Custom Jutsu Submission - III

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Goetia

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Resubmitting and new submission

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

First Fusion: Crisálida

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

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Second Fusion: Evolucionar

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

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Final Fusion: Divino

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

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

Notes

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

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

Resubmitting

Hōgyoku / Breakdown Sphere
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (-10 per turn of transformation process, -40 per transformation, -20 for Divino, x amount per chakra conversion in each transformation)
Damage: N/A (-10/-20/-30 per activation based on each form)
Description: Born from a union between science and chakra, the Hōgyoku is just like in the case of Samehada, a parasitic organism, but different from many we have seen prior. The organism is trapped into a hardened layer of itself, in a spherical shape, looking almost as a gem stone, shining blue. This organism is implanted in the user’s chest, connected via medical jutsu to the different chakra network channels. The Hōgyoku was projected to read the different kinds of wavelength of the chakra released. We have seen in the series that the chakra has a very deep connection to the emotional cases of the user, so the moment when the subject requires or needs more power, it will project that very desire into the chakra itself, being read by the weapon. In response to this, the Hōgyoku will begin to forcibly modify and restructure the subject's structural and physical composition, using the subject's chakra. It is capable of growing at will and since it is implanted into the subject’s chakra system and body, due to the connection it has to the blood vessels it can travel across the body of the ninja or shinobi to different locations, making its true purpose shine. The Hōgyoku can at will, grow at different parts of the users body, creating a very monstrous shape, which leaks out of the pores and forms, keeping the skin and muscle tissue of the person inside these inner created layers. The Hōgyoku will be able to form a very special membrane cover around very specific wounds, keeping the body together, but not in any way healing them. This organism is a parasitic one who helps the user, but does not heal him, so as the turns continue, the damage would get worse and more infected, but still work, due to the effect of the organic material Hōgyoku is made out of. As for the transformations, due to the extensive and complex process of molecular restructuring and transformation of the subject's body and chakra, the subject must wait one turn after each transformation before beginning another. The membrane produced by the Hōgyoku will progressively strengthen as the transformations continue, eventually reaching a final form where the membrane will be at its most potent. The turn of transformation initiation counts as the first of the allotted turns to transform. Every extra appendage and material produced by the Hōgyoku has the same resistance proportionate to the transformation. Attacks and techniques which are tangible (e.g. Water and Earth) will break through the coating where affected by the attack, leaving the area vulnerable. The main strength of the membrane is not its ability to protect wounds, but its ability to passively absorb chakra from energy-based techniques (e.g. Fire, Lightning and Wind) of any kind, and from direct contact with beings that possess chakra as well, similarly to Inhaling Maw. Because the Hōgyoku is a parasitic organism, it requires chakra to activate and remain in a state of activity. As such, it will passively drain chakra from the user every turn at a set amount, to fuel the transformation. Even when the process of transformation is not being undergone by the subject, the Hōgyoku is still active, siphoning small portions of the user's chakra and converting it into Dark chakra for the subject's use at a 1:1 ratio once per turn, which also applies to direct absorption from beings with chakra (e.g. 10 normal chakra points → 10 Dark chakra points), which varies between forms (in its pre-transformation state, -5 points will be passively siphoned and converted to Dark chakra for the subject), transformation costs and penalties are exempt and are not converted into Dark chakra. All changes to the subject are irreversible, and permanently active unless an area unprotected by the membrane has been attacked. If the whole membrane armour is completely destroyed or otherwise removed, the subject will resume their previous features prior to transforming. Beside it's absorption capabilities, the armour is immune to C-Rank and below techniques of a physical nature (e.g. Earth or Water). This also renders it immune to freeform and unranked damage such as the explosions from paper tags. Anything above the stated threshold or anything which exceeds the Hōgyoku's capacity for absorption will destroy the armour and continue onwards to strike the user's body. It will be capable of taking one B-Rank technique (without the user sustaining harm to their body) but in doing so, the armour will be shattered and neutralized in the process.



First Fusion: Crisálida

After 1 turn, the first transformation will complete, which will be marked by the release of a massive discharge of purple chakra that can potentially harm any that are too close, pushing them to mid-range and dealing blunt-force damage. Upon transforming, the user will emerge with a phantom-like appearance, consisting of a white cloak which is split in four sections near the waist. There is a cross in the middle of the cloak, showing where the Hōgyoku is embedded in the subject. The membrane is able to passively absorb energy-based techniques up to and including B-Ranks at this stage. In response to being shattered by a B-Ranked physical attack, the white cloak appears to crack and fold, and is able to be broken, at which point the user's actual body is exposed, with additional physical changes being observable; their eyes turning grey with purple sclera and longer hair. In this form, the Hōgyoku will siphon -10 chakra points from the subject per turn, which will then be converted to Dark chakra immediately for use.

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Second Fusion: Evolucionar

The subject may not begin another transformation process until one turn after the completion of the first transformation. Upon which, the subject may then begin the next. This transformation process requires 2 turns to complete, during which the same abilities regarding attribute increases apply. After the transformation process completes, the subject will emerge from an explosion of chakra similar to that of the last transformation. The subject will have undergone an even more drastic physical change: the subject has a hole in the center of their chest with a cross in the middle of it. The form-fitting white robe which enveloped the subject in the previous form lengthens, and flares out at the ends. In this form, the subject's irises vanish, as well as their eyebrows. Embedded in their forehead is a diamond-shaped object. The most distinguishing feature of this transformation is the 3 sets of butterfly-like wings which can be used to cover short-range distances at rapid speeds when flapped (use of the wings counts as a move). With this transformation, the user gains a stronger membrane covering compared to their previous form (energy-based techniques up to and including A-Rank can be passively absorbed). In this transformation, the membrane covers all parts of the body except for the head, with the wings counted as part of the membrane. In this form, the passive chakra siphon of the Hōgyoku increases to -15 per turn, and will return 15 points of Dark chakra.

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Final Fusion: Divino

Upon completion of the second transformation, the subject must wait one turn until they can begin their next and final transformation. After the transformation process completes, which takes 3 turns, the subject will enter their final transformation stage. The subject emerge from the resultant chakra explosion with a very demonic appearance, the diamond-shaped point has broken open, revealing a vertical black third eye upon the center of the subject's forehead, and the skin on the face splits open down the middle and pulls back around the sides of the head to reveal a blackened, demon-like skull. The subject gains three holes running vertically down his chest, the Hōgyoku standing at the center of the top hole. Additionally, the subject's feet become single claws, and their hands and feet become blackened. The butterfly-like wings change into a set of six sheet-like wings with eyes set upon the center, adorned with demonic skulls, and trailing into tendrils. The user's membrane covering will reach its ultimate point (energy-based techniques up to S-Rank can be passively absorbed) in addition to the same utility of wings as the previous form granted. This is the most offensively oriented form that the Hōgyoku grants the subject, as the small skulls on the wings now have attack capability. Each of them can fire off a small, compressed ball of Dark chakra that will detonate on impact and create a large explosion (each ball is of A-Rank strength, an individual usage counts as a move, and can reach up to mid-range). In addition, by drawing on the subject's chakra, the Hōgyoku can fire an extremely powerful blast of S-Rank power Dark chakra that can reach up to long-range with a diameter of 7 inches, and counts towards the move limit. The membrane covers the whole body in this transformation. In this form, the chakra siphoned is -20 points, with 20 points of Dark chakra being returned).

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With each of the forms, the user will lose a total of 10 – 20 – 30 health at the moment each form is activated, and the last form itself will absorb up to 20 chakra points per turn and 20 health per turn as well. Both Crisálida and Evolucionar can remain active indefinitely but Divino will last a maximum of five turns before it deactivates. This will revert the weapon to it's dormant state and render it unusable for the rest of the battle. When Divino ends, the user will also become incapable of using techniques above A-Rank for three turns.

Notes

- The shockwave, for all intents and purposes, is of B-Rank strength and is short-range
- Chakra conversion and transformation cost penalties stack
- Passive absorption counts as a use of Inhaling Maw for techniques which require absorption
- Membrane properties are passively active, but will not apply when an unprotected area is struck
- Each transformation counts as a move during the turn the process begins
- Can only be used by Rᴜʀūsʜᴜ

♪ Leaving for NK ♪

‡ Approved ‡ Made edits to the weapon.
 
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Sinthorus

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

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

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


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

♪ Approved, removed the elastic portion. ♪



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

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

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

♪ Approved ♪
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(Doton: Reisō Shasutiforu) Earth release: Spirit Spear Chastiefol
Rank: A
Type:Supplementary
Range:Short (made short control up to mid range)
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their earth chakra through their body and create this spear in one of too ways. Releasing the chakra from their hand to form it, or causing it to form and rise out of the ground below them or nearby. This spear is very smooth and well compact and despite it's looks is still only made of earth release. Due to the users control over the earth chakra the user can cause the spear to levitate around them at the cost of -5 chakra per turn to maintain control over it. In doing this their hands will remain free. Though while doing this they can only use earth release and elements that involve earth release such as wood and steel. This spear, unlike others, was designed as a jutsu to take different forms.

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The first form is the user will release their chakra into the staff breaking it down into 100 sharp blades of earth that the control with their chakra and hand gestures to strike and defend with. They move at the speed of a shot arrow and can shred through anything B rank and below. Not only this but when they crash into something, due to them being made of solid earth they will have a solid impact also. As long as not all of these blades are destroyed the user can perform one handseal to reform them into the spear. To use this as an attack it counts as an A rank jutsu and can only be used once per turn. To change the direction of the blades or to bring them back together counts as a move per turn also.

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The second form is the form of the bear. The user will release their chakra into the spear and it will expand outwards, the solid center will expand and spread out as soft dirt/soil, going all around to form the shape of a teddy bear. Due to the earth that made up the spear being spread so far it's almost soft like a pit of soft soil. The use in this is when the user is about to crash into something he can form this bear to catch him, his impact would be absorbed by the earth bear as it compacts to the flat, taking most of the damage for him. This can also be used to form infront of the user to asborb the impact of a taijutsu attack and slowing it down as they have to pass through the dirt/soil bear, reducing the spread and damage of the attack, though this being rendered useless against against Gates users. The bear is as big as a man sized teddy bear. This is A ranked and counts as one of the three jutsu per turn to form.

The third form, is the offensive bear. Like the previous form the spear will expand outwards but form a solid shell of compact earth leaving it hollow on the inside. Being the size of a man sized teddy bear this is more intimidating that is is actually offensive. A strike from this bear would be a solid A rank earth strike but as in all forms is vulnerable to lightning. Forming the bear counts as an A rank jutsu and can only be done once every two turns no matter which bear form it is.


Note: Can only be made twice per fight. Must wait turn turns to use it again and can only be reformed once per use. Each ability costs a move and -30 chakra.

♪ Declined: If this is active, you'd only be able to use Earth release. Not elements involving it like wood and steel, as those would require the use of other elements at the same time (something that would require Y/Y). Also, the abilities are really varied, and make this come off as a CW more than a CJ. ♪
 
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Vayne

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(Kage: Mugen Teiri) - Shadow Arts: Infinite Theory
Type: Supplementary
Rank: A
Range: +1 To base technique
Chakra: 30 (10 per Turn)
Damage: -
Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take 30 more damage than it normally would, and offensively it would give the construct 20 more damage points. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate.
-Usable 4 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.

Declined - just based on the premise of the first lines of shadows having shadows, had a look into it and shadows given phyical shape don't have shadows in the series:
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(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 4 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into . The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, the user can only create up to 5 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of reacting to attacks that are mid range away from them. So in Alpha, the shadow field can stop attacks that are mid range above it. This doesn't mean that the shadow can reach mid range, it means that the shadow can sense objects that are mid range from it. This inversely gives the user the ability to sense objects that are mid range from him, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 5 times per battle.

Declined - So first of all having your shadow spread around you on the ground would take some focus to maintain so the useage is high. Also body guards in this form is too much to control passively, the tendrils of shadow seen by nara would be fine though as it would be a fast defense also. Why can it react to attacks mid range though? That's too far and spreading your shadow that much would exhuast you

(Senpo: Domein No Shifuku) - Sage Arts: Domain of Bliss
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: -
Description: A technique that allows user's of sage mode to overcome the effect of foreign techniques in relation to sage mode. The technique works by means similar to a filter, with the user controlling how his body would react to sage chakra by choosing a filter/usage.. It has three uses. The first is to prevent the user from entering sage mode itself. This is effective against techniques that forcibly force the user to enter sage mode, it prevents the user from absorbing the natural chakra needed to force him into sage mode. The second use is to keep user in sage mode. If an opponent uses a technique/method to knock the user out of sage mode/stop sage mode, this technique would take place, thus keeping the user in sage mode. This does not mean that the user can extend the usage of sage mode beyond the common parameters, it only means that the user would remain in sage mode despite the opponent's efforts. The third usage is to allow the user to take in natural chakra without any hindrance from opponent techniques/methods. This allows the user to normally take in sage chakra despite the opponent having affected sage chakra in the area.
-Usable 3 times, with a turn interval between uses.
-Each filter can last 3 turn, with the user being able to deactivate/stop it whenever he wishes.

