Custom Jutsu Submission - III

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Python

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Henge- Adamantine Shield | Transformation: Adamantine shield
Type: Supplementary
Rank: S
Range: Short-long
Chakra: 30 (-10 per turn transformed)
Damage: N/A
Description: Khonsu transform into a large shield that can cover the user on the initial transformation (that's if Khonsu transforms in front of them) which is characterized by the hardness of diamond and its at-will extensibility allowing the shield to be enlarged in multiple directions or shrunk in size to allow the user to carry him more easily, though doing this doesn't reduce to how strong the shield is just reducing/increasing its size to accomplish what is required. it is possible for him to have their ears, eyes, and mouth as well as his limbs appear anywhere along the Shields metallic length similar to what Enma can do as he showcases when he is transformed into his staff; the Shield has a special ability of its own.

While in shield form Khonsu of his own free will can create up to 5 identical shields of him (these are identical to his current size, shape etc.) though these shield will be made out of earth this move can only be used once, though Khonsu can place the identical copy of the shields where he wish's as long as they are placed within a 10 meter radius of him. Each shield can take one S rank before collapsing and crumbling to the floor.

Note: This may only be used by Khonsu of the monkeys, and they may not use other techniques throughout it.

Note: The Shield can extend as far enough to expand around the user in a sphere protecting him from all angles and as quickly as Enma can whilst he is transformed into the Adamantine Staff.

Note: Entire turns in which Khonsu maintains this form will not count towards the turns he can stay on the field.

Link to the money summon


Declined: although the first paragraph is reasonable, the unique ability possessed by Khonsu in his shield form is too overpowered. First, the rank of the transformation ought to be decreased to A-rank (Enma's transformation and all other custom monkey transformations have so far been A-rank). Second, creating up to five constructs that can each tank one S-rank technique, in addition to placing them wherever at a whim, easily exceeds the scope of even a S-rank technique.

 
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-Haku Yuki-

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Updating:


Only added the wind release since Its pretty much just using the wind to make a blizzard

(Hyouton/Futon: Buriza-do)- Ice Release/Wind release: Blizzard
Type: Supplementary
Rank:A
Range:Short-long
Chakra Cost:30 (-15 per turn)
Damage Points: N/A
Description: The user will form one hand seal and focus his water and wind chakra into the already snowing area. The snow will begin to fly sideways at very fast speeds until it becomes a harsh blizzard. The sound of the blizzard will block all sound and the vision will be brought to zero basically leaving the user and the enemy with nothing but smell as vision is blocked sound is nothing but raging wind and feel they will become numb with frost bite after 2 turns in the storm. The user is used to cold temperatures and will feel little to nothing, but those unused to frost bite/freezing temperatures will have decreased hand seal speed, and their regular running speed will decrease by one rank as well.
note: Neither the user nor the enemy can see hear where they are in the storm, unless they have sensory ninjutsu
note: Sharingan up to and including 3t can't see through it,but Byukugan and Rinnegan can.
note: Can only be used 4 times
note: Lasts 4 turns
note: After 2 turns the enemy will become numb ( but will not affect anything other then feeling )

Declined -from 1 time lasting 4 turns to lasting 4 turns, be real xd

Updating:


Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:A/S
Range:Short-long
Chakra:30/40
Damage:60/80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a bullet,The user can choose to create the bullets around the enemy using the moisture in the air, or create them in short range of himself if he so wishes, he can form them anywhere as long as there is moisture in the air,or a water source if no moisture is present. With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the user makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream.

Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.
Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle
Note: No Water jutsu Above A rank in the same turn, or the following turn
Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank

Approved


Just clearing up a misconception, and got rid of the basket ball thing and just had them start out the size of bullets


NEW

(Hyouton: Yuki Goze)- Ice Release Snow blindness.
Type: Supplementary
Rank:A
Range:Short-long
Chakra Cost:30 (-15 per turn)
Damage Points: N/A
Description: The user will make a single handseal and cause snow to fall from the sky in a moderately hard snow storm. After one turn the sky the ground and everything will appear white, the cones in the enemies eyes will grow tired seeing all white and will blend the background in with everything, this will cause an optical effect making them blind until the snow is stopped. This is just as effective on dojutsu users even byukugan and sharingan users even with the mankekyo sharingan.
Note: Can be used even if it's already snowing.
Note: Can be used 3 times
Note: lasts 5 turns.

Declined - it wont fool doujutsu in that way so easily
Resubmitting update:

(Hyouton/Futon: Buriza-do)- Ice Release/Wind release: Blizzard
Type: Supplementary
Rank:A
Range:Short-long
Chakra Cost:30 (-15 per turn)
Damage Points: N/A
Description: The user will form one hand seal and focus his water and wind chakra into the already snowing area. The snow will begin to fly sideways at very fast speeds until it becomes a harsh blizzard. The sound of the blizzard will block all sound and the vision will be brought to zero basically leaving the user and the enemy with nothing but smell as vision is blocked sound is nothing but raging wind and feel they will become numb with frost bite after 2 turns in the storm. The user is used to cold temperatures and will feel little to nothing, but those unused to frost bite/freezing temperatures will have decreased hand seal speed, and their regular running speed will decrease by one rank as well.
note: Neither the user nor the enemy can see hear where they are in the storm, unless they have sensory ninjutsu
note: Sharingan up to and including 3t can't see through it,but Byukugan and Rinnegan can.
note: Can only be used 2 times
note: Lasts 4 turns
note: After 2 turns the enemy will become numb ( but will not affect anything other then feeling )

♪ Approved ♪

Changed the number of uses to 2, everything I bolded last time isn't bolded this time, but those changes are still there


Updating:


(Futon:Kaze Hoi-Ru)- Wind Release Wind Wheel
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will make 3 hand seals and form a wheel of wind around themselves, or directly in their hand. Using this wheel the user can travel towards their enemy and then get out of it throwing it at their enemy or throw it from a distance. The wind wheel is cable of cutting threw A rank earth and while the user is inside the wheel can defend against weapons. It can be thrown.
Note: Can only be used 3 times per match
Note: The winds emitted from the Wind Wheel is fast enough to knock away incoming weapons but doesn't increase the users speed.

♪ Approved, although your second bold is redundant. ♪

(Suiton/Hyouton: Hiebie Ase)- Water/Ice style: Cold sweat
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will begin by focusing his water chakra into the air around the enemy and using this chakra he will cause moisture to form all over the enemies body it will simply look as if they're sweating and without a dojutsu the enemy would think so as well, upon focusing wind chakra into the sweat the water will suddenly freeze the enemies skin and clothes entirely constricting their movement squeezing their whole body. If the enemy uses a wind jutsu while the sweat is on them it will freeze without the user even needing to add his wind chakra to it. The user will then preform either a full or half tiger hand seal (seal of confrontation) to cause the ice to explode.
Note: Can only be used 3 times per battle
Note: No S rank Water the turn prior

♪ Declined, this is quite over powered. Make it so that the water will start from minimum 5 meters away before converging on the opponent and restricting his movements. Also, the restrictions are almost non existent for an S rank. ♪
 
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Gèckö

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-Removed what you asked
-Bolded the changes

(Doton: Kodoku Gōremu) - Earth Style: The Lonely Golem
Type: Attack/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Lonely Golem is a variation technique one everyone's favorite Earth Jutsu. The user molds Earth chakra within their gut. Like the original technique, the user spews out the mass of earth. However the amount is not nearly the same as the original technique. It also doesn't have the form of a golem just yet. The user simply spews out a dense ball of Earth which is she outside like mud and it rolls in a fashion the user controls. As it rolls it collects debris and builds up more mass and grows stronger. After one turn the small sphere of earth no bigger than a meter in diameter has grown to 81 meters and now has arms and legs and can walk. The golem acts independently and is now completely solid no longer sticky.
Note: Can only be used twice per battle
Note: 2 turn cool down between usage
Note: Can only be taught by Gecko

Declined - s rank with no drawback?
(Doton: Kodoku Gōremu) - Earth Style: The Lonely Golem
Type: Attack/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Lonely Golem is a variation technique one everyone's favorite Earth Jutsu. The user molds Earth chakra within their gut. Like the original technique, the user spews out the mass of earth. However the amount is not nearly the same as the original technique. It also doesn't have the form of a golem just yet. The user simply spews out a dense ball of Earth which is she outside like mud and it rolls in a fashion the user controls. As it rolls it collects debris and builds up more mass and grows stronger. After one turn the small sphere of earth no bigger than a meter in diameter has grown to 81 meters and now has arms and legs and can walk. The golem acts independently and is now completely solid no longer sticky.
Note: Can only be used twice per battle
Note: 2 turn cool down between usage
Note: Can only use Earth during the two turns of activation and formation
Note: Can only be taught by Gecko

Declined - It goes one from 1m to the size of gamabunta in one turn? That doesn't make sense, i can understand if it tripples in size as it plows forwards into them but that growth aint gonna fly with me.

□ Pending. Leaving for Pervy. □​

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(Fuuton: Poketto) - Wind Style: The Pocket
Type: Supplementary
Rank: C Rank
Range: Self
Chakra: 15 (-10 to sustain beyond a turn)
Damage: N/A
Description: The user performs 2 hand seals then disperses a continuous stream of wind from every point on the body. When running this stream of wind effectively pushes air currents away from the body allowing for the user to run with zero air friction. Thus making the body move faster than normal. The equivalent of a stream of wind shooting your through the air. That's how much faster the user would be able to run. While this jutsu is active, the user cannot use fire, or lightning.
Note: Can only be used 4 times per battle
Note: Can only be taught by Gecko

□ Declined. First of all, continuously releasing an element from your body would entirely restrict your from using anything else for as long as the "mode" is active. The bold part is extremely vague in terms of speed, "faster than normal" and "equivalent of a stream of Wind shooting you through the air" can be interpreted as very different speeds. And last but not least, the restrictions are extremely underwhelming, despite it being a C rank, but what you are planning with it. □

