Custom Jutsu Submission - III

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RuckenTM

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(Doton no Jutsu: Raiton) — Earth Release Technique: Lightning Release
Type: N/a
Rank: N/a
Range: N/a
Chakra Cost: N/a (+10 to every Lightning Release-related Jutsu of user)
Damage Points: N/A (+/-5 to any Lightning Release-related Jutsu influenced)
Description: Users of this kage-complicated chakra manipulation and control, use this advanced Doton chakra as an application technique to provide the weight manipulation of their/other Raiton chakra manifestations. Using their earth chakra to increase/decrease the weight of their lightning chakra/techniques, will increase/decrease the generated high frequency flow rate of the vibrations of their/other chakra, allowing for greater piercing damage/lesser formulation and to attain insane rates or deteriorate faster of that lightning jutsu's ability to enact. This works on the microcircuit-level as the voltage travels throughout its current, its influenced by the world's gravity, the given chakra of the lightning is much slower than regular lightning due to a shinobi's further manipulation/control. This application will enhance each of the users Raiton jutsu voltage's rate of flow by removing the weight to increasing its process that to allow the lightning release even-far faster initialization (becoming harder to react to) or rather to make it deteriorate faster for that lightning's voltage flowing happening much slower, due to the attained weight it gets, thus a shorter lapse active (Sustained/streamed weighted increased Raiton jutsu lose 2 turns, if less, its cancelled). This formulation will be perceived much differently from the norm, as normally streamed lightning chakra upon a blade could be noticed. Users of this ninjutsu, will appear too quick for a blink, that they momentously would be able to summon their Raiton (requires 3T level tracking to notice then evoke reaction to initialization of jutsu) ninjutsu before their opponent's eyelids open from blinking.

Notice: Users of this style must have completed both Raiton and Doton ninjutsu, to be able to utilize this technique. This form of ninjutsu is permanent to the users who attain knowledge, as users having attained completion of both (Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique & (Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique. To affecting an opponent's lightning ninjutsu; the user will need to attain contact of some sort, either interjecting their opponent's Raiton ninjutsu with theirs or simply being/becoming struck by the lightning current. While its known, when a Lightning technique is released from the user's bodies, and thus not requiring physical contact, it does not move as fast as True lightning. Instead, due to the control the user has to exert over it, it moves far-slower, which can give opponent's enough time to still react. This jutsu nears the prospect of True lightning speed, but not near as fast enough to proclaim. Raiton ninjutsu which upon becoming lighter attain extra speeds and thus become stronger therefore attaining +5 damage while weighted techniques lose strength, -5 damage.

Note: Must be stated on Biogrpahy.
Note: Can only be used by Kage Ranked Users.
Note: Can only be used by Lightning/Earth Release Specialists.

Declined - DNR...

(Kuchiyose sutansu Henkō no Jutsu) - Summoning Stance Change Technique
Type: Offensive/Defense/Supplementary
Rank: A-class
Range: Short-Mid
Chakra Cost: 30
Damage points: N/A
Description: Upon making the seal of confrontation, to summon the Shadow clone of the ninja (vise-versa) approximately at the same-time. Summoning themselves with the clone drafted in place of the original handseal initiator as they'll quickly substitute themselves due to the same chakra exchange which will swap locations. The summoned exchange will nearly instantly take form as the user and their clone explode into summoning smoke reappearing in their exact same positions. To summoned (either user or clone) is always summoned rather at a rate that requires the user to have 3T tracking speed or more to respond in the moment due to the sudden distortion.

Notice: It requires the user's shadow clone present in range on the field. The technique is a mix between summoning ninjutsu and the use of the flicker technique, but has its limits.
Note:Must already know shadow clone jutsu to use this jutsu.
Note: Can only be used once every other turn.

Declined - DNR... Substitution jutsu exists, reverse summoning exists too, not gonna allow you to combine the two for your own personal teleportation jutsu...

(Doton: Idōchikyūkoa) - Earth Release: Mobile Earth Core
Type: Defensive/Supplementary
Rank: S-class
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique grants the user the ability to freely slide forward/backwards/ sideways an object however they choose, this is limited to upper soil of ground on terrain within a specific area surrounding them, in a similar manner to its parent technique (Earth Moving Core), albeit on a much larger and simple scale. Molding Doton chakra they surge it through their body into the ground allowing them to simply move the soil an object is upon. This happens as they can move a flower to the right or left at their choice. Greater things such as mountains can also be moved up to 100 miles respectively equal to small things but at slower rates. The smaller the object the quicker it can moved and closer instant the effect can be. Because of the large requirement of chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.

Declined - you can do this with the cannon jutsu that involves the map, change and move the terrain, that and cj like greater earth style, then Alucards C.E can do stuff like this i believe.
 
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Silico

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(Jiton/Raiton: Nō Manzu Sukai) Magnetic/Lightning Arts: No Man's Sky
Type: Offensive
Rank: F
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: The No Man's Sky is often considered one of the peaks of magnetic manipulation through the combination of iron sand and lightning manipulation. Only one person can use it, the true master of the iron sand kekkei genkai. The user of the technique raises their hands towards the skies and stomps their feet, raising a devastating amount of iron sand under the targeted area. This causes the foundation of the earth under the target to get blasted away into the sky with brute force, comparable to a volcano's eruption. The force will be of such great magnitude that living beings that are caught will have their legs or other limbs that are in contact with the ground, broken. Likewise a Volcano, the targeted area can vary greatly. As the iron sand is erupted under the ground, the user will then force an incredibly strong magnetic field inside the cloud of iron sand and debris from the ground. This magnetic field will attract the iron sand to one or more focuses, namely the target(s). As they would fly several meters in the sky, the target will get crushed by the iron sand and have their brainwaves corrupted by the strong magnetic forces. This causes the target to lose the ability to think and orientate by disrupting the targets brainwaves. The only thing they will feel is the crushing sensation of the iron sand. To top it all off, the user will finish it all by creating an electric current by releasing lightning chakra into the huge cloud of iron sand. This electric current is created through the palms of the user and shoots out as countless of small projectiles of lightning, similar to that of the False Darkness jutsu. The electricity will spread through the now almost solid state of the iron sand(since it was forced tightly together) and electrocute the target. The jutsu will drain a lot of the user's chakra and leave them exhausted for some time. Multiple targets can of course be affected since the jutsu itself is on a very large scale. The user cannot be closer than mid-range of their target because of it.

Note: Can only be used once.
Note: The user becomes unable to perform iron sand and lightning techniques for three turns.
Note: User cannot mold chakra enough for A rank and above for one turn after.

Declined - F rank... you raid your hands to the sky... mass of iron sand comes up breaking their legs... no warning, no drawback to yourself Tone it down

(Katon/Fuuton: Fuyu no Ran) Fire/Wind Arts: Winter's Run)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user releases a large omni-directional blast of concentrated wind that covers the battlefield, even in the atmosphere and underground. The blast of the wind will not deal any damage in itself but its main purpose is to cool down environment in a rapid succession. As the blast of wind has been released, the user of the technique also forms a minor aura around them with fire to keep themselves warm against the rapid cooldown of the surroundings. This aura has absolutely no effect other than keeping the user warm to suppress the cold. For every turn, the temperature drops by 50 degrees Celsius and will go down to a bottom temperature of -100 degrees Celcius. At this point, unless protected from, anyone on the field would freeze to death. The main function of the technique, however, is to slow down opponents. Since the user is granted a fiery aura from their fire chakra, their speed will not drop, however, unless countered, the opponents speeds will drop dramatically, 5 levels per turn down to the minimum of 10, unless the opponent has a lower base speed than that. Seemingly unhindered by the technique themselves, the user is actually hindered from performing wind techniques above A rank while the jutsu is active. In order to prevent rapid cooldown, all living beings in the field will have to protect themselves using an appropriate jutsu of atleast S rank to heat themselves with. Should elements that expose extreme temperatures, such as molten metals or really intense fire jutsus, they will also be affected by this technique and rapidly cool down. The user of the technique can end it at will at the cost of a move in the users move count.
Note: Lasts for a maximum of 5 turns.
Note: Can only be used twice, with a 2 turn cooldown.
Note: User becomes unable to perform A ranked and above Wind jutsus while this jutsu is activated.

Declined - this is either ice release or clashes with temperature c.e or frost.