Declined - you don't explain how it works. What is this "filter" that stops the user entering SM? It takes pa's magic stick for that! xd Same for the second ability, what is it that stops them knocking you out of SM? And well you get my idea from the last one. You just say this technique allows you to filter stuff but how does it, what enables these effects? A barrier? A seal? A pulse of chakra of some kind in some form?
(Kage/Ninpou: Mugen Teiri) - Ninja Arts/Shadow Arts: Infinite Theory
Type: Supplementary
Rank: S
Range: +1 To base technique
Chakra: 40 (10 per Turn)
Damage: -
Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take 40 more damage than it normally would, and offensively it would give the construct 25 more damage points. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate. This technique alters the fact that shadows don't normally have shadows of their own. This is accomplished through a variation on the Hiding With Camouflage techniue, in which not only the way light affects the shadow is altered, but also how physical shadow constructs react to light.
-Usable 3 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.

Declined - the premise is better, but those boosts a just a no, say one rank for defensive and offensive

(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into . The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, the user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 5 times per battle.

Declined - effects one and three go together, but effect two seems like a jutsu of its own. Not only this but you say it's active on it's own, but then the jutsu would need a turn limit of how long it lasts like a mode. Unless i'm missing something which you can vm me about

♪ Leaving both for Pervy ♪

(Katon/Suiton/Fuuton: Pisufuru Domein) - Fire/Water/Wind Release: Peaceful Domain
Rank: A/S/F
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 - 40 - 50
Damage points: 60 - 80 - 90
Description: With a single hand seal the user would create a vortex of fire around the target. The fire in the vortex is composed of three different types of 'fire', the inner layer( w.r.t the target) is super heated, condensed fire that can cause, in addition to immense burning, physical damage. The outer layer is composed of normal fire that can cause great burns. Inside the first layer of solid fire, ash would be found. The ash is superheated due to being enveloped by the solid-like fire. Following that, and with a single hand seal(or slamming the ground/surface), the user would summon water on the fire. The fire would then be surrounded by a shroud of vapor. This would cause the Leidenfrost effect to take place. This effect would cause liquids of any type to hover around the fire/water cyclone. This allows attacks of a liquid state to be ineffective against the fire. To be effective the liquid must be the same rank as the fire/water or it must be a highly pressurized liquid one rank below the fire/water cyclone. Finally, after that is done, the user would then, either through a fan or a single hand seal, cause the cyclone to be enveloped by a protective armor of wind that would also increase the speed of rotation of the cyclone, making it even more lethal while increasing its size.

The true use of the technique would come after it is countered. The ash that was stored inside would be released into the atmosphere, spreading mid range in all directions. The ash would be hot enough to cause 40 damage to any and everything that comes into contact with it. The user would then have the option to reignite the ash through a single hand seal, effectively causing more damage(60). The user can control the ash as he wishes, allowing him to use it to attack specific areas that he wishes.

-The ash is similar to the ash in 'Fire Release: Ash Pile Burning' while the solid-like fire is similar to that found in 'Fire Release: Dragon Flame Release Song Technique'.
-Water is summoned through means similar to (Suiton: Haran Banshō) - Water Release: Stormy Blockade.
-The user can either create the fire alone(A rank), the fire and water together(S rank), or the whole technique together(F rank).
-When performing the S rank version it would count as 2 techniques, while the F rank would count as 3. This does not change the fact that the technique is performed in the same timeframe.
-A rank can be performed 4 times, while S rank can be performed 3 times, and F rank can be performed 2 times.
-A turn must pass between the S rank usages and 2 turns between the F rank usages.
-The technique can be maintained, at any rank, for 2 turns. A rank costs 10 per turn, S 15 per turn, and F 20 per turn.
-Requires mastery over Fire, Wind, and Water.
-If the user specializes in any of the three elements, they can skip a portion of its setup.(No hand seal would be required) This only goes for main specialties or if the user only had a single element as a speciality.(Like Gen with 1 hand seal and wind with faster. They would be able to perform the wind portion without a hand seal.)
-The S rank version can be countered by water of the same rank(streams or masses), and/or pressurized water a rank lower.
-Due to the Leidenfrost effet, the cyclone can basically be used to attack targets submerged in water.
-The superheated ash would remain superheated for 2 turn if it is left undealt with, however if it was affected by insufficient water, it would only remain for 1 turn.
-All ranks of the technique must be created at least 5 meters away from the main target.
-A rank version can reach 15 meters in height, while F rank version can reach 30 meters in height. The diameter of the technique is up to the user's choosing, however the bigger the diameter the more danger the user puts himself at. The user can freely decrease the size of the cyclone or increse it as long as it does not go beyond the previously set size.
-When S rank version ends the user can not use Fire/Water techniques higher than S rank for the next turn. When the F rank version ends the user would be incapable of performing S rank Water/Wind/Fire techniques for two turns.
-Forbidden version would cause 15 damage to the user, then 5 per turn, reaching a total of 25 if the technique is maintained for 2 turns.
References

(Katon: Ryūen Hōka no Jutsu) - Fire Release: Dragon Flame Release Song Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the hand seal Tiger the user compresses a large amount of chakra built up inside their body, before instead expelling it in the form of a number of dragon head-shaped fireballs. The user then skilfully manipulates that great fire, and attacks their opponent. The temperature of the created flames is so great that, even with the briefest of contact, they are capable of easily burning human flesh and the fireballs are dense enough to behave almost as solid, being able to deliver impact damage in adition to the fire damage. However, this also means that they can be deflected as a solid projectiles.

( Katon: Haisekishō ) - Fire Release: Ash Pile Burning
Rank: B
Type: Offense
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user spews superheated ash from their mouth after performing four handseals. The ash is hot enough to cause third-degree burns on the victim. Because it's composed entirely of ash, it stays in the air around the victim like a cloud. If the user clicks his teeth, the stagnant ash will ignite, creating a violent explosion.

(Suiton: Haran Banshō) - Water Release: Stormy Blockade
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will slam their hands against then ground allowing him/her to summon a massive amount of water from the sky, crushing it into the opponent. If needed, the user can cancel the technique in an instant.
Note: The water needs to be summoned at least 10 meters above the opponent to have any real effect.


♪ Declined: The second portion won't be approved, as you would have to counter this jutsu several times within the same time frame. The first portion clashes with one of Pervy's CJs. ♪
 
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Drackos

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(Fūinjutsu: Ken'o) – Sealing Technique: Abhorrence
Type: Defensive, Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description: An advanced defensive barrier technique which generally is used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). Abhorrence is initiated through a series of four hand seals. The barrier is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The barrier is able to be used in one of two ways. It can be activated within the same timeframe as the user’s transformation allowing for a fluid activation in order to proactively defend from techniques which attempt to seal or absorb it. Alternatively the barrier can be formed actively and independent of the initial transformation, effectively being used at any point during it. Both applications require one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle.

♪ Approved ♪

(Bakuton: Ryōiki no Ten'nō) – Explosion Release: Domain of the Emperor
Type: Offensive, Supplementary
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Through direct contact with a solid surface the user will focus their Explosive chakra into it causing it to diffuse evenly throughout the applied surface. The Explosive chakra will quickly diffuse up to mid-range from the user’s initial location lacing the terrain with chakra unbeknownst to opponents lacking special capabilities, like Doujutsu or Sensory. In its diffused state this technique offers no direct offensive potential simply acting to lace the terrain with Explosive chakra essentially marking the surface as the Emperor’s domain. Domain of the Emperor will passively drain 10 chakra per turn from its user allowing in order to be sustained. While active the opponent will be unable to use Earth Release techniques which emerge from the ground. Domain of the Emperor essentially emulates its natural oppressive ability through this lacing of Explosive chakra. Alternatively, this technique can be used to converge the diffused chakra into a single location by pooling it beneath a targeted location. This convergence can be performed immediately upon initiation of this technique, at the cost of a single move, or can be performed after the diffused chakra has been laced into the surface, costing an additional move. The explosion produced by this alternative application will cause the earth to rupture beneath the targeted location which can encompass all of short-range from its location. The rupturing will be proceeded by the normal rumbling sound accompanied by all average earth techniques followed by an immediate explosion. The explosion will both carry with it the normal heat and force as well as the ruptured earth, forming a highly effective blunt and sharp shrapnel. When the convergence application is used this will effectively end Domain of the Emperor and require the user use this technique again in order to lace chakra into the earth. Domain of the Emperor can be used twice per battle and lasts four turns per application or until it is sacrificed to produce an explosion. While active the user is unable to use techniques other than Explosion Release, the elements which compose it, their primary elemental affinity, and non-elemental techniques.

(Bakuton: Ten’i) – Explosion Release: Imperial Authority
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Imperial Authority is designed to only be used while Vestments of Divine Imperials is active. Applying the user’s Explosive energy state the user becomes able to shape their body into anything which suits their needs at the given moment. The technique can produce appendages of varying shapes and sizes to be used as weapons to strike an opponent. Authority can go as far as allowing the user to shape their body into whatever form comes from their imagination as long as the size does not exceed twice their original form. When Vestments of Divine Imperials is deactivated or expires the user’s form will revert to its original shape and size. Reverting to the user’s original form with this technique requires the user use one of their three moves per turn. Imperial Authority can be used four times per battle.



♪ Leaving for NK/HaLL monitor ♪

‡ Both Approved ‡
 
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Alternative

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(Kin Chiku-zai) ✱ Golden Teak
Type: -
Rank: -
Range: -
Chakra Cost: -
Damage Points: -
Description: Golden Teak is a specific type of wood utilized by the puppeteer, and is supplemented in their weapons. Also known as Dipteryx Odorata, it is a rare tree found in the dense forest areas of Konohagakure, cut down and worked with into the build of the puppets used. While it doesn't change any of the configuration of the puppet themselves, the treated wood gives the user some resistances to work with, allowing their puppets to brave the elements and fight on a much more even playing field. Despite the Golden Teak being tough and difficult to work with, puppeteers have managed to find an easy way to construct and improve their arsenal using this wood. The use of chakra has helped tremendously with augmenting the wood into an easy piece to treat and build puppets with.

Puppets made from the Golden Teak will have little to no difference in cosmetic appearance, except the wood when treated may have some red-purple hues to the grain. Physically speaking, the puppets are a lot stronger than those built from a standard tree. Their natural strength comes from the fact that they are hard to work with in construction thanks to the grain density. This alone makes the puppets incredibly strong and resistant to Taijutsu without the influence of chakra. Golden Teak being hard to work with was noted that the puppeteer's tools were going blunt faster than usual.

While not so resistant to chakra, the wood has a natural resistance to some of the elements. When treated properly, the material has excellent durability and weathering properties. Naturally the puppets constructed from the Golden Teak are stronger to Water, Wind and Fire techniques and has a higher resistance against these elements. This serves as an excellent defense against these specific elements. Additionally, the material itself when worked has a repugnant smell which seems to negatively affect animals and insects, but surprisingly smells sweet to humans.

Specifically, puppets treated with Golden Teak are strong and dense, capable of resisting Taijutsu and Kenjutsu (sans chakra), and cannot be destroyed by such means. The material has a heightened resistance to Water, Wind and Fire Release. The puppets' defensive abilities are reinforced with the wood, and serve to play on equal ground with these natures. The pungent smell of the treated material is worked into the puppet itself, and serves as a major defense against animals and insects. A puppet treated with this wood will repel Inuzuka ninken and Aburame bugs, and keeps them from entering Short-range of the puppet.

Note: This is a passive technique applied to the user's puppets and must be stated at the beginning of the fight and/or in the user's biography for them to use it.
Note: This only affects puppets with wooden construction. Other constructs are not affected by this technique.

♪ Declined, this wood pretty much makes it impossible for Ninken/Insects to destroy your puppets. Also, the elemental neutrality is iffy, are you implying that a standard attack utilizing the puppet's limbs or such would then be able to play on equal grounds with certain elements? I can forsee issues with this if the user has a Sasori/Human puppet bio. ♪
 
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Sasori

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(Oshirisu no Tenkūryū) Slifer The Sky Dragon
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn while airborne)
Damage: N/A
Description: Slifer The Sky Dragon was once known as a majestic flying beast in ancient days. One day coming across rumors of a crimson flying beast, Sasori set out to recreate this famed beast. Along with Slifer there were two other Gods: The Winged Dragon of Ra and Obelisk The Tormentor. With all three of them together they made for a force to be reckoned with in any puppeteers arsenal. Each of the Egyptian Gods are about the same size as a large summoning such as Gamabunta. Also, even though, it may have taken a longer time to complete than any of Sasori’s other puppets, the end result was worth it. It is possible for Sasori to get inside of it to manipulate it or resort to using his 100 chakra threads in his chest to use it or any other puppet controlling methods besides ordinary ones. Slifer is a massive dragon which takes the appearance of a serpentine dragon with wings. Running along its back are many sharp spikes that could pierce someone if they touched them with their bare hand which is just a side affect of them. There are also its razor sharp claws (C-rank | Short-Range) that can be used to cut enemies down when needed. On the front side of the wings are flaps which can be used to generate chakra through them, and will allow the user to propel Slifer into the sky. Due to the chakra being used to sustain the flying, the user will be taxed a part of their chakra each turn. With the wings it allows for the user to maneuver Slifer throughout the battle in any way they see fit. Located inside of Slifer’s eyes is a telescope that allows the user to see up to 360 degrees when inside the puppet.