(Suiton: Sabaku no Nekutā) - Water Style: The Desert's Nectar
Type: Supplementary
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 per turn to sustain)
Damage: N/A
Description: The user whilst in or after a mud based technique is used (swamp of the under world) performs 2 hand seals and slams one hand or fist to the ground. When he does this he kneads a large volume of suiton chakra into the ground as well as into the air. When he makes contact with the ground the two volumes of chakra become attracted to each other via polar bonding of water. The hydrogen bonds are naturally drawn to each other. The user then simply gestures his hand upward and the water chakra kneaded into the ground collects surrounding moisture as well as fibers, nutrients and other substances mixed within the moisture in that source and pulls it into the air to mix with the moisture in the air that the user created. This visibly would look like thousands of tiny brown bubbles which burst on contact and stick to anything via the nature of the earth which it came from. The bubbles simply float about harmlessly however they take on the same properties of that sticky mud which while effectively removing it from the original source making it hard once more. Movement through these bubbles decreases speed by -1 speed level. Its like running through water. User can cancel the bubbles at any time by snapping his finger and popping all the bubbles where they will scatter about the ground in patches of sticky water.
Note: Can only be used if a muddy source is used before or already present
Note: Bubbles last until all are destroyed or user stops them by snapping the finger and popping them
Note: Can only be used 2 times per battle
Note: requires 2 turn cool down
Note: Can only be taught by Gecko

Decline - You say using it at the same time as the swamp but that would then require y/y. Needs reworking, and this wouldn't work on the opponents mud jutsu as water is weak to earth ect

□ Pending. Leaving for Pervy. □​
 
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Klad

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Meiton: Mōtaru no naitomea - Dark Release: Nightmare of the Mortal
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A technique which is controlled by the user and considered to be very fast in performance, the user activates either dark mark on his palm and sends his chakra in target's vicinity. Afterward, an adult-sized hand materializes a few inches right in front of their neck and the hand being very swift grasps their neck. The target will only notice a transparent dark light under their chin if they're facing straight. The moment the hand touches the neck, it drains the same amount of chakra used for this technique from the target. This done, it will strangle the neck to the point that the target won't be able to breathe at all. But this is where the dark chakra comes into play. With the support of one hand seal, the user can make this hand quickly turn into a fiery hand which will explode into a volcane like eruption in spot and completely decapitate said target and erase the body part from his torso and up into nothingness. The hand's construct is formed up to the forearm, in which point it has a slight transparent effect in the end. The user can also choose whether they use the hand's fingernails to pierce through the target's neck. So all in all, unless the hands touches the target's neck, it holds no power.

- Usable only thrice per event/conflict
- Can only be taught by Klad

‡ Declined ‡ I'm not keen on techniques materialized so close to an opponent, especially one as dangerous as this and generally they need to be 3-5 meters away at least. Not only that but materialization anywhere on the field only applies for certain elements e.g. Wind and Water because of ambient air moisture. Elements like Fire, Lightning and Dark have to be created from the user's body, streamed into the ground or created a maximum of short-range away from the user.

Depiction of the hand
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Resubmitting. Revamped the entire thing.

Meiton: Mōtaru no naitomea - Dark Release: Nightmare of the Mortal
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A technique which is controlled by the user and considered to be very fast in performance, the user activates either dark mark on his palm and sends a near invisible dark layer to reside on the ground. It is 2cm thick and the size of this layer is usually up to the user, but it cannot be larger than the short range radius from any target. The mechanism of this technique lies within any sudden movement done by a target with his feet. Be it a jerking movement in order to run, or simply a foot stomp, the dark layer will trigger and a total of two black, adult-sized and with elongated forearm arms will emerge from the layer and capture the target in mid-movement, restricting their movements. The way the hands emerge is dependant on how the user describes them in his move. These hands have the ability to absorb chakra, and as they start sapping, they gain a slight blue hue, and this will further increase their grip on whatever body part of the target. With the performance of one handseal, the user is able to set these hands aflame; creating a sea of full of blue flames which can cause 2nd degree burns to the target.

- The dark layer can stay only for three turns in the battlefield.
- Usable only thrice per event/conflict
- Can only be taught by Klad

‡ Approved ‡ Much better. Reduced the range.
 
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Troi

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(Sabaku: Basuteto no Maito) - ☪ Sand Release: Bastet's Might ☪
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will release a tremendous amount of sand from their gourd or conjure a tremendous amount of sand from the ground and raise it up sky high. After this, the sand will form up to eight fists of sand that will rain down wherever the user pleases. The force of these fists are so great that they crack the ground with their strikes, leaving broken terrain and crevices in their aftermath. The sand, making such strong contact with the ground bounces back up and becomes stationary for a very brief moment able to be manipulated by the user at will for other sand techniques and purposes.

Note: Only usable three times per battle
Note: Only usable by sand bios
Note: Can only be taught by Moxxi

♪ Approved ♪
 
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(Koton: Titan) Steel Release: Titan
Rank: S
Type: Attack/Defense
Range:Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: This is a more advanced version of . Within the basic form the user will create a mass of steel around part of their body to make it look like it's grown in size similar to the Akimichi clan abilities. With this technique the user takes that to the next level and creates a gigantic titan size version of themselves out of steel. This will be done in one of two ways. They will either release their chakra through their body in an outwards surge of steel, making it seem like their body is expanding and growing in size rapidly with the real them at the center using chakra to control this huge titan version of themself standing 50m tall with a reach up to long range. The other way to do this is the user will slam their hands on the ground releasing the surge of chakra below them causing the Titan of steel to rapidly grown out of the ground below them with them on top. The Titan will look exactly like the user and move at their current speed. This works by them using their mind and chakra to contol the titan as though they were controlling their body. With this jutsu the user can use the Steel titan as though it were his own body, so steel jutsu that required the users body would now use the titan itself. Each strike the Titan does is S rank in power and counts as one of the users three moves per turn. While this is active the user can only use steel, earth and fire elements due to the size and control it takes. If the user would need to slam his hands on the ground for an earth jutsu while within the titan, the titan would do this motion for them using it as the medium. The user must remain in contact with the titan and while active takes up one of the users three moves per turn.

Note: Useable 2 times per battle, lasts 4 turns per use and must wait two turns between using it again
Note: Can release control of the titan at any time and when this happens or the 4 turns are up the titan will remain in it's possition for the rest of the match.
Note: No jutsu A rank or above in turn after this ends and the turn that it's used.

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♪ Declined, I made some slight edits to your last note. Removed the part about it moving at your current speed as well. However, there are some other issues. If it's created around you functioning like a Susano'o, how are you able to see outside of it? I'm not keen on that aspect of the jutsu at all, actually. ♪


(Koton: Sui Ko) Steel Release: Fluid Steel
Rank: A
Type: Attack/Defense
Range:Short-long
Chakra Cost: 30
Damage Points: N/a
Description: This is quite a unique version of steel release using precise chakra control to execute it. The user will release their chakra into steel they control and change it's density. Unlike other jutsu this doesn't apply heat to do so, but instead an extreme chakra control while thinking of the flow of water release. It will almost look like mercury which is in it's liquid form and through this jutsu the user will control the steel. They will control it using hand gestures pushing the steel around in a fluid like motion, yet it will still be solid, just controlled like it's a fluid. This makes it easier to trap people, but at the same time this has another use.
Note: Useable 4 times, last 3 turns per use but only works on existing steel the user has made or is devoid of chakra.
Note: Changing the shape, direction and other control of a steel construct takes up another jutsu of the users per turn after the initial use of this.
Note: This does not effect the strengths and weaknesses of steel, it's just advanced shape manipulation.

♪ Approved, removed the elastic portion. ♪

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

‡ Declined ‡ This should only be usable on earth or steel for solids. Also, if it's used against an opponent's technique it needs to overpower the chakra in the technique. Since this is A-Rank, it can only overpower B-Ranks and below.

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□ Pending. Leaving for NK or Vex. □​

(Koton: tatsumaki ) Steel Release: Tornado
Rank: A
Type: Attack/Defense
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more basic applications of steel release. The uses will release their chakra into the ground peforming one handseal create a large volume of steel blades 1inch in diameter. The do this as they use chakra control to apply the same application as wind release to make the blades spin rapidly forming a large tornado of rotating razor blades. The user can control the direction of these tornadoes with hand gestures or just release them in a chosen direction or area which they will then maintain themselves for one turn. They can make up to 4 tornadoes but the power will be divided by them (1=A, 2=B, 4=C). The width of these are up to 10m if one tornado is made, if two the size is divided by two so each will be 5 meters, and if divided into 4, they will be 2.5 meters each. This can also easily be made by breaking down current steel release jutsu the user has made or are void of chakra and break them down into the blades to for the tornado.
Note: Usable 4 times
Note: Changing their direction counts as a move per turn

Made changes to the bold, it's not two elements it's just comparing the cutting to wind.

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

♪ Approved ♪
 
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pop123

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Sand release sand style pillar binding justu
Rank: A-rank
Range: mid range
Chakra: 30
Damage: 80
Description: gaara uses thess pillars to trap and binds enemy to suffocate them with condense sand and solid and study pillars

□ Declined. Similar to existing Canon techniques. □​
 
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Kirikoe

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(Bakuton - Rensa han`nō) Blast Release - Chain Reaction
Type:Supplementary|Defensive|Offensive
Rank: F
Range:Self
Chakra: 50 ( - 10 per turn)
Damage:90 ( -20 to user when the jutsu ends)
Description: The user channels a large amount of blast chakra throughout there body, upon which he changes the core composition of his own body and physically becomes blast itself, the users body shape is recreated through chain, contained explosions constantly being emmited whiles he is under the effect of the technique, the users body retains a solid like composition whiles under the effects allowing him to be affected and harmed still and also allowing him to perform hand-seals if needed, however the user can at any moment whiles under the affects of this technique, make themselves intangible and seperate themselves and reform in another location, upon moving whiles intangible and seperated the user will leave a trail of chain explosions that cover the short range whiles he moves causing mass damage to anyone caught in its wake, the user is able to change his shape and form whiles under the affects of this technique using controlled chain explosions to recreate the creature or entity he decides to take, such as the shape of a dragon.

The user can choose to release a large blast to anything he touches whiles in this form that causes incredible damage and mass destruction befitting a forbbiden technique that expands to mid range, while in this form the user is immune to all fiery explosion based techniques of his own creation and resistant to A rank and below of foreign fiery explosion based techniques, whiles under this form, the user can perform all blast techniques, elements making up the element and all other non elemental fields, however he is also more prone to water techniques while in this form, an S rank water technique whiles in this form will be able to contain and drown him as normal and forcefully eject the user from the form prematurely.

Whiles its true that the power of this jutsu is devastating, the recoil from the technique is also strong, when the jutsu has ended and the users body composition returns to normal the user is affected by a large strain to his body, effecting his speed, his strength and also the power of his blast techniques over the next few turns, the user due to the recoil has his speed reduced by 2 stages for the rest of the battle, due to his strength being reduced his taijutsu techniques damage are reduced by 15, the user becomes unable to use blast techniques of A rank and above.