(Genjutsu: Jikan no uta) Illusionary Arts: Song of Time)
Type: Offensive
Rank: F
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: The user releases a massive amount of chakra into the minds of their opponent while humming on a melody and performing a total of four handseals, which is the trigger. As the opponent starts hearing the humming from the user, that'd be the indication that they are trapped in the genjutsu. The genjutsu is a very advanced type of illusion. Its purpose is to cast the target back into time, a time when they were newborn. As the target is affected by the genjutsu, he/she will see all of their years floating past them in pictures of an endless sea of memories which ultimately will take them to the day of birth. All of the target's senses would be that of a newborn baby, which is why this illusion is so advanced and effective. The opponent will have lost all of their combat skills and memories as they are sent back to their individual day one. While it takes a while for the genjutsu to fully reach down to that level(one full turn), images of the past will still be floating around in the target's mind and for every year that is going back, all of the present memories fade away from year to year as the timeline goes backwards. While the technique takes a full turn to be complete, the target is still trapped in a genjutsu of forbidden rank but it more likely for them to break free as they would still have some memories of how to break free from genjutsus. As the time goes backwards for the target, they are trapped in a dark space with a current of pictures and memories from their past. They will lose their senses outside the genjutsu as they will only see, smell, hear and feel things from their past memories. Extremely old targets will have their years fade much faster since all targets at the end of the turn will be facing their first day in their lives. This genjutsu will put the user in a very exhausted position and lowers their capability of molding chakra. Throughout the genjutsu, the targets will hear the humming song as their timeline goes backwards. The song itself has no real effect other than an aesthetic purpose, not to be confused with sound genjutsu, although the humming is the only thing from the reality that the target will still hear, mixed with sounds from their past memories.

Note: Usable once per battle.
Note: Must be used in the first move of the turn.
Note: Takes one full turn for completion, but is considered an Forbidden genjutsu throughout the whole turn nevertheless.
Note: The user becomes unable to mold chakra above A rank under the same turn the jutsu is used.
Note: The user will be unable to perform genjutsu for three turns after the completion of this jutsu.

Declined - F rank gen with not any drawbacks and would need to pretty much cut off their arm to break. You're making F ranks for the sake of power rather than the skill or effects of them.

Song reference;
[video=youtube;t6Hf1-lQElE]https://www.youtube.com/watch?v=t6Hf1-lQElE[/video]
 
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Sasori

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


Declined - so if it's destroyed... how or what would you summon the second time, some scraps of wood or something? xd

Name: (Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by forming three swift hand seals and manipulating their wind chakra in front of them. With the chakra being gathered the user focuses it into two separate entities about a foot across from each other. After they have formed their wind chakra they then use it to create a medium sized pyramid composed entirely out of wind. The pyraminds are transparent allowing for it to be seen through and the enemy can even tell that the blocks are spinning rapidly. Once the creations have been brought into existence the user then causes one of the pyraminds to touch the ground whereas the second one remains hovered above it just inches from it. Now that the spinning pyramind is touching the ground it will then begin to suction up the nearby rubble including things such as dirt, rocks, or sand. While the block is being filled it will quickly show a lot of Debrecen being suspended in the air by the wind. Unlike before with the rubble in the wind block it prevents anyone from seeing through it as it has become an opaque wall. To start the attacking phase the user will then do two things simultaneously which is by sending on of the pyramind blocks at the enemy ready to hit them with bone crushing force along with the slicing winds present in it. At the time the block enters short range the enemy will begin to feel suction ability of the the diamond just as when the first block began to suck up the rubble. Along with the pyramind heading at the user a side effect of it would be suctioning powers just like the other pyramind that will be felt the moment the pyramind enters short range of the target which will cause for its suctioning powers to pull the enemy towards it as well restrict their movements as the pyramind moves into slice them pieces, this wind block is equal to A-rank. Now at the same time the the rubble inside of the other pyramind will have been worn down by the slicing winds changing it into a collection of shrapnel. By manipulating the wind the user causes for the wind to release the Shrapnel at a linear path with directional control at the enemy which would have its strength increased due to the force the wind was using. The shrapnel will pierce the enemy from several areas and pose lethal damage to the enemy if not evaded and is equal to A-rank. So at the moment the shrapnel was unleashed the second block will have already been hastily moving across the field towards the enemy.
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or higher wind in the same or next turn

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

Approved

Name: (Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by forming three swift hand seals and manipulating their wind chakra in front of them. With the chakra being gathered the user focuses it into two separate entities about a foot across from each other. After they have formed their wind chakra they then use it to create a medium sized pyramid composed entirely out of wind. The pyraminds are transparent allowing for it to be seen through and the enemy can even tell that the blocks are spinning rapidly. Once the creations have been brought into existence the user then causes one of the pyraminds to touch the ground whereas the second one remains hovered above it just inches from it. Now that the spinning pyramind is touching the ground it will then begin to suction up the nearby rubble including things such as dirt, rocks, or sand. While the block is being filled it will quickly show a lot of Debrecen being suspended in the air by the wind. Unlike before with the rubble in the wind block it prevents anyone from seeing through it as it has become an opaque wall. To start the attacking phase the user will then do two things simultaneously which is by sending one of the pyramind blocks at the enemy ready to hit them with bone crushing force along with the slicing winds present in it. At the time the block enters short range the enemy will begin to feel suction ability of the the diamond just as when the first block began to suck up the rubble. Along with the pyramind heading at the user a side effect of it would be suctioning powers just like the other pyramind that will be felt the moment the pyramind enters short range of the target which will cause for its suctioning powers to pull the enemy towards it as well restrict their movements as the pyramind moves into slice them to pieces, this wind block is equal to A-rank. Now at the same time the the rubble inside of the other pyramind will have been worn down by the slicing winds changing it into a collection of shrapnel. By manipulating the wind the user causes for the wind to release the Shrapnel at a linear path with directional control at the enemy which would have its strength increased due to the force the wind was using. The shrapnel will pierce the enemy from several areas and pose lethal damage to the enemy if not evaded and is equal to A-rank. So at the moment the shrapnel was unleashed the second block will have already been hastily moving across the field towards the enemy. Each of the of blocks are about medium size or otherwise the size of the user or about five feet wide and five feet tall
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or higher wind in the same or next turn

Approved

(Raiton: Shuukai Hibana)- Lightning Release:Cluster Spark
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This is a unique technique that takes advantage of lightning’s natural tendencies, specifically related to an objects charge. To begin this jutsu the user will have to form two hand seals, either independently or in addition to the performance of another technique. This gives a powerful negative charge to one of the users existing jutsu without any adverse effects, though the object must have a physical substance and be able to actually hold the charge.(Earth, water, etc) By doing so this negative charge attracts enemy lightning techniques to the object, effectively turning it into a lightning rod. The lightning would be drawn into the substance, electrifying the whole object and causing it to violently burst apart from the large amount of electricity. This would pose a danger to anyone nearby as the electrified shards race outwards.
Note:
~Can only be used 3 times
~Cannot use lightning above S rank in the same turn
~Can only be taught by Sasori

Declined - clashes with existing jutsu
 
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BusinessManTeno

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(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.
Permission from twilight to resubmit this.. since its similar to my stuff. @_@


(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, note that you'll be able to be hurt through Raiton jutsu. Also, I'm not a fan of burning the opponent just by being close to him, and 3rd degree burns are pretty intense. Make it so that either you would have to touch the opponent, or he would have to touch you. Also, this can't be used while restricting raiton. ♪

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

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

Declined - it's a bit too OP atm, as to break S rank gen it takes alot, and it causes paralysis needs a bit more of a drawback but after that its fine.
1:20-1:32
(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in releasing high sound frequencies into the opponents brain via their ear canal, being the brother technique to Magdala Curtian, by casting them into a painful genjutsu. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon causing a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria" The casket is very sturdy and durable being able to sustain damage up to S rank unscathed. Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymn from her mouth that is directed into the ear canal of the opponent inducing the genjutsu. As the opponent hears the singing/hymn from maria, it will release sound waves that produce a very high sound frequency in their ear that will cause a excruciating mental strain in the opponents head causing unbearable pain. This will not only serve as decoy but will result in muscle paralysis as the hymn is being sung, still causing pain towards the brain region, sounding like a very loud screech in their brain they cant get rid of. If grave of maria is summoned before hand for the other technique, the user is able to switch hymns without needing to summon her over again. Due to grave of maria being real and not a genjutsu, if she is attacked or destroyed the genjutsu is released/stopped

Note: Can use twice with a 4 turn cool down
Note: Last 2 turns before it ends
Note: If the opponent dont escape this jutsu by the end of the second turn, they will pass out due to a huge mental strain
Note: No other genjutsu in the next two turns
Note: No sound jutsu above A rank after the turn this is used
Note: No sound jutsu as this technique is being used
Note: While active this constantly takes up one of the three jutsu per turns.
Note: Switching hymns between the brother technique (Magdala Curtain) counts as a move but dont have to worry about summoning.