Slifer is different from most dragon creatures for one main reason and, that is because it has two mouth entity on its body. Right below the first mouth is a second one. Both of Slifer’s mouth are used as a medium to release powerful techniques at the enemy. From its top mouth it is capable of releasing a thick concentrated blast of blazing hot fire at the enemy (A-rank | short to mid-range). With the bottom mouth it is capable producing another concentrated blast, but this time it is an lighting blast (S-rank | short to mid-range). The lightning and fire blasts work in the same way that Sasori’s flamethrowers work. Its tail can also be extended up to mid-range to attack the enemy from the sky or buried underground if currently ground level. (C-rank | Mid-Range). Also, Slifer is capable of manipulating its wings to strike the enemy from short-range (C-rank). By flapping its wings the user can produce a wide scale blast of wind at the enemy which with brute force blow them away and reaches up to mid-range (B-rank). Due to the reinforced metal Slifer was created from it made it so that it couldn’t be destroyed by ordinary tools. Lastly, on Slifer’s back are flaps the user is capable of releasing multiple gray smoke bombs which create a large gray cloud in the sky or ground where Slifer can move around hidden inside of.

Note: Slifer must be summoned to the field.
Note: No other puppet can be summoned or used while Slifer is on the field.
Note: Each and every ability with a rank counts as a move.
Note: The puppet cannot use the elemental blasts simultaneously and each has a one-turn cooldown.

Note: The puppet can only be destroyed by A-rank or higher techniques.
Note: The smoke bombs also count as a move and last four turns.
Note: Can only be used by Sasori bios.
Note: Can only be taught by Sasori.

Approved: edits annotated in pink.


(Oberisuku no Kyoshinhei) Obelisk The Tormentor
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Obelisk The Tormentor is another puppet out of Sasori’s collection of Egyptian Gods. This is just one out of the trio of gods. Obelisk was sometimes known for being a tyrant of amongst the gods due to the strength he possessed. Obelisk is a massive puppet just like the other two, about the same size as a summoning such as Gamabunta. Obelisk has a darkish blue color to it, a cosmetic design Sasori decided to add to it. He comes off as a tough muscular being. Obelisk is a puppet that dwarfs many other lesser puppets in comparison. Not on many occasions would Sasori be able to take out one of his famed God Puppets. Also, due to the large structure of the puppet it cannot be controlled by ordinary puppeteers that means, but Sasori’s can use his 100 chakra threads to manipulate it. Obelisk can also be manipulated through other means that allow the user to control puppets.

Simply, from looking at its structure one can tell that this puppet is based on using physical force. Obelisk is capable of physically attacking with its fists at the opponent in order to deal massive physical damage to them, which usually leaves a crater afterwards of everything up to short-range. ( S-rank). From its mouth the user is capable of emitting a blast of wind that is wide scale and covers a mid-range, and it appears almost as if Obelisk is yelling when doing so (A-rank). Obelisk also holds the ability to launch off one of its body parts such as: arms or legs at the enemy to attack long-range instead of close range. When doing so, the body part is quite flexible and shortly after the arm lands an array of sturdy strings will pull it back to the host body. There are also wings on Obelisk back that cannot be used to fly, but offer protection from behind and from the front when the user manipulates them in front of Obelisk (each wing is equal to B-rank). From its eyes Obelisk can release a bright white light that illuminates everything in a cone trajectory, and affects things up to short-range. The light can last for a full turn, but there no other effect other than it would be hard for the enemy to see through the light.

Note: Obelisk must be summoned to the field.
Note: No other puppet can be summoned or used while Obelisk is on the field.
Note: Each and every ability with a rank counts as a move.

Note: The puppet can only be destroyed by A-rank or higher techniques.
Note: The puppet's ability to emit blinding light is passive, and has a three-turn cooldown.
Note: Can only be used by Sasori bios.

Note: Can only be taught by Sasori.


Approved: edits annotated in pink.


(Mamushi) Viper
Type: Supplementary/Offensive/Defensive
Rank: S
Range: NA
Chakra Cost: 40
Damage Cost: NA
Description: Viper is one of Sasori’s more advanced types of puppets that he has in his collection because of its framework. It is around seven feet tall quite taller than the average ninja. Viper has a futuristic look and is a humanoid puppet due to how Sasori modeled it. The puppet is most dominantly covered in onyx, metal plating. From several different areas on the puppet cyan colored lining can be seen which represents the chakra flowing into the puppet when the user is controlling it. Connected to its head, left shoulder, and right shoulder are black chakra disks which the user can use to throw at a target to mutilate their body. On its back it possesses two sword like wings which have three spikes emerging from them, somewhere along the lining of each wing are three small circular holes about an inch wide. On to the puppets abilities, with the small holes on the soles of the puppet it enables the user to release a concentrated blast of chakra from them which allows for the puppet to move swiftly through the battlefield which includes moving into the air, this ability can be sustained as long as the user chooses as long as they spend a move to do so. (C-rank | Mid-Range) With the help of the wings on its back the user can control it to protect the puppet from frontal attacks or even use the wings as swords by flipping them into a horizontal manner allowing them to pierce a target ( C-rank | Short- Range). As it was stated before the puppet has three circular disk which can be used to slice through objects, and once their job has been finished will retract back to the puppet since they have the user’s chakra flowing them in they will be attracted back to the puppet because of the chakra flowing in the puppet .(Short-Mid | A-rank) By controlling each of the circular disk at the same time with the help of the chakra already flowing through them the user can connect them together to form a sphere. As the sphere is being formed the chakra that was flowing in them will then be focused into a powerful sphere of chakra. The chakra can either be released as a concentrated blast of chakra in a linear manner or a wide scale version and both of great strength. (S-rank | Mid) Since there are blue veins following through the puppet the user can manipulate them to release blades coated in chakra which can skewer close range targets or be controlled to attack the enemy in several directions. (B-rank | Short-Range) Another form of this technique is where the user will use the veins to create a chakra based weapon which can be used to act as a weapon throughout the battle for as long as the user chooses as long as they pay -5 chakra each turn. It’s head has the ability to release a blue colored flash beam which covers a large array of land up to Mid range blinding anything that gets in it path, but is just an ordinary flash so it can be blocked by relatively simple methods, but counts as a move. Lastly, the puppet has the ability to use the three disks and connect them to form a powerful version of the chakra shield technique that can be used to block external attacks from the front or they can be manipulated to cover the front, side, and back in order to create a chakra shield everywhere except for the ground. ( A-rank | Short Range)

Note: Can only be taught by Sasori.
Note: Each function of the puppet takes up chakra equal to the rank of it.

Appearance:


Declined: the only questions are in regards to the discs. To start, what precisely are they composed of? Next, how would three circular discs come together to make a sphere? Lastly, the method for returning the discs to the puppet will need to be adjusted, as merely imbuing them with raw chakra would be insufficient to manipulate them to the degree you desire. Basically, I'm somewhat concerned about possible overlap with the basic Magnet Release.

 
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Gèckö

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

Declined - make it an earth jutsu. Your whole concept is wrong and talking about hydrogen molecules and stuff in cjs is just filler. If you add earth/dirt/mud to water you're just gonna get dirty water. Make it an earth jutsu, say you make the mud from the swamp more liquidy, cause it to rise and then the rest of the stuff you want to do. That way you will get the sticky properties you want.

□ Pending. Leaving for Pervy Sage. □

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(Fuuton/: Māfī no Hōsoku) - Wind Style: Murphy's Law
Type: Supplementary/Defense
Rank: B Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:*The user performs 3 quick hand seals and builds up an immense amount of wind chakra within his body. The user condenses this to one point to enable active control. When ready the user need only clench his hand and that wind is dispersed from his body pushing all the way up to long range. The pulse isn't strong enough to harm the opponent however it can disperse water molecules such as bubbles and rain which fill the battlefield and deflect freeform weaponry.
Note: Can only be used three times per battle
Note: Requires 1 turn cool down in between
Note: Can only be taught by Gecko

□ Declined. Vague, does it aim to disperse bubbles or rain that have chakra in them, or just normal occurring ones? And does it happen in the same turn when the hand seals are formed? □

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(Raiton: Ka Jūden Chidori) - Lightning Style: Chidori Overcharge
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description:* The user first creates a lightning clone then he forms a chidori in his hand. The clone performs 2 hand seals and begins to radiate all the lightning chakra it can muster up. The user then commits the ultimate betrayal against his clone thrusting his chidori through the clone and drawing in all the lightning the clone just built up while molding the two combing lightning sources into a blast of lightning aimed at the opponent. It travels quickly and upon contact it shocks the opponent greatly but the technique isn't over. with the free hand the user clenches it and the lightning stops shocking instead it turns into chains which bind and paralyze the opponent. A mighty attack which comes at a great cost. The hand which ripped through the clone is no longer usable for the rest of battle unless healed/regenerated.
Note: Can only be used once per battle
Note: No lightning next turn
Note: Can only be taught by Gecko

□ Declined. It simply won't work like that. Taking in Lightning from the clone and using to create a powerful technique is iffy (why are you suddenly able to absorb Lightning from a clone into a technique now?), you can re-word this to make it actually work. □
(Doton: Sabaku no Nekutā) - Earth Style: The Desert's Nectar
Type: Supplementary
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 per turn to sustain)
Damage: N/A
Description: The user after performing a mud based technique preferably (swamp of the under world) performs 2 hand seals and slams one hand or fist to the ground. When he does this he makes the swamp more runny like a liquid. When he makes contact with the ground he shifts the thinner but just as sticky mud into the surrounding air and shapes it into thousands of tiny brown bubbles. The bubbles are no larger than a quarter just three dimensional spheres. Movement through these bubbles decreases speed by -1 speed level. Its like running through /mud. User can cancel the bubbles at any time by snapping his finger and popping all the bubbles where they will scatter about the ground in patches of sticky and liquid like mud. These bubbles can be used as a "nectar" source for future jutsu, this is the parent technique for the "Nectar Series"
Note: Can only be used if a muddy source is used before or already present and it has to be of the user's creation
Note: Bubbles last until all are destroyed or user stops them by snapping the finger and popping them
Note: Can only be used 2 times per battle
Note: Requires 2 turn cool down
Note: Can only be taught by Gecko

♪ Approved ♪

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(Fuuton/: Māfī no Hōsoku) - Wind Style: Murphy's Law
Type: Supplementary/Defense
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:The user performs 3 quick hand seals and builds up an immense amount of wind chakra within his body. The user condenses this to one point to enable active control. When ready the user need only clench his hand and that wind is dispersed from his body pushing all the way up to long range (can only be used in the same turn that the jutsu is activated). The pulse isn't strong enough to harm the opponent however it can disperse water molecules such as bubbles and rain which fill the battlefield and deflect freeform weaponry. The pulse disperses all natural bubbles or rain drops on the battlefield while it is also strong enough to destroy A Rank and down jutsu that affect the enviornment (i.e - rain, mist, etc).
Note: Can only be used three times per battle
Note: Requires 1 turn cool down in between
Note: Can only be taught by Gecko

♪ Approved, minor edits ♪

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(Raiton: Ka Jūden Chidori) - Lightning Style: Chidori Overcharge
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description:* The user first creates a lightning clone then he forms a chidori in his hand. The clone performs 2 hand seals and begins to radiate all the lightning chakra it can muster up. The lightning chakra radiated from the clone carries a negative charge. The user then commits the ultimate betrayal against his clone thrusting his chidori which carries a positive charge through the clone and drawing in all the lightning the clone just built up via natural attraction [opposites attract], while molding the two combining lightning sources into a blast of lightning aimed at the opponent. It travels quickly and upon contact it shocks the opponent greatly but the technique isn't over. with the free hand the user clenches it and the lightning stops shocking instead it turns into chains which bind and paralyze the opponent. A mighty attack which comes at a great cost. The hand which ripped through the clone is no longer usable for the rest of battle unless healed/regenerated.
Note: Can only be used once per battle
Note: No lightning next turn
Note: Can only be taught by Gecko

♪ Declined: Chidori variants aren't allowed. Also, are you sure you want this (considering the current rules on clones)?♪
 
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Silico

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(Jiton/Fūin: Kōen) Magnetic/Sealing Arts: Aegis
Type: Defensive
Rank: S
Range: Short
Chakra: 40(-15/turn)
Damage: N/A(80 if detonated)
Description: Aegis is an advanced form of magnetic usage, incorporating sealing arts to result in a perfect defense. The user will slap a seal on the ground that has the kanji of "Aegis" - 後 on it. This seal will form into a circled formation on the ground, roughly one and a half meter in diameter. The chakra seal will be in a grey color and pertain the same kanji in the middle of it while being connected aesthetically like a pentagram. Once the user steps onto this seal, it will trigger and set up a large shield formation of iron sand around the user. This iron sand is of S ranked in strength and will thus be able to take on damage of S rank, following S/W of magnetism. The dense iron sand will be covering the users body completely and repel incoming projectiles and other jutsus, however it cannot defend against underground jutsus as the seal needs to be placed on the ground. Once the user steps out of the kanji circle, the iron sand will simply fall back into the pentagram and be sealed off for another use, for instance, when the user walks into the seal again. Should foreign chakra be in contact with the seal, it will detonate and send out all the iron sand sealed in it to crush the trespasser. Once the user steps into the seal they will be covered with iron sand rapidly. Placing the seal counts as a move but stepping inside and outside of the pentagram could be done very fast but also counts as a move. The iron sand stored in one seal can be used a maximum of four times. After that, the seal crumbles. If the seal is destroyed, the technique ends as well. The user cannot step into the seal more than once per turn and when standing in the seal, they cannot use techniques other than that of iron sand one's. The seal itself has no turn limit but can only be used to protect the user four times per seal. A maximum of two seals can be placed per battle. The iron sand can take any form the user wants as it coats them, but it can only defend them.

