Custom Jutsu Submission - III

Status
Not open for further replies.

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
(Katon: Ra no hikari) - Fire Style: Ra's Light
Rank: S
Type: Supplementary
Range: Mid
Chakra: 40(-5 per turn)
Damage: N/A
Description: The user weaves 3 hand seals and channels katon chakra from their body. By doing this the user creates an artificial sun 10m directly above them. This sun gives off light bright enough to blind anything up to mid-range but can be avoided if the user has byakugan (as they can't be blinded by light) and gives off enough heat to melt doton and evaporate suiton jutsu A-Rank and below short-range of it within reason.
Notes:
~Jutsu lasts 3 turns or until released
~Has a two turn cool down
~Can only be used twice
~No A-Ranked or Above Katon in the same turn
~Doesn't affect Byakugan
~Can only be taught by Keji

Size of sun
You must be registered for see images
Springhare Approval [ ]
(Kuchiyose no jutsu: Haunter) Summoning technique: Haunter
Rank: B-Rank
Range: Short
Chakra: 20
Damage:N/A
Description: Haunter is the youngest child of Azrael's three children and has purple fur. Haunter is amongst the smallest of his kind coming in at 35cm tall. Due to this small size he likes to cause mischief whenever he can and tends to not listen at times. Unlike the majority of the Springhare, he was born not only with an affinity for Doton techniques, but also a modest capacity for Raiton techniques enabling him to use the latter up to and including C-ranks (canon).

Notes:
~Must have signed Springhare contract
~Moves count as users moves
~Last for 4 turns
~Can be summoned once

Haunter]
You must be registered for see images

Approved: the bit annotated in pink has been edited.


(Kuchiyose no jutsu: Eva) Summoning technique: Eva
Rank: B-Rank
Range: Short
Chakra: 20
Damage:N/A
Description: Eva is the middle child of Azrael's three children has pink and white fur, and stands about 2ft tall. Eva doesn't get out much and so when she does she is naturally curious about everything around her. Since being discovered by Keji she has grown to like the stories that he shared and thus, began to train and craft her own. In addition to a natural affinity for Doton techniques, Eva eventually grew to possess a modest capacity for Genjutsu techniques enabling her to use the latter up to and including C-ranks (canon).

Notes:
~Must have signed Springhare contract
~Moves count as users moves
~Last for 4 turns
~Can be summoned once

You must be registered for see images

Approved: the bit annotated in pink has been edited.

 
Last edited by a moderator:

Osmon

Active member
Legendary
Joined
Oct 25, 2012
Messages
12,521
Kin
8💸
Kumi
0💴
Trait Points
0⚔️
(Fuda Kaisō no Jutsu) – Tag Layering Technique
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: Based on the principle behind the Hidden Explosive Tags Technique the user will, through contact with a surface, using his or her chakra to stream a multitude of paper tags through the applied surface. Unlike Hidden Explosive Tags Technique these tags will form a layer of paper tags evenly throughout the applied region. The tags, as they are streamed and placed, will be hidden from sight through the user’s chakra and are essentially merged with the very earth itself. The Tag Layering Technique applies itself to both the user’s and opponent’s Earth-based techniques (includes Earth-based KG/CEs) which emerge directly from the ground. Earth-based techniques of the user’s will be layered in explosive tags upon emergence allowing for the combination to produce a unique form of damage through contact with solid matter or opposing force. Once this trigger is met the tags on the user’s earth technique will explode. This effectively increases the Earth-based technique’s damage by 10 damage points. Alternatively the user can cause the tags to explode at their volition voiding the need for direct contact all together. The second application of this technique is on Earth-based techniques of the opponent’s. When an opponent produces an Earth-based technique from the surface of the applied tags the tags will explode causing damage to the opposing technique as it is created sabotaging it and reducing its effective strength by 1 rank, or 20 damage. The tags, as standalone explosive tags in the earth, cannot inflict damage and must be brought forth from the earth below by either the user’s or opponent’s Earth-based techniques. The Tag Layering Technique lasts for three turns and cannot be used in consecutive turns. This technique can only be used twice per battle. When this technique expires tags which are left within the earth go dormant and cannot be used for explosions.

♪ Declined: Specify that these tags must be created a minimum of five meters away from the opponent, and that they cannot be used with supplementary techniques. Additionally, if you want this to hinder the opponent AND boost your own technique damage, you'll need to restrict this more. ♪


(Raiton: Taoreta Kōchiku) – Lightning Release: Fallen Construct
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50 (-10 per turn)
Damage: N/A (-40 damage)
Description: Following the principle of Four-Pillar and Sixteen-Pillar Bind the user will focus their Raiton chakra within short-range of their current location producing a construct of earth. The construct is forcefully shaped and fueled by the user’s Raiton chakra in the same manner that the aforementioned techniques are shaped and fueled. The construct itself takes the shape of the user being at most twice as large as him or her. With the user’s chakra the construct will produce a limited form of sentience allowing it to operate and move independently of its creator. The construct is able to move at a speed equivalent of their creator. Upon creation and formation the Fallen Construct will be enhanced by a technique similar to Lightning Strike Armor increasing its fortification trine. This effectively produces a rippling electrical current on the construct. But instead of releasing the electrical current as an offensive technique it will, with the user’s chakra, be forcibly retained on the construct making it appear as an electrical aura closely bound to the surface of the construct. The electrical current acts in the same manner as any Raiton technique – to shock and inflict damage to those who come in contact with it. However, the electrical current is always retained on the construct allowing it to instead act as a form of defense, rather than offense, making it a potent method to resist lightning and other forms of damage, within elemental weaknesses and strengths. It essentially acts as a reaction current shocking all those who directly strike it in taijutsu maneuvers or techniques within elemental weaknesses and strengths. Shocks produced by this current against passive freeform strikes will act as passive shocks while shocks which are produced against active techniques will require one of the user’s three moves per turn. The construct’s second ability is to make use of the lightning surging on his body allowing him to produce bolts, currents, and shocks of lightning at range. This technique counts as an S-Rank ability and requires one of the user’s three moves per turn. These creations can be released and sustained by the construct over multiple turns manipulated through hand movements. They can reach up to long-range from the construct’s current position. The construct’s final and most powerful ability is its unique ability to diffuse lightning into his electrical current retained on his form. Upon being struck by lightning techniques with the construct’s electrical current will act to diffuse the opposing lightning. This effectively consumes the electrical energy of the opposing lightning technique into the construct consuming it and empowering the electrical current on the construct. In practical terms this accounts to an increase in resistance against lightning techniques by 10 damage points. The Fallen Construct takes a serious strain on the user’s body causing them to be left exhausted after this technique expires or is prematurely released, effectively reducing their base speed by 2 ranks for 2 turns thereafter. The user will also be unable to weave hand seals for techniques for a single turn thereafter due to overall reduced resourcefulness. Additionally, upon expiration the user will be unable to access Lightning Release for the remainder of the battle. The Fallen Construct can only be used once per battle and remains on the field for four turns.

♪ Declined: Wew this is wild, tripling this thing's fortification? lmao. Moving at the user's current speed? "This technique counts as an S-Rank ability and requires one of the user’s three moves per turn. These creations can be released and sustained by the construct over multiple turns manipulated through hand movements. They can reach up to long-range from the construct’s current position." this? Didn't read farther than that: DNR. ♪

(Doton: Monshō no Ten’no) – Earth Release: Crest of the Emperor
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: The user focuses Doton chakra throughout their body to produce the Civic Crown atop their head. The Civic Crown is a mimicry attempt to replicate the Civic Crown and sigil worn atop the Emperors of old. The Civic Crown itself is a chaplet of oak leaves woven to form a crown. The creation of it in the Crest of the Emperor instead acts to produce it as an interwoven crown of mud mimicking the crown in legend. The Crown and user share a unique bond as the Crown is fueled by the user’s earthen chakra and sustains a limited form of sentience. The limited sentience supplied to the crown does not act to allow it to move from the user, however. The crown is simply unable to move from the user’s head unless forcibly removed or otherwise. Instead the sentience acts to simply allow for the crown to sustain itself and its abilities in conjunction with the user providing for maximum functionality. As previously mentioned the crown is formed from mud found within the Swamp of the Underworld making it highly viscous and malleable when damaged. It possesses a limited form of regeneration through its mud form fueled by the user’s chakra. As such the Crown cannot be weakened – it must be destroyed entirely within elemental weaknesses and strengths. The Crown bestows its abilities through its unique connection with the user. The most basic ability of the crown is related to its mud based properties. Once per turn the crown is able to produce weapons on the user’s person representing relics of the Roman Empire. It is able to create gladii, or swords, spears, shields, ballista bolts, etc, within the user’s vicinity. Each of these creations can be used either in close quarters combat or can be applied to be thrown and launched as a projectile moving at the speed of an average kunai. These creations are A-Rank in strength and cost one of the user’s three moves per turn to create. Should the user produce multiple tools then the tools will collectively be equivalent to A-Rank strength. These tools are sustained by the Crown itself allowing the user to act independently of their maintenance. The second ability of the crown is its ability to be bestowed upon one of the user’s sentient creations. In this case the Crown acts as a sort of infusion allowing it to be bestowed within the same timeframe as the creation of a familiar. The crown will disperse itself from atop the user’s head causing the user to lose access to the Crown’s abilities directly themselves. Instead the Crown will appear atop the body of the chosen familiar. The familiar will not gain the unique abilities of the Crown itself. Instead it acts similar to an increase in morale – while the familiar is incapable of experiencing morale it will act to enhance the fortifications of the chosen familiar trine. When bestowed upon a familiar the Crown’s duration will become bound to the familiar itself. For example, should a familiar remain active for four turns while the Crown will only remain active for two then the Crown will then remain active for four more turns. When applied as such the user is unable to reclaim the crown directly by taking it away from the familiar. Additionally, the crown cannot be bestowed upon familiars which last indefinitely. The Crown can only be bestowed to familiars with a set duration. The final ability of the crown is its most powerful enabled when worn by the user and of course lost when the user bestows the Crown upon a familiar. When worn by the user the Crown will act to enhance all of the user’s Earth techniques up to A-Rank by 20 damage, or effectively one rank. S-Rank and above techniques will gain an additional 10 damage. Due to the bond between user and Crown the user will be unable to succumb to S-Rank and below illusion techniques while worn. Crown of the Emperor can only be used once per battle. Bestowing the crown upon a familiar requires the cost of a move but is done within the same timeframe as a familiar is created. Alternatively the crown can be bestowed upon a familiar after its creation, performed instantly and at the cost of a move. Upon deactivation or destruction this technique will result in the user’s exhaustion leaving him or her unable to battle. This technique can even end in the user’s death however either result leaves him or her unable to continue fighting and is simply a cosmetic choice.

‡ Declined ‡ DNR.
 
Last edited by a moderator:

Lytes

Active member
Legendary
Joined
Nov 15, 2012
Messages
10,499
Kin
1,093💸
Kumi
2,845💴
Trait Points
0⚔️
You must be registered for see images
Resubmitting summoning contract

Summoning Animal: Bengal Monitor
Scroll Owner: Lytes
Other Users who have signed contract: Layoola
Summoning Boss if existing:
Other Summoning Animals tied to contract: Ekitei and Ekikappa.

