Meaning once you use the scorch wave version the first time, you cant use it the second time)
Note: This technique last for one move slot
Note: This technique can not be used in the same turn as scorch techniques
Note: Must wait 2 turns before using this technique again

‡ Declined ‡ Similar to a technique that Teno has. One which turns the user's whole body into Scorch.

(Shakuton: Gokuin Helios) Scorch Style: Seal Of Helios
Type: Offensive | Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a very powerful technique of the scorch style. The user can use and initiate this in two ways, the first way being, the user channel their scorch chakra while slamming their hands on the ground, causing a 7x7 meter symbol that takes the color of a glowing white hue. Once done the user will do one handseal channeling more chakra into the symbol causing the symbol to ignite with scorch chakra, causing the symbol to give to radiate very powerful and potent heat that will scorch any and everything above the symbol up to 5 meters. Or second, the user can use this defensively by extending their hand causing a huge symbol imbued with scorch to appear several inches infront of the users hand in a 5x5 radius, causing the potent heat from the scorch symbol to radiate forward 5 meters forward, defending himself from certain jutsus and even scorching anybody who comes in radius of the technique .

Note: Can only use twice
Note: Cant use any scorch techniques S rank or above in the same turn or next
Note: Must wait 2 turns before using this technique again

You must be registered for see images

‡ Approved ‡
 
Last edited by a moderator:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
Hōgyoku | Breakdown Sphere
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (-10 per turn of transformation process, -40 per transformation, -20 for Divino)
Damage: N/A (-10/-20/-30 per activation based on each form, -30 per Divino)
Description: Born from a union between science and chakra, the Hōgyoku is just like in the case of Samehada, a parasitic organism, but different from many we have seen prior. The organism is trapped into a hardened layer of itself, in a spherical shape, looking almost as a gem stone, shining blue. This organism is implanted in the user’s chest, connected via medical jutsu to the different chakra network channels. The Hōgyoku was projected to read the different kinds of wavelength of the chakra released. We have seen in the series that the chakra has a very deep connection to the emotional cases of the user, so the moment when the chakra requires or needs more power, it will project that very desire into the chakra itself, being read by the weapon. The Hōgyoku is capable of growing at will and since it is implanted into the user’s chakra system and body, due to the connection it has to the blood vessels it can travel across the body of the ninja or shinobi to different locations, making its true purpose shine. The Hōgyoku can at will, grow at different parts of the users body, creating a very monstrous shape, working as a both outer and inner armor, which leaks out of the pores and forms, keeping the skin and muscle tissue of the person inside these inner created layers. The Hōgyoku will be able to form a very special cover around very specific wounds, keeping the body together, but not in any way healing them. This organism is a parasitic one who helps the user, but does not heal him, so as the turns continue, the damage would get worse and more infected, but still work, due to the effect of the organic material Hōgyoku is made out of. As for the transformations, due to the extensive and complex process of molecular restructuring and transformation, the subject must wait one turn after each transformation before beginning another. All changes to the subject are irreversible, and permanently active unless an area unprotected by the membrane armor has been attacked. The Hōgyoku will passively recover from any damage sustained to its organic material proportionate to its durability, while any membrane armor that sustains damage from one rank higher than its durability can only be recovered from once.

No mention of an organism for a weapon. To make a weapon that can be fused with you you need med training. This is already way too much and beyond a normal ninja.. i don't even need to read the rest. Declined.

First Fusion: Crisálida

After 1 turn, the first transformation will complete, which will be marked by the release of a massive discharge of purple energy that can potentially harm any that are too close. Upon transforming, the user will emerge with a phantom-like appearance, consisting of a white cloak which is split in four sections near the waist. There is a cross in the middle of the cloak, showing where the Hōgyoku is embedded in the subject. The subject's attributes will be boosted, being able to hit harder and endure more physically (+5 on all subject's Taijutsu and Kenjutsu, -5 from all techniques where damage is physical or concussive), and their techniques will be more powerful than before (+5 damage on all normal and elemental Ninjutsu). In response to attacks of at least C-Rank, the white cloak appears to crack and fold, and is able to be broken, at which point the user's actual body is exposed, with additional physical changes being observable; their eyes turning grey with purple sclera and longer hair.

You must be registered for see images
You must be registered for see images

Second Fusion: Evolucionar

The subject may not begin another transformation process until one turn after the completion of the first transformation. Upon which, the subject may then begin the next. The transformation process requires 2 turns to complete, during which the same abilities regarding attribute increases apply. After the transformation process completes, the subject will emerge from an explosion of energy similar to that of the last transformation. The subject will have undergone an even more drastic physical change: the subject has a hole in the center of their chest with a cross in the middle of it. The form-fitting white robe which enveloped the subject in the previous form lengthens, and flares out at the ends. In this form, the subject's irises vanish, as well as their eyebrows. Embedded in their forehead is a diamond-shaped object. The most distinguishing feature of this transformation is the 3 sets of butterfly-like wings of B-Rank durability which can be used to cover short-range distances at rapid speeds when flapped (use of the wings counts as a move). With this transformation, the user stacks the same ± (plus/minus) attribute boosts by an additional 5 points from their previous form (in total, +10 on all subject's Taijutsu and Kenjutsu, -10 from all techniques where damage is physical or concussive, +10 damage on all basic and Elemental Ninjutsu). In this transformation, the membrane armour covers all parts of the body except for the head.

You must be registered for see images

Final Fusion: Divino

Upon completion of the second transformation, the subject must wait one turn until they can begin their next and final transformation. After the transformation process completes, which takes 3 turns, the subject will enter their final transformation stage. The subject will take on a very demonic appearance, the diamond-shaped point has broken open, revealing a vertical black third eye upon the center of the subject's forehead, and the skin on the face splits open down the middle and pulls back around the sides of the head to reveal a blackened, demon-like skull. The subject gains three holes running vertically down his chest, the Hōgyoku standing at the center of the top hole. Additionally, the subject's feet become single claws, and their hands and feet become blackened. The butterfly-like wings change into a set of six sheet-like wings, now of A-Rank durability, with eyes set upon the center, adorned with demonic skulls, and trailing into tendrils. The user will stack an additional ±5 points for a cumulative total of ±15 points by this stage, in addition to the same utility of wings as the previous form granted. This is the most offensively oriented form that the Hōgyoku grants the subject, as the small skulls on the wings now have attack capability. Each of them can fire off a small, compressed ball of Fire chakra that will detonate on impact and create a large explosion (each fireball is of A-Rank strength, an individual usage counts as a move, and can reach up to mid-range). In addition, by drawing on the subject's chakra, the Hōgyoku can fire an extremely powerful blast of a bluish-purple colour of S-Rank that can reach up to long-range with a diameter of 7 inches, and counts towards the move limit. The membrane armour covers the whole body in this transformation.