Note: Can only be used twice.
Note: Seal lasts until depleted and thus has no turn limitation. It can only protect the user four times per seal though and crumbles once that is done.
Note: If foreign chakra comes in contact with the seal, it will detonate and send the trespasser flying in the air and crush them with the iron sand stored inside the seal.
Note: Can only be taught by Silico.

(Jiton/Suiton: Kuroi Mizu) Magnetic/Water Arts: Blackwater
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A(+1 rank to water techniques up to S rank, +10 above S rank)
Description: The user forces a iron sand into a water technique. Using the iron sand as a compound in one of these sources will present them with magnetic abilities and thus be able to be controlled by magnetic chakra. When water has been infused with the iron sand, it becomes heavier and thus deals extra damage. It can also shape into bizarre formations. Once the mixture is done, the user can create magnetic fields into desired locations and have the mixture sucked towards the target. Depending on what liquid the iron sand is mixed with, it can share either two unique properties. If it is mixed with flammable liquids, it will share that attribute and also become flammable. When igniting flammable ferrofluid, extreme temperatures are created but the magnetic properties remains the same. This would require the toad contract though and isn't commonly used. The main usage is in conjunction with water release and when the iron sand is mixed with it, it will get the ability to extinguish fire, like regular water but also be able drown people, slow them down etc. The user can also chose to heat up the iron sand inside the water and cause it to boil/steam into a hot mist of water and iron sand. An example of that would be the scorched sand technique. When the iron sand has been mixed with the water it stays there until it has been either separated or ignited/boiled/steamed away. It doesn't require chakra from the user to keep the Blackwater intact, but it costs chakra to control it.

Note: Can only be used thrice per battle.
Note: Technique lasts as long as the battle until destroyed.
Note: Can only be taught by Silico.

(Jiton/Fuin: Aianbanā) Magnetic/Sealing Arts: Iron Banner
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50(-20/turn)
Damage: N/A
Description: The iron banner is a technique that incorporates extreme usage of iron sand as well as a decent amount of sealing capability. The technique itself is relatively simple and concrete. The user will create up to four real-sized wolves made out of iron sand and with each having a unique seal and kanji marked on their foreheads. The wolves are formed in short-range of the user but can run all across the battlefield at faster rates than the users regular speed(1.5x). Like stated before, each wolf has its own unique kanji seal on them and they all have different names related to their capabilities. Other than that, they act like generic wolves that hunts for prey. They can all bite and use their claws like regular wolves. Aesthetically, they will, like the iron sand clones, have a shiny surface that reflects light. Just like most metallic surfaces. The wolves are named Perun, Efrideet, Saladin and Radegast. Each wolf is separated to a specific basic element, where as Perun is for water, Efrideet is for lightning, Saladin for wind and Radegast for fire. Each wolf may use iron sand jutsus and jutsus from their individual element, all up to S rank. They cannot use forbidden techniques. When a wolf uses a technique, it counts towards the users movecount, just like a shadow-clone. A note is that they cannot form handseals either, which means they cannot use techniques that requires handseals whatsoever. Each wolf has one signature move that they can use without the need of handseals though(if required). Perun's signature move is Blackwater. Efrideet's signature move is God's Burial. Saladin's signature move is Magnetic Void. Radegast's signature move is Scorched Sand. The wolves can take on damage up to their own rank(depending on how many are created) following S/W of magnetism. If four wolves are created, they can take on A rank damage. If two are created, S rank, etc. The wolves communicate through magnetic links. While the wolves are used, the user of the technique may not use any jutsus other than iron sand one's, unless they possess Y/Y. The technique puts the user at great risk and they cannot use forbidden techniques nor S rank one's while the wolves are out the first two turns. Wolves lasts for four turns and can only be summoned once, no matter how many are created at first.

Note: Can only be used once per battle.
Note: Technique lasts at a maximum of four turns.
Note: User of the technique can only perform iron sand jutsus(unless possession of Y/Y) while the Iron banner is active. Nor can they perform techniques above A rank for two turns.
Note: Can only be taught by Silico.

All pending
 
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Never

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(Meiton: Mikoto no Yabun) – Dark Release: Lords of the Outer Night
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their chakra into the mark on their hand to release their dark chakra from within it. It will pour out and momentarily coat their body before fusing into it. The purpose of this is for the user’s body to undergo an elemental conversion, namely a transformation into dark chakra. The dark chakra will be condensed to the point it behaves as “solid” similar to techniques like Water Release: Sword of Draining and so they will be susceptible to attack from solid elements such as Earth Release. The violet-coloured form they assume will possess all of the traits and attributes of Meiton such as the ability to absorb chakra and certain elemental techniques. They will be capable of absorbing attacks following Dark’s elemental S/W (B-Ranks for weaknesses, A-Ranks for neutrals and S-Ranks for strengths). If the user is struck by an attack that exceeds this such as A-Rank water, they will be forced out of their transformation and sustain the full damage of the technique which struck them. Even solid elements such as Earth or Steel will be capable of interacting with and harming them in this form due to it’s previously mentioned tangibility. Upon contact with living beings, the user will be capable of siphoning chakra from their body (20 per strike). The real utility of this form is exhibited when certain conditions are met. For each technique absorbed while this is active, all of the user’s techniques gain +5 damage per absorption and the duration of this transformation is extended by two turns. While this is active, the user can only use Dark, the elements which compose it, any CE based on them and non-elemental abilities.

Note: Lasts four turns and can only be used twice per battle
Note: No A-Rank or above Dark on the turn this ends
Note: No A-Rank or above Fire or Lightning on the turn it ends
Note: Cannot be used whilst restricting the opponent's Earth Release in any way.

♪ Approved, made slight edits. ♪

Approved Custom Barnacle Contract :
Barnacle Contract with Techniques :

(Fujitsuboātsu : D.E.V.A) - Barnacle Arts : D.E.V.A
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Summoned in Short
Chakra Cost: 20 - 40 (-10 to sustain)
Damage Points: 40 - 80 (if summoned as an attack)
Description:
The "Defensive Environmental Vitality Armour" is a specialized suit also known as a mecha made from many different types of Thoracica barnacle to keep it together and also working actively. The user of this technique can choose to ride within the mech or to simply have it as a fighting companion; It's a clever piece of equipment designed by "Moyashi" and a contract signer of the scroll, Hana Song. The Mechas can be summoned either through the ordinary summoning technique or by swiping blood on the tattoo, the Suit will either be summoned directly in front of the user or can be summoned above and smash down in front, acting as a shield or even a really powerful attack - (Corresponds to the Rank of the Mech). The Suit will seemingly be curled up in a ball and will stand up and open for the user - who can either be the Contract user or another Barnacle Summon (as long as that summon is smaller than the mech). Mechas can be summoned by Barnacle Summons, if this is the case and the summon decides to ride within it the Mecha will also adopt the abilities of the summon but will only have them until the Summon is either de-summoned due to the turns or killed or leaves the mecha - being in the mecha increases the barnacle summons duration on the battlefield by two turns, but if they leave it they will immediately de-spawn if the original time limit is up. When a Mech is summoned it can be customized and up to the user what it looks like, but only cosmetically; the abilities have to be chosen. Depending on the rank of the Mecha summoned they can choose a number of abilities from below; B-Rank can choose only one, A-Rank can choose two and S-Rank can choose 3.

Defense Matrix - 防衛 - Bōei
A Strong Shield Defence which has a group of barnacles shaped around the wrist that can expel a large wide frontal shield that can cover the whole Mecha plus anyone standing directly on eitherside of them. The wielders of the shield can move their arm to point the shield in different directions, but the shield itself is basically just a wall made of chakra and so can only block from one direction at a time - it is also clearly transparent. The Shield is the same rank as the Mech, can defend against techs up to that rank and is activated at the cost of a turn; however if a mech is summoned it can be automatically activated upon summon. The shield is strong and has chakra flowed through it so that it keeps that vitality; meaning anything less than the actual rank of the shield and cannot break it on the first hit will have no effect at all. The shield once active however disallows the mech to perform any offensive actions and can only move around - once they begin an attack the shield will deactivate, it also only lasts 3 turns. If the shield is broken or deactivated it has a three turn cooldown.

Beam Rifle - 線 - Sen
A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand. This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech; this beam travels extremely fast but is still trackable by ordinary shinobi with a 4 turn cooldown, lightning beam can also only be used 3 times if mecha is S-Rank. This device is capable of firing ordinary Kunai or any ninja tools like shuriken from it (If the user gives them a certain tool on their person, this can be used to be fired). The fired weapon will match the speed of a lightning technique but still be capable of being defended against through freeform; however they can overpower ordinary opposing thrown tools. These can only be fired one after another.

King Katana - 剣 - Ken
Even though the name of this Technique is King Katana, it can be any kind of sword custom to the Mech; the user can even summon two swords however it is split between the Rank - the Sword is attached to the Mech's back or waist upon summon. The Sword is made of steel buffered by Barnacle Shell making it strong and durable, able to withstand and deal X-Rank (Proportional to the summoned Mech) worth of damage before being destroyed. If a sword is destroyed the Mech can summon another at the cost of a move. The user can channel their own Sword or Weapon Techniques through this blade with a +1 Rank boost (S-Ranks gain +10) and can be any that the user knows since it's them performing the technique, though this means they have to be able to fit this within their timeframe; but also allows the Mech to do something in the mean time.

Propelled Body - 体 - Tai
The Mech will be outfitted with Barnacles capable of expelling fire chakra with every movement they make, increasing their speed so that they move just a couple of levels faster than the user's base speed. The mech is capable of performing Strong-Fist Taijutsu and any Taijutsu that the user knows (Minus Elemental infused Tai unless the Mech is couple with Organs of the Thoracica or if the user is riding within the Mech). Using one of the three moves Mechs can perform a 10 meter dash in any direction with a 2 turn cooldown, they also get a +10 damage boost to any Taijutsu based attacks.

Versatility - 多才な - Tasaina
The Mech is capable of creating Ninja Tools proportionate to it's size via the Barnacle Arts : Body of the Thoracica Technique. This selected ability also allows the Mech to be able to use fighting Styles that the user knows, he can replicate weapons or body structure needed through this ability and can perfectly replicate any kind of fighting style the user knows. They gain the same specialist boosts of the fighting style depending on what the user specializes in and can infuse elements if they need to but only through the user of these styles.

The Eject Mechanism is an effective means of escape, if the D.E.V.A takes enough damage rendering it destroyed it will effectively shoot any rider that is within it outwards and backwards passively, allowing them to escape any additional damage as the Mech takes the whole hit. This allows the user to defend against any remaining damage OR to escape it as it shoots them a good 5 meters away. Users usually name Mechs based on the abilities chosen, for example if an S-Rank mech can easily be called a Bōeisentai Mecha. Or just a simple Ken Mecha.