The Bengal monitors are related to the lizard species. They prey on invertebrates such as beetles, grubs, orthopterans, scorpions, snails and ants, and vertebrates such as bats, frogs, fish, lizards, snakes and rodents. They can feed on dead animals too. The Bengal monitors are capable of rapid movement on the ground. Their strong claws enables them to climb and dig well, and they can also swim well and stay submerged for at least 17 minutes. On the ground, they sometimes stand on their hind legs to get a better view or when males fight other males. On river banks, the pattern on their body provides excellent camouflage.

The Bengal monitor's natural abilities include exceptional eyesight—enabling the species to visually perceive movement within a range of 250 meters, which is coupled with a passive x1.5 tracking speed. The Bengal Monitors can speak the human language and also have a unique language of their own which the contract summoners learn, similarly to the frogs, snakes and slugs, the Monitors possess their own Kingdom, an Island which is basically a mountaineous forest surrounded by a dry beach


Approved: edited the two bits annotated in pink. All summonings have chakra in circulation throughout their bodies, but that, alone, is insufficient to warrant quadrupling the capabilities of their natural visual system.


Resubmitting

(Kuchiyose No Jutsu: Ekitenshu) – Summoning Technique: Ekitenshu
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ekitenshu is the boss of Bengal monitors. His size stands somewhere between that of Manda and that of Manda II. Using his earth chakra, Ekitenshu is able to cause fissures and sprouting spikes by stomping on the ground with his feet or tail. He can dig large underground tunnels to create escape routes or to cause violent tremors beneath the opponent so as to collapse the ground beneath them as well, each ability counting as B-rank, being an earth specialist he is also capable of canon earth jutsus up to and including S-rank. Ekitenshu also infuses his scales with earth chakra to make them as sturdy as Earth Style: Hardening Technique. This process is referred to as “Dragon Scales” by Bengal monitors and grants him with a natural armor resistant to most jutsus. Similarly to most Bengal monitors, Ekitenshu is an excellent swimmer and fast runner.

Note: Can only be summoned by those who have signed the Bengal Monitor contract.
Note: The summoner of Ekitenshu must be Kage rank or above.
Note: All abilities associated with a rank count towards the summoner's allotted moves per turn.
Note: Ekitenshu's "Dragon Scales" is resistant to A-rank jutsus and below, with the exception of lightning which is his elemental weakness and against which he is resistant up to B-rank jutsus only.


Approved: added the note in pink.


Resubmitting

(Kuchiyose No Jutsu: Ekitei) – Summoning Technique: Ekitei
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ekitei is a Bengal monitor who specializes in spying techniques such as camouflaging. He is normally the size of a regular adult Bengal monitor but will usually transform into the size of a lizard in order to hang/fuse to someone’s back and follow him (like a parasiting technique), his weight being so light that this person won’t know or suspect anything. While he does so, he will camouflage himself and be completely unseen from regular eyes. When Ekitei is summoned in battle, it will appear as a fail as he will already be in camouflaged mode (i.e. he will be the size of a lizard and hanging/fused to the summoner’s back, as well as camouflaged to deceive regular eyes). There, he will keep check of any disturbance in the summoner’s chakra flow and promptly release him from Genjutsu (up to A-rank), as well as link his vision to the summoner's vision and vice versa allowing the user to look out (requires physical contact) for any attacks coming from the summoner's back, alerting him of such dangers in a timely manner. Thus, while Ekitei is active, it is very hard to catch the summoner off-guard through the use of genjutsu and/or sneak attacks from his back.

Note: Can only be summoned by those who have signed the Bengal Monitor contract.
Note: The summoner of Ekitei must be Sannin rank or above.
Note: Only summonable once per battle, with a duration of four turns.
Note: Camouflaging will not deceive Sensor-type ninja, including Byakugan users and Sharingan users. Furthermore, it will not deceive sensory techniques that makes use of physical conditions other than visual ones, such as Chakra Sensing Rain which makes physical contact, or the Inuzuka's smelling senses.
Note: Releasing the summoner from Genjutsu counts as a move.
Note: Being on the back of the summoner, Ekitei is unaffected by regular genjutsus as long as his presence is undetected.


Approved: added two notes and completely omitted the last note.

 
Last edited by a moderator:

Jᴀʏ

Underdog
Legendary
Joined
Jan 25, 2016
Messages
10,076
Kin
1,115💸
Kumi
881💴
Trait Points
52⚔️
](Ninjutsu: Ricochet no janguru) Ninja Art: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will channel their earth chakra into the ground raising a ring of earth 15 meters tall to surround the opponent, the user will then throw his shuriken within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both it's speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu user's can easily track this.
Note: Takes three turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.

□ Declined. Wrong chakra and damage info. Also, the Earth raised you say is 15 meters, but you don't specify its width, only its height. Also, you don't really specify how much faster the shuriken get, leaving it up to interpretation. □​

(Suiton/Doton: Ījisurōtēshon) Earth Release/Water Release: Aegis Rotation
Rank: B
Type: Offense/Supplementary/Defensive
Range: Short - Long
Chakra Cost: 20
Damage: 40
Description: The user of this technique will mold a basketball sized portion of mud. He will then channel his suiton chakra to surround the mud in water. The user can then throw the shield and manipulate it to attack the opponent, knock away or defend against projectiles etc. The shield can be used to coat one of the user’s limb, be it the an arm leg torso or head. Two unique properties of the shield would be that the mud can seep into the water and harden to act as a defense, deflect projectiles, or ram into the opponent. The water can be used to not only cut through and slice projectiles and adversaries. But as the shield is rotating the water can absorb other water techniques, C rank and below. The earth acts as a core/nucleus, and the technique can easily be dismantled by channeling Raiton Chakra into the the water that conducts electricity to break reach and break the core. The user must have a hand on the ground in order to manipulate the Shield.
Note: User must have a hand on the ground in order to manipulate the shield.
Note: Shield lasts for three turns or until it’s destroyed.
Note: Absorbing other water techniques gives +10 DMG.
Note: A maximum of three water techniques can be absorbed, exceeding this limit will unstabilized the technique.
Note: Move takes two move slots for each turn in play.


□ Again, wrong chakra and damage information. Secondly, your description is confusing. You mold a ball of mud (done with Earth? Does it rise from the ground, and then form into mud??), then cover it with water, and suddenly its a shield that is thrown.. Also, the absorbing of water seems like its just thrown in there for the sake of it, too. □​

(Kenjutsu: Kitanai Teguchi) Sword Art: Dirty Tricks
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will channel his chakra through his sword and into the earth, coating the tip in mud. The user will then perform a feint slash. To launch the mud towards the opponent. The user will then manipulate the mud to latch around the opponents eyes. The mud will then harden, and tighten, crushing the opponents skull. The user of the technique can attack while the opponent is virtually blinded however, any elemental technique other than earth will deactivate the attack.

□ Declined. This is basically the same as the technique, Mudshot, except that it hardens, has no usage limits and is done with a sword. □​
(Ninjutsu: Ricochet no janguru) Ninja Art: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will channel their earth chakra into the ground raising a ring of earth that’s 15 meters tall, and 10 meters wide to surround the opponent. The user will then throw his shuriken within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both its speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu user's can easily track this.
Note: Takes three turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.
Note: The shurikens increase in speed by one rank each turn.
Note: Can only be taught by Javelin

□ Declined. I'm sorry, but I just realized that this is just Ninjutsu, but you use your Earth chakra to make the dome? Didn't realize that before, the first time I checked this. Maybe try and rework this into an Earth based technique instead, where even the Shuriken are made of Earth, but the same concept? Might come off easier to work with, than trying to combine Ninjutsu and Earth. □

(Suiton/Doton: Ījisurōtēshon) Earth Release/Water Release: Aegis Rotation
Rank: B
Type: Offense/Supplementary/Defensive
Range: Short - Long
Chakra Cost: 20
Damage: 40
Description: The user of this technique will mold raise basketball sized portion of earth, and soften it turning it to mud. He will then channel his suiton chakra to surround the mud in water using the water to create a razor edge, while the mud acts as a core. The user can then throw the shield and manipulate it to attack the opponent, knock away or defend against projectiles etc. The shield can be used to coat one of the user’s limb, be it the an arm leg torso or head. Two unique properties of the shield would be that the mud can seep into the water and harden to act as a defense, deflect projectiles, or ram into the opponent. The water can be used to not only cut through and slice projectiles and adversaries. But the main purpose of the water is to deflect and defend against Water Techniques, as the shield is rotating the water will act as a vortex absorbing other water techniques, C rank and below. The earth acts as a core/nucleus, and the technique can easily be dismantled by channeling Raiton Chakra into the the water that conducts electricity to break reach and break the core. The user must have a hand on the ground in order to manipulate the Shield.
Note: User must have a hand on the ground in order to manipulate the shield.
Note: Shield lasts for three turns or until it’s destroyed.
Note: Absorbing other water techniques gives +10 DMG.
Note: A maximum of three water techniques can be absorbed, exceeding this limit will unstabilized the technique.
Note: Move takes two move slots for each turn in play.
Note: Can only be taught by Javelin

□ Declined. You didn't remove the Water absorbing part, which doesn't make much sense in the context of the technique, and having read it again, I don't see how you could really make this be approved. There's the issue of coating it over you as well, as a way to gain all the "abilities" it has (absorbing water, deflecting projectiles, seep into water to harden and act like a defense, etc), and also how would absorbing a Water technique, give it 10+ damage? Also, manipulating both Water and Earth at the same time, is borderline Y/Y area. Too many grey areas. □

PS: Not sure if you did this intentionally, but why did you also change the values of the chakra and damage in the quote, to the right ones, where in the original post, they are wrong, which I mentioned? Don't edit quotes.
 
Last edited by a moderator:

Jhin

Active member
Veteran
Joined
Feb 19, 2016
Messages
4,438
Kin
60💸
Kumi
18💴
Trait Points
0⚔️
(Ninjutsu: Hebi shuppatsu) - Ninja Technique: Snake Departure
Type: Offense/Defense/Supplemental
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is based in part on Orochimaru's unique ability to seemingly have himself critically wounded and keep on fighting. Much like the technique gathering of snakes in intent and purpose, this technique provides a unique variation of said ability. While overall less powerful it does remain a very useful ability. Namely when Orochimaru is about to be struck by any piercing type attack such as Chidori's, or earth spears or anything that would pierce his flesh. The moment the attack makes impact and tears through his body leaving him apparently fatally wounded. A mass of snakes from his true form will appear at the points of impact and pull his flesh back together. Allowing him to continue the fight with the appearance that he has taken no damage. In fact the attack will cause the same damage as it always would have to him. Making him weaker overall in other regards, but he will be able to survive the attack which is the key point of this move. This ability can be used for incredible subterfuge due to the fact that Orochimaru can choose to appear completely dead and those unfamiliar with his unique body would be none the wiser lest they had dojutsu. Even chakra sensing won't work because while using this ability Orochimaru's chakra becomes entirely suppressed to the point where only those with Dojutsu would be able to see his life force.