The users strength and his ability to use higher level blast techniques lasts for 3 turns after the technique ends, after each turn passes the user regains his strength and his ability to use higher level blast techniques slowly, after the first turn has passed the user regains the ability to use A Rank blast techniques and his strength rises slightly increases his damage by +5, the second turn the users becomes able to use S rank blast techniques again and once again, more of his strength returns restoring +10 to his taijutsu after the finally turn the user is able to use F rank blast techniques again and his taijutsu returns back to full strength, the user however will always be affected by the -2 to his speed for the rest of the battle.

- Can only be used once
- Form lasts 3 turns and cannot be deactivated prematurely.
- user can only use blast release, elements consisting of blast release and all other non elemental fields while in this form
- user suffers a recoil to his abilities once the form ends as explained above
-upon using a second F rank blast technique the user dies.

♪ Declined, this is pretty much Drackos' "Vestments of Divine Imperials" jutsu with some incoherent boosts thrown in with little reasoning as to why. ♪

(Bakuton - Kishikan) Blast Release - De ja Vu
Type:Supplementary|Offensive
Rank: A
Range:Short - Long
Chakra:(+ 15 to jutsu used)
Damage:N/A ( 60 if used on a freeform explosion)
Description: This is a technique in which it is utilised alongside another explosion, upon using blast release techniques up to A rank or any technique that gives off a fiery explosion, the user can use this jutsu within the same time frame as another technique to add a secondary explosion to that technique, equal to the first explosion in size and power that completely mimics the first explosion in its shape and properties, the secondary explosion is released almost immediately as the first explosion is released.

This technique can also be used on freeform explosions however when using this technique it simply mimcs the first explosion and only the second explosion caused by this technique is ranked.

- Can only be used 4 times
- 1 turn cool down between uses
- can only be used on fiery explosion based techniques A rank and below
- cannot be used on S rank jutsu

♪ Declined, DNR. Just an indiscreet attempt at doubling damage. ♪
 
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Thoth

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Smoke Ninjutsu completion: [ ]

(Kemuri Shingan) - Smoke Mind's Eye
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Descrtiption: The user will do an additional Ram hand seal while performing a Smoke technique and gather more chakra into the smoke they are releasing from their body or wrist launcher/s and make it very sensible to obstacles it encounters. This does not change defensive nor offensive capabilities of the smoke but rather just adds a passive sensing ability. The user will be able to feel the changes that happen in the molecular bonds of smoke to the extent of distinguishing shapes and materials and correctly guessing the location of a certain mass and its movements.
Notes:
- Lasts for four turns and can be applied to a single Smoke technique per turn.
- Only takes a technique slot upon being initially activated.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

Declined - chakra sensing smoke is intriguing, but the thing i have a problem with is how long it lasts. Smoke would last 4 turns all the time, natural wind can blow it away. Have it useable 4 times and last as long as the smoke jutsu lasts. Keeps it more realistic IMO
Resubmitting:
- changed the restrictions
- added a bit in the description

(Kemuri Shingan) - Smoke Mind's Eye
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Descrtiption: The user will do an additional Ram hand seal while performing a Smoke technique and gather more chakra into the smoke they are releasing from their body or wrist launcher/s and make it very sensible to obstacles it encounters. This does not change defensive nor offensive capabilities of the smoke but rather just adds a passive sensing ability. The user will be able to feel the changes that happen in the molecular bonds of smoke to the extent of distinguishing shapes and materials and correctly guessing the location of a certain mass and its movements. Accordingly, the user can tell when something has left od entered the area of their smoke. It is enough that the mass is only partially in the smoke to be subjected to sensing, as long as there is contact in any way. However, only the part that is actually in the smoke can be distinguished.
Notes:
- Usable only four times per battle.
- Lasts as long as smoke it was applied to remains under the user's control.

- Only takes a technique slot upon being initially activated.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

♪ Approved ♪

(Kemuri Genkotsu Rendan) - Smoke Fist Barrage
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user will, upon releasing smoke, proceed to manipulate it to create multiple extending fists that will stretch out to cover a wide radius, punching desired targets with great speed. The user must use precise chakra control and skillfully compress the smoke into the created fists to do damage. The purpose of the fists is that they can launch a target into the air, or knock it down. The user is also able to combine all of the fists, as they are being formed, into one large fist to increase the impact when striking a single target.
Notes:
- Usable only three times per battle.
- Can make a maximum of ten extending fists.
- The used smoke cannot be utilized for making another Smoke technique in the same turn.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

Approved - but because i'ts B rank if you wanted to make it useable more and mid range that would be fine too.
Updating:
- changed range
- added one sentence in the description
- removed a restriction

(Kemuri Genkotsu Rendan) - Smoke Fist Barrage
Rank: B
Type: Offensive
Range: Short-Mid
Chakra Cost: 20
Damage: 40
Description: The user will, upon releasing smoke, proceed to manipulate it to create multiple extending fists that will stretch out to cover a wide radius, punching desired targets with great speed. The user must use precise chakra control and skillfully compress the smoke into the created fists to do damage. The user can control the number of fists that go toward a certain target and divide the strength as needed. The purpose of the fists is that they can launch a target into the air, or knock it down. The user is even able to combine all of the fists, as they are being formed, into one large fist to increase the impact when striking a single target.
Notes:
- Usable only three times per battle.
- Can make a maximum of ten extending fists.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

♪ Apprpoved, nice. ♪
 
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Korra.

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my bio with Snakes and Sage Mode

(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: N/A
Description: The user does the Ram sign and gathers natural energy and swallows it, they then spit out a black ball of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field till either the user ends it or the opponent gets rid of it with a strong wind jutsu (S rank and up).
Note: Usable by Sage Mode users
Note: Usable 3 times a match

□ Declined. First of all, the size of the ball made is undefined, as well as how fast it spreads across the field, leaving way too much up to the interpretation of both the user of the technique, and someone who has to face it. Secondly, an S rank with little to no restrictions as well as being able to be used up to Long range is a bit much with just a single hand seal needing to be formed. Lastly, I am not sure this is a feasible way to use Senchakra, either. □


(Senpo: Ryūchi no Ken) - Sage Art: Fist of the Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Forming the necessary hand seals, the user then pushes the back of their hand, followed by pressing their palm, forming what appears to be fangs upon their hand. A dragon of senchakra is then created, using the mass of senjutsu. The user will then aim it at their target, in attempts to land an exploding blow. The user can either launch it from their hand by punching forward or by delivering a punch on the opponent. The jutsu is shown to do massive damage upon the terrain. Leaving a crater with in the earth.
Note: Usable by Sage Mode users
Note: Usable 3 times a match

□ Declined. Define "necessary hand seals", as it is way too vague as well as the size of the Dragon made (which should also be created Short range of you and travel up to Mid range). Lastly, this is a S rank technique, so it requires some restrictions. □
 
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Summer

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Fuinjutsu kabarejji/Sealing arts Deprivation
Type: Supplementary
Rank: A rank
Range: Short range
Chakra: 30
Damage:Na
Description: The wearer of these two sealing tags will have them placed on bandages which are wrapped around there legs. These two sealing tags have unique effects in the fact that they work in conjunction with the users sensory abilities. The moment the user senses a chakra disturbance from the ground the user will stomp either foot and the sealing bandages will unravel and attach to the ground from the foot that was stomped. This will seal up which ever jutsu came from the ground and halt it in its tracks. The tags have one usage being that each leg has one highly wrapped up leg. Should the user not be able to stomp the ground with either of his or hers foot. They can simply form one handsign and negate having to stomp. The bandaged/tag will then be released and spread around short range of the user like a blanket covering the field short range around the user.

Note:
+Can only seal up to A rank and below
+can only be used twice per battle.
+seals must be stated In bio
+the seals effects will only cover 5 meters around the user

Declined - this is just made to bypass the no seals on the body. You can have the tags but you will have to place them by hand. Not only this but it needs more detail in how it seals the jutsu




Fuinjutsu Youkyuu /sealing arts requisiton
Type: Supplementary
Rank: A rank
Range: Short/Mid
Chakra: 30
Damage:60
Description:
The user of this jutsu will pull out 8 explosives tags from there ninja pouch which are all pre made. Then throwing them into the air the user will form two handsigns and form small bubble barriers around the explosive tags. The barriers will act as protection against oncoming attacks and also a way to keep them from chain reaction exploding. Seen as how these tags will be clustered together the user can keep them from all from exploding together because of the protective barrier. The user can set off individual tags at a given time or concentrate fully and set them all off at once. By making the confrontation sign the user can activate a tag. The longer the user holds the sign the more tags That will explode. Once the tag is activated the barrier around that tag evaporates (not sure that's the word I am looking for)

Notes:
+Can only use up to 8 tags per usage
+can only be used twice per battle
+cannot use any other Fuin based barriers while this jutsu is active
+can only be taught by juha
Declined - creating bubble barriers around exploding tags isn't how fuuin barriers work my friend
 
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Mudo

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(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A (-10 for each iaijutsu performed)
Damage: N/A
Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (1.5, or slightly below that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases.
Restrictions:
Note: May only be used by samurai who have attained the rank of Sage (unofficial or official).
Note: Must be posted in the samurai's biography.
Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active.
Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.

‡ Declined ‡ The speed reference is inconsistent since Leg Weight speed is x2.
(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A (-10 for each iaijutsu performed)
Damage: N/A
Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (x2, equal to that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases.
Restrictions:
Note: May only be used by samurai who have attained the rank of Sage (unofficial or official).
Note: Must be posted in the samurai's biography.
Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active.
Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.

‡ Approved ‡


(Bushidō: Daini no Seijū: Echigo no Konpeki Tsuin Ryū) - Way of the Warrior: Second Holy Beast: Azure Twin Dragon of Echigo
Rank: S
Type: Defensive, Offensive
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A maneuver which employs the concept of Zettai Tōroku, or Absolute Inscription, along with the Samurai Saber technique using short-swords. The Samurai will begin by activating the Samurai Saber technique within both weapons (if not already activated prior), before they unsheathe both of the blades using the Art of Iaidō, utilizing shape manipulation to form the chakra coursing through the blades into the shape of semi-tangible dragons, one dragon head stemming from each of the two individual blades. From here, there are two ways in which this technique can be applied; in a defensive manner, using the concept of Absolute Inscription to slash all around oneself, as the dragons violently circle the immediate vicinity all around in an effort to protect its master. Not only is this capable of defending against physical based attacks, but energy based ones as well. This is possible due to the speed in which the Samurai has unsheathed and slashed around them self with Iaidō, creating compressed waves of wind that push away at all forms of attacks (this is not wind release -- an example of the concept of using speed and strength to achieve this particular affect can be seen in the Leaf Dragon God technique). In an offensive manner, the Samurai can control the dragons completely with blade movements in order to make them bite into their target(s) or defend from attacks that aren't in their immediate short range. The dragons are individually equivalent to A-rank in strength, combining as an S rank technique only when used together to defend from attacks or when attacking simultaneously with both dragon constructs.
Restrictions:
Note: Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: As with all forms of Iaidō, this requires that both short-swords be sheathed prior to initiating the technique.
Note: Because the dragon constructs are formed from the Samurai Saber technique, the user is capable of sustaining its form continuously for only one turn following the initial activation of this technique as long as they fuel chakra into the blades (20 chakra for the following turn), or until the dragons have been destroyed.