♪ Approved ♪

(Ototon: Shinku Dotabata) Sound Style: Drowning Noise
Type: Supplementary
Rank: C
Range: Self
Chakra: 15 (-5 per turn)
Damage: N/a
Description: This technique is a sound technique used to counter other non destructive sound jutsus that would hinder the user. By initiating the boar>tiger handseal, the user will create a very low frequency that lays dormant in his ear canal. The sensation feels very tingly and ticklish as it feels as if something is constantly swishing in your ear though its very harmless and can be quite pleasant at times. The sole purpose of this technique is to detect chakra and very loud noises that enters the users ear and act instantly. Once sound waves enters the users ear that could prove harmful (High frequencies, and loud noise (such as explosions near the ear)) It will activate passively causing the low frequency sound chakra in the users ear to coat the ear drum, thus not allowing the sound waves to reach and penetrate the ear drum, which wont allow the sound in the human brain to be received. When this technique activates it will feel as if somebody is blowing in your ear while also during the time the sound technique is going on, the user is "deaf" until the hindering sound jutsu is over with.

Note: Once this technique is activated, the user must wait 2 turns before using the technique again

♪ Declined, clashes with L's solitude of the exile CJ. Also, I changed the word harmful to harmless like you asked. ♪
 
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House

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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
resubmit:

(Kikai Tekina Kōhai) - Mechanical Devastation
Type: Offense
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
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. As the blast happens, the head is blasted back from the explosion. The user will start re-building himself from the head to the bottom and reforming himself into a mechanical android that looks exactly like his prime state. Due to losing all his flesh, if the user doesn't find a way to regenerate his flesh within 3 turns and remains his mechanical android state, the user dies out of not having the necessities to live.
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've made it F rank now, so that would be useable once. You say about getting your flesh back but that's just a king of hell thing, but with your body being mechanical would you really have a chakra system. May i suggest you make a Asura clone to blow up instead?

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 Rinnegan related techniques the next turn.
-No higher then A-ranked elemental ninjutsu the same and next turn.


Approved - better O_<

Resubmit:

(Kami no kyū) - Divine Black Spheres
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra: 40 [+5 keep it active]
Damage: N/A [Depends]
Description: Once the user had activated his Asura Path and Preta 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 a foreign chakra within short range, they will extend an omnidirectional barrier and start absorbing that chakra using the Preta Path Absorption technique (which counts as a turn). Any chakra that is being absorbed, regardless of any shape or nature transformation, will be absorbed by spinning the chakra within the chakra rod ball in the opposite direction and stored within the chakra rod ball. Once a ball absorbed chakra, the user may decide to have it explode. The damage depends on the technique/s that was absorbed within the same timeframe. 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 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. This technique follows the limits and regulations of the cannon Blocking Technique Absorption Seal.
Note:
-Can be only used by House
-Asura Path and Preta Path needs to be activated
-Can be activated 2x per battle
-Stays active for 4 turns unless they're destroyed
-Cannot use a-ranked and above Asura Path and Preta Path techniques the next turn once this is deactivated.

Declined - no <_< haha and loved the: Damage: Depends xd

(Nezāandāwārudo no Ken) - Reach of the Nether Underworld
Type: Offense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description: Once the user has activated Human Path and Asura Path, the user will extend a muscular mechanical arm from his shoulder with a hand already holding a giant hilt figuring a polearm. The hilt is designed in a way that 6 metallic hands surrounds a non-tangible massive blade with a pink hue rivaling the size of of the Sword of Totsuka. What's special about this polearm is not only the size but the ability it may do. Following it's pioneer technique "(Kinjutsu: Tamashī no jokyo Jutsu) - Forbidden Technique: Soul Removal Technique" the user may channel Human Chakra through the hilt, creating a non-tangible chakra blade that's only susceptible to human souls. With that being said, ninjutsu such as the elementals or anything tangible or non-tangible will pass through the blade harmlessly. If it touches the target, the soul will be literary cut out of the target which counts as a move. Once the soul has been cut out, it will kill the target. The sword also allows to learn all the knowledge the target knew once the blade has cut the soul out of the body.
-Needs to have Asura and Human Activated
-Can only be used once
-User won't be able to use Rinnegan related techniques above A-rank for the next turn.
-Hence this is a forbidden technique and the concentration of the sword takes stress, the user suffers -20 damage.
-Lasts 4 turns.

Declined - seems a bit much to me
 
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Akasha

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(Leptosolena no Insepushon) – Leptosolena's Inception
Type: Offensive / Defensive / Supplementary
Rank: S - F
Range: Short – Long
Chakra: 40 - 50
Damage: 80 - 90 (-10 in case F ranked version is used)
Description: Leptosolena's Inception is a sister technique of the Formation of Etlingera. It is an even bigger and stronger version of the technique where user would through the rapid conversion and release of chakra release numerous sheets of paper from their body. These sheets of paper are purposed in such a way that they are highly versatile allowing the user, through shape manipulation, to create numerous formations of paper. The paper can maintain their form and shape for longer periods of time than normal by continually feeding chakra into it. User can also mix up flash bomb which are in paper form, similar to how explosive tags look. They can either be detonated with a performance of a seal or on impact with a solid object.

Note: If there is paper on the battlefield already dispersed user can use it as to create formations. However, the size of the source has to be proportioned to the creation that user wants to make.
Note: The S ranked version can only be used twice pre battle, whereas the F ranked version once
Note: Upon using the F ranked version, user wouldn't be able to follow techniques higher than S rank of paper ninjutsu in the following turn
Note: Due to the amount of paper used user will be drained 10 damage points
Note: For structure to maintain its form, user would be drained 5 chakra points per each turn
Note: Must have a Paper Ninjutsu biography to learn the skill
Note: Can only be Taught by Akasha

Declined - lots of paper bombs being controlled, i wouldn't see this as F rank. Forbidden are forbidden for a reason.

(Asutā no kachimasu) - Aster's Prevail
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: Aster's Prevail is a technique which takes per advantage that the body of paper user or other bodies of paper has paper scattered all around it. Upon its activation it will last so as long as the user fuels it with 10 chakra points per turn and essentially it will grant user to use the paper from which it was created to form and reform formations directly from its body which are never bigger than the size of the user. The formations could be such as multiple hands, arms; another head or even a leg which could essentially be helpful when performing other techniques. In addition user could form differing weaponry creations simultaneously which can especially be helpful in close quarters. The formed creations out of paper will be able to disintegrate and reshape again if circumstances call for it. In addition due to nature of the paper, and although it would be mentally commanded it would also be capable of reaction and acting on its own depending on the situation in which the user is. This is just due to the bond user has with its paper. When using this technique, every destroyed creation will cause for user to lose 10 damage points (health points) and this technique would only be able to be used twice per battle. User can use explosive tags in combination with this technique or even smoke bombs in paper form which will always be directed outwards.

Note: Must possess biography which can utilize Paper Ninjutsu
Note: Can only be Taught by Akasha

Declined - give it a limit to its uses and how long it lasts.

I changed it for the most part, hence didn't bold out but if needs be I will.

(Iberisu no burossamu) - Blossom of Iberis

Type: Supplementary
Rank: N/A
Range: Short - Mid
Chakra: 30 (+1 per each turn)
Damage: N/A (solely depends on the earth technique)
Description: This is a supplementary technique which is used in combination with other techniques of Earth Release. User would actually imperceptibly stream paper sheets and tags which can be used alongside them into the ground beforehand, similar to how it is done during usage of (Kami no Shisha no Jutsu) Sacred Paper Emissary Jutsu and keep it dormant there. Once the user activates a technique of earth release which comes from the ground, paper sheets which were till then dormant will emerge in one of the ways.

Resin's Integument

Resins Integument is the first way in which this technique will emerge along side another technique of Earth Release. It will essentially take the shape and form of the techniques exterior and completely cover with sheets as to increase its defensive as well as offensive capabilities depending on the situation in question.

Perennial's Innards

Perennials Innards is the second way in which this technique can be used along side other techniques of Earth Release. Essentially unlike with Resin's Integument, sheets would fill out interior of a earth technique. This can also be applied to mud, however in case such as mud being used, user wouldn't be capable of further manipulating the paper, it will however have explosive effects upon blunt offense being made due to explosive tags being mixed.