Note: May be used two times per battle.
Note: Each time this is used the user will lose a rank to his speed to reflect the effects of physical exhaustion from damage.
Note: While the chakra suppression is useful for sneak attacks using any jutsu above C rank would immediately alert people with chakra sensory. Anything below C rank however would not alert their sensory ability.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin

Declined - remove the mention of chakra supression but the rest is fine

□ Pending. Leaving for Pervy/NK. □

(Kusunagi: Daiyarasshu) - Grass Mowing Sword: Diamondback Rush
Type: Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This ability is based on the unique properties of Orochimaru's sword of Kusanagi. While wielding the blade Orochimaru can cause the blade to retract to a tiny almost microscopic size leaving himself just holding the hilt. By doing this he is capable of using chakra to make the tiny blade malleable shaping it to become corkscrew like before extending it again to it's maximum length very quickly. Essentially this will cause the blade of kusunagi to extend in a spiral like motion covering large dimensions in both width and height, akin to a giant corkscrew or drill. This is beneficial against targets who can move and dodge quite quickly as the total range covered is seven meters in every direction making short range dodging nigh on impossible. Additionally due to expanding the blade in this fashion it will draw wind currents rapidly in to the center of the drill dragging those unfortunate enough to attempt to dodge in to a spiraling vortex of steel and air currents shredding them quite badly.

Note: May be used two times per battle.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin

Approved

□ Pending. Leaving for Pervy/NK. □

(Fuuton: Gekihen no sunappu) - Wind Release: Upheaval Snap
Type: Offense/Defense/Supplemental
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: A very basic yet very effective wind technique performed without handseals due to the ease of the ability. However it's simple nature hides an incredibly diverse range of applications, performed with a snap of the fingers this technique will cause a small localized vortex to appear as an updraft style wind surge from the ground. Best used against enemies or even other jutsu that are formed on the ground and no longer being used this vortex can be angled to essentially fire projectiles against enemies or to throw them off the ground. When used on an opponent the damage is usually negligible but it can be very useful on dangerous terrain, such as throwing someone in to a swamp who had previously avoided it, or firing the earth spikes you used a few turns ago at an enemy from behind. It's also useful for separating an enemy from contact with the floor which is required to perform a multitude of jutsu. However it should be noted this technique can not cause direct harm if used on an opponent by itself. The 40 damage is merely to represent the maximum damage that can be caused by flinging an enemy in to the terrain or the terrain striking the enemy and this is only applicable for solid terrain or terrain with an innate damaging effect such as firing kunai at an opponent that previously hit the ground or flinging earth that's on fire. Merely throwing mud or water won't cause any real harm though it can drench and impede an opponent.

Note: May be used four times per battle.
Note: May only affect terrain and surroundings of B rank and below.
Note: May only be taught by Jhin

□ Declined. Nice technique, but very similar to Houdini's, (Futon: Jixyoushou)-Wind Release: Updraft, which has a very similar premise. □
 
Last edited by a moderator:

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,919
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Kuchiyose: Mithras ▽ Summoning Technique: Mithras
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Mithras is a young shark, son of Gluttony, and one of the most trusted allies of Mand'alor the Indomitable due to his rash nature. The young shark is three meters long, and displays countershading when inside bodies of water. He possesses average swimming speed (same as the user's base speed) when inside bodies of water, and when outside of water, Mithras can only move at half the base speed of the user. What makes Mithras special is his training with the Mand'alor and his special genetics from his father, Gluttony, who is well versed in the art of chakra absorption, a natural and canon ability sharks have. Having no offensive power whatsoever, Mithras' is a tank, having the innate power to absorb (through his skin) any and all canon elements that fit the category of being "energy" based. Due to being able to combat energy based elements so well, Mithras was never adequately prepared to fight fighters who use physical elements or taijutsu, taking double damage from blunt force attacks that cannot be absorbed through his skin. Due to the minor abilities Mithras possesses, he is more or less a basic summon and can accompany the Mand'alor for an entire event without being reversed summoned away, a property basic summons share amongst one another.

▽ Can only be taught by Penguin
▽ Mithras can only be on the field with Gluttony and bypasses Gluttony's restriction of not being allowed with other sharks on the field
▽ Mithras' skin passively and instantly absorbs any energy based elements that touch his skin
▽ Mithras takes double damage from any physical elements and taijutsu due to his fragility

♪ Declined: Cool shark, but can it absorb the energy from this DNR? ♪
 
Last edited by a moderator:

Inch

Active member
Legendary
Joined
Apr 28, 2011
Messages
11,124
Kin
155💸
Kumi
12💴
Trait Points
0⚔️
Awards
(Hyoton: Nagai Fuyu)-Ice Release: The Long Winter
Type: Supplementary
Rank: S
Range: Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: This jutsu serves as an advanced form of the blizzard created by the Greater Ice Release Technique. By forming three hand seals, the user is able to create a blizzard similar to the one in the aforementioned technique. Vision and sound will be blotted out completely due to the incredibly thick swirling snows, and both the user and the opponent will be afflicted by the cold temperatures should they not be resistant to cold weather. However, the blizzard created by this technique has several noteworthy additional affects. The snowflake count present in this blizzard is far higher than any naturally occurring blizzard to such an extend that it feels like being trapped inside a continuous avalanche with the swirls of snow being so dense with snow that they feel almost solid. As a result, moving through the blizzard is much more difficult and both the user and the opponent will have their base speeds cut in half as a result. The user also pours more chakra into the snow than is typical for the creation of a blizzard, enhancing its 'power'.

As a result, the constant and immense presence of the user's chakra present within this massive amount snow will make it difficult for chakra sensors to distinguish differing chakra sources within the technique. Therefore, distinguishing and noticing the user's individual ice jutsu will become completely impossible within the confines of the blizzard, and distinguishing the users own position will be much more difficult, though positional awareness is still maintained. Advanced chakra sensors such as Tobirama and Karen will be mostly unaffected by this. As the user will have no problem distinguishing enemy chakra sources from their own, they will not be affected by this if they possess sensory. The final property of this jutsu is its ability to empower jutsu that normally just require the effects of the snowfall produced by the basic Ice Release Technique. As a result of the dramatically increased volume of snowflakes present, these jutsu will receive a +20 damage boost due to an increase in size and overall power offered by the increased volume and power of this blizzard as compared to that basic snowfall.
Note: While active, the user will be confined to using water, wind, ice, and other elements composed of only these things.
Note: The snow will be generated fully almost immediately upon activation; it isn't a traditional snowfall.
Note: Lasts four turns.
Note: Usable twice.

□ Declined. Cutting both you and your opponent's base speed in half, for up to 8 turns (another note there, a S rank technique that lasts four turns and can be used twice with no restriction in between?) is a bit wew. Decrease the amount of time it lasts. Also, saying that it would be impossible for the opponent to distinguish the users' Ice techniques during the blizzard is also making it a bit OP, since this blizzard happens instantly and then boom, all your techniques can't be seen or heard, and get a +20 to damage, for up to 8 turns. See how powerful that is? Tone it down. Nice name though #GoT. □​

(Hyoton: Shu Yuki no Shukufuku)-Ice Release: Lord Snow's Blessing
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Bastard's Blessing deals with a special type of ice called slush. Slush is created by going about the process used to alter chakra's state to snow, except the user causes the ice to form at an even lower temperature, causing it to form as the "bastard" mixture of water and ice that slush is. As it is far more fluid than ice and snow, it possesses some key different qualities: it's far more malleable and flexible, as the high fluidity of the mixture means even the ice particles can flow past one another and other solids. This makes it exceptionally useful for capturing and ensnaring the enemy. To perform this technique, the user performs four hand seals, thus causing an amount of slush to appear either within short-range of the user according to the user's wishes. The shape, direction and general behavior of the slush is entirely controlled by the user, who can do anything from manipulating it to ensnare enemies or simply using it as a defense, though it can't exit a mid-range from the point of its inception. Additionally, the user can create slush up to a mid-range away so long as there is a source of water (water, ice snow, etc) at the desired location, provided that there is a sufficient continuous source for the user's need (therefor cannot be created from falling raindrops, snow flakes, etc.).

The slush created by this jutsu has an additional special property, however. Anything that becomes enclosed by this slush will rapidly begin rapidly converting the object into solid ice as the user's chakra present within the slush will begin seeping into the object, starting with the surface and seeping into the object's core. The speed at which this conversion takes place is dependent on whether or not foreign chakra is reinforcing the object. If there is no foreign chakra present, this process will occur nearly instantly. For each rank of the chakra present within the object, this process will take an additional full second (exs. E-rank 1 second, C-rank 3 seconds, S-rank 6 seconds). Organic materials, such as enemy shinobi, will be treated as an s-rank by default, allowing for plenty of time to counter this affect. Loss of control over the object will only occur if the object is completely frozen. Should an object be completely frozen, the slush will immediately melt away.
Note: Usable thrice per battle, with a four turn cool down between uses.
Note: No other s-rank ice on the same turn as this.

□ Declined. Alright, I am not sure on the whole changing the Ice to Slush parts, but look at the bold. You are going to have to define this in terms of turns, perhaps since time doesn't really work well in the time frame and overall RP. One second for me, could be three seconds for someone else. □
 
Last edited by a moderator:

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
(Koton: Shippou Kokuou Shin'en No-su) - Steel Release: The Silver King, Abyssal of the North
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique can only be used during Glory of Galahad. The user focuses his koton chakra throughout his body to unwind his steel form into thousands of ductile wires. These wires are coiled into highly compacted springs and compressed to the extent they don’t differ from the user’s original body in form or appearance. He will also reshape his body to bring forth certain changes, some cosmetic and some mechanical. The shape of the user’s upper body will remain largely unchanged barring minor cosmetic changes. His shoulders will become broader and his chest will become reminiscent of medieval armor. His visage will change to resemble a mask more than a face. Several pairs of horns will grow from his head and the shape of his hair can only be described as being akin to flame. Every edge of the user's body will also become "sharp" like a sword (e.g. the edge of their arms or in-between their fingers). The newfound elasticity in both the joints and tendons will allow him to store and return four times as much elastic energy per step compared to the average shinobi. As such, the user’s sprinting speed will be quadrupled and they will gain the ability to cover distances of thirty to fourty meters in a single leap or bound. While this is active, the speed of “Steel Release: Boldness of Bors” will increase proportional to the user's new speed (multiplied by four) as it will become applicable to all of the user’s joints and tendons in addition to the balls of their heels. They will also become capable of using it in the same way as a standard chakraless Taijutsu technique as the preparation component of Bors is voided by having the body already transformed into steel and composed of wires. Regarding the user’s upper body, he will become capable of extending and retracting his arms at the speed of an arrow fired from a compound bow. The enhanced speed of the user’s strikes allows him to launch hooks, jabs, straights and other hand-based motions at an even greater frequency than normal. The springs never undergo complete rarefaction, so the reach of the user’s strikes is not lengthened in any way. The increased elasticity of the user’s entire body will also grant them the ability to mitigate damage sustained from Taijutsu strikes. In this state, the user’s steel form develops a certain propensity to both absorb shock and impact, effectively halving the damage they sustain from any Taijutsu. However, use of this technique comes with a grievous drawback and renders the transformation into steel irreversible. This means when Galahad ends, the user will become an inanimate statue (effectively killing him). This technique will always last a minimum of four turns and so if Galahad has one, two or three turns remaining, it's duration will be extended accordingly. For example if Galahad has two turns left, it's duration will be extended by two turns. If Galahad has one turn left, it's duration will be extended by three turns.