(Bushidō: Saisho no Seijū: Yi no Shuiro Fenikkusu) - Way of the Warrior: First Holy Beast: Vermilion Phoenix of Yi
Rank: S
Type: Supplementary, Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Vermilion Phoenix is the first and supreme Holy Beast, said to manifest itself to worthy Samurai who have learned to harness the power of the three lesser beasts beforehand. Despite its alleged superiority, the type of role the Phoenix plays is that of a support-based one; additionally, unlike the other series of techniques, this is not initiated through any form of Iaidō or Samurai Saber technique. It is activated by exuding one's chakra along the entirety of the body, causing the Phoenix (wings, upper torso and head) to manifest itself from the back of the Samurai. Its total wingspan stretches up to three meters, granting the Samurai the ability of flight, along with increasing the damage of all other Holy Beast techniques by twenty during the turns in which this is active. The Samurai can further manipulate the Phoenix at will to shield them from simple projectile-based weapons or techniques; though it should be noted that because this technique is not created through the Samurai Saber, the Phoenix does not interact neutrally with the five basic elements, instead, it is weak to any of them similar to normal raw chakra. Staying true to the legends of the Phoenix being reborn from its "ashes", if it is prematurely destroyed, it can be reactivated on the following turn for half the initial chakra cost, although if this is done, it only remains active for that same turn before disappearing.
Restrictions:
Note: Can only be used once per battle.
Note: Can only be used by Samurai biographies.
Note: Lasts for three turns, after which the Samurai will be unable to use any A-rank and above Samurai-Saber based techniques for the following turn. If the Phoenix is reborn after being destroyed and ends on the same turn, this same restriction applies.

‡ Both Approved ‡
 
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BusinessManTeno

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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. ♪

(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 (Still visible to the opponent). This will not only heat up the surroundings wilting anything that contains moisture (excluding humans and summonings). Of course, this still follows normal elemental S/W. 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 upon contact with the mini scorch suns, causing the opponent to not only be incredibly burnt making their body tender but, 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. Though in this state, the user is still vulnerable to lightning and follows the s/t guide for the interaction.

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
Note: Cannot be used whilst the opponent's raiton is restricted in any way

♪ Approved, added a note. ♪

(Ensui Katatsumuri Kuchiyose: Futagoza) Cone Snail Summoning: Gemini
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Gemini is the most interesting summon out of the bunch due to their personality. Gemini is twin fraternal Siamese twin. One female and one male, being the prodigy of the slug snail family being one of the two boss summons next to Virgo. They stand 10 feet long and 5 feet tall (The shell is included in the size), only wide enough to carry one person on their shell. Their regular body color is different. The male is white and the female is black though you can never see their full body as its attached to the shell, you can tell by their eyes as they stick out from the shell along with their mouth. Their Shell is very unique also, as the color splits in half. It is black on the male side and white on the woman side with the gemini symbol (♊) on the very center of their shell. Both of them speak separate but their thoughts are linked together and communicate different. The female is very vocal and thorough as the male doesnt like to talk much but rather fight but will talk if he wants to but choose most time not to. The shell takes the shape of a cone and is very sturdy, giving them immunity to A rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when they withdraw into their shell, this being their defense (This is excluding all techniques that came from below as they are vulnerable to all attacks from below due to their shell not covering the bottom half). Just like every cone snail they have a harpoon for a tongue theirs being twice the size of a kunai. Allowing them to launch their harpoon (Tongue) towards an opponent with great speed (Only up to mid range and travels as fast as a thrown kunai) and great strength Being S rank in strength. The poison with this cone snail is a medium scale one. .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued from the poison. The poison will spread each turn causing the opponent to become more sick and sick to where their senses are thrown off due to the poison shutting down their system and if not dealt with being lethal and Depending where the harpoon is shot it can be lethal aswell (Piercing through the head, or heart). Gemini can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Gemini being the most unique and considered the prodigy they learned to work in unison. The female is able to suction in and absorb techniques (Excluding solid jutsus) As she suctions the technique in her body she neutralize the jutsu causing it to be stored in her body while the male is able to release the very same jutsu but 1 Rank stronger from his mouth, being polar opposites as her technique absorbs and he expels.

Note: Stays on the battle for 4 turns
Note: Cant no other cone snail be on the battlefield the same time as them
Note: The female gemini is only able to suction a technique once per battle
Note: The male gemini can only expel a technique once per battle
Note: It takes one full turn for the male to expel the absorbed technique
Note: Expelling and Absorbing both counts as one turn each
Note: Cant exceed S rank when expelling it will simply add +15, not make it forbidden


Declined: take note of the bits annotated in pink. The more important bit of the two is the last sentence or two, depending on whether or not punctuation was intended. Generally, any summonings with absorption-based abilities are prohibited, especially in this particular instance, as the two cone snails together function in a manner quite akin to Dark Release. Paired with such a powerful ability - or other abilities of comparable potency, the shells' immunity to A-rank elemental techniques would need to be lowered, at minimum, to B-rank immunity. In keeping with a prior decline to your Virgo cone snail, the shells' durability should have an inverse relationship with the number of additional abilities the snails have, as well as their potency. The basis for my understanding of this relationship can be found in the following link: [ ]

(Ensui Katatsumuri Kuchiyose: Futagoza) Cone Snail Summoning: Gemini
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Gemini is the most interesting summon out of the bunch due to their personalities. Gemini are twin fraternal siamese twins. One female and one male, being the prodigy of the slug snail family being one of the two boss summons next to Virgo. Their size is roughly a little bit bigger than a basketball and the shell is included in the sizing, thus they typically stay on the shoulder of the summoner. Despite being twins, their regular body colors are different. The male is white and the female is black, though you can never see their full body as its attached to the shell, you can tell by their eyes, as they stick out from the shell along with their mouth. Their shell is very unique also, as the color splits in half. It is black on the male side and white on the woman side with the gemini symbol (♊) on the very center of their shell. Both of them speak separate but their thoughts are linked together and communicate different. The female is very vocal and thorough, as the male doesn't like to talk much, but rather fight (though he will talk if he wants to). The shell takes the shape of a cone and is very sturdy, giving them immunity to B-rank and below elemental techniques and up to A-rank Taijutsu (excluding EIG techniques) when they withdraw into their shell, this being their defense (this is excluding all techniques that come from below, as they are vulnerable to all attacks from below due to their shell not covering the bottom half). Just like every other cone snail, they have a harpoon for a tongue—theirs being twice the size of a kunai. Furthermore, they are able to launch their harpoon (tongue) towards an opponent with great speed (only up to mid range and travels as fast as a thrown kunai), and with great power (being S-rank in strength and counts as a move). The poison residing in this cone snail is of medium scale potency. Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (harpoon) and spread inside the opponent's body with extreme haste towards the opponents body system causing the opponents body to become fatigued from the poison. The poison will spread each turn causing the opponent to become more sick and sick to where their senses are thrown off due to the poison shutting down their system and if not dealt with being lethal (after 4 full turns); depending on where the harpoon is shot, it can be immediately lethal as well (piercing through the head, or heart). Gemini can then withdraw the harpoon bringing the opponent with it or release the harpoon from the opponent's body, retracting the harpoon it itself. The cone snail's preferred tactics are withdrawing into the cone shell for defense and extending the harpoon for offense. Gemini being the most unique and considered prodigies, they learned to work in unison with not only each other, but also their summoner. They are skilled in the art of chakra sensing and chakra suppressing. The female is able to suppress her chakra and anybody else's if they are in physical contact with her. The male is able to sense chakra to a very powerful degree, and can extend this ability to the summoner so long as they're in physical contact.

Note: Can only be summoned once per battle, and stays on the battle for 4 turns
Note: No other cone snail be on the battlefield the same time as them
Note: Sensory takes up 1 move slot (does not effect time frame)
Note: Suppressing takes up 1 move slot (does not effect time frame), and whilst suppressing chakra, the recipients of the technique cannot use any other ninja skills


Approved: edits made in pink pertain to abilities. If you are dissatisfied, let me know and I'll decline it.


(Ototon Genjutsu: Sakurifaisu Reigen) Sound Illusionary Style: Heartless Sacrifice
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This technique is used to trick the opponent effecting their sense of sight by inducing them through hearing. The user will snap their hands instantly inducing the user enemy(s) into a genjutsu to where they use the user suddenly violently explodes. This technique is used to throw the opponent off as if the user committed suicide, and thus perfect for situations such as stealth missions and getting caught etc. As the genjutsu is going on, the only difference the opponent will see is the death of the user while everything else around is normal. Reality wise, the user is wide open for an attack as they are caught stuck inside the genjutsu.

Note: Can use a max of 3 times
Note: Technique last until broken
Note: Cant use any S rank genjutsu or above for two turns

♪ Approved, nice but it shouldn't effect more than one person per use. ♪
 
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Omega

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Referncing Original


(Kuroi XIV) - Black XIV
Type:Weapon
Rank:S
Range:Short (Mid once seperated)
Chakra: (30 to activate each system) (-10 per turn)
Damage:N/A
Description: This sword was originally created for the use of smoke ninjutsu users, but its full potential was realized as it underwent a massive overhaul in design and purpose to help in more general ways. By using its unique container like make up, along with its ability to separate and still function, this blade became a very useful and unique weapon. Black XIV is a large sword that equals to about 6 feet in length. It is made out of hard tempered steel making it quite durable (Can be destroyed by S rank elemental attacks). Its general ability is that the blade is able to separate into 15 parts which can be operated up to mid-range of the user via mental command. Smoke as well as smoke bombs can be shot/released from Black XIV. Each part is the size of a small triangular box, and its edges are sharp enough to cut through objects; however, the different parts of the blade were modified to aid the user in greater ways.