- Two B-Ranks can be created at the same time, but will cost two moves.
- If the user is riding in the mech they are only allowed to perform moves that The Chosen Mech is allowed and perform their Primary Elemental Specialty.
- Mechs can reach great heights depending on their rank, capable of being 20 meters tall.
- B-Ranks has a 2 turn cooldown
- Requires a sacrifice of 10 chakra to sustain on the battlefield
- A-Rank can only be created 6 times and has a 4 turn cooldown
- S-Ranks can only be created 3 times and has a 6 turn cooldown, no barnacle arts on the same turn or next
- Must have signed the Barnacle Contract
- Must have been taught by LonelyAssassin
- Mechs can utilize all Barnacle Art Techniques.

Examples of what a Custom D.E.V.A might look like :
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♪ Leaving for Pekoms ♪


Declined: there are numerous things to discuss, so the remainder of this check will address concerns and issues in the same manner that the submission was partitioned. To start, I am not particularly keen on D.E.V.A being summoned to the field by not only the contract signer, but barnacle summonings too. There are many components to this submission, and allowing D.E.V.A to adopt the abilities of whichever barnacle(s) occupying it and furthermore, extending the time allotted to the relative summoning by what could be a 50% increase is not going to happen. Now, looking at the Defense Matrix, there are three aspects that need to be modified. There's no sufficient reason for the shield(s) to be "clearly transparent" when the chakra ought to be quite dense in order to block high-level attacks. Also, the shield will not be permitted to fully block attacks of the same rank and instead, only those up to and including one rank below it. If a technique of the same rank happens to strike the shield, then it will be broken. Another concern is the duration of each shield and the fact that it can be recreated after a few turns have passed. The D.E.V.A already has considerable durability (which should actually not be equivalent to its rank) and being able to passively sustain a shield for up to three turns is altogether too much without further restriction, since the suit can devolve into just functioning as a persistent barricade between the opponent(s) and the contract signer. Lastly, please designate sizes for each level of D.E.V.A. and in general, reduce their maximum size.

Continuing on to the remaining abilities, unless there's a quantifiable speed that encompasses "Lightning Release", then an actual speed must be referenced within the description of the Beam Rifle ability. That being said, an issue regarding the speed chart is perhaps the only tangible concern in regards to this ability. The same cannot be said, however, for the King Katana ability. No, the sword(s) will not be enabled to withstand damage of the same rank as the respective D.E.V.A that is summoning them. Given that the swords can not only block attacks, but also inflict comparable damage further boosted by the contract signer, there will need to be more sufficient restrictions aside from merely requiring a move to summon them again. Ideally, the D.E.V.A should be required to also wait at least one full turn before summoning more swords. Insofar as the Versatility ability, the D.E.V.A will not be permitted to have the specialist boosts associated with any CFS unless the contract signer who summoned it is actually inside. In short, there are some relatively small edits to be made.

Notwithstanding the long cooldown periods on the higher leveled D.E.V.A, some of the general restrictions will also need to be modified prior to approval. Certainly, the D.E.V.A is a submission that one wouldn't be able to spam at either the A-rank or the S-rank level amid a single battle, but in the context of a long NW event it does retain the possibility of being spammed, especially since the suits can theoretically last through entire battles. Therefor, the number of times each level of D.E.V.A can be summoned ought to be reduced. Also, the feasibility of the last note will be assessed upon checking the resubmission, but at the very least, will likely have the D.E.V.A limited to only Barnacle Art techniques of the same rank (and below) as each summoned suit. In conclusion, a lengthy submission, but nonetheless within the realm of approval.

 
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Inch

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(Yoru-ō no Amugādo)-The Night King's Armguards
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Night King's Armguards are an ancient artifact of unknown origin found by Inchato Yuki. The armguards are simple in their design: black, chakra sensitive metal constitutes the plate of the armguards, which are just long enough to extend past his elbows. At the center of each of the armguard's outer surface, there are differing runic marks which passively glow a light blue color. The plate is secured by two clasping mechanisms at either end which fasten around the user's forearm. This clasping mechanism is composed of the same metal. The armguards are completely indestructible, making them excellent for defending oneself from precision attacks in close range combat. Once the armguard is affixed to the user's arm, they can begin benefiting from the effects of the runes. In order to achieve this, the user simply need to pass their chakra into the desired rune and perform ice jutsu. The runes essentially act as a catalyst, drawing more chakra from the user and enhancing the ice jutsu in some manner unique to the specific rune being used. The runes are as follows:

Rune of Cunning: the Rune of Cunning (left armguard) grants a complex enhancement which replicates some of the effects Demonic Ice Crystal Mirrors technique. Once the user streams their chakra into the rune, it will become activated and glow a brighter blue for the duration. During this time, the user's ice jutsu will replicate the merging ability displayed in Demonic Ice Crystal Mirrors, allowing the user to merge with them and travel through the structures at a higher speed. Essentially, the user exists as ice chakra while they are merged. Therefore, much like the Demonic Ice Crystal Mirrors technique, the ice need not have large enough dimensions to hold the user's body as it doesn't enter in its physical form. Merging with an ice jutsu costs 30 chakra and consumes a move slot, but may be performed in the same time frame as an ice jutsu provided that the user instantly merges with said jutsu, therefore requiring it to be created in touch range of the user. Once the user is merged, they will be able to travel through the ice at a speed twice as fast as their running speed, and they will retain the ability to maintain and use ice jutsu provided that doing so requires no hand seals. Exiting the mirror is done passively and requires no chakra. The effects of this rune do however come with great risk: if the section of the ice that the user is inhabiting is broken/destroyed, the user will die. Activating the rune simply requires chakra to be flown into it, achievable passively but still requiring a move slot. This will cost 30 chakra, and an additional 10 chakra for each turn it is kept active to a maximum of three more turns. A three turn cooldown will be incurred before this may be used again.

Rune of Strength: the Rune of Strength (right armguard) grants a simple enhancement which the user can passively make use of to strengthen their ice techniques at their choosing. The rune will act as a catalyst and draw an additional 20 chakra from the user's body and use it to strengthen the ice jutsu the user has activated, causing it to increase in size, coldness, and density thereby largely increasing the effectiveness of almost any given technique. As a result, the jutsu will gain one rank in power if it is A rank or below, or +10 if it is S rank or above. This must be applied at the start of a jutsu; it may not be applied to something the user has active.
Note: Only usable by Inchato Yuki and Yuki clan members of his choosing.

‡ Approved ‡

♪ Leaving for NK ♪

(Hyoton: San-sa no Dōbu~tsuen)-Ice Release: Sansa's Menagerie
Type: Offensive, Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Inspired by the animal themed jutsu of the Hidden Snow Ice Users, Skaldi's Menagerie is a technique used to combine a strong offense with environment altering affects. The user forms a set of four hand seals and focuses their ice chakra into the area directly in front of them, causing an animal of the user's choosing to appear. The animal exists as a perfect ice replica of its breathing counterpart, and is condensed with a great deal of ice chakra. The animal acts as a conduit for the jutsu's secondary effect: a large patch of ice (encompasses short range on all sides) is left on everything touched by the animal. As a result, the animal is quite dangerous to the touch and is capable of leaving a patch of ice in its wake to further assist the user. The user will be able to control the animal mentally, and as such can give commands to do things like charge down the enemy or spread ice around the battlefield.
Note: While this jutsu is active, the user will only be able to use two jutsu per turn.
Note: Lasts a maximum of three turns.
Note: Usable twice, with a three turn cooldown
Note: Can only use Ice Release while this is active (Unless the user has knowledge of Y/Y).
♪ Declined: Hit me up over VMs. If you want me to edit this to approved, I'll add the restriction that you can only use Ice Release while this is active (without knowledge of Y/Y). ♪

♪ Approved ♪
(Hyoton: Yoru-ō no Shisen)-Ice Release: Night King's Gaze
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: A technique requiring fine tuned chakra control, the user will form a hand seal and focus their chakra into any piece of ice that they have created. The user will alter the structure of this piece of ice causing the ice crystals to rearrange, creating lens formations and reflective surface layers within the ice's composition. Essentially, this jutsu turns the entire ice structure into a focusable lens/mirror. As a result, in a manner similar to the one employed by the Ice Disk Technique though it also uses a reflective component, the ice will be able to reflect extremely radiant beams of light, making it essentially impossible to look directly at the ice source without getting blinded. Although the user is equally susceptible to this bright light, its typically directed in beams facing away from the user.

Furthermore, his can also be attached to another ice jutsu by adding the hand seal to the end of the hand seal sequence of the jutsu, should any be required. If not, the user simply must perform the hand seal as they shape their chakra and do whatever other requirements there are. When this jutsu is used in this way, the other ice jutsu will simply spawn with whatever reflective properties are desired by the user. This will, however, cause this to occur in the same timeframe slot as the original jutsu.
Note: Usable four times per event.

♪ Declined: I believe that this clashes with either Scaze/McRazor's Aurora Jutsu. ♪
 
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Erzo

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(Ototon: Henkan ) Sound Release: Conversion
Type: Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A Sound based jutsu which is activated until made to use, this jutsu has a very simple concept of turning existing genjutsu into Sound based genjutsu for easier use. Through a clap, whistle, or sound created on field, the user is able to initiate any genjutsu (non doujutsu based), using the Sound created to release a frequency capable of inducing the illusion. This jutsu can only be taught by Erzo. It can be activated passively and posted alongside the genjutsu which the user wants to turn into a Sound genjutsu, with the rank, method of release, and all aspects of that jutsu (other than becoming a Sound based genjutsu) remaining unchanged by this in any way.

Declined - DNR - this can be so rediculously OP, i don't know what you were thinking

♪ Leaving for Pervy ♪
 
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Jᴀʏ

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(Doton: Akiresu no Noroi) Earth Release: Curse of Achilles
Rank: S
Type: Defensive/Offensive
Range: Self
Chakra: 40
Damage: 80
Description: The user will channel his Doton chakra to create multiple layers of earth surrounding the users body, he will then compress each layer on top of one another creating an incredibly strong and dense yet thin layer of earth around the body. Considering the tremendous strength of this technique the user is incapable of channeling the earth to the back of his heels. The rest of his body however is as strong as steel. The user can ram his body into the opponent create weapons from the earth on his/her body and defend against incredibly strong techniques. However the main and most powerful usage of the Curse of Achilles is when the user creates a number of spikes protruding from their body, the user will then propel off his feet to spin around cutting anything around him. The technique is incredibly useful for when opponents try to come in close range.
Note: Last three turns.
Note: Can only be used twice.

Declined - needs a drawback for s rank

(Suiton: Sutikusu no Shukufuku) Water Release: Blessing of the Styx
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Self
Chakra Cost: 30
Damage: 60
Description: The user will create a ball of water the size of a baseball in their palm. The user can cover their body with water in order to prevent paralyzation, and to defend against fire and lightning techniques. The water when attacked with lightning, will collect it and divert it from the users body, they will form it back into the ball to attack the opponent. When attacked by fire, the user will perform the same steps, however the ball they form at the end will not be augmented by fire, while in the other case it is augmented by lightning.
Note: Can only be used four times.

Declined - covering yourself with would would only enhance paralysing of lightning and it can be done via cannon means

(Suiton: Fukushū no Hana) Water Release: Vengeful Flower
Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage: 60
Description: The user will launch a very small and thin blast of mist towards the opponent, the mist will go near unnoticeable towards the opponent, the mist while travelling towards the opponent will draw together. Only becoming visible to the human eye at short range, where it will the form a spear piercing through the opponents body. The user can use this while in a mist technique or alone. It can usually be seen if the opponent has sensory or some form of dojutsu.
Note: Can only be used four times.

Approved - made edits
(Doton: Akiresu no Noroi) Earth Release: Curse of Achilles
Rank: S
Type: Defensive/Offensive
Range: Self
Chakra: 40
Damage: 80
Description: The user will channel his Doton chakra to create multiple layers of earth surrounding the users body, he will then compress each layer on top of one another creating an incredibly strong and dense yet thin layer of earth around the body. The rest of his body however is as strong as steel. The user can ram his body into the opponent create weapons from the earth on his/her body and defend against incredibly strong techniques. However the main and most powerful usage of the Armor of Achilles is when the user creates a number of spikes protruding from their body, the user will then propel off his feet to spin around cutting anything around him. The technique is incredibly useful for when opponents try to come in close range. The user with Armor of Achilles is immune to A rank and below water techniques. However this technique can be completley dismantled with A rank Lightning.
Note: Last three turns.
Note: Can only be used twice.
Note: No S Rank Techniques can be used along side this technique.