Note: Lasts until Glory of Galahad ends or 4 turns
Note: Can only be used once per battle and when this ends, the user will collapse, exhausted unable to battle, in some cases, they will even die (users choice)

Approved - made edits

You must be registered for see images
Updating: Removed line about turning into a statue

(Koton: Shippou Kokuou Shin'en No-su) - Steel Release: The Silver King, Abyssal of the North
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique can only be used during Glory of Galahad. The user focuses his koton chakra throughout his body to unwind his steel form into thousands of ductile wires. These wires are coiled into highly compacted springs and compressed to the extent they don’t differ from the user’s original body in form or appearance. He will also reshape his body to bring forth certain changes, some cosmetic and some mechanical. The shape of the user’s upper body will remain largely unchanged barring minor cosmetic changes. His shoulders will become broader and his chest will become reminiscent of medieval armor. His visage will change to resemble a mask more than a face. Several pairs of horns will grow from his head and the shape of his hair can only be described as being akin to flame. Every edge of the user's body will also become "sharp" like a sword (e.g. the edge of their arms or in-between their fingers). The newfound elasticity in both the joints and tendons will allow him to store and return four times as much elastic energy per step compared to the average shinobi. As such, the user’s sprinting speed will be quadrupled and they will gain the ability to cover distances of thirty to fourty meters in a single leap or bound. While this is active, the speed of “Steel Release: Boldness of Bors” will increase proportional to the user's new speed (multiplied by four) as it will become applicable to all of the user’s joints and tendons in addition to the balls of their heels. They will also become capable of using it in the same way as a standard chakraless Taijutsu technique as the preparation component of Bors is voided by having the body already transformed into steel and composed of wires. Regarding the user’s upper body, he will become capable of extending and retracting his arms at the speed of an arrow fired from a compound bow. The enhanced speed of the user’s strikes allows him to launch hooks, jabs, straights and other hand-based motions at an even greater frequency than normal. The springs never undergo complete rarefaction, so the reach of the user’s strikes is not lengthened in any way. The increased elasticity of the user’s entire body will also grant them the ability to mitigate damage sustained from Taijutsu strikes. In this state, the user’s steel form develops a certain propensity to both absorb shock and impact, effectively halving the damage they sustain from any Taijutsu. This technique will always last a minimum of four turns and so if Galahad has one, two or three turns remaining, it's duration will be extended accordingly. For example if Galahad has two turns left, it's duration will be extended by two turns. If Galahad has one turn left, it's duration will be extended by three turns.

Note: Lasts until Glory of Galahad ends or four turns
Note: Can only be used once per battle and when galahad ends, the user will collapse, exhausted unable to battle, in some cases, they will even die (users choice)

‡ Pending ‡ Leaving for Pervy.

Approved
 
Last edited by a moderator:

Omega

Active member
Legendary
Joined
Apr 24, 2013
Messages
10,018
Kin
49💸
Kumi
16💴
Trait Points
0⚔️
Awards
Bio with CM-

(Black Dragon Press ) -Kuroi Doragon Assakuki
Rank: S
Type: Offensive
Range: Short-Mid
Chakra cost:40
Damage points:80
Description: This is a jutsu created by Ragna Zero for his use exclusively. Having attained the Curse Mark of Heaven over a period of time, he has gained mastery over it, and can now enter the second level state as well as perform partial transformations by adjusting the flow of the curse marks chakra to specific areas of the body. One of the unique weapons he attains in his transformed state is a massive claw that is sharper than swords. The user will quickly swing at the enemy with great strength and speed utilizing the power of the transformation and curse mark influence to destroy the enemy. What results from this attack is 5 powerful shock waves being sent from each finger in the direction of the enemy. Another note is that this jutsu can be done in the same tf as the partial transformation jutsu, and the CM Level 2 activation although it doesn't change the fact that both techniques take up move slots.

Restrictions/Notes
-Exclusive to Ragna bio
-Can only be used twice
-Powerful shock waves can reach up to mid range and contend with elemental jutsu of the same rank.


Yellow Devil Submission:

♪ Declined: CJs based around CMs are currently banned. ♪

(Raiton|Koushoku Ijin) - Lightning Release: Yellow Devil
Type: Offensive/Defensive
Rank:S
Range: Short-Long
Chakra cost:40
Damage points:80
Description: The user will utilize the Raiton element akin to that of The Sixteen Pillar Bind jutsu. The user will slam his hands on the ground and then use Raiton to forcefully create a large faceless, humanoid construct surrounded by a bright electric aura. The construct is the same size as the great earthen golem and has long range reach, but by using the Raiton it gains new abilities. Using the Lightning Blade Leviation jutsu as a reference, the golem is allowed to reform damaged, or separated areas of his body. In the Lightning Blade Levitation jutsu, the user utilizes lightning to create multiple copies of a tangible item, a blade. The golem uses that ability similarly to reform itself by making various copies of the rocks it is comprised of to reform into its original shape if it takes damage. This makes it imperative that the entire golem is destroyed, or else it will simply reform.

Restrictions/Note:
-Can only be taught by Omega
-Cannot use S rank raiton in the same turn this is activated
-Can only be used twice
-The user can only use Raiton elemental jutsu


♪ Pending, not a fan of absorbing Doton jutsu. If you want me to remove that, VM me and I'll approve this. Otherwise, resubmit it but you'll have to restrict that aspect of the jutsu a bit more than what's currently written. ♪

♪ Approved ♪
Updating:

Note: Removing -30 chakra per turn and lowering cooldown period. The great golem tech doesn't require a chakra cost per turn so I think I severely overrestricted this jutsu which is similar to it.

(Doton: Gaia ) – Earth Release: Gaia
Rank: S
Type: Attack/Defense
Range: Short - Long (Made short range-long range reach)
Chakra cost: 40
Damage Points: 80
Description: This jutsu represents a mastery over Earth and takes great skill to learn. The user will perform the Snake handseal and slam their hands on the ground causing a Massive Earthen being to rise. The Earthen construct is made in the form of a beautiful, nimble yet strong, female warrior with three faces all with different emotions. An expressionless face in the front, a face full of sadness on the left, another face full of anger and hate on the right. She has 6 arms and each arm contains a Large Earthen axe that she uses to attack the enemy in all ranges. Having multiple limbs makes the Earthen being more destructive and versatile in battle. Despite being created in large size as she is about two heads (relative to the Golemn head size) taller than the Great Earthen Golemn in height, she is able to strike and move fairly fast as she is smaller in mass being about 2/3 of its width. Only masters of Earth can perform this technique successfully. When the user is not controlling the creature with their chakra it merely becomes a statue as an earthen construct unable to move. To control it, the user must be in contact with it and spending chakra, therefore not being able to use other elements at the same time.

-Must have mastered Earth
-Must be taught by Omega
-Can only be used twice and has a 2 turn cooldown period between use

♪ Update Approved ♪
 
Last edited by a moderator:

Littlefinger.

Active member
Elite
Joined
Jul 15, 2011
Messages
8,903
Kin
8💸
Kumi
6💴
Trait Points
0⚔️
Awards
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.
You must be registered for see images
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.

You must be registered for see images

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.

You must be registered for see images

✯ 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.


Approved

Hitode Kuchiyose: Kō Genjitsu; Starro no Shinkō | Starfish Summoning: Anti Reality; Invasion of Starro
Type: Summon
Rank: S
Range:Short
Chakra: 40
Damage: N/A
Description: The user will clap their hands together and summon two starfishes. These specie of starfish are characterized by a distinct bluish purple colouration. They also 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. These pair of starfish are know as the “Starro Twins” and are up thirty metres tall with rays capable of reaching long range. The Starro Twins both count as S-rank summons and specialize in water and genjutsu. The male twin, called Patrick, specializes in water, and is capable of using water techniques up to S-rank which he releases from his rays(arms) and tube feet where applicable. He has a unique passive ability which involves releasing mist all over the terrain up to long range. This is akin to using the (Kirigakure no Jutsu) - Hiding in Mist Jutsu, and can be released for as long as he remains on the field. However, this mist has chakra draining properties, and will drain the opponent's jutsu of -20 chakra per turn; and the opponent(s) themselves of -50 chakra per turn. Once per turn, he can transform the mist to a flammable black mist akin to the (Suiton: Kokuun) - Water Style: Black Clouds technique. Patrick's twin sister on the other hand is called Priscilla. She specialises in genjutsu, and can use it up to S-rank. Priscilla can cast illusions up to mid-range by simply disrupting the flow of the target's chakra with hers. However, she can cast a long range genjutsu on multiple opponents by means of sight. This works by means of her psuedo-“All-Seeing Eye”. This is a large eye that she has on her center disc. When casting a long range genjutsu, it glows a very bright shade of red that when seen, will place all opponents in a signature S-rank illusion. However, this long range S-rank genjutsu can only used once, and any attempt to use it again returns her to Las Marianas; she can still use other regular genjutsu after using this one. The long range illusion Priscilla casts revolves around the principles of narcolepsy. After witnessing the bright red light, the opponent(s) will suddenly feel an uncontrollable urge to sleep, similar to the canon Nirvana genjutsu, but not restricted to it (i.e 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 then eaten up ravenously 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. Once they have been eaten by the starfish, they will “awaken from the nightmare”. At this point, the illusion will be broken; however, the opponent suffers 80 damage due to the stress on their mind.
You must be registered for see images
✯ The Starro Twins 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.
✯ They are both S-ranked summons, and are completely immune to B-rank and below techniques. However, they can both tank only one A-rank technique each without being dispelled.
✯ The Starro Twins can only be summoned once per battle and last four turns.



Declined: this isn't at all an appropriate approach to addressing several issues outlined in the prior check. Just to make things perfectly palpable, partitioning the submission into distinct summonings means that at minimum, you'd be obliged to make two separate CJ—each counting towards the allotted ten summonings per custom summoning contract. In many ways, this submission genuinely seems more overpowered than the one prior. The passive abilities of Patrick are highly questionable alone, and a summoning able to induce a S-rank illusion from long-range, furthermore, through a manner fundamentally akin to dōjutsu is quite frankly never going to be approved. Please give more consideration to balancing.