System Ares -On command the user will release four parts from the main blade. Each part will attach to one of the user’s wrists, or one of the user’s ankles. Essentially they serve as ankle and wrist bracers in basic aesthetics, but their purpose is to aid in close ranged combat. (This is possible as these parts are designed to open up, and close around the limbs. The container like design aids in this process.) In exchange for the users chakra, the blades will release smoke around the user up to mid range in all directions to hide his movements. The smoke behaves much like the chakra sensing rain, in the fact that the smoke emitted in this form is linked to the users senses as the blades are linked to the user. Covering his movements with the smoke can aid in close combat situations. The smoke released is only B rank in power, and can be blown away by an appropriate C rank wind technique; however, the smoke will reform in the next turn until System Ares is deactivated. Since the blades are constantly absorbing the user's chakra, if any foreign source enters the user's body, the blades will automatically create a spike in the user's chakra to fix the error in the system. This is not to say that it can tell if there is foreign chakra, but it cannot absorb two different chakras at once. The spike follows the same rules as kai, but it only works for genjutsu up to A rank.

NOTE: It is worthy to note that the following is not an ability outside of its normal functions, but due to the actual form, the user has a certain benefit. Since the user can control the separated blades mentally, should the user become paralyzed/immobilized, the user can simply use his ability to mentally control the movement of the blades in order to move his body despite being immobilized. While doing so, the user can perform non-elemental taijutsu involving the legs and arms by using this ability while under the effects of immobilization.

System Athena-The user will summon up to 8 parts of Black XIV that will be used for defensive, or supplementary purposes. When System Aegis is activated, the user will allow them to absorb his chakra as he uses them as a medium to erect multiple barriers. The eight Black XIV parts will hover around the user and a 1 meter pink cuboid barrier will be erected around each blade. When the user is attacked he can use these cubed barriers to defend himself and maneuver them up to mid-range. Moreover, the user may also opt to use these barriers as a platform to escape hazardous terrain, or gain an advantage over the enemy. (The user is capable of standing on the barrier.) 1 barrier protects against a D rank technique. Two barriers protect against a C rank technique. 4 protects against B rank technique, and 8 protect against an A rank technique. Since the user is consistently fueling these parts with chakra the barriers will be erected once again should they be destroyed, albeit after 1 turn.


System Hades-System Hades-During critical moments, or deteriorating situations the user can use this ability to take the enemy along with him. The blade parts have a self destruct function, and the user only needs at least four parts the use the self destruct sequence. On command four blades will self destruct and generate a powerful explosion that extends to short range. (Equal to an A rank ninjutsu based attack).

Restrictions/Notes:
-Can only have one system active at any time.
-Activating each system costs a move
-Must master Fuinjutsu
-Can only be used by Smoke users
-Ability to separate only extends to Mid range.
-Can only be taught by Omega

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♪ Declined, the genjutsu break ability infringes on numerous other CWs. System Athena doesn't require a move, and has no usage limit?




Referncing Original


(Boko XIV) - Hollow XIV
Type:Weapon
Rank:S
Range:Short (Mid once seperated)
Chakra: (30 to activate each system) (-10 per turn)
Damage:N/A
Description: This sword was originally created for the use of smoke ninjutsu users, but its full potential was realized as it underwent a massive overhaul in design and purpose to help in more general ways. By using its unique container like make up, along with its ability to separate and still function, this blade became a very useful and unique weapon. Black XIV is a large sword that equals to about 6 feet in length. It is made out of hard tempered steel making it quite durable (Can be destroyed by S rank elemental attacks). Its general ability is that the blade is able to separate into 15 parts which can be operated up to mid-range of the user via mental command. Smoke as well as smoke bombs can be shot/released from Black XIV. Each part is the size of a small triangular box, and its edges are sharp enough to cut through objects; however, the different parts of the blade were modified to aid the user in greater ways.

System Ares -On command the user will release four parts from the main blade. Each part will attach to one of the user’s wrists, or one of the user’s ankles. Essentially they serve as ankle and wrist bracers in basic aesthetics, but their purpose is to aid in close ranged combat. (This is possible as these parts are designed to open up, and close around the limbs. The container like design aids in this process.) In exchange for the users chakra, the blades will release smoke around the user up to mid range in all directions to hide his movements. The smoke behaves much like the chakra sensing rain, in the fact that the smoke emitted in this form is linked to the users senses as the blades are linked to the user. Covering his movements with the smoke can aid in close combat situations. The smoke released is only B rank in power, and can be blown away by an appropriate C rank wind technique; however, the smoke will reform in the next turn until System Ares is deactivated. Since the blades are constantly absorbing the user's chakra.

NOTE: It is worthy to note that the following is not an ability outside of its normal functions, but due to the actual form, the user has a certain benefit. Since the user can control the separated blades mentally, should the user become paralyzed/immobilized, the user can simply use his ability to mentally control the movement of the blades in order to move his body despite being immobilized. While doing so, the user can perform non-elemental taijutsu involving the legs and arms by using this ability while under the effects of immobilization.

System Athena-When Athena is activated, the user will summon up to 8 parts of Black XIV that will be used for defensive, or supplementary purposes. When System Athena is they passively erect multiple barriers. The eight Black XIV parts will hover around the user and a 1 meter pink cuboid barrier will be erected around each blade. At the cost of a move, he can use these cubed barriers to defend himself and can also maneuver them up to mid-range. Moreover, the user may also opt to use these barriers as a platform to escape hazardous terrain, or gain an advantage over the enemy. (The user is capable of standing on the barrier.) 1 barrier protects against a D rank technique. Two barriers protect against a C rank technique. 4 protects against B rank technique, and 8 protect against an A rank technique. Since the user is consistently fueling these parts with chakra, the barriers will be erected once again should they be destroyed, albeit after 1 turn. This ability remains active for 3 turns. System Athena can be activated 3 times.

System Hades-System Hades-During critical moments, or deteriorating situations the user can use this ability to take the enemy along with him. The blade parts have a self destruct function, and the user only needs at least four parts the use the self destruct sequence. On command four blades will self destruct and generate a powerful explosion that extends to short range. (Equal to an A rank ninjutsu based attack). Using system Hades costs a move.

Restrictions/Notes:
-Can only have one system active at any time.
-Activating each system costs a move.
-Must master Fuinjutsu
-Can only be used by Smoke users
-Ability to separate only extends to Mid range.
-Can only be taught by Omega

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♪ Approved ♪

Updating:

(Genjutsu/Kenjutsu|:Houshoku ) - Illusionary Arts/Sword Arts:Gula
Rank: B-A
Type: Defensive/Supplementary
Range: Short-Mid
Chakra cost:20-30
Damage points:N/A
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to purify the enemy of their gluttony, the sin of over indulgence and consumption. In this world the punishment for consumption is death by consumption. The user's blade will glow purple, and then the user will perform a slash aimed at one of the users limbs, or a weapon. Whichever limb/weapon was targeted will appear to grow numerous mouths that begin to completely "eat" the object so that it eventually consumes itself into nothingness. Because the enemy believes the targeted area to be completely consumed he will be unable to utilize that said area. (i.e if the user targets the enemy's left leg he would lose balance if he tried to move as he truly believes his leg had disappeared.). If the user possess at least two swords the user may target two limbs, objects of the enemy at once to succumb to the effects of the genjutsu. This application is A rank.

Restrictions/Notes
-must be taught by Omega
-Can only be used 4 times
-The enemy will feel no pain, but rather only see the consumed object disappear
-A rank application can only be used thrice


♪ Approved, added a minor note ♪

(Genjutsu/Kenjutsu|Kenshiki) - Illusionary Arts/Sword Arts:Superbia
Rank: A
Type: Defensive/Supplementary
Range: Short-Mid
Chakra cost:30
Damage points:N/A
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to purify the enemy of their pride, the sin of corrupt and foolish beliefs in one's own value. In this world the punishment for pride is death by pride. The user will allow the user to trust in himself and essentially give into his pride. This technique is special in the fact that it can only be used on multiple opponents/summons (Two opponents). The user's blade will glow black, and then the user will spin in place at which point a tornado like wave of black smoke rapidly expands and passes over the battlefield to briefly blind the opponents. Within the smoke, the user's image appears before the enemies. However, this is actually their ally disguised as the user through genjutsu. This image will mimic all of the actions the enemies take. (Ex. If the enemy begins to run, the image will run as well. The effecte enemies will just carry the appearance of the user of this genjutsu.) The actual user of this jutsu remains hidden within the smoke free to attack if necessary. Thus their pride in their own strength destroys one another. Due to this genjutsu affecting multiple enemies, the power of the genjutsu is split among them. (B rank)

Restrictions/Notes
-must be taught by Omega
-Can only be used on two opponents
-Each enemy will have to break out of the genjutsu themselves.
-Can only be used 3 times

♪ Declined, similar to existing techs. ♪
 
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Littlefinger.

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Approved

Hitode Kuchiyose: Kō Genjitsu; Starro no Shinkō | Starfish Summoning: Anti Reality; Invasion of Starro
Type: Summon
Rank:B-S
Range:Short-Long
Chakra: 20-40
Damage: N/A
Description: The user will clap their hands together and summon forth Starro Starfishes of variable sizes. These blue and purple Starfishes possess retractable chakra reinforced spines that are shape like claws towards the ends of their five rays (arms), allowing them to latch tightly onto surfaces and enemies. All Starros are unique in that despite the eyes they have on the ends of their rays, they possess a large red eye in their center disk. Starros were bred and trained for invasions and thus have a special set of talents focused on the use of Genjutsu, and Water release techniques. The sizes of Small Starros (B rank) range from being able to fit into the palm of the summoner's hand up to the size of a shield. These Small Starros are able to clamp onto an enemy to restrain them and infuse them with their chakra to disturb their chakra flow and place them in a constant B-ranked illusion which revolves around the principles of narcolepsy. In said illusion (in their mind), the opponent will suddenly feel an uncontrollable urge to sleep, similar to the canon Nirvana genjutsu, but not restricted to it (there are no feathers). In the case of this illusion, once their mind is tricked into believing that there is a sudden urge to sleep, which is accompanied by yawning, the opponent will experience a nightmare of sorts in which they see themself bound tightly by multiple Starfish arms and are slowly being eaten and digested by a very large Starfish. Since the opponent will be bound by the arms in the illusion, in reality, they will be paralysed until they break the illusion. The Small Starros are also able to use Genjutsu and Water Release techniques that the user knows up to B rank without the use of handseals and move at the speed of a standard Kage rank ninja. They are immune to B rank damage and below.