You must be registered for see images

With each of the forms, the user will lose a total of 10 – 20 – 30 health at the moment each form is activated. upon each activation as the lasts form itself will absorb up to 20 chakra points per turn and 20 health as well. Under a larger influence of the said weapon in its Divino form, since the organism is in a blooming phase, it will affect his emotional and mental state, slowly, making the change irreversible and overtaking the user itself. This form would indicate the total mental death of the user, leaving him as a slaughtering monster. The last form can last a total of 5 turns before this would happen.

Notes

- The shockwave, for all intents and purposes, is of B-Rank strength and is short-range
- Attribute bonuses are passive, but will not apply when an unprotected area is struck
- Each transformation counts as a move during the turn the process begins
- Can only be used by Rᴜʀūsʜᴜ

Meiton: Kurohitsugi | Dark Release: Black Coffin
Type: Offense/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique is the ultimate pinnacle of Dark usage. Using chakra that has been absorbed from two uses of Inhaling Maw, or Ultimate Inhaling Maw, the user channels all of it into a concentrated orb between the fingers in their hand. Then, the chakra will ripple out as several bolts which will occupy four spots around the enemy in a quadrilateral formation. At which point, the user then manipulates the chakra so that it connects and begins to form a box around the opponent. The formation of the box is quite quick, only taking a moment to complete. Once the box has been created, with the target inside, it will begin to siphon chakra from anything caught inside with extreme power. The force of the suction will cause major physical harm to the opponent, as their body is being violently pulled along with the chakra due to the pressure of the suction. The chakra sapped will be absorbed by the user and immediately converted into Dark chakra. However, it should be noted, that due to the amount of chakra and control required to create the box and employ the suction powers, other techniques cannot be used at the same time, or the jutsu will fail.

Notes

- Can only be used twice per battle
- Must have converted chakra from one use of Ultimate Inhaling Maw, or two uses of Inhaling Maw
- Can only be taught by Rᴜʀūsʜᴜ



Declined - seems to me your combining the two methods of dark release but not in the right way. You use inhaling maw to absorb after that it's released as blue fire for attack, the blue fire/energy doesn't absorb in the way you've described.
Resubmitting and new submission

Hōgyoku / Breakdown Sphere
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (-10 per turn of transformation process, -40 per transformation, -20 for Divino)
Damage: N/A (-10/-20/-30 per activation based on each form, -30 per Divino)
Description: Born from a union between science and chakra, the Hōgyoku is just like in the case of Samehada, a parasitic organism, but different from many we have seen prior. The organism is trapped into a hardened layer of itself, in a spherical shape, looking almost as a gem stone, shining blue. This organism is implanted in the user’s chest, connected via medical jutsu to the different chakra network channels. The Hōgyoku was projected to read the different kinds of wavelength of the chakra released. We have seen in the series that the chakra has a very deep connection to the emotional cases of the user, so the moment when the chakra requires or needs more power, it will project that very desire into the chakra itself, being read by the weapon. The Hōgyoku is capable of growing at will and since it is implanted into the user’s chakra system and body, due to the connection it has to the blood vessels it can travel across the body of the ninja or shinobi to different locations, making its true purpose shine. The Hōgyoku can at will, grow at different parts of the users body, creating a very monstrous shape, working as a both outer and inner armor, which leaks out of the pores and forms, keeping the skin and muscle tissue of the person inside these inner created layers. The Hōgyoku will be able to form a very special cover around very specific wounds, keeping the body together, but not in any way healing them. This organism is a parasitic one who helps the user, but does not heal him, so as the turns continue, the damage would get worse and more infected, but still work, due to the effect of the organic material Hōgyoku is made out of. As for the transformations, due to the extensive and complex process of molecular restructuring and transformation, the subject must wait one turn after each transformation before beginning another. All changes to the subject are irreversible, and permanently active unless an area unprotected by the membrane armor has been attacked. The Hōgyoku will passively recover from any damage sustained to its organic material proportionate to its durability, while any membrane armor that sustains damage from one rank higher than its durability can only be recovered from once.

First Fusion: Crisálida

After 1 turn, the first transformation will complete, which will be marked by the release of a massive discharge of purple energy that can potentially harm any that are too close. Upon transforming, the user will emerge with a phantom-like appearance, consisting of a white cloak which is split in four sections near the waist. There is a cross in the middle of the cloak, showing where the Hōgyoku is embedded in the subject. The subject's attributes will be boosted, being able to hit harder and endure more physically (+5 on all subject's Taijutsu and Kenjutsu, -5 from all techniques where damage is physical or concussive), and their techniques will be more powerful than before (+5 damage on all normal and elemental Ninjutsu). In response to attacks of at least C-Rank, the white cloak appears to crack and fold, and is able to be broken, at which point the user's actual body is exposed, with additional physical changes being observable; their eyes turning grey with purple sclera and longer hair.

You must be registered for see images
You must be registered for see images

Second Fusion: Evolucionar

The subject may not begin another transformation process until one turn after the completion of the first transformation. Upon which, the subject may then begin the next. The transformation process requires 2 turns to complete, during which the same abilities regarding attribute increases apply. After the transformation process completes, the subject will emerge from an explosion of energy similar to that of the last transformation. The subject will have undergone an even more drastic physical change: the subject has a hole in the center of their chest with a cross in the middle of it. The form-fitting white robe which enveloped the subject in the previous form lengthens, and flares out at the ends. In this form, the subject's irises vanish, as well as their eyebrows. Embedded in their forehead is a diamond-shaped object. The most distinguishing feature of this transformation is the 3 sets of butterfly-like wings of B-Rank durability which can be used to cover short-range distances at rapid speeds when flapped (use of the wings counts as a move). With this transformation, the user stacks the same ± (plus/minus) attribute boosts by an additional 5 points from their previous form (in total, +10 on all subject's Taijutsu and Kenjutsu, -10 from all techniques where damage is physical or concussive, +10 damage on all basic and Elemental Ninjutsu). In this transformation, the membrane armour covers all parts of the body except for the head.