Hitode Kuchiyose: Tsukisasa Megami Heruga | Starfish Summoning: The Impaled Goddess — Helga
Type: Summoning
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Helga belongs to the Brisingidae family under the order, Brisingida which are naturally deep-sea-dwelling starfish. Helga's inflexible circular disc is as large as the 2nd Mizukage's clam and she can comfortably carry at most six people on it. She has a bright orange colour and eighteen flexible arms which means she also has eighteen eyes. These arms can extend up to long range and are covered with several long, durably hard extendable and retractable spines which she can use to attack a target by stabbing, slashing, etc as an S-rank move. With the aid of her tube feet and flexible arms, Helga is able to move easily along even the most jagged terrains. The multiple spines she has all over her arms can also be used to give her added balance; by sticking them in the ground, she would not be easily pushed back by an opposing force. Her spines also serve as a trusty defence mechanism when required. They can protect her from attacks B rank and below, but can be broken if hit with two consecutive A ranks or one S rank technique. As the title preceeding her name implies, Helga is excessively vain. She is very proud of her spines, and this is often reflected in her speech. Helga uses her spines as a means to inject saponins into her unfortunate victims; even a slight prick or cut from her spines can deposit a large enough dose of saponins to cause swelling, numbness and paralysis within one turn. If she succeeds in injecting a target by stabbing them, the dosage of saponins will be enough to kill them in two turns. Helga, like all other starfish is capable of using all Star Arts and she can passively sense the presence of any form of water on the terrain.
✯ Lasts four turns. Can only be summoned once per battle.
✯ User must have signed the Starfish contract to summon her.

How Helga looks:
You must be registered for see images

Declined: though much closer to approval compared to the Starro summoning technique, there are two minor details to be altered and a reduction in ambiguity that especially needs to happen. The first minor detail is definitely minute, but in keeping with the approved contract, the number of rays should ideally be multiples of five. The second minor detail is the rate at which the dosage of saponin can kill the victim; the amount of turns before the opponent expires should be a bit higher than two. Now, neither of the two previously mentioned minor details, alone or together, warrant a decline, so the following bit requires the bulk of attention. Once again (in reference to Starro), there seems to be contradictory statements insofar as durability description is concerned. The spines can surely defend against B-rank techniques—that is fine, but the following sentence stipulates two consecutive A-ranks or one S-rank would be required to destroy them. Two A-ranks is equivalent to one S-rank, so any interaction with a single A-rank attack seemingly would be ineffective in spite of the spines only being stated to provide full protection from things up to and including B-rank attacks. Now, another important question: how many times can Helga's spines be broken before she is ultimately dispelled? Given an absence of anything to the contrary, I presume the summoning could theoretically do so indefinitely. In the end, I will permit Helga to tank one A-rank technique and no S-rank attacks without being dispelled. Coupled with the completed effects of the regeneration technique above, the damage threshold can be reset—this may be applicable for all Starfish summonings.


Hitode Jutsu: Minashigo no Shōsan | Starfish Arts: Orphan's Praise
Type: Supplementary | Defence | Offence
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: By releasing chakra into any of the starfish summoning seals engraved on their body, the user will summon a specific starfish organ in mass from said seal. It could be a mass of flexible starfish arms or a mass of sturdy spines. Either way, the organ will be used to attack or defend or supplemented during a battle to aid movement, grab hold of a target or whatever the user wishes as long as it is within the scope of the technique and reasonable sense. Using this technique will count as a regular summon on the part of the user, and count toward the limit of animals they can summon during a match. The organs summoned cannot be used as a means to inject saponins in a target, as that natural ability belongs only to a starfish summon.
✯ After using this technique, the user would be unable to summon an S rank starfish in the next turn.
✯ Technique counts as a summon, and can remain active for 3 turns.


Declined: if this is indeed counted as a summoning, why then does it have damage points in the generic template? The default damage ought to be "N/A", and then the description segment should properly account for how much damage the summoned organ(s) can deal and conversely, tank. Granted that the basis seems to be "Toad Mouth Binding", it should ideally mirror its status as an A-rank technique—not every contract-related technique needs to be S-rank.

Hitode Kuchiyose: Tsukisasa Megami Heruga | Starfish Summoning: The Impaled Goddess — Helga
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Helga belongs to the Brisingidae family under the order, Brisingida which are naturally deep-sea-dwelling starfish. Helga's inflexible circular disc is as large as the 2nd Mizukage's clam and she can comfortably carry at most six people on it. She has a bright orange colour which is congruent with her elemental nature—Fire. She has twenty flexible arms which means that she also has twenty eyes. These arms can extend up to long range and are covered with several long, durably hard extendable and retractable spines which she can use to attack a target by stabbing, slashing, etc as an S-rank attack (and counting as a move per single offensive maneuver). With the aid of her tube feet and flexible arms, Helga is able to easily move along even the most jagged terrains. The multiple spines she has all over her arms can also be used to give her added balance; by sticking them in the ground, she would not be easily pushed back by an opposing force. Her spines also serve as a trusty defence mechanism when required, and they can protect her from attacks B-rank and below; however, she can tank only one A-rank technique without being dispelled. As the title preceeding her name implies, Helga is excessively vain. She is very proud of her spines, and this is often reflected in her speech. Helga uses her spines as a means to inject saponins into her unfortunate victims; even a slight prick or cut from her spines can deposit a large enough dose of saponins to cause swelling, numbness and paralysis within two turns. If she succeeds in injecting a target by stabbing them, the dosage of saponins will be enough to kill them in four turns. Helga, like all other starfish is capable of using all Star Arts and she can passively sense the presence of any form of water on the terrain. She specializes in the Fire Release, and is capable of using it up to and including S-rank.

✯ Lasts four turns. Can only be summoned once per battle.
✯ Every fire technique used by Helga will count towards the user's move count.
✯ User must have signed the Starfish contract to summon her.

How Helga looks:
You must be registered for see images

Approved: the bits annotated in pink have been edited.


Hitode Jutsu: Minashigo no Shōsan | Star Arts: Orphan's Praise
Type: Supplementary | Defence | Offence
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique can be used in two ways. The first usage is activated by releasing chakra into any of the starfish summoning seals engraved on their body, the user will summon a specific starfish organ en masse from said seal. It could be a mass of flexible starfish arms or a mass of sturdy spines. In either case, the organ will be used to attack or defend during a battle, by aiding movement, grabbing hold of a target or whatever the user wishes as long as it is within the scope of the technique and overall, reasonable. The other usage involves the user slamming their hand on the ground and summoning any of the aforementioned organs from any location between short-mid range of the user. This usage allows the user to—for instance—summon a mass of starfish spines from the ground beneath the target, with the ground rumbling as the organs emerge; or to summon a mass of starfish arms to protect them from a technique or bind an opponent. With this usage, the user can—if they choose—summon a either a single mass or two separate masses. A single mass is able to tank up to and including B-rank attacks, in addition to tanking a single A-rank attack—thereby being completely destroyed. If the starfish organs are summoned in two separate masses (two different locations at once), they will each count as B-rank entities and thus, these organs can protect the user from C-rank attacks and below, but will be completely destroyed by B-rank and above attacks. If they successfully hit an opponent, these organs can reach up to short-range of wherever they are summoned and deal physical damage equal to their rank (counting as a move per turn). Since these summoned organs belong to a large starfish in Las Marianas, they possess saponin toxins. Thus, if the user is able to hit an opponent with this technique, they will be injected with saponin toxins which will induce paralysis within three turns and death within five turns.

✯ Both usages will remain active for three turns unless they are destroyed or the user cancels them.
✯ At any given time, only one of two usages can be activated.
✯ Orphan's Praise can be used up to four times per event, with a two turn interval between each usage.



Approved: the bits annotated in pink have been edited.

 
Last edited by a moderator:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Thought a mid ground was worth as a shot xD
(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.


♪ Approved, minor note ♪

(Sodaina Gyorai Shin) - Grand Torpedo Needles
Rank: A
Type: Attack/Supplementary
Range: Short - Mid (Long range activation)
Chakra Cost: 30
Damage Points: 60
Description: Similar to how torpedo needles work, the user would throw/place any nail like constructs onto the field/surface(After infusing them with chakra). Upon impact the nails would dig themselves into the ground/surface. Unlike the original technique in which hundreds of small nails would shoot out of the ground/surface, hundreds of chakra infused nails would shoot out. The nails would have a small coating of pure chakra surrounding them once they are shot, thus they would be bigger(1.5 meters) and deadlier. This however removes the stealth trait of the original technique but does more damage.
-Five times per battle.
-The nails can travel up to mid range length(15m). However they can be activated with a hand seal from long range distance.
- Can only be triggered in the same turn

♪ Approved, removed references to the chakra shroud. You won't be doing 90 damage with an A rank. Also, added a minor note. ♪


(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all momentum of the opposing technique. This is achieved through absorbing the momentum of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the momentum would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. A second layer of shadow would appear on said technique. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, momentum can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the momentum from a boulder for example would use the momentum to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.

Declined - the first part is basically you create walls of shadows which would stop mometum anyway, which you can already do with existing jutsu that you made. The second part doesn't make much sense as a shadow is a shadow, it's not layered so it wouldn't work in the way you intend.

♪ Pending, leaving for either NK or Pervy ♪
(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques. This technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The technique can be used to separate techniques/creations of a clone/original but only 3 techniques at a single go. The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct

Declined - this goes against the focus needed to control shadows which has been seen throughout the series.

(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all power of the opposing technique. This is achieved through absorbing the power/damage of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the power would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. Additional chakra would be added to said technique to make it behave like the following. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, power/damage can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the damage from a boulder for example would use the damage/power to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.

Approved



(Kage: Giman No Rainzu) - Shadow Arts: Deception of Lines
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A rather simple technique that comes a long way. The user would erect a wall of shadow to his liking that could be used to block incoming attacks. The true purpose of the wall is to hide the tendrils of shadow that would pierce through the terrain and move towards the targets. Once below the targets the user can use the shadow tendril to decapitate them, pin them, or simply annoy them. Furthermore, the tendrils would have traits of Shadow Imitation Shuriken/Shadow paralysis, meaning that if they were to make contact with the opponents shadow they could immobilise them in their place. The shadow wall that would be used as a means to block incoming attacks would, after blocking said attack, either return to it's normal state, or remain as a wall. In either case it would be used to hide the point of entry of the tendrils in the terrain.
-3 times per battle.
-No juts above A rank in the same and following turn.

Approved nice jutsu
 
Last edited by a moderator:

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,911
Kin
551💸
Kumi
1,094💴
Trait Points
0⚔️
Awards
(Ototon: Kokoro no Heiwa) - Sound Release: Peace of Mind
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: Peace of Mind is a sound based jutsu which makes use of hindering sound waves and their ability to disrupt the opponents chakra flow. The waves are released through any noise made by the user and enter the opponents body, taking immediately take effect as they do so. The effects caused by this jutsu are harmless in all forms. It's main and only usage is the ability to momentarily cut the chakra flow on jutsus which are being sustained. This would mean someone using a jutsu such as Earth Release: Hardening Technique (which requires 15 chakra points per turn to sustain), or even Earth Release: Great Stone Golem Technique in which they'd either give out certain amount of chakra per turn to keep them activated, or simply must focus on them in order to sustain them would temporarily (for that turn) be disrupted and thus unable to make use of them for that single turn, before regaining the ability in the next turn. This jutsu is used to battle against those who have the power to sustain multiple jutsus, cutting them off completely for a single turn creating a window of opportunity in which the user is able to catch them off guard. ~ Can only be taught by Erzo. Due to its harmless nature, and the fact that it lasts only in the turn is it used in, this jutsu is able to be used thrice per battle/event. Once used, there must be a turn wait before it is able to be used again. In the same turn this is used, the user is not able to use Sound jutsus over S-rank.