The amount as well as the power of the paper sheets coating the earth constructions will only depend on the actual rank of earth technique used. This being said, if a technique of earth is of C rank, then the paper coating the earth will be so as well. If a B ranked technique is in question, paper coating the earth would be of B rank. This would increase the durability of earth based techniques as well as enhance blunt damage made upon impact. Also, this technique could be applied to other elements within reason, depending on the nature of the technique it should be applied to in question. Activation phase of this technique would have to happen at least one move beforehand, however the coating which happens would be instant due to its use only being one of effecting other techniques of earth release that come from the ground and only the activation of the technique counts towards the three moves user can utilize per turn.

Note: The damage of the paper would solely depend on the technique with which it was used in combination with, so does the rank
Note: Can only be used in combination with up to four teachniques per battle upon being activated
Note: Must possess biography which can utilize Paper Ninjutsu
Note: Can only be Taught by Akasha

Nk can do some work O_< leaving this for the slacker xd
 
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Shady Doctor

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Volumen Hydrargyrum | Marrow of the Moon Spirit
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A (60-80 for Offensive Form)
Description:

Volumen is an extremely unique weapon passed down in a specific portion of the Hozuki family, given to only a select few chosen ones throughout the span of numerous generations. It is said that it was once a solid metal weapon at one point, but this was so long ago that it's true shape had been lost in time, and only those who lived during the first era of shinobi saw it's true form. Legend has it that it was fused with the dna of the very first Hozuki clan head, thus gaining his ability of Hydrification, though due to it having no mind or control of itself it had become a simple blob of liquid which no longer held a definite shape. But this is said to just be a myth. In the current era, Volumen takes on the form of a silver-ish blob of liquid with a mirror-like surface to it when looked upon. It is linked to its owner's chakra network and would be motionless and stored away in a small vile until called upon with a chakra sacrifice (40). Once "activated", Volumen will seep out of the vile and expand into its full form where it can freely be manipulated to change forms and be used to attack, defend and supplement its owner. This includes passively becoming a platform for him to ride on or carrying objects on/within it if it's owner wills it to, though at the cost of it constantly consuming a small portion of his chakra (-10) until it is put back to rest. When activated, a miniscule piece of Volumen inserts itself into it's owner's body, just in case it is destroyed completely, it would manifest 3 turns later and expand back to its full blob form, again placing a piece of itself within the owner. With that said, Volumen is broken down into 3 main "Forms" when used; Attack, Defense and Tracking.

Attack - Volumen is a heavy liquid as a whole, and it posses great kinetic energy when moving rapidly under high pressure. With the command "Scalp", It can be manipulated into shapes like whips, spears, blades, and tentacles at will, and its sharpness can even overwhelm contructs made from the greatest of elemental chakra. Nothing can be said to be unbreakable before it, allowing it to destroy the most solid defenses. Compressing itself into a thin edge a few millimeters thick before striking, its blade rivals pressurized water jet cutters, thus giving it amazing offensive capabilities. When attacking, Volumen usually strikes out in whipping motions to slash targets, though it isn't rare for it to purely pierce through targets with thrusting motions or grabbing targets to crush them with pressure.
Volumen can two times per battle compress its attacking form with enough power to strike with S-rank power, while any other offensive usage will only be pressurized enough to create an A-rank attack.

Defense - Activated with the command "Boil, my blood", Volumen can take on numerous defensive attributes that serve to protect its owner at all costs. Being connected to the user's chakra network, it becomes a nearly automatic defense, though with restrictions and limits to how it works. As long as the owner is able to sense an attack or such happening to him, Volumen will react accordingly to adapt to the situation and protect him. An example of this is, if the user hears water incoming from behind him, Volumen would rush to his backside, creating a pressurized wall that would attempt to block it. Though if the user isn't aware of the existence of something, Volumen won't react. One of the most regularly used defenses is a dome form, which encompasses the entirety of short range around the user, having the inside hollowed out. Volumen makes itself semi-translucent, enabling the user to see out of it, though from the outside people would still see its mirror like surface.
Though a great defensive mechanism, Volumen of course has its limitations. It can become pressurized into an S-rank defense up to two times without losing its form, though after that it will only be able to take on A-rank and below attacks before being overwhelmed. Even though Volumen can be overwhelmed, due to its liquid form, it can't be broken, or crushed, so it will simply lose its form and have to reform again once it is overpowered.

Tracking - The tracking form is quite simple, yet intricately created within the terrain by the command "Track and Kill". Upon the command, Volumen will let out thousands of string-like tendrils that are broken down into mist particles which are invisible to the eye due to their very thin composition, though still seeable by doujutsu and sensed by sensors. These mist-like tendrils will cover the terrain in a mid range radius, taking on an intricate web like pattern that are connected to Volumen as the epicenter. The mist webbing has a unique nature to it, sending back a specific vibration to Volumen when things pass through them, thus giving Volumen, and by connection, the user information of something being present within. Of course when things pass through the webbing, whether it be a technique or just an object, the webbing would be compromised and broken in that particular area. Once a part of the webbing is compromised, Volumen will suck an additional portion of chakra (-5) from the user to reproduce more webbing in that specific area, making the webbing whole again.


Note: Can only be used by a Hozuki bio owned by Shady
Note: Each form of Volumen will cost a move to use, but transportation and freeform supplementary usages will be passive.
Note: The Attack and Defense forms can't be used at once, though either can be used in conjunction with the Tracking form.
Note: The tracking form will only last 3 times per usage and will need 3 turns in between activations.
Note: Volumen can be controlled to move up to mid range away from the user and still function, though it's attacks and such can only extend mid range away from its "body", maxing out at long range from the user.

Declined - it seems like water jutsu in general rather that a custom weapon.Lots of jutsu make whips, spears, swords ect and the other effects. It's not really unique.

Ps yes i know it's meant to be a weapon
 
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Erzo

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(Ototon Genjutsu: Yuketsu) Sound Genjutsu: Transfusion
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user releases a Sound of some kind (clapping, whistling, talking, humming etc) and infuses it with Sound chakra, creating frequency which catches the opponent(s) in a specific genjutsu which aims to indirectly hinder them in battle. The genjutsu focuses on the opponent(s) memory of specific things, such as tagged Kunais, and pre-prepared items/tags/seals brought onto battle on their bodies, in pouches, or just in general, making them forget about these items completely, as if they did not exist. However, the genjutsu did have a weakness, as when it came down to the opponent seeing their pre-prepared items in battle, their memory would return, thus the sound genjutsu would end. For example, when using this against a Minato bio, he'd be completely unaware of his pre-tagged Kunais completely. However, upon grabbing a Kunai for normal usage and as a result if he happened to see the kunai marked with the specific markings for FTG, his memory of it all would return, and thus he would have use for it again. This is particularly useful in the Ninja world, bringing a ninja's set up back to square 1 upon the battle starting. This technique makes the opponent think they'd have to set up, or in Minato's example tag the Kunai again, not allowing for the opponent to plan-ahead had he known of the previously made markings, or tags. ~ Can only be taught by Erzo. Can be used three times, and would last two turns per usage (unless broken through an appropriate surge or as previously stated in the technique). Upon using once, the user must wait a turn before being able to use it again.

Declined - we don't approve long range gen. And sound gen effecting memories like that for specific things? Don't see that working. Not only that their is a cannon ninjutsu that effects memories which requires contact to do so.
 
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Matt

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Koton: Torikku No Ikurudo Okkote | Steel Release: Tricks of the Madhatter
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The user will begin the technique in accordance to any self created steel construct which he carries. Once the said contact is made, the user will add a natural steel release property which the user has, which is the steel release control of the user. Upon the said contact, the amounts of steel will be put to the point of them almost leviating, which is similar and can be imagined as objects in outter space. Light pushes or touches would be able to move objects far easier than they have been previously moved. The effect of every single steel construction will appear as if they are not being pulled by the earth gravity with the same force allowing created weapons to move faster and be more resilient in control. The user however will have complete control over objects being manipulated by this jutsu, with them once they are levitating or mid-air are then able to simple use a mind command and have the object launch at something such as an enemy. The user of this is capable of using this technique on any steel created structure that contains their own chakra in it. Applying this technique to an object happens instantly and takes no effort at all.
Notes:
Can only be used on object's the user has made.
Can only be used three times per battle.