♪ Declined: Similar to existing techs (Glory of Galahad). ♪



(Raiton: Perūn no Imashime) - Lightning Release: Commandments of Perun
Rank: A/S
Type: Offensive
Range: Short - Mid
Chakra Cost: 30-40
Damage: 60-80
Description: The user will send electrical signals to the opponents nerves. The electrical signals will overload the opponents nerves and make them perform tasks they normally perform but with less restraint and more power. The opponents limbs will twist and turn to the point where the limbs are limbs are dislocated and burned and can no longer be used. At mid range the eletrical signal can be sent to the opponent through the ground. The signal will travel undetected,
unless the opponent has some form of chakra detection or doujutsu.
Note: The electrical signals when at short range are S Rank, when at mid range are A rank.
Note: If used as an S Rank Technique no other S rank lightning techs can be used in the same turn.
Note: The eletrical signals can be sent through a medium.
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♪ Declined, DNR: Incredibly OPed. ♪

(Raiton: Perūn no Jisshi Keitai) - Lightning Release: Embodiment of Perun
Rank: S
Type: Supplementary/Mode
Range: Self
Chakra Cost: 40
Damage: (+10 DMG | +1 Rank to Lightning Techniques | +5 meters to maximum range of Lightning Techniques)
Description: Embodiment of Perun is a mode that requires a great amount of chakra control and precision as well as an affinity for lightning release. The user will first begin by channeling raiton chakra from their body, they will let the energy flow throughout their entire body. The much like the transformation technique the user will begin my transforming his own body, to match that of the lightning chakra flowing through the users body. The user's entire body will become one with the lightning chakra within him, the users body will become pure lightning in a humanoid form. Now in this form the user is able to manipulate his own body to an incredible extent. While in this form all lightning trchniques gain one rank, as well as an additional plus 10 damage. With this technique the user isn't able to increase his speed however he is able to merge with lightning techniques the user creates. The user is able to absorb A Rank lightning techniques,
and is immune to earth techniques up to S Rank. This advantages however come with some flaws, A rank Wind is capable of completley negating this move, Wind techniques under A rank do an additonal +10 damage and gain one rank.
Note: Can only be used twice.
Note: Lasts five turns.
Note: No S rank lightning techniques the same turn.
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♪ Declined, DNR: Similar to existing techs; generic elemental modes have been done quite a bit, as has the ability to turn into basic 5 elements. ♪
 
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Jhin

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(Ninjutsu: Hebi no tensei) - Ninja Technique: Malleability Of The Snake
Type: Supplementary
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 Departure 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 after Orochimaru is struck by a blunt force type attack such as taijutsu or any technique that is aimed to deal damage with blunt force. The moment after the attack makes impact and smashes his body leaving him apparently fatally wounded, then a small mass of snakes from his true form will appear at the points of impact and reset or cover broken or fractured bones in the damaged areas. This is essentially a form of battle continuation, allowing him to continue the fight with the appearance that he has taken no damage. In truth, the attack will cause the same damage as it always would have to him, but temporarily reduce hemorrhaging and pain, whilst also preventing organs from shifting. This will make him weaker overall, and will do nothing to stop the effects of paralysis or any similar effect caused by lightning jutsu for example. The wounds will have to be healed later by a medical ninja. 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 or chakra sensing.

Note: May be used two times per battle, with a two-turn cooldown.
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: Cannot work on wounds resulting from S-rank and above attacks.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin

Declined - a great and useful jutsu, but you will need to learn his kinjutsu which involves his true form before you can submit this. Well on the scale that you want to.

(Kusunagi: Suchīruhebi) - Grass Mowing Sword: Steel Snake
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This technique allows Orochimaru to add a twist to his sword of Kusunagi, quite literally. By applying an additional 20 chakra to any technique he's using with his sword of Kusunagi as the medium. Orochimaru will use the additional chakra provided to make the blade flexible to keep in line more so with how a traditional chinese Jian behaves. This allows him to alter or bend the blade during extensions or contractions or even basic attacks. Though it's most effective during extension based techniques as through careful manipulation Orochimaru could turn the blade to almost any angle he wanted through various movements. However this ability will be cancelled should the sword of Kusunagi's movement be completely stopped, by a suitable solid defense for instance a wall.

Note: May be used only with the sword of Kusunagi.
Note: Due to simply being an ability that is applied during another, this move will not consume timeframe.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin

Approved - made edits, every time you change it's direction or bend it you will need to reuse this jutsu.

(Ninjutsu: Hebi no hōhei) - Ninja Technique: Artillery Of The Snake
Type: Offense/Defense/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Orochimaru using snakes present inside his body will raise one or both arms almost vertically and fire up to ten snakes from his wrists in to the air. These snakes have a white coloration and are roughly 30 cm long each. They are fired in to the air with considerable force taking a full turn after being fired before they reach the earth again. However once the turn has passed the snakes will drop near silently from the sky at very high speeds, due to being sentient they're quite capable at this point of adjusting their aim to target the correct individual and once they have found a target they will drop from above, each snake extending a replica sword of kusunagi from it's mouth aimed to impale their target with considerable force. Once the technique is completed the snakes will disperse. As the snakes come down, the swords protruding from their mouths can be manipulated further with techniques such as longsword of the sky, which would allow Orochimaru to control all of the replica swords as long as he maintained the handseal.

Note: May be used 4 times per battle.
Note: The technique takes a full turn to reach the ground after being initiated.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin

Approved - removed that the swords remain on the field but still you can control them as they come down, they disperse with the snakes though.
 
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Littlefinger.

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Kage no Ie: Sen'yū-sha o Praegnemm | House of Shadows: Praegnemm the Possessor
Type: Supplementary
Rank: A
Range: N/A (depends on the object imbued)
Chakra: N/A (-10 per object imbued)
Damage: N/A
Description: Based on the principle behind the Shadow Paralysis and Shadow Imitation Shuriken techniques, the user imbues any objects within the terrain (ninja tools, elements, CEs, people etc) that are capable of casting a shadow with their shadow chakra. As a result, whenever the imbued object comes in contact with an opponent or with their shadow, it paralyses them. For instance, the user imbues a pillar of rock with their shadow chakra, thus when this pillar touches the opponent(s) or their shadow, it paralyses them. Or the user imbues himself with shadow chakra and steps on the opponent's shadow or touches them, thus paralysing them. This technique can also be used on dormant objects that exist on the terrain like a random tree for instance. Consequently, if the opponent comes in contact with that tree or with its shadow, they become paralysed until they break free. When used to imbue the user's techniques, both actions will occur within the same timeframe.
• Up to three objects can be imbued with one usage.
• Imbuement lasts for three turns.
• Praegnemm the Possessor can be used up to five times per battle.

Declined - you need to learn how to use your Naara. You extend and control shadows you touch, not just focus your chakra into a potential shadow that suddenly paralyses them. Hence why Naara's uses their shows to extend towards their opponent to take effet, if they could do it with jutsu "shadow chakra" it would be good going for them


Kage no Ie: Sen'yū-sha o Praegnemm | House of Shadows: Praegnemm the Possessor
Type: Supplementary
Rank: A
Range: N/A (depends on the object imbued)
Chakra: N/A (-10 per object imbued)
Damage: N/A
Description: Based on the principle behind the Shadow Paralysis and Shadow Imitation Shuriken techniques, the user imbues any objects within the terrain (ninja tools, elements, CEs, people etc) that are capable of casting a shadow with their shadow chakra. As a result, whenever the imbued object comes in contact with an opponent or with their shadow, it paralyses them. For instance, the user imbues a pillar of rock with their shadow chakra, thus when this pillar touches the opponent(s) or their shadow, it paralyses them. Or the user imbues himself with shadow chakra and steps on the opponent's shadow or touches them, thus paralysing them. This technique can also be used on dormant objects that exist on the terrain like a random tree for instance. Consequently, if the opponent comes in contact with that tree or with its shadow, they become paralysed until they break free. When used to imbue the user's techniques, both actions will occur within the same timeframe. The Shadow Imitation Shuriken technique which is the idea behind this technique was used by Shikamaru in the series. He imbued a chakra blade with his shadow chakra beforehand. Thus when that blade came in contact with Kakazu and Hidan's shadows, it paralysed them.
• Proof that a Nara can infuse their shadow chakra into an object and .

• Up to three objects can be imbued with one usage.
• Imbuement lasts for three turns.
• Praegnemm the Possessor can be used up to five times per battle.

Declined - clashes with the cannon technique xd

♪ Leaving for Pervy ♪

Kage no Ie: Okubyōmono o Chakushoku | House of Shadows: Caulr the Coward
Type: Supplementary | Defence | Attack
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A (80 when hardened)
Description: Caulr is a technique activated by a shadow user that allows them to detect and defend against incoming underground attacks within range. Once activated, a plethora of tendrils from their shadow will burrow deep into the ground. These tendrils reach a depth of 15 metres, and expand to encompass up to mid range inside ground. This is akin to how fibrous roots spread inside the ground and are intertwined (see picture below.) Now, these tendrils serve two purposes. First, due to the fact that a Nara always shares a sensory link with their shadow, these tendrils inside the ground allow the user to sense any and all underground activity up to the specified range. This includes movement through the ground, vibrational disturbances (i.e tremors), formation of substances inside the ground (e.g a portion of the ground being transformed to mud or water, etc.) This technique has been known to detect even users of the Leech All
Creation: Attack Prevention Technique. Since a Nara's sensory link with their shadow is not via chakra but rather by contact made with their shadow, users of techniques like Leech Attack although merged with passive objects like the ground, cannot merge with the shadow tendrils as they are under the Nara's control. Thus they unavoidably make contact with the mass of tendrils as they move. The second objective of these tendrils is that once underground activity has been detected, they immediately harden to become like steel, impaling any objects within their reach.
• Usable three times per battle.
• Each activation lasts four turns.
• The hardening of the tendrils occurs instantly, but always costs a move per turn used.
• No shadow techniques above S-rank in the same turn.
The user is the tree and the tendrils spread around him underground like the roots.
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♪ Declined: The concept of channeling shadows underground makes little sense as there's no light source below the ground for the shadows to maintain their shape/structure. Also the restrictions are almost non-existent, you can have this active for 12 turns, but the drawback is that you can't use F-rank Nara jutsu in the same turn? ♪

Kage no Ie: Sukuinushi Sveth | House of Shadows: Sveth the Saviour
Type: Defence | Attack
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user starts by causing his shadow to rise around him in the form of a protective orb. Due to the natural movement speed of shadows, this happens very fast, and can thus be used as a quick defence. This shadow orb is as hard as steel and can protect the user from elemental techniques of equal rank with the exception of light emitting elements which it can only protect up to A-rank. When used to attack, this orb's fortitude also allows it to overwhelm most opponents easily. By forming the rat hand seal whilst inside the orb, the user will cause an abundance of hardened shadow spikes to shoot outwards omnidirectionally from the orb, impaling any target within range.
• Usable two times per battle.
• No shadow techniques A-rank or above in the same turn.
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♪ Approved: I added restrictions for you, but next time it'll be a decline. Remember, this is an S rank. ♪
 
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Nathan

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(Ototon & Genjutsu: Nakamutsumajii Songu Hitotonari Suru) - Sound & Illusory Ninja Arts: Harmonious Song of Nature's Reprise
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Mid (First section of technique) - Long (Second section of technique)
Chakra: 40 (x2 per-turn it's active) (x2 if used one more then one person at a time)
Damage: N/A (80) (-30 to the user)
Description: Harmonious Song of Nature's Reprise is an extremely powerful ethereal sound based technique that has the ability to ensnare all who hears the song of nature to lose their connection to worldly things and to become the herald to the pure world of nature. By releasing their sound chakra all throughout the environment the 'song' spreads in an omnidirectional path & passes through all forms of matter to cause this incomparable disharmony on any target(s) that the user pleases. It comes in two different wave lengths that affect the opponent(s) simultaneously. The first wave length causes disharmony between the opponent and nature disrupts the spiritual energy within the opponent by inserting low vibratory sounds to mangle the brain and inner tenketsu. This first wave affects their ability to properly mold their spiritual energy thus reducing their ability to use chakra. This first wave is also laced in a bliss fulfilling genjutsu that targets the nucleus accumbens and the fornix. This genjutsu is so powerful that the opponent, not matter the strength or origin is susceptible to this first wave, unless they do not have a central nervous system.

The second wave affects their harmony points (tenkatsu) by closing them off and successfully repelling the flow of natural energy. The earth will then perceive the opponent as a virus and will use all of its resources in order to combat the opponent akin to the Sage Art: Inorganic Reincarnation technique. In this sense the world’s force of mother nature will converge in order to attack the opponent on its own will. The second wave prevents the opponent from moulding and harness natural energy. As a result, when the opponent attempts to absorb natural energy, the flow of the earth itself robs them of their vitality instead and attempts to eliminate this threat. This wave is powerful due to the fact that the opponent is unable to properly fight against the force of nature itself and it often results in their death due to the sheer exhaustion of defending themselves. Nonetheless, it will cause the earth itself to forcibly extract the stolen natural energy from the opponent and in turn returns it to the earth. This process is not painful. From this point on, the targeted opponent will not be able to utilise the precious resource of natural energy. Therefore, senjutsu enhancements enacted by the opponent and even the manipulation of natural energy will come to a complete halt as the entropy between the earth and the opponent becomes temporally disharmonized.
Notes:
- Can only be used once.
- Lasts for two turns, and during these two turns, the user is unable to use any sound or genjutsu techniques of any rank.
- Can only be used on a max of two people at any given time.
- Due to the large amount of chakra the user must use to keep this active, once the technique ends, the user will be unable to use any techniques of any kind for one turn that are above B-rank.
- Their speed is also reduced by three levels once the technique ends.
- Personal technique that belongs to Nathan; cannot be taught to others.