□ Declined, DNR. Wew lad. Through its simple initiation (any sound) and instantaneous effect, this technique is potentially extremely powerful cause of the effect you are trying to achieve. There are so many techniques which require chakra to sustain them, like for example a Chakra Shroud of a Bijuu, and even the Susano'o, which could then be canceled by just whistling, for example. See how potentially OP this can be?​
 
Last edited by a moderator:

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
(Ototon: Meshi no Shokan) - Sound Release: Summoners Call
Type: Defensive/Supplementary/Offensive
Rank: A-S
Range: Long
Chakra: 30-40
Damage: N/A
Description: Meshi no Shokan is a sound technique which target animal summons. It's a very rare and delicate technique to master. It can be utilized through various mediums of instruments including the user's own vocal chords which is the most common, but it can also be done through instruments such as a flute. It is a tune played in a fixated frequency targeted for each and various animals. This can be done as aforementioned, through a whistle and molding the tune accordingly for the targeted animal. This tune interacts with the animal on an entirely different level than simply verbal communication. Utilizing certain frequencies will almost appear hypnotizing for the animal, in which the user can manipulate them on an entirely different level, a primal one to be exact, creating various fluctuations with specific areas of their brain, such as the fearful factor which instantly makes lesser summons disappear from the field, or completely pacify them, making them non-aggressive by targeting another area of the brain. Essentially this only works on low-ranked summons of A-rank and below. While the S-rank affects all, but can only be used once and only dissipates a summon from the field. The A-rank works twice per conflict, and when the S-ranked version have been used, the user can't utilize sound above A-rank the following turn.

♪ Declined, DNR: Waayyyy too similar to Lee's Parstletongue technique. ♪
 
Last edited by a moderator:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
Ototon: Shūsoku Bunsan | Sound Release: Focused Dispersion
Type: Supplementary
Rank: S rank
Range: Short to Long
Chakra: 40
Damage: N/A
Description: Focused Dispersion is a quick supplementary sound technique. It manifests itself as a wall of sound chakra that is used to amplify other sound techniques released in the shape of projectiles. Sound projectiles are generally focused and concentrated with a small impact area, thus why the user developed this technique in order to widen that area of impact for a greater damage output. The wall appears as a, barely visible counter clockwise spinning obstacle made of sound chakra. It is a few meters in both width and height and it appears half way in between the user and the opponent, before the previously used sound projectile reaches that point after its release. As the projectile hits the spinning wall, it gets drawn through the vortex, then it is amplified and released on the other side of the sound wall as a wide stream of that very same, amplified sound chakra that reaches long range in both width and length, instead of a focused projectile. This provides a perfect combination to use against large and fast moving targets that are running away. Due to the spin produced by the users sound chakra, when creating the wall, as the projectile is drawn into it, the wall forcefully ejects the projectile without it ever losing its power, although increasing in size, due to the amplification and addition of sound chakra. Due to the fact that this technique is so quick and easy to perform, it can be used in conjunction with a sound projectile technique, although each technique counts for itself, towards the users 3 moves per turn.
Note: Can't use S rank sound techniques in the next turn
Note: Can only be used 2 times per battle
Note: Only McRazor can teach this

Declined - this is beyond sound. Sound is waves and blasts which are vibrations. To create rotating walls of this is one thing but to enhance a projectile in the same way is just not possible.

Fuuinjutsu: Sokutei sokumen | Sealing Arts: Plantar Aspect
Type: Supplementary
Rank: A Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Plantar Aspect is a unique advanced seal that is placed on the sole of the users foot. The seal contains the users sound chakra sealed within it and it has a unique activation parameter. The seal constantly pulses with minuscule amounts of that sound chakra into the ground beneath the user and it measures and reads the wavelengths of those pulses. If there is a disturbance within the ground, signaling an earth technique or any threat moving from the ground, the seal picks up on the difference of the wavelengths in the pulses and activates the seal completely, releasing that sealed sound chakra into the ground. The released sound chakra manifests itself as soundwaves of the opposite frequency of the disturbances within the ground, and thus neutralizes earth techniques and various other threats, destroying them before their complete formation. The seal can only affect up to A rank techniques, however, the user has the ability to place one seal on each of his feet, if he so desires. In this case, both of the seals can activate simultaneously in order to affect an S rank technique. Each seal can only be used once per battle and they must be stated in the users biography. Using two seals simultaneously limits the user from performing other A rank and above sealing techniques in the next turn.
Note: Only McRazor can teach this

Declined - sorry but this has been done before just not with sealing
 
Last edited by a moderator:

Anbu Kirito

Active member
Veteran
Joined
Jul 1, 2014
Messages
3,982
Kin
1,110💸
Kumi
10,495💴
Trait Points
0⚔️
Awards
Kuchiyose Doton: Bakudo 99 | Earth Release Summoning: Path Of Binding #99
Type:Supplementary/Defensive
Rank:S
Range:Mid-Long
Chakra:40
Damage:N/A
Description:
By making the handseals for the summoning technique and drawing blood, they will then follow up with the dragon handseal, causing 6 smooth rectangular monoliths to fall down from the sky, surrounding the enemy. These monoliths are massive, each one interlocking to form a massive hexagonal wall surrounding the opponent. The walls can resist up to two S-Rank attacks, or a single S-Rank of lightning.
Notes:
-Can be used 2 times per fight
-No Earth Release above A-Rank for the next 2 turns.

♪ Declined: Collides with existing techniques. Also, this doesn't abide by the current elemental interaction/rank rules. ♪
Raiton: Hado 99 | Lightning Release: Path Of Destruction #99
Type:Offensive
Rank:S
Range:Mid-Long
Chakra:40
Damage:80
Description:
After using Bakudo #99, the user will infuse a sword or any kind of blade with lightning chakra, tuning it to the user's chakra. The will then throw it over the top of the stone monoliths so that it lands, blade in the ground, inside of the walls. The user will then make the snake handseal, causing the blade to resonate with the users chakra, calling down a massive strike of destructive lightning which erupts into a column of lightning, destroying whatever is inside of the walls.
Notes:
-Can be used once per fight
-No lightning for the next turn
-Destroys the monolith walls created by bakudo #99

♪ Declined: Parent jutsu not approved ♪
 
Last edited by a moderator:

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
(Futon: Tengoku no rifuto | Wind Release: Heaven's Lift)
Type: Supplementry/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A | 60 to an opponent
Description: The user will chose to draw 1-5 hand-width circles in the ground either by dragging their foot or by focusing their wind-based chakra onto the ground and engraving the circle. The action is so minuscule and natural, the opponent may not even notice depending on how the user integrates it with their movements. The circle or circles can be drawn turns before or during a fight or anytime on the battle field. When the user chooses, they will then activate the chakra circle by stepping on it or clapping their hands together. If the user activates the circle by stepping on the circle, they will be blasted/carried knowingly into the air by a beam of wind. This is great for quickly avoiding techniques by launching into the air. The height at which the user is launched is mid ranged into the air, that way the user may land safely on their feet. This allows them to be able to logically avoid small or large techniques of any nature. In contrast, the user can chose to have these circles act as "mines" for the opponent. Meaning, if the opponent steps on one, they will be unknowingly launched into the air, taking on grave injuries from the surprise impact. The reason why it will hurt the opponent but not the user is because the user is knowing of the mines, being able to stiffen their body and prepare for the launch. As to the enemy, who will be abruptly launched upwards, their joints lose and unaware.
Notes:
- The circles only last up to 3 turns or until they are smudged away somehow
- May only be used up to four times in battle, with a one turn cool down
- Can only be taught by Chihaya

Approved - made edits
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
Permission for the VCJ, and to make a CJ based on it: .

Link to VCJ itself: .

Link to the sibling technique: .

(Kingusugureibu ♕ Jūko) Kingsglaive ♔ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Long (Short - Mid (Portal Creation)
Chakra: 20 (Activation) 5 (Per set of Portals) 5 (Per turn active)
Damage: 5 - 60 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more creative and directly offensive manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, shaping them into flat ripple-like distortions in the air, similar to the surface of a body of water once it has been disturbed. Since these ripple-like portals are composed entirely of the user's Chakra, they are practically weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them the same level of control over their potential arsenal found in the "Armiger Arsenal" technique, without the limitation of the portals, or the attacks the user launches from them, being restricted to Short Range of themselves. Due to the similar nature between this technique and the "Armiger Arsenal" technique, they share a max limit to the number of portals one can create at any given time. In the aforementioned technique this is limited to a max of 8 portals, through which only a single, specific weapon is drawn. This technique, however, has the user create less intricate portals, for the simpler use of "firing" weapons from the bunker directly at their target. Due to this, although they share a max number of portals between the two, portals created for this technique, "Arquebus" portals, are considerably easier to create, allowing the user to make more of these simpler portals than the intricate "Armiger" portals. Due to this, a single Armiger portal is the equivalent of 5 Arquebus portals, or one "set" of Arquebus portals, making the highest possible number of Arquebus portals the user can create 40. The user can also utilize both techniques at the same time, sharing the number of portals between the two, allowing the user to adjust their arsenal and find a balance between close and ranged combat. For example, if the user has 4 Armiger portals, they can create up to 20 Arquebus portals at the same time, and so on. And as is the case with the Armiger Arsenal technique, the user can draw from the virtually infinite arsenal that the Konohagakure munitions bunker provides (Examples are given in the VCJ), albeit for an alternative purpose than Armiger Arsenal. And although they have their similarities, wielders of the Armiger and Arquebus Arsenals have a sort of "violent rivalry" between one another. Despite their similar ideals and shared goal, they have an almost abhorrent disgust for one another's chosen tactics and approach to combat, often referring to/ insulting one another as either "Sabers" or "Archers", corresponding to the arsenal the intended recipient of the insult wields. There have even been cases when this rivalry has come to a head, and has resulted in one member of the Kingsglaive, or a "Glaive", killing another... [SUP][ ][/SUP]

Once the user has crafted the portals, and should they have the Armiger Arsenal active, balanced their arsenal accordingly, they can start to utilize the Arquebus Arsenal to it's fullest potential. The portals that the user creates are linked to the bunker itself, but are not able to select specific weapons in order for the user to arm themselves with. Instead the Arquebus Arsenal simply selects any kind of weapon at random, most usually a bladed weapon with a point, like a sword, spear, axe, etc, and slowly pulls that weapon through the portal, before suspending the weapon in place half-in, half-out. Then, at the user's command, usually with some kind of hand gesture, the portal the weapon is emerging/ suspending from quickly contracts temporarily, firing the chosen weapon at the user's designated target with great speed and precision. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. And thanks to the control the user has over the positioning, angle, distance, etc of the portals, they have near complete control over the battlefield immediately surrounding them, allowing the user to attack a single target from multiple angles, or strike at different targets from the same/ different angles, all at the same time. This means the user could either focus on a raged style of combat, firing random weapons at their target from a distance, in the hopes of impaling, decapitating, mutilating, etc, their target with sheer force in numbers [SUP][ ][/SUP] [SUP][ ][/SUP], or they could attack in a more tactful manner, using key positioning and angling in order to fire upon their target on all sides, trapping them within a directed, unified and simultaneous assault [SUP][ ][/SUP]. Once the weapons have made contact with, and subsequently impacted any object or surface, just like with the Armiger Arsenal, the weapons will be reversed summoned back to the bunker, restoring the bunker's munitions automatically. However, this is a slower process than the near-instantaneous reaction the weapons from the Armiger Arsenal perform, taking a few moments to slowly "fade" back into the user's arsenal. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can be performed a max of 4 times per battle, remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

Declined - a great jutsu that i really like, but if it's related to village cj it needs to be submitted with them as well. Or you can remove any mention of the village, making another set of weapons as part of this set and we can go from there?