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

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

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✯ Starros can inject saponin toxins through physical contact with their spines or tube feet. They can also do this through other forms of saponin toxin manipulation submitted as Star Arts.
✯ Starros release water from their rays(arms) and tube feet.
✯ Starros can cast illusions by latching onto the target with their claw-like spine. They can also cast ranged illusions by causing either their skin or center eye to glow. Once the target sees this bright glow, they become trapped in the illusion.
✯ Small Starros are B-ranked summons. If one Small Starro is summoned, it will last 5 turns when summoned and can be summoned up to 5 different times per battle. Once per battle, the user can summon Four Small Starros, B rank each, at the same time, but they[/b[ will last for only 3 turns before they return home.
✯ Medium Starros are A rank. A Medium Starro can be summoned twice per battle, and it lasts for 4 turns each time. Once per battle, the user can be summon up to two Medium Starros at once, and they will each last for 2 turns.
✯ Large Starros are S rank summons. Only one Large Starro can be summoned with this technique, and it will last for 3 turns before it returns home. A Large Starro can only be summoned once per battle.
✯ All Starros must first be summoned within short range of the summoner.

Declined it's just too much, and immune to B rank for small summons isn't going to fly xd


Approved

Hitode Kuchiyose: Kō Genjitsu; Starro no Shinkō | Starfish Summoning: Anti Reality; Invasion of Starro
Type: Summon
Rank:B-S
Range:Short-Long
Chakra: 20-40
Damage: N/A
Description: The user will clap their hands together and summon forth Starro Starfishes of variable sizes. These blue and purple Starfishes possess retractable chakra reinforced spines that are shape like claws towards the ends of their five rays (arms), allowing them to latch tightly onto surfaces and enemies. All Starros are unique in that despite the eyes they have on the ends of their rays, they possess a large red eye in their center disk. Starros were bred and trained for invasions and thus have a special set of talents focused on the use of Genjutsu, and Water release techniques. The sizes of Small Starros (B rank) range from being able to fit into the palm of the summoner's hand up to the size of a shield. These Small Starros are able to clamp onto an enemy to restrain them and infuse them with their chakra to disturb their chakra flow and place them in a constant B-ranked illusion which revolves around the principles of narcolepsy. In said illusion (in their mind), the opponent will suddenly feel an uncontrollable urge to sleep, similar to the canon Nirvana genjutsu, but not restricted to it (there are no feathers). In the case of this illusion, once their mind is tricked into believing that there is a sudden urge to sleep, which is accompanied by yawning, the opponent will experience a nightmare of sorts in which they see themself bound tightly by multiple Starfish arms and are slowly being eaten and digested by a very large Starfish. Since the opponent will be bound by the arms in the illusion, in reality, they will be paralysed until they break the illusion. The Small Starros are also able to use Genjutsu and Water Release techniques that the user knows up to B rank without the use of handseals and move at the speed of a standard Kage rank ninja. They are immune to C rank damage and below.

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

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The largest size of Starro are also the oldest and most powerful of the Starro Starfishes. They have mastered their training in genjutsu and water release and are able to use all ranks of water release and genjutsu up to S rank. The large Starros can be up to 30 meters tall with rays spanning up to long range. They are considered S rank summons and are immune to damage from S rank and below techniques. However, taking two S-rank techniques or one F-rank will damage them and cause them to return to Las Marianas.

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✯ Starros can inject saponin toxins through physical contact with their spines or tube feet. They can also do this through other forms of saponin toxin manipulation submitted as Star Arts.
✯ Starros release water from their rays(arms) and tube feet.
✯ Starros can cast illusions by latching onto the target with their claw-like spine. They can also cast ranged illusions by causing either their skin or center eye to glow. Once the target sees this bright glow, they become trapped in the illusion.
✯ Small Starros are B-ranked summons. If one Small Starro is summoned, it will last 5 turns when summoned and can be summoned up to 4 different times per battle. Once per battle, the user can summon four Small Starros, B rank each, at the same time, but they will last for only 3 turns before they return to home.
✯ Medium Starros are A rank. A Medium Starro can be summoned twice per battle, and lasts for 4 turns each time. Once per battle, the user can be summon up to two Medium Starros at once, and they will each last for 2 turns.
✯ Large Starros are S rank summons. Only one Large Starro can be summoned with this technique, and it will last for 3 turns before it returns home. A Large Starro can only be summoned once per battle.
✯ All Starros must first be summoned within short range of the summoner.


Declined: several issues, and the multi-rank attribution is a particularly significant red flag, so to speak. Briefly, multi-rank summonings like this will simply be declined by default—this was discussed with NK. Beyond the aforementioned verdict, the summonings exhibit far too many abilities and some, quite excessively exceed reasonable parameters. Regardless of rank, none of the summonings will be permitted to utilize an element and genjutsu, and this actually lends itself favorably to partitioning this submission into, at minimum, two distinct summonings. Continuing on, the summonings ought to be dichotomized not necessarily by size, but the abilities associated with them and therefore, the starfish able to use Suiton versus the starfish able to use Genjutsu. Furthermore, the durability delineated in regards to the highest tier of Starro is massively questionable. The two sentences annotated in pink are contradictory statements, as they cannot be immune to S-ranks and yet disperse after being the recipients of two S-rank attacks. Also, enough durability to tank a single F-rank technique is definitely a no-go. Keep in mind that even F-rank summonings, including both Manda and Hydros (Daemon's shark), can only tank one S-rank. Overall, much restructuring needs to occur before there's any chance of approval.

 
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(Kamei Gigei: Shippūga) Command Art: Hurricane Fang
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Fuuton chakra through their blade while slashing it downwards to activate this technique. Completing a philosophical trio with Suiretsuen (which is "radial") and Raikosen (which is "linear"), Shippūga creates a "field" of wind with spirals around the wielder's blade that obscures it from vision and allows the user to release a burst of wind that follows the arc of a sword swing. The powerful vortex of wind whips up currents that empower Fuuton techniques so that they can clash with Raiton techniques a rank higher than normal, and once per turn the user can swing their blade and release a massive arcing current of slicing wind that reaches up to a mid-range distance, and is capable of forcing back even large summons; however, doing so diminishes the wind cloaking the wielder's sword, allowing it to only be used twice, and not on consecutive turns, since the wind must replenish before it can be launched.
*This technique lasts for four turns once activated.
*The wind current can be deployed once per turn, every other turn.
*The modifier to Fuuton techniques is removed once the technique ends.
*Usable once per battle.

‡ Declined ‡ Bold is similar to Six Paths' Bounded Field of the Wind King.
(Kamei Gigei: Shippūga) Command Art: Hurricane Fang
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Fuuton chakra through their blade while slashing it downwards to activate this technique. Completing a philosophical trio with Suiretsuen (which is "radial") and Raikosen (which is "linear"), Shippūga creates two "fields" of wind, that spiral around the user; though the wind currents themselves are invisible to the eye, the wind currents are wild where they meet the ground, creating a visible cue at the user's feet that looks like they are standing in a hurricane. The powerful vortex of wind whips up currents that empower Fuuton techniques so that they can neutralize Raiton techniques a rank higher than normal, and once per turn the user can swing their blade and release a massive arcing current of slicing or vacuum wind that reaches up to a mid-range distance, and is capable of forcing back even large summons - the vacuum current is capable of pulling even a large summon forward a mid-range distance; however, doing so diminishes the wind vortex, allowing it to only be used twice, and not on consecutive turns, since the wind must replenish before it can be launched. When one current is used, its "pair" is sent out behind the user, similar to the arms of a hurricane.
*This technique lasts for four turns once activated.
*The wind current can be deployed once per turn, every other turn.
*The modifier to Fuuton techniques is removed once the technique ends.
*Usable once per battle.

‡ Approved ‡

(Jūhō Kibaku Fuda) Heavy Artillery Exploding Tag
Rank: N/A
Type: Offensive
Range: N/A
Chakra: N/A
Damage: N/A
Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has about ten times the destructive power of a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.
*In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.
(Jūhō Kibaku Fuda) Heavy Artillery Exploding Tag
Rank: N/A
Type: Offensive
Range: N/A
Chakra: N/A
Damage: +20 to Explosive Tags
Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has substantially more power than a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.
*In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.

‡ Approved ‡

(Densetsu-no Kamei Gigei: Ekusukaribā) Legendary Command Art: Excalibur
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 50 Activation | -50 per turn
Damage: -20 to user upon initial activation
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 is the greatest of its forms and is known as "Excalibur", a sword who's legend needs no introduction. In this form, Mythos takes on the form of a brilliant, golden longsword with ornate decoration, the fuller of the blade being a deep navy. Excalibur is unique in that, like its legend, its powers are never really consistent; instead, Excalibur takes on the combined powers of the last three Legendary Command Art forms to have been used. Such power comes at a price, though, and Excalibur quickly drains the wielder's strength; so much so that it actually taps into Mythos's primordial form of "Mikomi" and calls upon the ancient shape-shifting ability the blade once had that required a portion of Keotsu's life-force to function. Oddly, the blade glows with a constant, gentle light, and cloaks the wielder in a faint golden aura.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
*Note: Can only be used once three other Legendary Command Arts have been used and have been individually active for at least two turns.
*Note: Once activated, Excalibur requires a 50 chakra upkeep cost at the end of every turn its used, including the activation turn.
*Note: If Mythos leaves the Excalibur form, no other Legendary Command Art form can be taken for the remainder of the battle.
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‡ Approved ‡ Nice technique.
 
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Mellow

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(Genjutsu/Ototon: Kēpukobentorī) Illusionary Arts/ Sound Release: Cape Coventry
Type: Offensive/Supplementary
Rank:S
Range: Short-Mid
Chakra:40
Damage:80
Description:Usin the sound produced by the rustling of her cape or cloak as a medium, The used induces the opponent into a sinister genjutsu. Initially, it would appear as if a flock of crows would spawn from her cape and flock towards the opponent before spiralling and squawking around them , hindering their vision and hearing. In the meantime, the battlefield would shift from its normal appearance into an abyss of purple, wispy darkness. The genjutsu would then take its toll by pinning the opponent down or against any surface as the crows would begin to peck at the opponent. This would begin the process of the mental damage. Suddenly the twister of crows would disperse into a shower of dark feathers as 3 grotesque demon like beings that seemed to have been molded by lava, would spawn around the still opponent before darting towards them and slashing at them with their sharp claws and dispersing into hot ash and burning the opponent. After that, the user will raise both of her arms into the air. A massive inter-dementional demon would appear to grow from the darkness of her cape. The horned demon known as Trigon rises to a size larger than most skyscrapers as he rises out of the depths of the endless field of Val. Trigon then releases red beams of energy from all 4 of his eyes which conjoin into one massive beam in mid trajectory before smashing into the opponent and sending them flying back into reality. The opponent would then wake up from his influence under the genjutsu severely mentally damaged before passing out due to the mental strain.