♪ Declined: What is ethereal sound?

The earth will then perceive the opponent as a virus and will use all of its resources in order to combat the opponent akin to the Sage Art: Inorganic Reincarnation technique. In this sense the world’s force of mother nature will converge in order to attack the opponent on its own will.
This portion doesn't make much sense. Why does it even happen? Overall, this requires a lot of work as it seems to go far beyond what sound release can do. ♪
 
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~Light~

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(Katon: Kagetsuchi no Ryōiki) - Fire Release: Tears of The Fire God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (+10 to Water Techniques)
Description: Upon the creation of a water technique, the user releases a large amount of fire chakra into the water technique or any existing water source within the battlefield, raising the temperature of the water technique substantially to the boiling point as the water can clearly be seen boiling and steam rising from it as an indication to how hot it is. When this is used, Water techniques have the capability to burn any living creature on contact, in case of humans, the burning effect is not as drastic as the fire techniques burning capabilities, but nonetheless substantial enough to inflict a massive amount of pain upon the target unlucky enough to be struck by it. This technique counts as a one time usage and only affects one water technique per use, but it can also be used on a water source, and any water that can be manipulated through that water source will have the same effect.
Note: Can only be used 3x times per battle.
Note: Burning effect lasts for 2 turns.
Note: No Fire techniques above S-rank for the same and next turn.

♪ Declined, DNR: Clashes with several existing abilities/customs as well as Crutch's Volcanic Water CE. ♪
 
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Blue Model: Ixa
Type: Puppet/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: A muscular, human-esque puppet; it's a unique amalgamation of lightweight, carbon-steel alloy and wood taken from a unique, chakra-sustained tree. Ixa wears a blue cape attached to its shoulders by two pins, gauntlets on either arm, black pants with an X-shaped belt, shinguards with circles near the top, and a winged helmet upon its head. Combat-wise, Ixa is equipped with a wide variety of projectile weapon mechanisms that utilize shape-manipulated chakra as the means of 'ammunition'. Its sheer versatility is matched only by the extent of its raw power, even at considerable distance, thus Ixa's true niche is all mid-long range engagements.

At the very cory of Ixa is a large metal vessel that contains chakra. To facilitate precise shape manipulation of chakra, each subordinate mechanism calibrates the chakra released from the metal vessel. Moving distal to proximal along the arms, the first mechanism of Ixa involves all of its digits. Indeed, the fingers and thumbs on both hands may detach (connected by chains) to reveal small openings through which compressed chakra is released in the form of pellets. Whilst boasting both great piercing capacity and high rate of fire, the former aspect pales in comparison to the mechanism located in the hands, themselves. When both hands are clapped together, Ixa can generate a large javelin of chakra easily as long as the average person is tall. Due to their size and the way they are formed, Ixa can only release them individually by throwing them, albeit, with enough force to not only effortlessly pierce bodies, but also propel the impaled victim several meters back. The third mechanism, now located at the wrists, allows Ixa to form a long bow by drawing it out from special cuffs. Arrows, also formed of chakra, are produced in its head and notched via the mouth. The final mechanism, boasting the highest raw damage, involves specially modified metal gauntlets equipped to each arm. At a moment's notice, metallic cylinders stored in each gauntlet will emerge and together, begin generating a very large sphere of dense chakra immediately in front of the puppet, which can then be launched with force akin to a cannon.

Note: Blue Model: Ixa may only be used by Pekoms and is stored in a small scroll marked as イクサ
Note: Both the long bow shots and chakra pellets released from the puppet's digits are of B-Rank.
Note: The javelin produced by the hands are of A-Rank. One can be made/used only once per turn.
Note: The large sphere of chakra, generated from twin gauntlets, is S-Rank. It can only be used once per fight.
Note: All of the puppet's aforementioned projectile weapon mechanisms have short-long range.
Note: Every mechanism that has a clearly stated rank counts as one of the puppeteer's allotted moves per turn.




 Approved 
Mostly just changed the puppet's aesthetic appearance and integrated most notes into the main paragraph.



Blue Ogre | Aooni
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: A muscular, human-esque puppet; it's a peculiar amalgamation of a lightweight carbon-steel alloy and wood taken from a unique, chakra-sustained tree. Insofar as aesthetics, the puppet is possessed of a large frame, which is predominantly colored in various shades of blue, but also has black markings. It has two slightly curved horns protruding along the head, in addition to spikes beneath the chin and along the shoulders. It wears a very simple black cloth tied around the waist. Combat-wise, the Blue Ogre is equipped with a wide variety of projectile weapon mechanisms that harness shape-manipulated chakra as the means of 'ammunition'. Its sheer versatility is matched only by the range it covers, with its true niche being all mid-long range engagements.

Situated at the main core of the puppet is a large metal vessel that contains chakra. To facilitate precise shape manipulation of chakra, each subordinate mechanism thus calibrates the chakra released from the metal vessel. Moving distal to proximal along the arms, the first mechanism of the puppet involves all of its digits. Indeed, the fingers and the thumbs on both hands may detach (connected by chains) to reveal small openings through which compressed chakra is released in the form of pellets (B-rank). Whilst boasting both great piercing capacity and high rate of fire, the former aspect pales in comparison to the mechanism located in both the hands, themselves. When the hands are clapped together, the puppet can generate a large javelin of chakra easily as long as the average person is tall. Due to their size and the way they are formed, it can only release them individually and by throwing them, albeit with enough force to not only effortlessly pierce bodies, but also propel the impaled victim several meters back (A-rank). The third mechanism, now located at the wrists, allows formation a long bow by drawing it out from special cuffs. Arrows, also formed of chakra, are produced in its head and notched via the mouth (B-rank). The final mechanism, easily boasting the highest raw damage, involves specially modified metal gauntlets equipped to each arm. At a moment's notice, metallic cylinders stored in each gauntlet will emerge and together, begin generating a massive sphere of dense chakra immediately in front of the puppet, which then can be launched with force akin to a cannon before ultimately detonating in a short-range explosion (S-rank).

Note: Each and every ranked ability counts as a move.
Note: All of the puppet's projectiles have short-long range | Speed = 2x standard Kage.
Note: The cannon projectile mechanism requires a two-turn cooldown between usages.

|

Green Chimera Ant | Midori Kimera Anto
Type: Puppet
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: A short, human-esque puppet; it's a peculiar amalgamation of a lightweight carbon-steel alloy and wood taken from a unique, chakra-sustained tree. Insofar as aesthetics, the puppet is also possessed of a small frame, which is predominantly colored with various shades of green and purple. It has two long antennae on the ears, and a large shell-like armor reminiscent of a helmet over the head. Among the more significant features are the integration of spider egg sacs within the puppet's frame and a tail, approximately two meters in length, which is equipped with a unique stinger forged from a special-made metal that can be infused through chakra flow with elemental chakra. Both the hands are similarly forged from the peculiar metal. Combat-wise, the puppet's frame can endure attacks of C-rank and below. It is carried in a scroll marked with the ant (蟻, ari) crest.

Situated at the main core of the puppet is a large metal vessel for containing chakra, which enables chakra to be diffused throughout artificial pathways that in turn, lead to special spray cannons all located along the scapulae. Wherever the cannons terminate, the built-in mechanisms can liquidize chakra prior to initiating a precise shape manipulation whereby feathery, winged appendages are constructed along the shoulder blades. Furthermore, the released chakra is intermixed with poison whilst becoming liquidized. Continuing on to the emergent wings, the appendages have two functions. To begin, the innumerable feathers can all be launched as sharp projectiles that congeal upon being released (A-rank | short-mid range). Once a single turn has passed, the feathery projectiles will devolve to a sticky liquid state that encompasses a short-range and ensnares victims unaware. Moreover, the wings can be congealed to such a high degree that they can function as barricades against attacks (each is B-rank). Aside from the wings, the puppet's forearms have important mechanisms too. By grasping an entity that has an affinity for one of the basic elemental chakra natures, the hands composed entirely from the special-made metal will become attuned to the given element. In fulfilling this action, the egg sacs inoculating in special culture mediums partitioned throughout the puppet's forearms will similarly become predisposed towards the elemental chakra nature derived from the victim. At a moment's notice, the egg sacs residing in openings located at either shoulder joint can then be extended to encompass the respective forearm. Within both the forearms are metallic pipes, whereby chakra can be accumulated and released as a concentrated blast (A-rank | short-long range). Most notably, the chakra blast can be elemental, with the chakra nature corresponding to the now adjacent egg sacs. The final ability of the puppet involves a repugnant mechanism of the tail—the injection of several dozen spider eggs that, in being incubated with water possessed of the chakra draining property, are thus predisposed towards consuming foreign chakra to facilitate their abnormal development and therefor, establish a symbiotic relationship with the unfortunate host. Because these eggs are artificially induced to have this absorption ability, the process is unstable, resulting in the eggs becoming increasingly unable to contain the consumed chakra and consequently, detonating in a small explosion within the host's body (collectively A-rank | -60 chakra per turn).

Note: Each and every ranked ability counts as a move.
Note: The puppeteer must be a signer of the Spider contract.
Note: The formation of wings is passive, but using them to defend against ranked attacks does count as a move.
Note: The chakra blast has a one-turn cooldown.
Note: The spider eggs can be injected up to four times per battle, but must be used on different targets.
Note: The spider eggs last five turns unless destroyed/neutralized.

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Purple Dementor VI | Murasaki Dementor VI
Type: Puppet
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After unravelling the carrying scroll, the Purple Dementor collection—six small adamantine puppets crafted in the guise of totems will be conjured from the gate (門, mon) crest. Each of these totems are intended to represent one of the six basic emotions: anger, disgust, fear, happiness, sadness and surprise. Furthermore, all six of the totems have cores forged from a special-made metal that can be infused through chakra flow with the lightning element, thereby functioning akin to high-frequency chakra demodulators. Beyond aesthetics, the collection is endowed with flight (Sage-rank speed) and also extending the puppeteer's application of lightning element. The design is conducive to them working in tandem with each other, both offensively and defensively.

As individual units, the totems are able to generate small spears of lightning that function as weak projectiles up to mid-range (each D-rank, up to four). Once paired together, two totems can freely generate an extensive chain of lightning between one another, capable of cleaving through objects (C-rank). As a triumvirate of three totems, they can gather in midair and then interconnect into a horizontal/vertical line. From this linear formation, a large horizontal/vertical crescent-shaped beam of lightning, roughly three meters in total length, can be generated and launched up to mid-range (C-rank). Transitioning to a square formation, four totems can erect a plasma-esque barrier that occupies the field in the form of a thin, malleable wall spanning four meters by four meters (B-rank). Not only possessed of moderate durability, it discharges a high-voltage shock upon physical contact. Returning to offensive maneuvers, five totems can be orientated in a pentagonal formation before spinning vertically. At the open center, a long ranged large and potent beam of lightning can be generated and subsequently, launched towards the target resulting in a massive explosion. Lastly, all six totems can be arranged along the ground in a six-pointed star formation. In exchange for becoming immobile, the collective output of this puppet collection can erect a double-layered, plasma-esque pyramidal barrier that encompasses a short-range distance (each A-rank).

Note: Each and every ranked ability counts as a move.
Note: No other puppets can be summoned or used whilst this particular collection is on the field.
Note: No other lightning-based techniques can be performed by this puppet collection.
Note: The final barrier prevents the puppeteer from using S-rank and above Raiton while erected.
Note: The final barrier lasts two turns or until destroyed. All other abilities last only the turn they're used.
Note: The final barrier can be used only once per event.