You must be registered for see images


You must be registered for see images





(Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80 (-20 to user)
Description: One of the most advanced techniques developed by a secret group of Taijutsu and Martial Arts masters known as the Murim, the Soul-Crushing Strike takes the properties of Wind Release to it's extreme, and applies them to a seemingly simple punch. The user starts by gathering an insane amount of Wind Release Chakra within one of their arms, and uses Shape Manipulation to mould this Chakra into tiny, extremely sharp blades, identical to the kinds generated in the formation of the "Rasenshuriken" technique. From there the user throws a seemingly basic and harmless punch at their opponent, however, this seemingly bland façade is meant to trick the opponent into dropping their guard. Upon direct contact with the opponent the user releases the entirety of this gathered Chakra directly in one blast, causing severe damage to the limb/ body part that the user is releasing this Chakra onto. This is physically seen as an explosion of force, displacing the air directly in the area in front of the user's fist and creating what can only be likened to a sonic boom, however, there is far more going on here than what the naked eye can see. As the user forcibly fires the gathered Chakra, and subsequent tiny Wind blades, onto the surface of the opponent's body, these blades invade and become lodged within the target, causing irrepressible damage to the targets Chakra Network, effectively making it impossible for the target to mould Chakra with whatever part that is struck by the Soul-Crushing Strike. This is the same phenomenon that is seen when an opponent is hit by the aforementioned Rasenshuriken technique. The tiny blades created by moulding Wind Release Chakra being fired into the target's body shred the pathways between Chakra Points, and damage the Chakra Points themselves, to an even greater extent than the Rasenshuriken. The generated explosive force is also strong enough to break bones, even those of the Kaguya, whom are known for their extreme resilience, causing them crumble and shatter before the strength of the Soul-Crushing Strike. This combination and level of physical and spiritual destruction is unprecedented, even in the world of the Shinobi, as the untold damage this technique does to the internal workings of the targets body would be considered far too excessive by most Villages, Lands and Organizations. But not to the Murim... Only the strongest may rule in their world... And despite the immense power this technique possesses, this same level of damage applies to the user, as releasing such a large amount of Chakra, and an especially deadly shaped Chakra at that, carries it's own set of risks and certainties of damage for them. For starters, such a large expulsion of Chakra damages the arm the user utilizes to perform the Soul Crushing Strike, making it impossible to mould Chakra A-Rank and above with the arm they utilized for this technique for 4 turns after using this technique, as well as severely hampering their ability to weave seals, as their entire arm feels the shockwave produced by the strike. Next, consecutive usage of such a technique, especially if it's utilized within the same window of time (If used within 4 turns of the previous usage, and is still suffering from the previous usages restrictions) would give the user the same effects as the target/ recipient of this technique, making it impossible to wield Chakra with any arm(s) the technique is performed with. Finally, the biggest flaw in the Soul-Crushing Strike is that if one is able to avoid direct contact with the user, even if the technique is performed successfully, and the blades of Wind are released with the successful explosive force of the technique, it fails entirely, as the Blades of Wind will simply buffer and dig into the surface of the user's target. The blades must be released when the user's fist is in direct contact with the target, otherwise, the technique is considered a failure. Additionally, if the technique is "successfully" performed, meaning the Chakra is fired at the designated target, yet it's usage "fails", and the Jutsu is activated without direct contact with the target, the user still succumbs to the same restrictions and drawbacks as if the technique had been completely successful, further adding to the risk vs reward factor of this technique.

Note: Can be used a max of twice per battle/ event, thrice for Taijutsu Specialists.
Note: User must wait at least 2 turns between usages.
Note: No B-Rank or higher Taijutsu can be performed within the same turn, and the following turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - nice jutsu but remove the red, no variations of rasengans are allowed the tiny blades in the rasen shuriken come from the extreme shape manipulation

You must be registered for see images





(Suiton: Vir'Abelasan) Water Release: Well of Sorrows
Type: Supplementary
Rank: E-Rank
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Water. Possibly one the most important, and certainly one of the most prevalent, elements on the planet, as it covers over 70% of the planet, and constitutes roughly 60% of the human body. It is a fundamental resource the human body requires to survive, and has been touted as the "key to life" by many. It is also a highly versatile Element in the world of the Shinobi, able to overwhelm almost anything with it's nigh-unstoppable force, and with it's lack of fixed shape, this makes its fluid state the perfect conduit for a Ninja's influence through Shape Manipulation. However, there is another, far more astute application for Water Release, and that is the retention of memory. An example of this, if a certain type of flower were to be dropped into a jug of water and left there for a brief period of time, upon the flower being removed some time later, the water in that jug would still "remember" the flower have been added to the jug. For if one were to remove drops of water from the jug and study it's molecular structure, it would "retain" properties of the flower, such as it's design, colour, etc, within it's molecular structure. [SUP][ ][/SUP] Such a simplistic concept, but the sheer scope of the implications this provides are astounding, for Shinobi are not only able to generate and manipulate the form of basic Water, but even multiple forms of Water, from Mist, to Rain, to Ice and Steam, and even more "niche" variants, such as flammable liquids, starch-like substances, solidified forms, etc.

This technique allows it's user to utilize Water Release Chakra in order to gather and collect various forms of Water from sources, both natural and man made, even sources of Water created through the usage of Chakra, to the user, in order to extract potential information from those sources. The user starts by simply performing the Seal of Confrontation, releasing a very small amount of Water Release into the vicinity in the form of a pulse, with the sole purpose of drawing Water mollecules to this Chakra, before drawing it back to the user. Due to the small amount of Chakra utilized, the extreme ease of use the Jutsu requires, and the fact that it is swiftly returned to the user, this makes any requirement of effort from the user practically negligible. With the Water gathered to the user, they then use their Water Release Chakra in order to extract whatever information the Water may have, "tapping into" the memories and information stored within. Potential sources include natural bodies of Water, both large and small, rain, mist, even ice, and sources of water directly from a Shinobi's body, like sweat or blood. Of course the user is not able to directly manipulate sources that are beyond their control, for example, a Shinobi who doesn't belong to the Yuki Clan can't manipulate Ice, but as it is still Water in solid form, it is still a potential source for this technique, and thus can still be utilized by everyone, even if they can't manipulate it. Additionally, the user is not in control of the information or "memories" they extract from any given source of Water, meaning they could extract information both helpful and harmful, joyful and sad, hence the name of this technique. For example, they could draw the memory of the hand seals from a specific Water Release Jutsu, or the memories of the one who performed it, giving insight to the technique, and it's usages, weaknesses, etc. They could utilize Water in their surroundings to extract information about a target they are pursuing, or simply learn something from an animal that has once tread where they are extracting information. Rain is one of the most viable and versatile sources, as it carries water from far away Lands via evaporation and precipitation. One could theoretically keep up with current events in the Ninja World, simply by going for a walk in a downpour. And the ocean theoretically acts as one giant memory unit, collecting information from the world since time immemorial, simply through the world's natural cycle of life. Tapping into the ocean's memories could provide the user a glimpse into the state of the world in any time, any place, revealing secrets or events that have long since been forgotten, but one would do well not to dwell too long in the past.

In ancient times it was utilized by a small, secretive group in order to pass on the knowledge of their ways from one generation to the next, ensuring the survival of their way of life, however, despite their efforts to preserve themselves in whatever way they could, they still perished to time. The technique was recently rediscovered, its purpose tainted and corrupted, utilized to gather intelligence by Shinobi for the act of War, and espionage. Despite the relative ease of the Jutsu, a user of this technique must always take care, as it can be difficult to separate their own memories from ones they have gathered, leading to a sort of identity crisis if the user performs this technique too frequently. It has been reported in many cases that "voices" have been heard where none were found. Some say it's the whisperings of the "ghosts" of the people who originally utilized the technique. Others say it's insanity caused by prolonged usage of forcefully extracting information through "unnatural" means. Whatever the case, it is a frightening thought, to think that one's mind could be influenced by someone or something beyond their understanding, perhaps without even knowing it.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - sorry i just can't allow this in our current rp.
 
Last edited by a moderator:

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
(Kami no Te) Hand of God
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Hand of God is a special object created long ago by a group of Sages who specialized in their Nature Energy-related abilities. The object was created through an extensive and complicated method by the Toad Sage of the group. First, he used the stone of one of the statues on Mt. Myboku to carve the object into the shape of a small amulet that appears as a human head with bull horns emerging from the top before being bound by wire. As he created the Hand of God, the Sage bound some of the oil of Mt. Myoboku into the amulet, followed by reinforcing it through infusing the stone with Nature Energy, rendering the Hand of God indestructible and allowing the essence of the oils that were infused into it to continue to exist even outside of Mt. Myoboku's atmosphere. This amulet was passed down from Sage to Sage, a reward to those who were deemed worthy enough for its power. Because of the oils infused into the amulet, the Hand of God naturally draws in Nature Energy from the user's surroundings that is then transferred into their bodies so long as the continue to wear the weapon. Due to the influx of Nature Energy, this causes the user's techniques to receive a minor boost in power(+10), as the Nature Energy that is pulled in is automatically infused into their chakra and therefore carries over to their techniques. Techniques that directly use Nature Energy, such as Sage Mode techniques, receive a boost of +20 to damage with the exclusion of S-rank and above techniques due to "extra" Nature Energy from the weapon being layered onto the Nature Energy that is present by default. The greatest benefit of the weapon however, is, due to the connection of Nature Energy it establishes with the user, the granting of a rudimentary enhancement of the user's awareness around them. Essentially, this allows the user to perceive the world around them like a Sage would, albeit not on the same level, as this extends only up to mid-range around the user and does not allow the user to identify specific objects like a person in Sage Mode would be able to.
Note: Can only be wielded by bios that are capable of handling the flow of Nature Energy, such as a Sage Mode user
Note: Hand of God cannot be used to enter Sage Mode nor bypass restrictions associated with Sage Mode
Note: While the Hand of God is indestructible, it being struck with an S-rank or above attack would disable it for the remainder of the battle

□ Declined. Passive +10 with no limit, and a +20 to damage, to all Nature Energy based techniques (did you make this for your clan? If so, then I can already imagine how this weapon would be used as a passive boost to all your techniques, unless you passed Sage Mode at some point that I don't know of)? And basically a passive Sage Mode, basically free sensory with no turn limit? Nah fam. □