You must be registered for see images

Final Fusion: Divino

Upon completion of the second transformation, the subject must wait one turn until they can begin their next and final transformation. After the transformation process completes, which takes 3 turns, the subject will enter their final transformation stage. The subject will take on a very demonic appearance, the diamond-shaped point has broken open, revealing a vertical black third eye upon the center of the subject's forehead, and the skin on the face splits open down the middle and pulls back around the sides of the head to reveal a blackened, demon-like skull. The subject gains three holes running vertically down his chest, the Hōgyoku standing at the center of the top hole. Additionally, the subject's feet become single claws, and their hands and feet become blackened. The butterfly-like wings change into a set of six sheet-like wings, now of A-Rank durability, with eyes set upon the center, adorned with demonic skulls, and trailing into tendrils. The user will stack an additional ±5 points for a cumulative total of ±15 points by this stage, in addition to the same utility of wings as the previous form granted. This is the most offensively oriented form that the Hōgyoku grants the subject, as the small skulls on the wings now have attack capability. Each of them can fire off a small, compressed ball of Fire chakra that will detonate on impact and create a large explosion (each fireball is of A-Rank strength, an individual usage counts as a move, and can reach up to mid-range). In addition, by drawing on the subject's chakra, the Hōgyoku can fire an extremely powerful blast of a bluish-purple colour of S-Rank that can reach up to long-range with a diameter of 7 inches, and counts towards the move limit. The membrane armour covers the whole body in this transformation.

You must be registered for see images

With each of the forms, the user will lose a total of 10 – 20 – 30 health at the moment each form is activated. upon each activation as the lasts form itself will absorb up to 20 chakra points per turn and 20 health as well. Under a larger influence of the said weapon in its Divino form, since the organism is in a blooming phase, it will affect his emotional and mental state, slowly, making the change irreversible and overtaking the user itself. This form would indicate the total mental death of the user, leaving him as a slaughtering monster. The last form can last a total of 5 turns before this would happen.

Notes

- The shockwave, for all intents and purposes, is of B-Rank strength and is short-range
- Attribute bonuses are passive, but will not apply when an unprotected area is struck
- Each transformation counts as a move during the turn the process begins
- Can only be used by Rᴜʀūsʜᴜ

‡ Declined ‡ This was written very well and while I like the general concept, I have a few problems with this. The boosts and abilities are too generic. The 2nd form is basically Curse Mark Level 1. Take away the reduced damage you take while this is active. The weapon should have a set durability and you need to clearly state this. Since it essentially covers you completely like an armour, it's durability will need to be lower or it shouldn't be capable of regenerating from insufficient damage. The latter would essentially give you an equal or greater damage immunity than the 3rd Raikage and I can't allow that. Basically you just need to base the abilities around something else e.g. the Dark Release KG.

Meiton: Kurohitsugi / Dark Release: Black Coffin
Type: Offense/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique is the ultimate pinnacle of Dark usage. Using chakra that has been absorbed from two uses of Inhaling Maw, or Ultimate Inhaling Maw, the user channels all of it into a concentrated orb between the fingers in their hand. Then, the chakra will ripple out as several bolts of condensed, solid dark chakra which will occupy four spots around the enemy in a quadrilateral formation. At which point, the user then manipulates the chakra so that it connects and begins to form a box around the opponent. The formation of the box is quite quick, only taking a moment to complete. Once the box has been created, with the target inside, it will begin to siphon chakra from anything caught inside with extreme power. The force of the suction will cause major physical harm to the opponent, as their body is being violently pulled along with the chakra due to the pressure of the suction. The chakra sapped will be absorbed by the user and immediately converted into Dark chakra. With this property of the box, the target will only be able to use Water and Earth techniques to break the box, as the technique acts as a giant absorption seal. However, it should be noted, that due to the amount of chakra and control required to create the box and employ the suction powers, other techniques cannot be used at the same time, or the jutsu will fail.

Notes

- Can only be used twice per battle
- Must have converted chakra from one use of Ultimate Inhaling Maw, or two uses of Inhaling Maw
- Can only be taught by Rᴜʀūsʜᴜ

‡ Approved ‡

Genjutsu: Taiyō ni Shisen / Illusionary Arts: Gaze into the Sun
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Utilising their chakra, the user will place their opponent in a Genjutsu where a strong light will appear behind the user, and continue to gradually strengthen to the point of outright blinding the opponent. Naturally, the opponent will take some sort of measure in order to shield their eyes from the light, but simply by looking at it for a moment will trigger the real power of the illusion. Upon seeing the light, before or after it reaches its full intensity, the opponent will lose their ability to see, as a result of electronic signals forcing the eyelids to shut as a result of the trauma on the eyes' cornea, sclera and retina. If the Genjutsu isn't broken within a turn, the burning sensation in their eyes will cause them to faint.

Notes

- Can only be used once per turn.
- Can only be used twice per battle.
- Can only be taught by Rᴜʀūsʜᴜ

‡ Declined ‡ Similar techniques exist.
 
Last edited by a moderator:

House

Active member
Legendary
Joined
Sep 4, 2010
Messages
17,702
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(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?
Resubmit:

(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's head will stand intact and will survive the blast that will be used to re-build himself. The user will start re-building himself from the head to the bottom 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 - gonna be a pain here. Right the concept is fine, but what happesn to the head, does it go up into the air or blasted back ect? Next, you rebuid your body but then your flesh is gone for good so then how dod you overall die later on ect..