Note: Lasts for 1 turn

Note: No S-rank gen can be used the following turn.

Note: Can only be used 3 times per battle.

Declined - due to it seeming itachi like for the start would need the crow contract, not only that but you need a handseal to release the chakra using the sound of your cape.
(Genjutsu/Ototon: Kēpukobentorī) Illusionary Arts/ Sound Release: Cape Coventry
Type: Offensive/Supplementary
Rank:S
Range: Short-Mid
Chakra:40
Damage:80
Description: The user weaves the bird hand seal before using the sound produced by the rustling of her cape as a medium, inducing the opponent into a sinister genjutsu. Initially, it would appear as if a flock of crows would spawn from her cape and flock towards the opponent before spiralling and squawking around them , hindering their vision and hearing. In the meantime, the battlefield would shift from its normal appearance into an abyss of purple, wispy darkness. The genjutsu would then take its toll by pinning the opponent down or against any surface as the crows would begin to peck at the opponent. This would begin the process of the mental damage. Suddenly the twister of crows would disperse into a shower of dark feathers as 3 grotesque demon like beings that seemed to have been molded by lava, would spawn around the still opponent before darting towards them and slashing at them with their sharp claws and dispersing into hot ash and burning the opponent. After that, the user will raise both of her arms into the air. A massive inter-dementional demon would appear to grow from the darkness of her cape. The horned demon rises to a size larger than most skyscrapers as he rises out of the depths of the endless field of whispy smoke. It then releases red beams of energy from all 4 of his eyes which conjoin into one massive beam in mid trajectory before smashing into the opponent and sending them flying back into reality. The opponent would then wake up from his influence under the genjutsu severely mentally damaged before passing out due to the mental strain.

Note: Lasts for 1 turn

Note: No S-rank gen can be used the following turn.

Note: Can only be used 3 times per battle.




□ Declined. Look at bold, S rank Genjutsu which causes the opponent to be restrained is a no. Also, decrease how many times it can be used, and don't add filler restrictions like "No S rank Gen in the following turn".□​

(Hebi Kuchiyose: Ejiki, Hebi Houyou)- Snake Summoning: Prey, Serpents Embrace
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to Snake Ninjutsu)
Description:
This is a unique technique that can be utilised by the signers of the snake contract, to initiate this jutsu the user would form two hand seals and slam their hand downwards. By doing so the user can reverse summon anyone they choose, within range, into a dank and dimly lit cave(does not affect vision). The cave spans up to 15m and is completely enclosed allowing no escape, while the user and any targets always appear 10m apart in the center of the cave.

This cave is home to a rare species of snake with extremely hard and abrasive scales, this breed has a single special feature similar to the canon Chakra Absorbing Snakes. Being that their scales will draw in surrounding enemy chakra, essentially ‘eating away’ at techniques they come into contact with and reducing their damage.(-10 dmg) The snakes will initially remain still and camouflaged upon the walls of the cave.

The main benefit of this jutsu however is that while in the cave the user is able to utilise the rare snakes in their snake ninjutsu, summoning the species directly from the cave for their ninjutsu rather than normal snakes. Due to this the users snake ninjutsu gains a slight passive boost from the dense and rough nature of the snakes scales.(+20 dmg) To escape the cave is relatively easy however, as when its structure has been compromised everyone in the cave would be desummoned prematurely. The cave can survive the impact one S rank technique without becoming unstable, however any further damage would cause it to crumble. This is due to the presence of the snakes on the walls of the cave and the shed snake skins covering the floor of the cave increasing its resilience, as the qualities of the dense scales are constant after being shed.

Note:
~Can only be used 2 times
~Lasts 4 turns after which everyone is desummoned
~Can only be used by Snake Contract owners
~Can only be taught by Mellow

Declined - A rank jutsu but takes S rank to break the cave? How cna it be used twice if it's broken the first time? Also why would all snake jutsu gain +20 only in this cave? If snakes are summoned at any point the power is the same, so the snakes that come from Orochimaru's arms have a rank due to their power, just because he's in a cave the snakes he summoned wouldn't differ in any way. This breed type thing has been done before by Korra or someone else too

□ Pending. Leaving for Pervy. □​
 
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Priest

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Raiton: Shitto Kobura - Lightning Style: Envious Cobra
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A(+10 additional chakra to lightning techniques)
Damage: N/A
Description:
The user would have his lightning techniques be clad in an extra coat of chakra. The chakra serves to attract and gather static electricity from the air and adds it to his lightning jutsu. This inturn doubles the potential difference(voltage) the lightning current. Since the voltage increases, thus also cause an increase in the electric charge since voltage is directly proportional to current and charge. Literary, this gives the lightning extra volume, heat and shocking power. The chakra is able to attract static electricity in the air due to the nature of all lightning itself which is its property as an electromagnetic wave. This is its extreme vibration in the air caused by radical entropy of free electrons to form electric charges. On a normal day, little static charges are able to be generated from "charging by induction". This can be seen where minuscule static charges can be generated by rubbing one's hands together or by rubbing the tip of a pen on one's head. Having done that, static charge would be attracted to the inducted medium due to the intense friction between the two surfaces, to cause an temporary field of attraction around the palms or pen. In this case, with the addition of extra chakra, the induction reaction is tremendously increased so that the natural vibration of the user's lightning techniques, grinds with the air, generating and attracting large amount of static charge into itself to make it more powerful, increasing it by one rank. This chakra is unconciuosly added to the user's lightning technique on activation of this jutsu though last for a short period of time.
This technique can only be used twice per match with a two turn rest in between usage. It last for 3 turns each and it can be used in the same timeframe as another move due to it being a jutsu that supplements other lightning jutsus.

Declined - dnr

Daruku - Dalk
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Way back when priest joined the league of assassins, he was trained in the art of using dolls and each assassins gets to choose a particular doll, having reached a particular level in power and experience. Or perhaps, the dolls are the ones that choose them. Dolls are a set of weapons that are primarily concealed within a seal and once they are unsealed, they manifest their true self as weapons with their own consciousness. This is the reason why the dolls are able to choose a master of their liking but before they finalise their decisions, they would battle their master to see if he is fit to wield and control them.
Dalk is a doll which is concealed in a small spherical ball of unknown alloy. It has several forms in which she can manifest.

No making up metals

Sealed form

In the sealed form, Dalk takes the form of a small metal marble which can be kept in the pocket or within her master's weapon pouch. Priest is able to retrieve and retract this marble from within his sleeves if he wants. Once the marble is revealed, it expands into a large metal sphere with the "doll creed" seal. This is Dalk's sealed form and why she is in this form, although indestructible, she pose no threat, it can not do anything nor does she gain consciousness of her own at this time.
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Unsealing Dalk would see several metallic ball of different sizes, emerge from the seal, though this is not obvious, it seem as if the metal sphere has exploded into a multitude small metal spheres of varying sizes and floating in the air. This would be a pre-requisite for Dalk to assume any other form. While unsealed, the numerous balls all are drawn into the "single" ball which they originated from(the ball that contains the seal), the ball which would also be the heart of Dalk. Unlike Dalks's heart, other balls are destructible, however, the seal on Dalk's heart would always release more balls to replenish the lost one. This is however if Dalks heart itself is not damaged, which would see Dalk loose any form she's currently in and all other ball except the heart disperses. Furthermore, Dalk returns to her marble form and hides under her master's embrace as she recuperates for a total of 2 turns.

This is OP in itself

Semi-Humanoid Form

After Dalk is unsealed and she explodes into multitude of smaller balls with varying sizes, the balls will coalesce into a semi-humanoid shape with a flirtatious female personality. The fusion of the balls however, is simply the balls all coming together with chakra being their bond. The chakra necessary for this all of Dark's self actions are also contained in the seal situated at the heart. However, the user uses his chakra to unseal Dalk and when applicable, if he wishes to further augment Dalk with his chakra. The balls are amalgamated in order so that the smaller ones forms a humanoid body part that is small and narrow while the bigger ones are ones that form much large part of the body. The joints are that of a simple ball ligament with no socket joint which aid for a 360 movement possibility of the limbs and head. Some parts like the head are transformed so that the ball on that part is closely reminiscent to actual body part. However, this transformation is as simple as "henge", so this is not in any way manipulating the metal alloy itself.
Unlike the sealed form, in this form, Dalk assumes a consciousness of her own to an extent though she still acts based on the user's will. Since she is a semi-humanoid, she has the mobility of a human though she is only able to move up to mid-range of her master. Any range beyond that, the balls will fall apart safe for the heart which would need to come close to the user before she can do anything else. In this form, she is able to talk and in respect of her feminine figure, she flirts a lot with anyone apart from her master. She would even flirt with an opponent during battle though it does not stop her as she won't hesitate to kill her opponent. While in this form, She can fire pieces of her body as projectiles while the seal on her heart passively unseals and replaces lost body parts with new ones. She is also able to attack directly with her limbs which are transformed and are akin to blades. She can tranform her arms into a makeshift machine guns to fire makeshift ball bullets at speeds equivalent to arrows shot from a compound bow, bullets which are very small parts of her body that are released from the seal continuously.
In this form, Dalk's firing her body parts as attack is equivalent to a B-rank attack while bullets fired from her makeshift machine gun are C-rank each. Attacking using her sharp limbs which can only be done at close range is equivalent A-rank piercing attack. A B-rank blunt attack is able to stop Dalk's mobility for a turn. In defense, Dalk can let go of her supplement balls and retreat towards her master. An A-rank blunt attack is able to dismember Dalk's body into scattered balls, which would all come back together after a turn. Should the heart of Dalk be affected either by an A-rank attack that is focused on the heart or an S-rank blunt attack, all the other balls would disperse and Dalk would revert back to her marble form and be unusable for 2 turns.
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Semi-Spider Form

Guns? Really?