(Kuchiyose no Jutsu: Nenryōhade) Summoning Jutsu: Nenryōhade
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will weave several handseals after drawing blood and wiping it over their shark tattoo, summoning forth a shark known as Nenryōhade. Nenryōhade is a small shark, about the size of Katsuyu in her miniature form, capable of easily resting on the user's shoulder or head. Despite his small size, Nenryōhade is actually an ancient shark, his old age carried by a relatively unfriendly and grumpy attitude. A unique aspect to Nenryōhade is that he's capable of releasing an intangible surge of water-natured chakra throughout the air, passively occurring whenever outside of water. This surge of water is what allows Nenryōhade to survive outside of water, as the miniature shark simply uses the water-natured chakra resonating through the air to breathe. This surge of water also has two additional purposes while Nenryōhade is within the field, both of which benefit the user. The first is that while the chakra is resonating through the air, all Shark and Water related techniques up to A-rank receive a boost of +20 within the nature of the surge of water-natured chakra. Secondly, the user, so long as he remains physically connected to Nenryōhade, will be capable of utilizing the resonating water-natured chakra as a water source, turning it tangible for the usage of their technique.
Note: Can only be summoned once per opponent
Note: Remains on the field for a maximum of four turns
Note: Cannot summon any other sharks within the same and following turn

□ Declined. Again with the passive boosts for up to four turns, all your Water and Shark techniques gain a +20, and a free Water source for four turns as well, with no restrictions to anything else you use? This is basically making a summoning to gain some passive boosts. □

(Ototon: Onkyō Asugarudo) Sound Release: Acoustic Asgard
Rank:A-Rank
Type:Supplementary
Range:Short-Long
Chakra cost:30
Damage points:N/A
Description: Upon using a technique, the user will release high frequency, low energy sound waves in the form of speech, usually by saying the jutsu's name out loud as he performs the technique. These sound waves will then resonate through the technique, not hindering the technique's composition whatsoever due to its intangible nature. Upon the user's technique clashing with another, the waves resonating throughout will be released outwards, emitting as the same sound that occurs as a result of the two jutsu clashing. This hindering Sound wave affects any enemy who hears it, resonating violently within their ear drums, damaging them and causing them to bleed and disorienting them in several ways; the opponent will suffer slight pain in their ears,bones, and muscles; the constant ringing will be so bothersome that it would induce headaches and nausea until they become completely deaf in 3 turns; muscle spasms, hindering the use of more than three handseals because if the target tried to weave more they would lose focus due to the ringing and spasms.
Note: Can only be used twice per opponent
Note: No other Sound jutsu may be used in the same and following turn
Note: Effect lasts for three turns maximum

Declined - dnr

□ Pending. Leaving for NK/Vex □
 
Last edited by a moderator:

Akuma

Active member
Legendary
Joined
Oct 24, 2011
Messages
19,063
Kin
279💸
Kumi
803💴
Trait Points
46⚔️
If approved, i'll be dropping this CW:

Chorok - First Moon
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Chorok is a weapon crafted by Rand K'ai Kaguya himself. It is a Hook made of pure bone as dense and hard as steel with cartilage, it is actually composed of many tiny shards of bone although compacted tightly into a single one in the shape of a Hook. Chorok is in it's basic state 1 meter in length, although that is just the cover that hides it's real apperance and abilities. It has been seen to change color depending on Rand K'ai's mood and chakra flow, although it can only ever switch from white to green. It is commonly carried by Rand on his back or on his hip as he would any regular sword. The Hook is in a state of constant generation, as such is always taking chakra from the user. What this means is that it will always repair itself by producing more bone, despite it's steel like hardness and it's strong properties which make it nearly indestructible. Being struck by Fire or Lightning of equal rank which would shatter it. Although it would still self-repair, taking however two turns to do so. Should the opponent get a hold of the Hook, the user is capable of making a handseal and causing it to explode into the thousands of bone shards that it is made of, piercing the holder.

Chorok Abilities:

♦ Chorok is capable of elongating and as it's a Compressed Weapon; Ignition will decompress part or all of it. When enlongated, the Chorok is capable of enlarging long enough to reach Mid range, it can also get wider as it gets longer, large and long enough to whip even summons the size of Gamabunta, due to it's bone properties and cartilage flexibility, it is as strong as steel while being flexible like a vine; and sharp as any steel edge. This technique as a rank and strength of A rank.

♦ Chorok is capable of turning an entire field into a massive forest of bones, unlike Sawari no Mai, these spiked branches are much more larger like an actual forest and come from everywhere on the weapon, not from the ground. These branches would grow from the sides of the Hook, virtually growing from it and extending outwards, leveling anything in it's path. The user is granted control over all of the branches growing rapidly from the Hook and can aim for specific targets or uses instead of a simple large scaled attack. This techniques has a rank and strength of A rank.

♦ Given it's abilities to alter it's shape and produce more bone, the user is able to let the Hook consume their body, it would split into countless thin vines of bone that wrap around the user's body, creating a full fledged armour of bone or alternatively, cover in armour a single part of the user's body (a leg, the torso, etc). While in this armour, the user gets primitive control over the weapon, being bale to use it's abilities from their body directly, such as growing vines and diferent types of objects/weapons, which are connected always to the armour through bone vines, thus not having to hold them manually but instead control them through chakra and mental command. This techinque has a rank of S rank, while the obstructs formed from it are A ranked.

* Must have a Kaguya bio to use and can only be used by Loki himself.
* Each of the abilities count as a technique when used.
* The abilities can only be used thrice per battle each and the same one cannot be used in consecutive turns.
* Only two of the three abilities can be used in the same turn, unable to use all 3 in the same one.

‡ Approved ‡ Added the bolded as I believe that was your intention and wanted to clarify it. If I'm wrong, PM me. Nice weapon.

♪ Pending, Leaving for NK ♪

(Fuuinjutsu: Mamori Shu') - Sealing Arts: Bastion of Freyr
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+30)
Description: Bastion of Freyr is a technique developed by Sora Takeuchi himself, the seal which is applied directly to the user's body (or an object such as a Golem, etc.) will, upon being met by destructive or explosive force, activate and seal the energy of said blunt force. This refers to things such as explosions caused by explosive tags, and similiar: by sealing the explosion, as well as physical forces such as punches, and other impacts like elemental blasts, stone attacks etc. The energy from the force of impact will be absorbed, thus the user will not be harmed, however the technique itself won't be absorbed. This only applies to blunt forces and explosive ones. In example, a water blast will have it's sheer force of impact ( the physical energy) sealed away, thus the water simply past through the user, leaving them unharmed and unmoved, but wet and drenched. However, it does not work on sharp or otherwise perforating attacks, only on blunt ones. Furthermore, the force sealed is then altered by the seal technique itself, upon being prepared (1 turn preparation) the user can then activate the seal once more this time he uses the absorbed force or explosive force to enhance a physical attack or his movements. When used to enhance physical attacks, the added force adds up to +30 damage points. To enhance his movements, he can use it to switch places at high speed such as going from short to mid in a moments notice, such as a rock lee without weights.

* Can only be used x3 per battle with 1 turn inbetween uses.
* The sealed energy can only be contained for 2 turned after being sealed, afterwards the seal disperses the energy and it's no longer usable.
* Must be placed on the bio or mentioned before battle to use it.
* The user cannot use any S rank or higher Fuuinjutsu techniques in the same turn.
* The energy stored cannot be used in the same turn as it is absorbed, until the next turn. Additionally it can only remain stored for 2 turns not including the turn it is sealed in.

♪ Declined, seals placed on the body require mastery of Medical Fuuinjutsu. ♪

(Kuchiyose No Jutsu: Sujin Doumei) - Summoning Technique: Bulwark, Drako's Tutelage
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 30 (+15 per turn)
Damage: N/A
Description: The user will clap his hands after performing a handseal to summon upon his body a countless amount of Draco Lizard scales, the will appear as a new layer of skin and stack upon each other to create layers of scales on the user's body. This scales will go to take on the appearance of an actual body-armour. However, because of their thin and flexible nature, the steel-hard scales won't prohibit or hinder the user's mobility at all nor slow down their movements, despite their hardness which provides high level defense. But the defensive trait is not the impressive thing about this armour. The user can at will, manipulate the layers of scales to grather onto a single point and create objects and weapons from them, composed of nothing but gray colored scales. Because of their sharpness, they can become lethal weapons of the user's choosing. Being able to throw them as well, such as a spear to pierce through targets and so on. These objects have a rank of A rank, and the more the user makes, the weaker they become. The scales open up naturally and create spots for the user to utilize techniques that form from the user's body directly, allowing them to be created unhindered. The scales give the user's physical attacks more damage given their abrassive nature and sharp ends. The armour much like a Draco Lizard, has the ribs and their connecting membrane able to be extended to create a wing beneath the arms, the hindlimbs are flattened and wing-like in cross-section, and a small set of flaps on the neck serve as a horizontal stabilizers, these are made of much more flexible scales and while they don't permit the user to fly literally, it does allow them to glide through the air so long as they keep a stable arm position. Softening landings and even doing aerial combat (within reason).

* It can only be used twice per battle, it lasts four turns the first time and three turns the second time it is used.
* Must have signed the Draco Lizard contract to use this technique.
* Cannot use any other summoning technique in the same turn as this is used.

CSC:

♪ Leaving for Pekoms ♪


Declined: the defensive component to this technique is much too similar to at least one preexisting CJ—it happens to be a Snake Ninjutsu technique now included in the canon list, courtesy of Korra. Regardless of this particular submission involving an entirely different species, the intent and subsequent execution of the protection are, fundamentally, one and the same. For future reference, usage of "summoning" should generally refer to the actual contract animals. In regards to Ninjutsu-type customs, such things ought to be submitted as "Draco Lizard Arts", or something along that line of thought, which would parallel Snake Arts: Manda Scales. Also, not particularly keen on scale manipulation at the individual level.

 
Last edited by a moderator:

Cursed Prince

Active member
Legendary
Joined
Apr 21, 2012
Messages
16,407
Kin
58💸
Kumi
30💴
Trait Points
0⚔️
( Soma No Kou Jutsu: Ame no Ken to Ashi ) - Twin Demons Technique: Raining Fists and Feet
Rank: F
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: 90 (-40 to user)
Description: Because of the special nature of the Soma No Kou's Kekkai Genkai that allows for two seperate bodies to reside in one, all soma no kou users are able to use the limbs of the partner dormant inside of him at any given moment. The user of this technique draws out his partners 4 limbs so that he has an additional arm and legs coming from his shoulders. After clapping his hands and feet together while gathering chakra, in that moment they release all of it into their limbs as the user begins to punch and kick the target indiscriminately. Because of the amount of chakra used and the amount of used, to an opponent it would seem as if a sea of feet and fists are coming towards them from all angles. The strain on the user of this technique is immense: His own arms will be dislocated from moving his limbs so fast, and he won't be able to use his clan's abilities until the following turn
Note: Disables the user's arms for the rest of the match unless they are healed
Note: User cannot use his KG in the next turn
Note: Can only be used once per battle
You must be registered for see images

♪ Approved ♪
 
Last edited by a moderator:
Status
Not open for further replies.
Top