Resubmit:

(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. When these rockets go through underground, they'll have drills on the front of them to be able to dig through the ground to the target. 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 - restriction for S rank isn't enough... only effecting asura path on a nagato bio which is a mini god... come on bro

Resubmit:

(Kami no kyū) - Divine Black Spheres
Type: Offense/Supplementary/Defense
Rank: A
Range: Short-Long
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 a a-ranked chakra shockwave towards that directions or in any direction in the user's desire made out of pure chakra. The release of the chakra shockwave counts as a turn. 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 - after second thoughts, the chakra shockwave kinda clashes with existing things the only difference is that nagato makes the chakra rod balls

(Kinjutsu: Nakara no Ken: Musabori Unmei no Zen'nō Surasshu) - Forbidden Technique: Sword of Nakara: Almighty Slash of Devouring Destiny
Type: Offense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: Once the user activated Nakara Path, Asura Path, and the King of Hell has been summoned, the user grows a rather large in size machinery arm from one of his shoulder with an already premade extremely wide hilt on the end of the arm. Another arm grows from the user's chest and the user's back to hold such a massive hilt. The arms and hilt may be done in the same time as Asura Path being activated and lay dormant until the sword needed. The rather huge in size bright purple mechanical arms is covered in Kanji God symbols for cosmetic purposes. Once the arms grew out of the user, the user using the ability of the King of Hell, wraps its tendril like arms from its mouth around the user's hilt. Once the King of Hell and the user established connection, the user creates an intangible massive sword of chakra that has the color purple hue to it. Rivaling that of a sword of Totsuka, the user may swipe towards their enemy and draw out an apparition of the victim's life force energy. The drawn out life force of the enemy stays in the King of Hell. Due to being only susceptible to life force energy, it will pass through any physical and intangible/tangible techniques and won't affect them in any way.
-Can only used by House
-Requires Asura Path, Nakara Path, and the King of Hell to be active
-Useable 1 times per battle
-Stays active for 3 turns.
-Cannot use higher then A-ranked rinnegan techniques in the following turn
-Due to the massive size and the enormous chakra consumption, the user suffers -20 damage.


 Declined  DNR. Kinjutsu customs are forbidden and have been so for a long time. No exceptions.
 
Last edited by a moderator:

Professor Sarutobi

Active member
Legendary
Joined
Dec 12, 2010
Messages
10,582
Kin
10💸
Kumi
0💴
Trait Points
0⚔️
Originals with links below.
Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean
Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 3 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 3rd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 3rd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 3 turns to fill underground and erupt up.
-Can only use 2 jutsu the turn this begins
-Only taught by Professor Sarutobi.
-No water techniques the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.

Approved:

Suiton: Kyousei Mizu Kataino Jutsu)- Water Release: Great Water Leg Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: (+10 to physical attacks done with legs)
Description: By putting the Hydration Technique into practical use, the muscles in the user's legs are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the both legs. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high.This jutsu gives the user slightly enhanced speed the user is also then capable of crushing both rock walls (c rank and below) and making large dents in steel doors with a single kick.
Note: Must use Hydration Technique before hand and be a member of the Hozuki Clan.
Can only be used 3 times per battle
Lasts 3 turns.
While in use the user can't use elements other than Water.
While in use the user's arms are weaker then normal, preventing Arm based taijutsu.

Approved:

Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 3 turns or until canceled.
Approved:


(Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean
Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 2 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 2nd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 2nd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 2 turns to fill underground and erupt up.
-Only taught by Professor Sarutobi.
-No water techniques above A rank the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.

‡ Update Approved ‡

(Suiton: Kyousei Mizu Kataino Jutsu)- Water Release: Great Water Leg Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: (+20 to physical attacks done with legs)
Description: By putting the Hydration Technique into practical use, the muscles in the user's legs are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the both legs. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high.This jutsu gives the user slightly enhanced speed the user is also then capable of crushing both rock walls (c rank and below) and making large dents in steel doors with a single kick.
Can only be used 3 times per battle
Lasts 3 turns.
While in use the user can't use elements other than Water.
While in use the user's arms are weaker then normal, preventing Arm based taijutsu.
Increases user's running speed by x1.5 their normal speed

‡ Update Approved ‡

(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts until canceled.
Increases user's reaction speed x2

‡ Pending ‡ Can't check this as I have the technique.

Declined - needs a turn limit
 
Last edited by a moderator:

ZK

Active member
Legendary
Joined
Oct 1, 2010
Messages
16,237
Kin
821💸
Kumi
46,283💴
Trait Points
0⚔️
Awards
Resubmitting this: (I can't quote the submission since the thread is locked)