Declined - similar to existing jutsu

Koton: Ato On | Steel Release: Trace On
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description:
Trace On is the method of giving form and shape to what resides within your mind. It revolves around the user observing the shape and design of any specific structure or weapon utilised in front of their eyes or even a famous object from legends. The point behind this is if your opponent pulls out a sword of their own the user can create a near exact replica of the sword, it’s exact shape, length etc. This technique can also copy an opponents Custom Weapon but it will not retain any of the original weapons abilities. It will simply resemble the same shape and size. The user accomplishes this by observing the weapon being used by the opponent and begins gathering their Koton chakra either into their hand or into the air around them and will create thousands of sand grains that very quickly, almost immediately taking shape of the weapon and can be used against the opponent. By forming this weapon into the user’s hand the weapon will form next to instantly but if it is formed in the air a portal will open up containing the sword within it which can then be shot from the portal itself at the opponent. Once the user copies an object the user can then create this sword at any given time in the future almost as if they are drawing it from their own memory. The weapons created are A ranked in strength and endurance.
Notes:
Can only be used 3 times per battle
There is no limit to the amount of weapons the user can create in their hand where a maximum of 10 portals can be created at any given time and can only hold one weapon within each of them.
A portal can remain active for a maximum of two turns.

Declined - you can do this with cannon techniques.
 
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Zaphkiel

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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.

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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.
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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.
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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.
Ditched the ability as a response will most likely not be received.

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.

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.

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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.
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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. Remote activation in itself does not have a usage limit.
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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.

‡ Approved ‡
 
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Six Paths

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Fuuton: Aki no Chinmoku-sa Ekō | Wind Release: Silenced Echo of the Fall
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: The user will make a set of 3 hand seals and clap their hands together. As the hands have been clapped, the user will send chakra at specific points of the body, which will be the wrist, waist line, feet and between the shoulders in the back. Once the chakra is concentrated in those particular locations, the user will materialize a very strong particular wind chakra around the said location. The wind chakra will be blind to the naked human eye, and only visible through the usage of doujutsu. Once the technique is set up, it will remain active a certain number of turns, and have a specific set of effects, which detail to the very essence of wind release specifically. The user can at will use the chakra which was condensed into the very thin, belt like line, in order to grow in a desired location, which can either be accompanied with the release of a high amount of push force, or simply shaped into solid wind constructs, similar to Wind Release: Wind Stream Technique and Wind Style: Wind Blade. Due to the very effect that the chakra will be split in 6 regions in the human body, the rank of the technique will be split equally among all, but the user can, at will, control the amount of chakra he desires to send to each location, increasing the force to a single spot, effectively to the max full power of the technique itself. But, this is not only the limit of the true usage of the technique. The chakra reacts very strongly to objects which do not carry the user’s chakra, like other forms of chakra or at times simply object which do not have trace chakra of the user itself. Once this object comes into contact with the wind constructs, or body parts which the user comes into contact with where the wind is located, he will be able to leave trace amount of wind on that specific object. On free will, the user can choose to leave larger than normal trace amount of chakra, equal to specific ranks, or only so small amounts, for there to be a wind coating around the said object. Once the wind which comes into the contact decided to take action, it will activate the very base property of wind, which are miniscule wind blades, similar to Wind Release: Rasenshuriken. Due to the wind imbuing the entire object, the wind blades will rip the said body apart, enough to create very strong rough cut into the said object. IF used on inanimate contructs, like earth or other mineral and earthly composites, who do not get destroyed/killed, if the user chose to imbue a set amount of chakra rank onto them, he will be able to at will, control very specific movesets of the said object. Due to wind having the capability of slicing even the strongest minerals, the sliced bits on the object, will have high trace amounts of wind chakra, which the user can control similar to the Wind Release: Rotating Shuriken. This however is limited to earth, mineral, or weapon contructs, one rank stronger than the rank of the wind release chakra that the user imbued in the said object. This will also in turn, weaken the weapon or contruct, one rank lower than the initial power. Any object which has been touched by the said wind, will have the said trace amounts, allowing him a very simple control over them, and with higher amounts for actually ranked techniques, which are not simple weapons.
Note: Can only be used 4 times per battle.
Note: Lasts for 4 turns
Note: No wind technique above B-Rank in the same turn.
Note: Only constructs, one rank stronger can work, due to wind having capability to slice solid constructs and at times have an advantage over them.
Note: Can only be taught by Six Paths

Declined - Although it is extremely well done, this does clash with older existing jutsu. The other thing is we don't like the mention of the rasengan or its variants.

Katon: Ji chinmoku ekō | Fire Release: Next Silenced Echo
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: (+10 to applied technique)
Damage: N/A (+10 to applied technique)
Description: The user will at will use this technique after the performing of any wind release technique. The user will add a final dragon handsign in the end of the wind technique, and if the wind release technique has no handseals, he will simply perform the dragon. Due to the technique being connected to the wind release, they will happen in the same time-frame. Once the handseal is released, each wind techniques which are produced by the user, or controlled in the vicinity, will be accompanied, with very small ash like particles, which will appear like the wind picked up dust. Due to the high amounts of wind around the techniques, these particles, will appear to give off no chakra, to users which have doujutsu. Though very powerful doujutsu, could see through it. Once the said final handseal is performed, the user can at will, control these particles of fire, in 2 specific ways. He can choose to release flame based chakra, giving the said wind release, a surface entirely composed of fire, which use the oxygen of the wind to fuel and keep it burning, for the same duration of the wind release technique. But, at other cases, the user can also at will, cause the grains of ash to glow, and at will, involve itself into very powerful and sudden explosions, which are called thermobaric explosions. These explosions are accompanied by a lot of light, similar to flash bombs, but also a lot of force. At which explosion, the wind release technique, will simply discharge as well, fully fueling the flames.
Note: Can only be used on the users wind release techniques
Note: No Fire release above A-Rank in the same turn
Note: Can only be taught by Six Paths

Declined - the control to switch natures in the same time frame like this is just too much
 
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Alyx

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(Kenjutsu/Katon: Kensai no Amaterasu) Kenjutsu/Fire Release: Sword Saint of the Shining Heavens
Type: Offensive | Supplementary
Rank: S - Rank
Range: Short - Mid
Chakra: 40(-10 per turn)
Damage: 80
Description: The user will knead a decent amount of fire chakra into their sword, controlling the flow of chakra from the arm(s)directly towards their back. Using shape manipulation, the user will sprout nine tails which are reminiscent of fox tails. These tails though look normal at first glance; near ethereal in appearance they are actually condensed enough to interact with other solid objects. What makes this technique so unique is its ability to "emulate" swords in a fashion that generally isn't seen. The tails essentially copies the properties of the user's sword thus for example gaining the sharpness of a sword as well the durability; this in turns allows for a unique usage of Kenjutsu based techniques. The tails are capable of reaching out to mid range, being able to use Kenjutsu from them allows the user to increase the range of techniques normally required to being within a short range distance. Projectile based kenjutsu techniques released from the tails also gains Fire Release properties and thus follow the same S&W but still carry the properties of its original technique but requires an extra +5 chakra for the conversion. The final ability of the tails comes at the cost of an extra move and an additional +15 chakra when activated, the tails are able to become "enhanced" with the existing properties of sustained Kenjutsu Techniques and how they works, this however ends said kenjutsu techniques all together once this jutsu ends as it becomes the new catalyst of said techniques. The strength of each tail is S ranked when used for a direct physical technique, but destroying one tail ends the entire technique.