Weapons don't have personality

After 2 turns in the semi-human form, Dalk can morph further, assuming a more spider like form albeit with a human torso. Dalk is particularly increasing her own volume by releasing more balls into her own anatomy and this reforming her own waist into a spider's body while her torso is humanoid. She is bigger but rather faster than her previous form due to having more legs(6 more than the former) which are reminiscent to that of spiders. The legs are sharp spikes which are useful for stomping and impaling. Dalk is still able to use his previous ability albeit they are stronger due to her increase in thickness and bulkiness from the addition of more balls. Her physcial attacks are now S-rank, Body parts firing are A-rank in power, while the bullets are B-rank each. Although entering this form restricts the user into using only 2 moves per turn. This form last 3 turns and then Dalk reverts back to the humanoid form and the cycle continues although, the user can force Dalk to revert back to a lower form. However, he can't make her to assume a higher form if due process is not followed.
1x per turn, the user is able to infuse his water chakra into dalk, Making her able to shoot strong webs of thick sticky water from her body to ensnare opponent's. The sticky web is dark, in contrast to Dalks body appearance which makes it seems the sticky substance is made from the metallic alloy Dalk was made from. The sticky web has an A-rank strength and the user spends chakra for it every time its used.
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Notes

Dalk's transformation into forms are passive. Unsealing Dalk is passive but costs the user's 20 chakra. Dalk's makeshift machine guns attack counts as a move and while its in use, the user can only use 2 moves per turn. Dalk's web attack also counts as a move and can only be used 3x per battle.
The user can use his chakra to forcibly dismember Dalks balls and make them come back together. This counts as a move though passive and is C-rank while the user spends chakra to do so.
Dalk's consciousness makes it so that no one other than Priest is able to control her or even unseal her.

Declined - not gonna lie, didn't read it all, see what i highlighted above and my notes.

Dropping if this is approved.



Hebi Geijutsu: Shiki Hoippu - Snake Arts: Eq Whip
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The use would summon a snake that would already be wrapped around his arm or shoulder. The snake is 5m long, golden in color with black stripes and green eyes. Like a normal poisonous snake, its bite is deadly. The snake is durable(due to its strong scales) and quite malleable which makes it so that it is able to be used as a sword, shield and a whip. The most unique aspect of the snakes come from its ability when used as a whip. When it is being used as a whip, the snake eyes glows red and apart from the user, any passive object the snake touches would be transformed to a generic snake. This passive object can be a simple kunai, ninja wires, stick, stone or even cracks from the earth. The mechanism behind this feat is simply transforming passive object using an advanced form of "henge" to form passive objects to temporary sentient snakes. For larger objects, the snakes are usually formed from the shape of lines from such material or object (such as pipes, ropes and cracks on roads). The transformation can also applied to B-ranks and below tangible jutsu thus the user is able to use the whip to transform the technique to a snake that takes on the properties of the technique.
The snakes are however, generic snakes that solely rely on their bites, weight and composition of their body to deal damage thus bites from them don't carry any kind of venom.
Transformed snakes last for 2 turns after which they revert back to the their previous form and unable to be controlled again.
Usable 3x per battle and while the user wields the snake, he can only use 2 other moves per turn.

Declined - not having you turning innanimate objects into snakes

Suiton: Misuto Gekirei - Water Style: Mist Encouragement
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
For this jutsu to work, there need to be an existing mist in the surrounding. By focusing his suiton chakra into a desired body part or the entire body, the user is able to attract and collect the surrounding mist onto himself. However, the mist is not just called normally. Having activated the technique, the chakra around the user's body acts only when the user is putting pressure on the said body part. This can done by throwing a punch which requires a force behind the throw and the area through which the force of the punch move equals a pressure created around the arm. The pressure triggers the chakra which would immediately attract and collect the surrounding mist around the body(though not directly touching the body) where the chakra is situated. The mist is then compressed to form a thick coat of water which would aid the user's punch. This can be done on any body part or perhaps the chakra can be applied to the entire body but only the body part generating a pressure would be able to collect the mist. This would add a buff to the user's punch thus a +20 to taijutsu involving that body part. "For every action, there is an equal and opposite reaction". Alternatively, if the pressure is not made by the user but the user is at the receiving end, the pressure of an incoming close attack on a body part that has this chakra would cause the chakra to also react at it would if it was the user creating the pressure. This means the chakra would collect and compress surrounding mist into the impact point of an attack to dampen the force of impact, thus reducing the damage by 20.
The technique could also be used when the area is humid with no mist. However it only adds +10 to taijutsu or dampens taijutsu damage to the user by 10 points.

Declined - been done before i believe
Requires the area to be misty or humid. Can be used 2x per battle with 2 turn rest in between usage. Last for 4 turns. Activation is instant and can be used in the same timeframe of another jutsu due to it active as only a supplement to the user's future actions.
 
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Osmon

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Link to old submission:

Rewrote most of it and removed references to self-empowerment. .

(Suiton: Naga no Fuitchi Sanka) – Water Release: Discordant Hymn of the Naga
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+X)
Damage: N/A
Description: A supplementary technique designed for the integration of captured chakra. The Discordant Hymn of the Naga acts to apply absorbed water chakra within any chakra draining water based technique, such as Grudge Rain and other techniques like it. Upon activation this technique will consume the captured chakra within a water technique and integrate it into the user’s reserves serving to replenish his chakra pool. This technique is in essence a limited form of chakra scavenging which allows the user to extend how long they can fight for through absorbing chakra stored within techniques. The amount of chakra returned to the user purely dependso n the quantity stored within a water technique. For example, should a water technique of the user’s absorb 40 chakra the user can integrate the chakra back into their body effectively restoring forty chakra. Each application of this technique requires the user apply twenty of their own chakra in order to drain the chakra from the technique in question. Once absorbed the technique will be left rendered void of chakra and fall lifelessly to the ground. The chakra integrated does not serve to empower the user or increase damage. It solely acts to replenish their reserves. Discordant Hymn of the Naga can be used five times per battle.
Notes:
Can only be taught by Osmon

♪ Declined, I got a report and it checks. The concept is similar to an existing technique: (Same/Suiton: Paelamon Han'ei Patoronēji)- Shark/Water Release: Paelamon Prospering Patronage. ♪


(Yokoshimana Kibaku Fuda no Jutsu) – Devious Explosive Tags Technique
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Based on the principle of the Hidden Explosive Tags Technique the user slams their hand against a surface and using his or her chakra is able to stream a multitude of paper tags through the applied surface. Unlike the Hidden Explosive Tags Technique these tags will emerge from the surface at any point desired by the user and will form any solid shape within reason that the user desires. These forms created by this technique can range from generic pillars of tags, a carpet of tags to cover a surface, or even simple spheres and solid formations which rest on the surface they are produced from. While merged and streamed through the ground the tags, with the user’s chakra, are hidden from sight and are essentially merged with it protecting their presence. When the tags come in contact with solid matter or an opposing force these tags will automatically detonate producing an explosion proportional to the number of tags used. Alternatively the user can detonate the tags according to their will voiding the need for contact with an opposing force or solid matter. The explosions produced by the tags can be manipulated by the user controlling their directionality. Devious Explosive Tags Technique can be used four times per battle and cannot be used in consecutive turns.
Notes:
Can only be taught by Osmon

Approved - nice jutsu
 
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Zaphkiel

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(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to passively bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

In addition to the above, the user is able to create other small animals and constructs from his for his use such as a 3D model of a building or the face of wanted criminal. The potential uses are limitless but as stated before they carry no true damage or rank and are easily destroyed by free form actions.

Note: Must be stated in the user's biography
Note: Costs -5 chaka per turn for each construct to be maintained beyond the turn it is performed.

(Fūinjutsu: Shūsoku Kaiketsu; Genkai-Ten)- Sealing Arts: Focused Resolve; Breaking Point
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: (+10/+20 to techniques)
Damage: (≤30)
Description: A very strategic seal, Breaking Point is one designed solely for the purpose of lengthy battles with its unique accumulative boosting mechanic. The technique is foremost mentioned on one's biography as reference while the seal itself is applied to a unique weapon of the user (such as a CW) in the namesake of one of the basic five elements (preferably the primary/secondary specialties). With the Kanji for snowball " Yukidama, 雪玉", the seal refers to the effect one minor change can have in the long run if left uninterrupted- like a snowball rolling down the side of a mountain. The seal works by latching onto the user's chosen weapon and only comes into play when said weapon is being channeled with the specified chakra type (i.e if the seal mentioned to affect Wind techniques then when said weapon is channeled with Wind the seal activates). Once activated, the kanji letters immediately begin a faint glow as they start to seal tiny amounts of the user's chakra into the weapon itself. This this strain is translated as +10 chakra cost to all techniques of the specified element should they be used through the weapon, if used from the body or another medium the seal won't seal away any chakra chakra. Although costing extra energy to perform, the technique is not boosted as the chakra is being sealed away within it as mentioned. This means, the technique(s) gain no damage boosts whatsoever. However, rather than boosting the technique's damages, the seal stacks the trace amounts of elemental chakra over the turns. The seal is capable of sealing 10 chakra points of the chosen element per turn, which means even if the user had performed 3 jutsu of the chosen element through the weapon in one turn all, three will cost +10 more but only 10 points will actually be stored in the seal. Once the seal has stored more than 20 chakra points (two turns) or more the user is then able to initiate the second phase, where this chakra is then refunded for the sake of one critical strike, or the "breaking point". This refund is translated to pure damage added to the next technique of the chosen element. For example, should the user store the maximum of three stacks of Wind chakra (30 chakra points/3 turns), on the fourth turn these stacks can be spent on the user's next Wind technique to provide a whopping boost of +30 damage for that one technique. The same is also true should the user store the minimum of two stacks; +20 damage to a technique of the preferred element on the third turn. The maximum amount of chakra that can be stored and released by Breaking Point is 30, after which the seal goes dormant according to the amount of turns it had been active (in the case of providing the minimum of +20 damage the seal would go inactive for 3 turns afterward, for +30 it goes inactive for 4). The seal can also be applied mid battle with three hand seals (Ram, Tiger, Boar) and maintaining contact with an applicable weapon.

Note (s):
- Damage boost can only be applied to techniques up to S ranked.
- Can only be activated once a match but thrice an event.
- Once the stacks are spent all techniques of the chosen element, used through the weapon, will become weaker by 20 damage points for 2 turns afterward.
- No other seal can affect the weapon during the same time in which this seal is active due to the meticulous chakra control it carries.

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is cold. Doton channeled Black Ink becomes heavy, dense even, to the point where it can arrest momentum and restrict opponents with crushing force. Purple Ink numbs whatever it touches due to lightning coursing through and Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs. This technique can be used as a standalone to create weapons, animals, and constructs of ink using prepared scrolls or it can be passively applied (but still costing a move) to an Ink technique for added damage.

Note(s):
- Standalone variant can only be done once every two turns
- Passive applying variant can only be done once every three turns.
 
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