(Ryūgūnotsukai ♦ Inpu) – Messengers of the Dragon Palace ♦ Kalithresh the Keeper of Seals
Type: Summoning
Rank: S-Rank
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Ryūgūnotsukai are snakes whom have used the Shadow Mirror Body Change Method (Kage Kagami Shiten No Hou) to permanently alter their appearance, assuming a different, more regal form. The group, commonly referred to as Naga, believe they have evolved to become ‘dragons’ in their own right.
The Naga is a reptilian creature with 2-6 limbs and a humanoid torso merging into a serpent hind section. Myrmidons and Naginis, males and females respectively, are somewhat aquatic in nature, with a large set of lungs in what would be the equivalent of the human chest and a larger, secondary lung posterior to the intestines. They also has two large hearts – the primary one in the chest and the secondary one posterior to the intestines – that keep their blood oxygen-rich, allowing them to use their hind section to slither across land at high speed and maneuver perfectly in water. With their thick, smooth scales and large, partially-webbed hands to boot the Naga are fast at land and even faster at sea.
The Ryūgūnotsukai appear to be part humanoid and part serpent. Their physical appearance varies greatly from Naga to Naga and some have bizarre mutations. The powers and effects of the Shadow Mirror Body Change Method are unpredictable and the mutations manifest in different ways. Many of these mutations are cosmetic in nature; soft spines running down their backs, or, unique to males; thick tendrils coming out of their chin in resemblance of facial hair. Some mutations, however, are more extensive and a number even appear suitable for combat. In this way the Naga have ‘evolved’ an array of genetic variations and defenses.
Generally, Naga only marginally resemble the snakes they once were. Their reptilian features are warped and twisted. They are powerfully built and the heads of the Myrmidons are reminiscent of dragons. The group averages at a height of 10 feet (3 meters), but a minority has shown the ability to reach heights of up to 20 feet (6 meters). Both males and females store very little fat in their bodies, having two stomachs, two livers and a very high rate of metabolism.
Due to only having existed in nature for some twenty years Naga prefer to settle in environments where they can integrate into the food chain with little to no fuss. This means that humans are very unlikely to find tribes anywhere near their dwellings. Coupled with their aquatic nature Naga habitats are usually found in humid, thickly jungled or forested areas with large bodies of water nearby.
Naga society is dominated by Naginis. Myrmidons – stronger (able to lift 3 times their body weight) and tougher than Naginis, and capable of withstanding a great deal of bodily injury – act as frontline soldiers and guards. They are strong melee combatants and willingly come to grips with the enemy. They are also seen as expendable compared to fertile females, whose standing in society correlates with how many eggs they lay. Female Naga are also physically unsuitable for hard labor, their bodies designed with flexibility and guile in mind instead of brute force. They are tall and slender, with fine scales covering their angular features.
Despite technically still being a part of the Snake Contract the Ryūgūnotsukai share little kinship with Manda’s faction of reptiles. Their coming into existence through a complex technique only fuels the Naga’s arrogance and has led them to become beasts of pride; they consider snakes and other reptiles inferior and often compare themselves to Dragons in terms of strength and power. Through the few years of human contact they have had with what would later become their summoners the Naga have developed a sophisticated written and spoken language of their own. A language that they, in return for texts and lessons on human linguistics, teach humans they deem worthy.
In practical terms a Ninja whom has signed the Snake Contract can, through many trials and hardships, establish a connection with the Naga Tribes. With such a bond, the Ninja can learn to summon Naga to their aid. Due to their aquatic nature Naga, as a variation of the ‘Food Cart Destroyer’ technique, can be summoned in bodies of water.
Kalithresh is a 3 meters tall Myrmidon with 2 arms, coal black skin, ebony eyes and a large, soft spine fin running down his back. The Keeper possesses a powerful physique and is rarely seen without his signature black trident that he carries with him to battle. Kalithresh is the Keeper of the Book of Seals; a collection of Fūinjutsu jealously guarded by the Naga, and is thus considered their most prominent sealing master.
Of his many abilities the Keeper’s foremost specialty is to identify and destroy sealing techniques of all kinds. Through a permanent affixture of the Dark Ecriture seal he is able to passively detect and identify the purpose of all seals within mid range of his person. Seals of A-rank and below are simple enough that Kalithresh can discern their effects even if they are hidden by some means while S- and Forbidden-ranked seals have to be within his field of vision.
Once identified the Keeper is able to prevent seals from being activated by disassembling their vital components though infusions of his own chakra. Seals that have already been activated will cease to function while he's on the field. This effect is attributed to Kalithresh’s intricate knowledge of the fine mechanics of all seals. He is furthermore able to completely destroy seals of A-rank and below using these infusions, though this costs a move for every seal. He is similarly able to destroy a single seal of A-rank upon being summoned. This doesn't cost a move.
-Can only be summoned once (1) and remains on the field for a maximum of four (4) turns.
-Can only be taught by ZK.

‡ Declined ‡ After thinking on this, I can't allow him to shut down all seals just by being summoned. He can keep the seal destruction ability (you can up the rank of it to S-Rank seals) but it will count as a move per seal destroyed. So you can potentially summon him and destroy three seals in one turn. Then 1-3 seals thereafter for every turn he's on the field.
 
Last edited by a moderator:

KeotsuEclipse

Active member
Elite
Joined
Jan 14, 2009
Messages
9,347
Kin
154💸
Kumi
114💴
Trait Points
0⚔️
Coding is a little weird because I tried to quote the locked threads by hand...

Referenced Custom Weapon:
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.
*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
You must be registered for see images
Re: ±±Custom Jutsu Submission±±

Referenced CW

You must be registered for see images
Originally Posted by KeotsuEclipse
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.
*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.



You must be registered for see images
Originally Posted by KeotsuEclipse
(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue katana, the blue color of the sky at dawn. The katana is longer than a standard katana, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.

‡ Both Pending ‡ Leaving for Typhon.

☼ Declined ☼

Concept is fine, but you need to explain how the range is extended.




(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue nagamaki (essentialy a katana with a hilt as long as its blade), the blue color of the sky at dawn. The nagamaki's blade is longer than a standard katana's, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level; this is achieved by the sheer length of the blade itself extending the range of physical attacks, and by reinforcing energies that move across the blade, to augment energy based attacks.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
Nagamai
You must be registered for see images
Are you trying to say this extends the blade with chakra around it like samurai arts? Once the blade is made which is a long blade? Just clear that up please.

(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage. All Kenjutsu attacks have a doubled chakra cost, but are twice as effective.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
You must be registered for see images

Declined - The bolded bit at the bottom, can you explain this please?
(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue nagamaki (essentially a katana with a hilt as long as its blade), the blue color of the sky at dawn. The nagamaki's blade is longer than a standard katana's, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level; this is achieved by the sheer length of the blade itself extending the range of physical attacks, and by reinforcing energies that move across the blade, to augment energy based attacks; that is, physical attacks are extended in range due to the blade being nearly twice as long as a normal sword, and energy attacks are increased in range because the nature of Mythos in this form allows their energies to be further refined so that they can be stretched to further ranges without a loss in effectiveness.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
Nagamai
You must be registered for see images

‡ Approved ‡

(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage. All Kenjutsu attacks have a doubled chakra cost, but are twice as effective, doing twice as much damage with offensive techniques, allowing them to fight on ground with techniques of equal damage, and doubling the effectiveness of defensive techniques, allowing them to block twice the damage they did before.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
You must be registered for see images

‡ Declined ‡ Boosts of x2, even if they're defensive, will not be approved. The maximum I'm going to allow is +20.

(Densetsu-no Kamei Gigei: Dyurandaru) Legendary Command Art: Durendal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Durendal", from the French "to endure". This is Keotsu's preferred form for Mythos, and in this form Mythos takes on the form of a remarkable straight sword with black colored metal, though the edges gleam a mirror-like silver. True to its name, the Durendal form is meant for long bouts, and helps augment the energies that move across Mythos so that Keotsu's energies go further, making it so that all Kenjutsu techniques of any type have their chakra cost halved, and Kenjutsu techniques that have a per-turn upkeep cost have that cost reduced by half. Likewise, when energies are drawn into Mythos that would normally be negated or neutralized due to the blade's composition, half the chakra cost of that technique is instead fed back into Keotsu's reserves.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
You must be registered for see images

‡ Approved ‡
 
Last edited by a moderator:

ReXii

Active member
Legendary
Joined
Jun 29, 2011
Messages
15,794
Kin
1,402💸
Kumi
222💴
Trait Points
15⚔️
Awards
(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.
-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
(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 original raw ninjutsu techniques in the past, 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 his original jutsu 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 some basic ninjutsu. 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 some basic ninjutsu 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. With the chakra coat applied the user can access the normal abilities by shifting the chakra coat from an aura to an enhancement at will. For example shifting the entirety of the aura to create a large aura blade on the end of his fist for striking.
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 ‡ Clashes with way too many things.