*Can only be uses twice per battle,once if uses to become the "catalyst" of existing sustained kenjutsu techniques*
*No S - Ranked Fire Jutsu in same turn or next*
*Remains active for four turns*


✦ Declined, for starters the tails can take on the sharpness of the sword but that's the only property; special abilities and traits of used weapons wont carry over to the tails and if projectile based kenjutsu take on Fire Release properties, it becomes a Fire jutsu. All other inherent properties that aren't Fire nature based are lost in the conversion. Given all the Command Arts and Prayers you know, this is as far as this will go. ✦
 
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Punk Hazard

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(Ototon: Jōkābenomu) Sound Release: Joker Venom
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A Hindering jutsu bought on through the use of a word, this Sound jutsu aims at causing indirect harm through soundwaves. By making an audible sound in some form, the user causes soundwaves to resonate and vibrate within the limbic system of the brain, targetting two structures primarily, those being the hippocampus and amygdala. Both of these structures are a part of the limbic system, the part of the brain that relates to emotion, learning and motor skills/behavior. By resonating against these parts, the user is able to affect them and cause the opponent to suffer from cataplexy. How this is achieved is through the vibration of the Sound waves causing the hippocampus and amygdala to replicate the feelings generally felt when laughing, creating an automated response that forces the opponent to begin to laugh uncontrollably as if being tickled, a feeling the vibrating waves also replicate. This feeling of euphoria causes the sound created laughter to continue, becoming increasingly stronger and wilder to the point that it becomes unpleasant and painful. This pain, while merely psychological through the use of Hindering Sound waves, begins to affect the opponent more as each turn passes that he is under it's effects. During the firstturn, cataplexy begins to set in, manifesting as a weakening of the control over the facial muscles, stretching it into a deep smile as he continues to laugh. By the time the second turn reaches, it's effects will have amplified to the point where atony begins to set in, causing limited paralysis of the body that shows in the inability to physically move outside of painful laughter that the opponent perceives to be real. By the time the third turn rolls around, laughter induced syncope is triggered, causing them to pass out via a hysterical fit of laughter as their face becomes stuck in a clown like grimace.
Note: Can only be used 3 times per opponent, lasting for 3 turns each use and requiring a 3 turn usage break.
Note: The feelings of pain aren't illusionary nor real; they are triggered responses due to stimulation of certain body parts. Similarly to how sound waves can resonate against organs and cause physical disorientation, this can cause perceived damage though no part of the body is in actual damage.
Note: The situational syncope response, or fainting, is triggered through over stimulation of the hippocampus, overloading the organ to the point the created laughter causes a visual and literal stress on the body.

Declined - would require alot of med knowledge so full med training required.

(Ototon: Hāfugia) Sound Release: Half Gear
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will gather Ototon chakra into their hand, snapping their fingers to release a Hindering sound wave that localizes around the heart of the victim. The Sound wave in of itself doesn't cause any physical harm to the bodies or the hearts of those afflicted, only altering the beating of their hearts. The sound wave causes the rate of their hearbeat to become disrupted and slowed, causing symptoms of arrhythmias to set in. This causes upon the target severe chest pains and physical fatigue as their body responds negatively to the disruption in their heart beat. The pain and fatigue reduces the target's capabilities, preventing the usage of techniques above A-ranks unless broken.
Note: Can only be used 3 times per opponent, lasting for 3 turns each use and requiring a 3 turn usage break.

Declined - same as above


(Ototon: Saigo no Negai) Sound Release: Last Wish
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: A jutsu which makes use of Hindering Sound waves, this jutsu is used to directly affect the opponents heart rate. It is used at quick speeds and performs its actions from the moment it has hit, causing the opponent heart rate to beat extremely fast. Initially it feels as though it will eventually slow down, however it gradually increases, going from a shortness of breath, to mild dizziness within moments. When used on unsuspecting opponents who may have not moved around much during the battle, it can be quite suspect that they're suddenly out of breath, however, the aim of this jutsu is not to be subtle but to simply hinder, as the first sentence describes. The dizziness is quickly followed up by a feeling of sudden weakness all over, causing a reduction in speed by one rank. This all happens within the first turn, if the opponent does not manage to somehow release himself from the jutsu, the second turn would notice a feeling of light-headedness and loss of balance before eventually fainting due to a lack of blood being pumped around the body. ~ Can only be taught by Riker. This jutsu can be used three times per battle, and lasts two turns per use. Once used, the user must wait another two turns before being able to use it again.

Declined - all your cjs are too focussed on the inner workings of the human body, and would require med knowledge
Both techniques completely revamped so I didn't bother bolding

(Ototon: Jōkābenomu) Sound Release: Joker Venom
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique takes the form of a sustained high frequency, low energy Sound wave. The user will produce a whistle that carries the Sound wave, instill a powerful Genjutsu on any opponents that hear it. The Genjutsu utilizes a similar concept to the Century of Torture at the Hands of a Banshee technique; namely, it instills a Genjutsu replicates a sensation throughout the opponent's entire body in the form of an illusion that produces real physical reactions in the body. Similarly to Banshee's ability to cause real physical immobility and muscle spasms through inducing illusionary pain, Joker Venom induces an illusionary sensation that is reminiscent of being tickled, albeit on a severely higher level. While the sensation in of itself is an illusion, the response trigger in the body is all too real due to the brain believing the sensation to be real. The target's body will spasm uncontrollably from the sensation, making controlled and effective movement virtually impossible. The sensation causes those affected to fall into a fit of uncontrollable laughter. The sensation becomes more and more intense as time goes on, causing the uproarious laughter to likewise intensify; the spasms of laughter makes it harder and harder for the victim to breathe. Should the victim remain within the Genjutsu for one whole turn, they will begin to suffocate. By the end of two turns, victims will lose consciousness and enter a comatose-like state due to oxygen deprivation in the brain. At three turns, the victim will become brain dead, with the continued stress on their facial muscles rom the laughter causing these muscles to become contorted to the point that their corpse's face will become disfigured into a grotesque rictus grin. While in the use, the user cannot move from their locations and must sustain the Sound, otherwise the Genjutsu will immediately cease.
Note: usable once every 4 turns
Note: while sustaining the sound, the user cannot attack or move from his position, risking otherwise disturbing the sound he's producing and ending the illusion

Declined - better concept but needs work. One turn in the RP could be all of a second, so if they are being tickled with the sound for one turn, they wouldn't suffercate, it could be all of a second that they do this. So that needs increasing. You already have the fact that it leaves them immobile making it strong when it's S rank.

(Ototon: Hāfugia) Sound Release: Half Gear
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will gather Ototon chakra into their hand, snapping their fingers to release a Hindering sound wave that infuses itself throughout their bodies, particularly lining itself along the muscles. This wave of Sound constantly vibrates against the muscles of any enemies that hear it, replicating across the victims' body the sensation one normally feels when their arm or leg falls asleep. This causes a mild form of paralysis to the victim's body due to the sense of numbness that accompanies this sensation, reducing their ability to move. As such, the victims become incapable of weaving more than three seals at a time, and unable to perform Taijutsu techniques A-rank and above unless mitigated.
Note: Can only be used 3 times per opponent, lasting for 3 turns each use and requiring a 3 turn usage break.

Declined - mild form of paralysis but it's S rank? That doesn't make sense.
 
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KeotsuEclipse

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(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.
(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: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; 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.

‡ Update Approved ‡

Referenced techniques:

(Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar


Rank: A
Type: Offense/Supplementary/Defense
Range: Self
Chakra: 30
Damage: N/A
Description: The first of the “Prayer” series of the Command Arts, Hikaru Aki Hashira, often called “Aki-gamae (autumn stance)” by its users, is a Kenjutsu stance instead of an actual attack. It is a variation of the Waki-gamae in that the user holds their blade at waist level, parallel to the ground, whether in its scabbard or not, a position best suited for quick-draw strikes. The user focuses their chakra throughout their entire body in a steady stream while in this stance, increasing their speed and strength by 25%. This increase in ability comes about from the chakra augmenting the muscles naturally, instead of forcefully, essentially putting the body in a natural “peak” condition. This chakra also coats the user’s blade and allows the counter-offensive nature of Aki come through. Whether sheathed or not, the user can swing their blade and dispel an incoming attack by disrupting it, allowing the user to protect themselves and then counter-attack. The method of blocking attacks is based upon the concept of an immovable pillar.



*The First Prayer can only shield the user from attacks of an equal or lower rank.
*Blocking an attack counts against one of the three allotted moves in a turn.




(Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword


Rank:B
Type: Supplementary/Defense
Range: Self
Chakra: 20
Damage: N/A
Description: A refinement of the First Prayer: Hikaru Aki Hasira, this technique expands the ability of the First Prayer. Where as Shinning Autumn Pillar is locked only to the user’s weapon, and forces them to stand in a specific stance, this technique turns it into a full on “Mode”, covering the entirety of the user’s body and thoroughly saturating it with the same effect; This allows the user to fight unhindered by having to remain in one stance, while also allowing the effects of the First Prayer to extend to their entire body. Besides this saturation, Gokumonken provides one extra effect: techniques that would be destroyed by the First Prayer’s effect can instead be reflected back at the opponent, taking the place of the First Prayer’s defensive ability, but still counting as an additional move per turn.



*Cannot be used unless the First Prayer is active.
*Remains active until the First Prayer wears off.
*Can only be used twice in a battle.
*Reflecting attacks back counts as a move per turn, and is bound by the limitations of the First Prayer's abilities of defense.