(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
(Taijutsu: Koushoku Senkou ndāwārudo no fumidai ) - Taijutsu: Yellow Flash Underworld Springboard
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
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

(Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. This technique pulls the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.

~Notes~
- Usable 3x per battle
- Must be taught by ReXii

You must be registered for see images

(Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while grabbing the opponents shoulder and flipping him directly over the users shoulder using both his legs and arms to supply force in to the throw crashing his opponent in to the ground with tremendous force enough to shatter the floor and winding him along with breaking his ribs, certainly proving fatal if extra force was applied. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 20% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. Should he survive the attack of course. This technique slams the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.


~Notes~
- Usable 3x per battle
- No S rank tai the same and following turn
- Must be taught by ReXii

Both approved - changed the ranks on both as i felt they were too high and altered restrictions.

You must be registered for see images
(Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while grabbing the opponents shoulder and flipping him directly over the users shoulder using both his legs and arms to supply force in to the throw crashing his opponent in to the ground with tremendous force enough to shatter the floor and winding him along with breaking his ribs, certainly proving fatal if extra force was applied. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 20% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. Should he survive the attack of course. This technique slams the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.


~Notes~
- Usable 3x per battle
- No S rank tai the same and following turn
- Must be taught by ReXii

‡ Updates Approved ‡
 
Last edited by a moderator:

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
(Taijutsu: Sakuryaku no Kingu) - Body Technique: King's Gambit
Type: Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description Sakuryaku no Kingu, is a technique created as an opener. It's a technique made to bluntly put, barge through all obstacles to reach their target. It's technique which takes baseline in medical knowledge, and thereby the user using this techniques, needs to have completed basic med training, and achieved extraordinary-precise chakra control. Whenever the user is in any form of movement, such as running, charging, dashing and thereby classified as a Taijutsu technique. The user applies this technique, when an opposing force is originally to impact the user, which is when the user will through pinpoint timing and excellent chakra control, release a burst from the tenketsu they would've hit, 'blasting' it away. It costs an additional of +10 chakra depending on the chakra used for the opposing technique. It contains a cooldown of two turns. While it may 'blast' opposing techniques away, it doesn't prevent things such as Swamp of the Underworld, or Antlion.
As previously mentioned, rank and chakra cost pertain to that of the opposing technique, +10 additional chakra cost.

‡ Declined ‡ So Gentle Fist Style: One blow Body? This is literally just a burst of chakra from your tenketsu. I still don't get why you would need Medical knowledge for this. DNR.
 
Last edited by a moderator:

Sonnelion

Active member
Veteran
Joined
Nov 29, 2012
Messages
3,337
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(Erufu No Isan) Elven Heritage
Type: Weapon
Rank: S
Range: Short
Chakra: N/a [+20 per ability activation][+20 passively][+20 per transformation]
Damage: N/a [+40 per ability]
Description: This weapon is a ring composed of black iron and varying chakra metals that react differently depending on the amount or type of chakra being inputted. And as such it has a few abilities going along with this ability.

(Erufu No Chishiki) Elven Knowledge:
In this form it has a passive ability which is to notify the user when he/she is under genjutsu by one of the thorns on the ring growing slightly giving the user a slight prick on the finger the ring is equipped on as well as glowing a bright green depending on the rank of the technique. This is achieved by using the chakra the ring is passively absorbing to fuel the transformations and it is alerted by the change in the quality of chakra the ring receives changing. The main ability however is the ability to summon two weapons that the people known as elves used to use that originate from one of the thorns on the ring after applying chakra to the thorn.
You must be registered for see images

(Erufu No Yumi) Elven Bow:
This bow is summoned one the user inserts chakra into the first thorn, this will cause the thorn to glow green before expanding and growing like a tree except it will grow into a large 3ft long bow composed of the same metal as the ring causing it to be black in color as well as making it virtually unbreakable. The passive ability of this bow is to convert the users chakra into arrows, for each point given is 3 arrows that can be fired all at once. But the main ability, that is equal to a B-rank attack/ninjutsu, is Spectral Arrow. Spectral Arrow is a technique in which the bow and the user changes a portion of their chakra into a much larger and powerful version of the normal arrows that when fired will be sheathed in chakra as it flies at a great speed.

You must be registered for see images

(Erufu No Tanken) Elven Dagger:
This dagger is summoned in the same way the bow is except from a different thorn and has the same indestructible nature. This weapon's only ability is to turn into a chakra blade, equal to B-rank Ninjutsu, capable of cutting through most things in the way. The initial blade is 2ft long but with chakra blade mode it get a extra foot of reach. This chakra blade mode can only be used to cut through physical objects such as suiton, summons, doton, and in most cases futon(if it is a technique with shape not a strong gust of wind.) This dagger can be enhanced with technique as well as the chakra blade mode.

You must be registered for see images
Notes/Restrictions:
-Can only be used by those allowed by Sonnelion
-Requires 1 turn breaks between transformations
-Spectral Arrow requires 1 turn breaks between use
-Chakra Blade Mode(CBM) lasts for 2 turns and requires 1 turn breaks between use
-All abilities this weapon can use uses 1 of the 3 jutsus/techniques allowed per turn
-Chakra arrows fired from the bow are slightly faster than a thrown senbon and can be blocked albeit harder with
free form.
-Can only have 1 weapon out at a time
-The ring is the base form and will always remain active from the beginning of the match

‡ Declined ‡ The bow part clashes with Sniper Arts. You can have a basic bow in your bio but I'm pretty sure Bow CWs can't be made without permission.
Resubmitting: I removed all the restrictions going along with the bow as well as removed it all together. Followed by replacing it with a separate item and due to it being so much of a change I thought I should type this above so you know what changed.

(Erufu No Isan) Elven Heritage
Type: Weapon
Rank: S
Range: Short
Chakra: N/a [+20 per ability activation][+20 passively][+20 per transformation]
Damage: N/a [+40 per ability]
Description: This weapon is a ring composed of black iron and varying chakra metals that react differently depending on the amount or type of chakra being inputted. And as such it has a few abilities going along with this ability.

(Erufu No Chishiki) Elven Knowledge:
In this form it has a passive ability which is to notify the user when he/she is under genjutsu by one of the thorns on the ring growing slightly giving the user a slight prick on the finger the ring is equipped on as well as glowing a bright green depending on the rank of the technique. This is achieved by using the chakra the ring is passively absorbing to fuel the transformations and it is alerted by the change in the quality of chakra the ring receives changing. The main ability however is the ability to summon two weapons that the people known as elves used to use that originate from one of the thorns on the ring after applying chakra to the thorn.
You must be registered for see images

(Erufu No Yoroi) Elven Armor:
This is a set of armor that is summoned from the ring after inputting enough chakra into three of the thorns on the ring. This will cause the thorns to grow like a tree up the users body at a fast pace covering every inch of the users body in the same metal that the ring is made of. This doesn't weigh the user down at all despite it being a suit of armor. This suit of armor has the passive ability of being strong enough to be able to withstand C-rank and below attack without any damage being transferred to the user. Naturally raiton is only D-rank due to the armor being metal. Furthermore the head piece that forms around the users head can be expanded to block out any hazardous poisons as well as a unnatural level of light unless the technique is A-rank or higher. The active ability is called Demon Aura. Demon Aura lvl. 1 is, rank B in power, when the user claps his/her hands together infusing their chakra with the stored chakra in armor that has been passively being absorbed every turn to cause a fast travelling thin and sharp circle at waist height to go outwards cutting anything in it's path.


You must be registered for see images

(Erufu No Tanken) Elven Dagger:
This dagger is summoned in the same way the armor is except from a different thorn and has the same indestructible nature. This weapon's only ability is to turn into a chakra blade, equal to B-rank Ninjutsu, capable of cutting through most things in the way. The initial blade is 2ft long but with chakra blade mode it get a extra foot of reach. This chakra blade mode can only be used to cut through physical objects such as suiton, summons, doton, and in most cases futon(if it is a technique with shape not a strong gust of wind.) This dagger can be enhanced with technique as well as the chakra blade mode.

You must be registered for see images
Notes/Restrictions:
-Can only be used by those allowed by Sonnelion
-Requires 1 turn breaks between transformations.
-The Armor lasts as long as the user wills it.
-Chakra Blade Mode(CBM) lasts for 2 turns and requires 1 turn breaks between use.
-All abilities this weapon can use uses 1 of the 3 jutsus/techniques allowed per turn.
-Can only have a single transformation active at a time.
-Demon Aura requires 1 turn breaks between use.
-The ring is the base form and will always remain active from the beginning of the match.

‡ Declined ‡ All of these abilities are generic and have been done before. DNR.

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


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



You must be registered for see images




Leaving both for NK
Resubmitting: Been over a month and hasn't been checked so I'm resubmitting assuming it was forgotten.

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

‡ Declined ‡ Similar techniques exist.

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



You must be registered for see images




‡ Declined ‡ This is just another version of Marten/Weasels and either way, it's been tried in the past.
 
Last edited by a moderator:

Omega

Active member
Legendary
Joined
Apr 24, 2013
Messages
10,018
Kin
49💸
Kumi
16💴
Trait Points
0⚔️
Awards
(Kuchiyose no Jutsu: Ruby and Beryl) - Summoning Technique: Diamond and Pearl
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user draws blood then claps their hands to summon Diamond and Pearl. They are sister salamanders said to be the sword and shield of the Salamander summons, and are very useful despite their small size. They both share some basic traits, such as immunity to A rank and below fire. Furthermore, they are both able to expel a rushing, poisonous gas cloud, similar to Ibuse, that can reach up to mid range. This act costs a move for each salamander who performs the jutsu, and the gas cloud is B rank for each salamander.

Diamond: Diamond, is a bright, almost glimmering, colored salamander known for being the more well behaved of the two sisters and sits upon the shoulder of the user when summoned. She is offensive oriented and is capable of using any Katon jutsu that the user knows up to S rank without the need to use handseals.

Pearl: Pearl is the more energetic, yet defensive minded of the two Salamanders. When summoned she rests on the shoulder of the user and possesses two very distinct abilities to aid the user in order to make up for her lack of offensive prowess. 1) Sun Fire: At the cost of a move, Pearl can channel Katon chakra into an existing flame, or jutsu to brighten it to blinding levels. As long as the fire source is still active, the jutsu will blind everyone currently on the battlefield. 2)Haze Fire: At the cost of a move, Pearl will channel Katon chakra around the user to create a 5 meter thick membrane (A rank) of Katon chakra that encases the user. This membrane effectively generates immense amounts of heat up to short range of the user. The heat is so great that the area around the user becomes distorted. (This is cosmetic.) The ground beneath the user becomes scorched, and nearby vegetation is burned. This defensive jutsu has the following effects. 1) Water moisture short range of the user cannot be used as a source for jutsu due to the air being completely dried out. 2) Entering short range of the user will result in severe burns (A rank damage). 3) Ninja tools/tags will be incinerated as soon as they enter short range. This is a streaming type technique, and will remain active until Pearl is destroyed, ends it, or exits the battlefield. While Haze Fire is active water jutsu from the user carries -10 damage, while wind jutsu emitted from the user gains +10.

Restrictions/Notes
-Must sign Salamander contract
-Can only be summoned once
-Can only be taught by Omega
-Active for 4 turns

‡ Declined ‡ Where's the link to your training? Nah, I'm kidding. Just make sure you link it in future. For the first, Sun Fire clashes with Light Release and other technique, so remove that. Haze fire is fine and all but how does the user remain unaffected? I'm of the opinion you'd be unable to use Wind or at the very least, it would be weakened along with your water.