(Kamei Gigei: Shamen no Inori: Shingetsurin) Command Art: Prayer of Absolution: True Moon Ring
Rank:
B
Type:
Supplementary/Defensive
Range: Self
Chakra: 20
Damage: N/A
Description: A further refinement of the First Prayer: Hikaru Aki Hasira meant to be used after the Prayer of Fortitude: Gokumonken. Keotsu quickly found out that there were more dangerous things in battle than attacks alone, and this Prayer extends the abilities of the First Prayer even further to combat those threats. This Prayer alters the way the First Prayer functions ever so slightly so that it is able to "cut" the chakra of any technique it comes into contact with, wheter it is offensive, defensive, or otherwise; this allows the First Prayer to dispel techniques like Swamp of the Underworld where it couldn't do so previously. Like the Gokumonken refinement, though, the ability to dispel techniques is bound by the power of the First Prayer's defenses, and the action takes up a move per turn.
*Cannot be used unless the First Prayer is active.
*Cannot be used unless the Prayer of Fortitude is active.
*Remains active until the First Prayer wears off.
*Can only be used twice in a battle.
*The dispelling of a technique is bound by the limitations of the power of the First Prayer and consumes a move per turn to do so.

(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.
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‡ 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: 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. Caladbolg increases the passive boost Mythos offers by +20, but also increases the chakra cost of all Kenjutsu by 20.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
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‡ Both Declined ‡ I had some doubts about approving these and decided to discuss with another mod. After thinking on them extensively, I can't approve these. The first makes Command Arts capable of countering virtually everything, for the simple cost of a move slot. The second would potentially raise what the Prayers can reflect from 100 damage to 140. Something you can maintain for an entire battle. There's no counter play, no what of circumventing your defenses if I approved either or both of these. I understand the urge to complete and perfect your fighting style but knowing what the Prayers can do, I can't approve these in good conscience.
 
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Anbu Kirito

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Raiton: Semitsu Funtai | Lightining Release: Pinpoint Shatter
Type:Supplementary/Defensive
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:
The user will focus a massive amount of lightning chakra on their index finger, causing it to crackle similar to the chidori. This lightning is incredibly useful for shattering defenses and blocking incoming attacks. When coming into contact with a doton structure or attack, the user projects the lightning onto the jutsu, causing it to fall apart on a microscopic level, effectively causing the jutsu to disintegrate into dust. This can only be used to shatter small areas, for example to create a hole for you enter so you can get through a wall made by the enemy, or to destroy projectiles incoming. It is somewhat like a more destructive and focused version of Nagashi.
Notes:
-Can be used 4 times a battle
-Can only be taught by AnbuKirito

Declined - similar to existing jutsu

Taijutsu: Panchi Ridarekuto | Body Arts: Punch Redirection
Type:Offensive/Defensive
Rank:B
Range:Short
Chakra:N/A
Damage:40
Description:
When an enemy strikes the user with a punch or kick related taijutsu technique of up to C rank, the user can use this move to counter the attack, and follow up with a hook to the stomach or face. When the attack comes close to the user, the user will move their arm to intercept or grab the attack, pushing it out of the way while remaining steady, effectively blocking it. The user will then follow the block up with a punch of any kind to the exposed and still open enemy, as they have been stopped mid attack, the most vulnerable point of any taijutsu move.
Notes:
-Can only be taught by AnbuKirito
-Can be used 4 times, and no more than once each turn

Declined - clashed with existing jutsu and can be done with cannon jutsu
 
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DrProof

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(Senju Chi) - Senju Blood
Type: Supplementary
Rank: E
Range: N/A
Chakra: 0
Damage: 0
Description: The Senju Clan was known as the clan with a thousand skills. One of those many skills derived from their very blood; their very genetic coding. The blood of a Senju, innately gives its clan a surge of power, well as an insane proficiency in chakra control, passively allowing them to expunge lesser amounts of chakra for all elemental jutsu.

Note: -1 rank in damage, and chakra for every elemental jutsu.
Note: Does not affect E, and F-Rank jutsu.
Note: Passively active - Cannot be turned off - Does not count as a move.
Note: Can only be used by Senju bios.

(Senju Chi: Kuikku Shu) - Senju Blood: Quick Hands
Type: Supplementary
Rank: E
Range: N/A
Chakra: 0
Damage: 0
Description: True to their name, the Senju clan possess many skills, enhanced hand seal speed being one, deriving from their Senju Blood. In amalgamation with the Senju Clan's passive ability "Senju Blood", the clan's members are able to focus on execution, enabling them to perform elemental ninjutsu at a significantly faster rate than their opponents.

Note: Halves the amount of handseals needed to perform all elemental ninjutsu.
Note: Does not integrate with the element specialty perk (needing one handseal to perform a jutsu)

✦ Both Declined, DNR. You cannot post a KG as a CJ; what you have here is just the equivalent to the canon clan's noted abilities. This has no chance of approval. Then the second one is a definite no. ✦
 
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Priest

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Pitohui Kuchiyosei: Atukpa - Pitohui Summoning: Atukpa
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80 for physical attack)
Description: The user swipes blood upon the Pitohui summoning tattoo or uses the traditional summoning rites to summon Atukpa.
Atukpa is a moderately sized hooded pitohui with a size only 4x of that of his summoner. Apparently he can communicate with his summoner and other Pitohui's telepatically and only able to convey(carry) his summoner and non other. Atukpa is quite arrogant, though this is due to him being strong and special in his own way and he always see himself as the strongest. Atukpa is ferocious when he attacks physically using his claws and beak. Even the hooded tendril on his head which he can extend up to short range, packs a punch. His body is entirely black with hazy smoke always oozing out of his body. The smoke covers short range around him, apparently making everyone around him unable to see due to this smoke though this would not affect doujutsu users. Atukpa however, is able to see through the smoke easily. Like any other Pitohui, Atukpa is also cursed with potent amount of neuro-toxins which through the smoke exhuming from him, mild dosage is administered to those in the smoke(except the user) causing their body to be extremely itchy, distracting them from focusing on chakra thus they are unable to mold S-rank and above chakra, and unable to use or sustain complex chakra control techniques like space time techniques and genjutsu.

So you summon and with that everyone is poisoned with a toxin from the smoke. Nah.

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


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

Declined - bit much for one summon and see above
Pitohui Kuchiyosei: Atukpa - Pitohui Summoning: Atukpa
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80 for physical attack)
Description: The user swipes blood upon the Pitohui summoning tattoo or uses the traditional summoning rites to summon Atukpa.
Atukpa is a moderately sized hooded pitohui with a size only 4x of that of his summoner. Apparently he can communicate with his summoner and other Pitohui's telepatically and only able to convey(carry) his summoner and non other. Atukpa is quite arrogant, though this is due to him being strong and special in his own way and he always see himself as the strongest. Atukpa is ferocious when he attacks physically using his claws and beak. Even the hooded tendril on his head which he can extend up to short range, packs a punch. His body is entirely black with hazy smoke always oozing out of his body. The smoke covers short range around him, apparently making everyone around him unable to see due to this smoke though this would not affect doujutsu users. Atukpa however, is able to see through the smoke easily. Like any other Pitohui, Atukpa is also cursed with potent amount of neuro-toxins which through the smoke exhuming from him, mild dosage of neurotoxins from his feather would mix with the smoke subtly affecting those in the smoke(except the user) causing their body to be itchy, distracting them from focusing much thus they are unable to use or sustain complex chakra control techniques like space time techniques and genjutsu. This is a slightly powerful form of as it does not poison but irritates and itches the skin and it only occurs when one is within the smoke. Should the enemy removes himself from the smoke vicinity, he won't feel the effect again.

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

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


Approved

Received from Erzo to submit a Lightning variant of his .

Raiton: Iyoku no Henka - Lightning Style: Change of Volition

Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A lightning variation of Wind: Will Change. This technique is created to make use of other-wise wasted chakra, thus the purpose of this Lightning technique. This technique is set to work with any and every defensive Lighning jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive
jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Lightning.
NOTE: Usable 3x per battle lasting a maximum of 3 turns if not deactivted early
NOTE: 2 turns inbetween usage.
NOTE: This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.

Declined - copied his jutsu but made it stronger xd 3x for 3 turns, his is even 2x for 3 turns.