(Kuchiyose no Jutsu: Ruby and Beryl) - Summoning Technique: Onyx
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user slams their hand on the ground and summons an 80 meter long salamander who remains hidden 20 meters underground for much of the time. Onyx has a charred, black appearance and prefers to sleep above all else. Due to the powerful heat emitted from its body, it always lived underground in order to keep his ability contained. Onyx never completely rises out of the ground, and is the laziest, albeit most dangerous of the salamanders. Onyx is special in the fact that he passively generates so much heat from his skin that he actually melts the ground of the battlefield. (Water sources will be evaporated) and creates a hazardous field of molten rock. However, due to his high resistance to heat, the molten terrain poses no threat to him. Due to the heat emitted by Onyx, the ground becomes extremely soft and super heated, causing it to swallow/combust everything on top of it. This is a natural effect, and will only end if the salamander is destroyed, or exits the battlefield. Due to the ground becoming molten rock, it is impossible to use it as a source to complete earth jutsu due to its changed structure. It is worthy to note that if the user does not have a way to escape hazardous terrain then he will be destroyed as well. Being extremely a salamander, Onyx has high resistance to fire techniques.Specifically, Onyx is immune to S rank and below Katon. It is also physically strong, resisting up to A rank physical attacks. Like Ibuse, it can withstand being under the effects of earth techniques up to A rank. Although it never comes out from underground completely it has a few attacks. If for whatever reason, the enemy finds a way to stay on the surface, Onyx, once per turn, and at the cost of a move, will be able to attack the enemy with its 20 meter tail. The tail will be covered in the molten rock, and will deal S rank physical damage. (The heat emitted from Onyx is equal to that of an S rank Katon jutsu.) NOTE: The molten rock can be cooled down by an appropriate suiton based jutsu temporarily, but it will only return to its molten state during the next turn if Onyx remains active.

Restrictions/Notes
-Must sign Salamander contract
-Can only be summoned once
-Can only be taught by Omega
-Active for 4 turns

‡ Approved ‡ Onyx is cool as hell but he can't be a Forbidden Rank summon. I'll just change that for you and approve it. I like the Pokemon references btw.
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Dropping the

(Iguza) IXA

Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and gold lance attached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the size of a briefcase in the shape of a rectangular cube just 2 feet in length and 1 in height. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation. In addition to this, the weapon is made with a chakra circuitry that allows it be channeled with chakra of the user, be it elemental or not. Because of this, one is able to use techniques that would otherwise come from the body, such as (Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique through the weapon itself. In the event that the technique requires hand seals the IXA in no way allows him to bypass this and he must perform the hand seals necessary first.

Offensive Form
This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. This ability can only be used with the basic five elements.

You must be registered for see images

Defensive Form
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks. What's unique in this form is that each elemental infusion actually changes how the IXA behave drastically. When channeled with Wind the defensive form gains a barrier of wind around it that extends from the weapon itself and continue in a sphere-like manner to cover the user from the top, sides, and back. Placing him in a bubble, so to say. With Fire the weapon grows a pair of flaming wings that span out an extra 2 meters on each side and 1 to the top. This is so that whenever the user faces wind techniques the wings would compensate for the broad AoE most wind techniques have, like that of (Futon: Atsugai) - Wind Release: Pressure Damage. With Lightning the IXA releases a wall from itself of undulating currents that are constantly crisscrossing over each other in a lattice. This is to dice any incoming earth projectiles into dust before it actually reaches the user. With Earth the IXA's metal design grows even blacker as it inches forward and forms an outward facing concave formation, like half a sphere turned so the inside faces the enemy/attack. This is to stop flowing water techniques and hold them like a bowl before sending the water back at the enemy/source. Water chakra simply shrouds the IXA in a sticky water film, allowing it brave even the most intense of flames while keeping the user unscathed. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
You must be registered for see images

Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act seemingly of its own volition. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. While it is at long range from the user he cannot have it attack/defend from there, but instead must spend that 20 chakra to call it to his position. At Mid ranged the user can have it perform free form maneuvers but it cannot take on its defensive or offensive forms, this takes additional 10 points of chakra every turn active. Once the weapon is within short ranged of him however, it is able to go into either defensive or offensive mode, as well as embrace the elemental infusions necessary and attack/defend accordingly (counting as separate moves and costing their respective chakra points). This short ranged controlling costs additional 5 points of chakra each turn to maintain. If the weapon leaves short ranged of the user whichever form that was active will end immediately as well as any chakra infusions presents. As stated earlier, the weapon can be used to stream attacks instead of from the user's body but in the case of techniques that require hand seals the user can release the weapon, have it hover about his person while he forms the hand seals, and is then able to perform the technique through the IXA, whether it is in his hands or floating short ranged from him. Remote activation in itself does not have a usage limit.
You must be registered for see images

Upon being overwhelmed by an attack the IXA will immediately fold back into its smaller cuboid form and will remain unusable for a total of 3 turns. Although it is indestructible it does require time to reconstruct itself. After the 3 turns are up, unless Arima or another chakra source that had been allowed to use it reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior.

‡ Declined ‡ You need Vex's permission for the ability in bold. The elemental abilities of each of the forms can only apply to the basic five. Overall though, this is a nice weapon. Good work.
 
Last edited by a moderator:

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra Cost: N/A (+10 to Snake summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species will take the place of generic snakes used in snake summonings such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

Declined - I can't just let you add a jutsu that replaces all cannon snakes in the jutsu. That's just too much. It would be like me having a jutsu that turns all cannon toad jutsu into a poisonous version of toads, it's just not right or fair. You can make summons and jutsu based on this sub family, as it seems really interesting, but to replace all snakes in cannon jutsu with these is too much.
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

‡ Approved ‡ Really nice technique.
 
Last edited by a moderator:

Negative Knight

Active member
Legendary
Joined
Jun 8, 2012
Messages
17,240
Kin
806💸
Kumi
5,938💴
Trait Points
0⚔️
Awards
‡ New Cycle ‡
The new cycle starts on 08/09/2016 (at 21:30 GMT +1) and ends on 14/09/2016. 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.
 

Luther

Active member
Legendary
Joined
Sep 17, 2011
Messages
11,546
Kin
6💸
Kumi
0💴
Trait Points
0⚔️
Awards
(Taijutsu: Usagi no suana.) - Look at the flick of the wrist.
Type: Supplementary
Rank: A Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The user flicks their wrist with chakra cost and gets banned from the CJ thread.


Note:Can only be used three times a battle
Note:No S rank the next turn

‡ Approved ‡ Added the bolded for you.
 
Last edited by a moderator:
Status
Not open for further replies.
Top