Ninpou: Sutorīmupusshu - Ninja Arts: Stream Push
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This is a simple Ninjutsu invented to help the user to finish some rather unfinished or unwanted interrupted task.
This is aimed at techniques that requires continous focus, like streaming of fire or water, focusing on earth golem etc. Should the user needs to move on to the next technique, he has no choice but to interrupt the streaming technique to move on, making the technique a waste since it may not have done what it was meant to do. To curb this, the user activates a technique. At the point at which he interrupts the technique, he surges his chakra. He would interrupt the streaming technique but then this technique would replace the user with a phantom clone at the point of interruption, making the streaming continue but the user is now off its control. Its like an instant shuffle where the user's command of a jutsu is replaced and then a clone quickly assumes the command while the user breaks connection from it. The clone is not a normal shadow clone thus is different from them, possessing only the amount of chakra from which it was made. Its work is to continue the task and once the technique it was assigned to is defeated or ends, it disperses back. The shuffle is instant can be easily unnoticed if those around are not vigilant.
The technique is instant thus can be used in the same timeframe as the user using another technique.
Usable only once every two turns and 5 time per battle

Declined - The main drawback of some extremely strong jutsu are that you need to stream them and maintain them, if we approved this it would take all of that away making them even more powerful which i wont allow.


Raiton: Seishin Okurimono - Lightning Style: Gift of the Spirit
Type: Supplementary
Rank: B
Chakra: 20(-5 per turn)
Damage: (Depends on the rank of the taijutsu/movement causing the drag.)
Description: The user focus lightning chakra into their skin. Albeit the invisible presence of dense lightning chakra now coating the entire skin of the user, the actually lightning current is rather scarce. To call up the lightning current, there must be a drag between the body and the surrounding air and the more the drag, the powerful the lightning current able to be accumulated. The lightning chakra once released, is sentient thus the user has no control of the lightning output as the lightning output would now depend on the drag the user causes. This is particularly useful for taijutsu because taijutsu requires movement which cause the body to rub against the air. This makes it so that after activating this technique, the lightning output passively manifests whenever one throws a punch, kick, runs, spin, though this would also depend on the force behind the drag thus the rank of the lightning output would depend on the rank of the taijutsu movement. If the taijutsu/movement is B-rank, the lightning output would carry a B-rank damage etc. If the taijutsu movement is freeform, the lightning output only adds +20 damage and shocking effects to the taijutsu. The appearance of the lightning output is also focused on the part of the body making the drag. If only the arm is causing the drag, then the lightning output is only focused around the arm. If the entire body is making the drag. Then the lightning output is focused around the entire body.
Last 4 turns unless deactivated. Usable 3x per battle with a 2 turns rest in between usage. No wind jutsu that originates from the user's body while active

Declined - sentient lightning... which is pretty much just a form of lightning tai in a way which has been done in countless way of cannon or custom
 
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pop123

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Sabaku: Suna no Mugen Ikimono)- Sand Release: Infinite Dome Prison

Type: Defensive/Supplementary
Rank: S
Range: Short - Long Range
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Exerting control over the earth at the opponent's feet and loosening it into sand, Gaara raises his upturned palms to form a dome of condensed sand that forms around and over the opponent. This dome spans the entirety of their short ranged movement (5m) and even forms a platform under their feet to prevent escape via underground. Then Gaara clenches both hands shut to have a second dome form over the first, this one taking up the opponent's mid ranged movement area (10m). He may then follow up by turning his upturned fists down to open and slam his palms on the ground. This will cause a third and final dome to grow from the earth over the first two, this newer one taking up a whopping 20 meter area around the opponent. In order to save himself, the sands of the second and third dome will simply pass over Gaara as they trap the opponent, leaving him unscathed. What's even more surprising is that this dome can be used to surround the user, in order to defend from techniques and can also be used as a source for other Sand techniques. The first dome has the S/W of B ranked sand, while the second has that of A ranked, and the final dome is treated as an S rank structure of Sand.

Note: Useable Twice
Note: No sand jutsu above B rank in this and the following turn

Approved - made edits
 
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21 Savage

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(Raiton: Utsukushī uso) - Lightning Release: Beautiful Lies
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(+5 additional to earth techniques used from the ground)
Damage: N/A(60 for explosion)
Description: The user channels his lightning chakra underground and create a thick layer of lightning chakra in a shallow area beneath the ground, covering an area up to long range. The underground river of lightning chakra is set so that whenever the user uses earth jutsu that comes from below, it is further infused with lightning current though the lightning current is isolated and embedded within the earth jutsu. For example, a golem forming from the ground would have its innards as focused and compressed lightning while the shell is still earth and still usable like normal earth would. The compressed lightning would manifest whenever the earth jutsu in question is destroyed thus instead of normal crumbling of the earth, it explodes outwards with the compressed lightning spreading up to short range from the destroyed earth jutsu, electrocuting those caught within its proximity.
This is an activation technique that affect the user's earth jutsu, thus it won't respond to any earth jutsu which is not of the user. This means anyone apart from the user can still perform earth jutsu normally, the jutsu only responds to the user's earth jutsu since the earth jutsu contains the user's chakra.
° Activation is instant and can be used in the timeframe of another technique.
° Last 4 turns or when deactivated
° 2 turns in between usage
° Usable 3x per battle
Declined - similar to existing jutsu


( Ninpo : Pōtarusuitchi ) - Ninja Art: Portal Switch
Type: Supplementary
Rank: D-S
Range: N/A
Chakra: 10-40
Damage: N/A
Description: A jutsu develop to tackle any jutsu that is summoned into the terrain, specifically ones that are made to ensnare/hinder the user. So far the jutsu is summoned into the battle field and the user has mastered the branch of ninjutsu the summoned item falls, this jutsu would work on it. By channelling one's chakra into the item, one is able to lock on to the portal that summoned or "currently summoning"(if its a stream) the item and shift it into another position on the terrain. For example, the user can shift swamp of the underworld from under himself to another location on the terrain using this jutsu. This would not work on fuinjutsu scrolls or anything that comes out from scrolls. Its basically meant for jutsu summoned into the battle field from thin air or portals. The rank of shifting depends on the rank of the summoned item itself, so swamp of the underworld would require A-rank chakra to shift, etc.
° S-rank usage can only be used 2x while ° A-rank can only be use 3x per battle
° Usable once every 2 turns.

Declined - DNR... just no

( Futon: Ejiputo hito no sukāji ) – Wind Release: Scourge of the Egyptians.
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: After doing the Rat → Horse hand seals, the user will slam his hand (one or both) on the ground and release into it a
massive amount of wind chakra which
will then gather beneath the opponent before releasing it self in form of four cylindrical vortex-like shape of wind spinning at high speeds. These vortexes have a stipulated pattern to their creation. Two of them are to begin from the very sole of the opponent's feet's rising up to the thigh area slicing the parts rapidly in its spinning motion, shredding the clothes and skin in the process. The other two rises up higher than the previous set aiming for the hands. Encasing the hands while starting from the finger tips and stopping at the shoulders, these parts are also sliced momentarily as the vortex spins wildly upon creation.
° Usable 3x per battle with a turn cool down between usage.

Declined - similar to existing jutsu
 
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Klad

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Resubmitting.

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

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

Declined - reduce the parasites to working mid range diameter, next give them a rank restriction as i'm sure they wouldn't eat the chakra of an F rank ect


Resubmitting

Ajisashi Kuchiyose: Pitchiburakkuenjeru - Tern Summoning: Pitch Black Angel
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Perhaps one of the fastest Ajisashi to ever exist, Pitch Black Angel is an intimidating and completely black seabird. Hailed as a high class among the tern hierarchy, this bird is very proud but he obeys its owner and would do anything to provide him safety since his family has passed down the responsibility which has made them be very loyal. A notable characteristic of this bird is that even though he's much smaller than compared to his other kind, he is able to carry at least one human on his back. Because of the smaller size, he has the ability to go at faster speeds and be quick at acting in certain situation which leaves little room to. Pitch Black Angel is able to use chakra although he does not excel at elemental arts. The only affinity he knows is Lightning Release, but due to his lack of skill, he can use them up to A rank. The most unique ability this seabird has is the fact that in his mouth and stomach, there are a copious amount of parasites. Through a lot of hard work, he finally became able to manipulate these parasites at will. Usable only once per battle, Black Angel can spit a barrage of chakra coated parasites which lay on the ground throughout the battlefield, so it covers from short to mid range. They're visible like a near transparent cloud. Since the parasites are extremely chakra hungry, they will feed on any chakra which tends to form under or on the ground, and they will successfully render them prematurely useless. To put in other words, for a limited amount of turns, the opponent is restricted to use any technique of any element which travels through the ground or comes from underground, because the parasites will be there and will cancel it out. The limit of techniques these parasites cancel is up to A rank. This will last for specifically three turns. Or until they have absorbed 1 jutsu.

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

Approved made edits
 
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