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✦ All Approved, made slight edits ✦
 
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(Gurīdo, Kamītā) Greed, Devourer of Gods
Type: Weapon
Rank: S-Rank
Range: Short - Mid (Depending on Greed's shape)
Chakra: N/A or 5 - 50 (Devour) 20 (Regeneration) 10 (Shapeshifting)
Damage: 50 (Base Physical Damage w/ Greed whilst assimilating)
Description: Greed, also known as the "God Eater", or the "Devourer of Gods", is a weaponized Symbiote, a sentient type of organism that seeks out and bonds with a host organism in order to survive, and thrive, by living off of its host. Unlike most types of symbiote though, Greed is a Mutualistic Symbiote, a type of symbiote that survives through a host organism, while providing the host some manner of benefit with it's presence. Most forms of symbiote are usually of the "Parasitic" variety, which feed off of it's host, while usually causing pain and/ or other detrimental effects due to it's presence, sometimes even resulting in the death of the host, while the Parasite continues to feed off of their body long after death. One such example is the Cordyceps genus of Ascomycete Fungi, which is parasitic to most types of insect, and in some cases, other Fungi. They infect the host organism, some strains even allowing the Fungi to control the actions and behaviour of the host, causing them to move and act according to the needs of the strain of Fungi, before the mycelium eventually replaces the host tissue, killing the host organism, sprouting the Fungi, spreading it's spores, and starting the cycle all over again. As one might expect thanks to his name, Greed has an insatiable appetite, and the unfortunate habit of eating just about anything that comes within range of one of his many ravenous mouths, indiscriminating between friend or foe, trash or treasure, etc. All he knows is his own eternal hunger, and the desire to be free from this feeling of emptiness, and so he devours everything he can. While this is most prevalent personality trait, Greed is also brutal, arrogant, disrespectful, sadistic, deceptive, and much much more, all thanks to his dependency on other organisms. He truly despises shared existence with other forms of life, usually humans, and loathes his eternal hunger that plagues and torments his every moment. Because of his attitude, should his host prove to be weaker than he, in either might or mettle, he would rather consume them than live a life tied to dead weight, though he is reluctant to do so, as it forces him to seek out another life form to bond with.

Greed's ravenous hunger goes hand in hand with his ability to analyze, retain and replicate the appearance, texture, properties, etc of almost any solid material he devours, regardless of whether it is natural, man-made, created via Chakra, etc, similar to the Ninjutsu . This is an ability Greed refers to as "(Shinra Banshō Musabori) Devour All Creation", and allows Greed to imbue his entire form with all the properties of the materials he has devoured. This has ensured his survival through the years, granting him unbelievable defensive qualities, and allowing him to survive fatal encounters, even while his host succumbs to them, and dies. Greed's ability to devour materials only works on solids, so liquids, gasses, energies, etc cannot be devoured and replicated using this technique, as they lack physical substance for Greed to consume and assimilate. Applicable materials include a wide and varied range from basic earthen materials like dirt and hard earth, to denser materials, like rocks, metals and crystals, while even organic materials, such as wood, can also be devoured and assimilated. Additionally, Greed's devour can be used on both materials that exist naturally, or have been created via Chakra, however, depending on where the material originated from, the user must provide Greed with Chakra to allow him to devour certain materials. In the case of natural materials, this costs no Chakra, and is a passive action. In the case of materials created via Chakra, the user must expend Chakra equivalent to the Rank of the material Greed wants to devour, and if the material is higher than B-Rank, it costs one of the user's moves per turn. Additionally, Greed can only replicate the properties from a single material at any given time, in addition to his normal/ base state. For example, Greed can change part of his form into a rock, and leave the rest unchanged, but he cannot assimilate both rock and metal at the same time. This is due to Greed only "replicating" the properties of the devoured material, thus it's usage is limited because he must focus on reconstructing that specific material in order to achieve it's properties. Greed's ability to assimilate the properties of a material into his form is a passive one, and requires no Chakra from the user to achieve, but is limited to a max of twice per turn. Finally, Greed possesses an inherent level of durability, even whilst not actively assimilating the properties of a material. In his base state, Greed possesses a durability of B-Rank, in which he can also recover from most kinds of attacks that aren't immediately lethal, or detach him from his host's body. To completely destroy Greed in his base state it requires at least 1 S-Rank or higher Elemental Jutsu, meanwhile an A-Rank will severely damage him. While Greed actively assimilates the properties of a material, his durability increases immensely, boosting it to S-Rank, requiring an attack greater than the damage of S-Rank to even affect Greed, and another to kill him. And thanks to this increase in durability, physical attack that utilize Greed whilst assimilated, such as Taijutsu, also possess a large increase in damage as well, dealing a base amount of 50 damage with their Taijutsu when they use Greed. However Greed's assimilation also possesses it's own downsides. As a direct result of altering/ hardening his form, Greed's regenerative capabilities take considerably longer to kick in. Whilst Greed recovers from an injury, the user must supply him with Chakra in order to expedite the process. This costs the user 20 Chakra, and consumes one of the user's moves per turn. If Greed isn't mimicking the properties of a material this process is very fast, taking mere seconds to restore his form completely. If Greed is actively assimilating the properties from a material, this process is achieved over the course of the next turn, during which time, an attack of sufficient strength can completely destroy him.


In addition to his "assimilation" ability, Greed also has complete and total control over the shape and general functions of his form, allowing him to change his own shape to suit his desires and needs, usually covering the majority of his surface area with as many mouths as it can fit, to facilitate the consumption of as much matter as he possibly can. Greed's shapeshifting relies on a mass-conversion system, meaning Greed can mould himself into shapes and forms equivalent to, or less than, the total amount of mass he has consumed. For example, if Greed has only devoured something the size of a small animal, Greed can only shape himself into something up to the size of that animal. If Greed consumes something larger, like a larger animal, he can mould itself into into something equivalent to or smaller than the size of the second animal, even whilst retaining the size of the first animal he devoured, allowing for an element of surprise in his transformations. This can allow Greed to shape his form in many ways, moulding himself into the shape of various tools, weapons, like a blade to facilitate the usage of Kenjutsu, or a whip-like appendage to engage in ranged strikes, while his assimilation ability allows Greed to change the general properties and appearance of these shapes into various materials, making them as hard as steel. Greed's Shapeshifting costs the user 10 Chakra per change, can only be performed once per turn, and costs the user one of their moves per turn, unless it is the first offensive action of their first move, in which case, it can be performed passively, but still requires 10 Chakra. This overall level of customization to both Greed's form, and the properties it possesses, heavily relies on the user's imagination, as that is the largest obstacle when it comes to utilizing Greed to his fullest.


Through both of these abilities Greed is applied directly to the users Biography, specifically one of their hands/ arms, requiring the skills of a Medical Shinobi to oversee the merging of the two, or to be more specific, monitor the consumption and replication of the user's original hand. This is done within the NarutoBase Hospital to ensure that Greed's replication and replacement of the user's hand is as close to the original as possible, and, using their knowledge of the inner workings of the body, ensure functions like the flow of blood, as well as the connection between Greed and the user's Tenketsu, the flow of the user's Chakra into Greed, and other biological functions, such as the connection between nerves, etc, are as functional as possible. This allows the user to feel what Greed feels, communicate with Greed mentally, continue to weave seals using Greed as a proxy and allows the user to supply Greed with Chakra for his abilities, or for Greed to forcefully drain Chakra from his host, should they be reluctant to provide him with more Chakra. After the initial merging of the two, it's between both the user and Greed just how far the latter is allowed to , as this is not a painless experience, and one that Greed can perform at will. Every time Greed consumes part of the user's body, they must endure through immense pain, enough to scar all but the most adamant Shinobi, as their entire form is being entirely consumed and overtaken. Even the initial merging of the two requires the presence of a Medical Shinobi due to how life-threatening this process is, and how much sheer pain the user must endure. However once the initial merging is completed, it becomes a far easier process, as Greed is simply, in a manner of speaking, "copying and pasting" the user's body, tracing what is originally there, and replacing it with himself. And despite the fact that they are connected, in body and, to some extent, spirit, the user and Greed are still two separate organisms. While the user has some leeway in their manipulation of Greed, utilizing him as a proxy hand for their hand seals and the like, Greed is still his own organism, and thus is capable of both independent movement and thought, regardless of input from his host. This means that, should his host be incapacitated through a Genjutsu, and similar methods such as Killing Intent, although they share the same body and Chakra flow, Greed isn't affected by the user, or outside influences targeting the user, as he still has his own mind, senses, etc. It would require a Genjutsu that is able to affect multiple targets for both Greed and the user to suffer from their effects. In regards to physical forms of paralysis and the like, such as paralysis via electrocution through Lightning Release, Greed is affected same as the user, since they are so thoroughly connected. In theory Greed is capable of overtaking and replacing just about every part of the user's body, as well as maintaining the biological functions therein, so there is a very real and present danger that Greed could simply betray the user, completely engulfing them, and resting control of their body away from them. And yet the same could be said for the user betraying Greed, removing their limb to kill off the Symbiote before it's roots can spread through their body. As a result, the merging of Greed and the user/ host requires a great deal of trust between the two, lest they end up killing one another...

Note: Naturally none of Greed's abilities extend to the user or their body, only the parts of the user that Greed has devoured and replaced are applicable for any of Greed's abilities.
Note: The acquisition of unique or special materials must be performed in an Official Fight where Greed consumes the specified material, and the user emerges victorious, or at the very least, escapes the battle. If the user dies while trying to acquire a certain material, they must battle for this material again. Additionally, the user must compile a list of all materials Greed has devoured, with the links to the appropriate battles, within their Custom Jutsu thread. The links must be organized and placed within the same post as this Custom Weapon for quick access, should a problem involving the acquisition or utilization of a material arise.
Note: Can only be used by Iᴍᴘᴇяғᴇᴄᴛ.





(Fūtessenjutsu: Gungi) Wind War Fan Technique: Council of War
Type: Supplementary/ Offensive/ Defensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80 (10 per active Gunbai) or +20 (5 per pair of active Gunbai)
Description: Council of War is, by far, one of the most advanced techniques specifically created by the Uchiha for the purposes of enhancing their War Fan and Wind Release usage. To start the user must possess a Gunbai with a chain or link of some description, as it is a fundamental requirement of this Jutsu. The user then wields the chain of their Gunbai in either hand, and performs the Seal of Confrontation with the other, gathering a large amount of Wind Release Chakra within the chain of the Gunbai, not the Gunbai itself. From there, the user must focus their efforts on performing multiple simultaneous Advanced changes in the Chakra's Shape, using the Chakra channelled into the chain to create new "links" that branch of from the existing links in the Gunbai's chain, similar in fashion to a key chain, with multiple branching chain links. As the user extends the length of branching paths in the chain, after they reach a certain distance, roughly a few feet for each "branch", they halt the creation of chains, and focus their Chakra on creating a Gunbai on the end of each individual chain. This process takes a few moments to achieve, as the user is dividing both their Chakra and their attention equally amongst these forming chains & Gunbai. Finally, due to their advanced shape and general nature, the user can utilise this technique with other Jutsu, without requiring Chakra or input to sustain it. As a result, this technique can last for as long as the Gunbai created via this technique remain intact or unused. Once the user has created these Chakra Gunbai and their link to the user's own physical Gunbai, they can take advantage of the many beneficial applications these newly formed Gunbai bestow upon them.

(Sensen Fukoku) Declaration of War: The first application of this Jutsu is a simple and straightforward offensive, using all the Wind Release Gunbai to perform a massive generic ranged form of Wind Release, eg: a gust, blast, stream, arc of sharp Wind, etc to name a few examples. The user performs this simply by swinging their Gunbai in the desired manner, allowing the user to perform a single potential attack from the wide and varied usages of Fan-Based Wind Release Jutsu. The damage, scale, ect, that this attack does is dependant on the number of the active Wind Release Chained Gunbai, resulting in 10 base damage for each, with a max of 80 damage, while performing this usage, of any strength, uses one of the users 3 moves per turn. Additionally, this usage can only be used once per turn. Due to the reliance on the number of Chakra-created Gunbai the user possesses, the more the user relies on the other potential applications of this Jutsu, the weaker this usage will be.

(Hojo Zōen) Auxillary Reinforcements: Alternatively, the user can utilize these newly formed Gunbai to enhance existing Wind Jutsu that utilize a fan weapon for their creation, as each swing from the users Gunbai has much more power and force behind it, thanks to the existence of multiple Gunbai swinging in tandem with one another. This results in each an increase of 5 damage per every 2 active Gunbai the user has, to any Wind Jutsu the user performs with their Gunbai, excluding any of the usages of this technique. Due to it's entirely supplemental nature, this action is passive, and is activated within the same time frame as the Jutsu this one is supplementing. And just as it is with "(Sensen Fukoku) Declaration of War", should the user utilize the other applications of this Jutsu, and expend their Wind Gunbai, this usages effect is lessened, so if the user only has 6, or even 7 Gunbai remaining, they only achieve +15 to their Fan Jutsu, etc.​

(Ten no Sensō Odori) Heavenly War Dance: Otherwise known as "Tenburenjin", the Continuously Dancing Heavenly Blade, this application allows the user to "fire" one of their Wind Gunbai like a projectile, arcing their swing from left to right, or vice-versa, and releasing the Gunbai as a high speed, rapidly spinning projectile, conceptually and visually similar to a Shuriken. Upon reaching the vicinity of their target, within 5m or less, the user performs the Seal of Confrontation, releasing a small pulse of Chakra (Requiring an additional 5 Chakra to be expended) that remotely signals the fired Gunbai to explode outwards in all directions, creating a small vicinity wherein everything is shredded by the outwardly expanding sharp currents and arcs of the Wind Release Chakra the Gunbai was composed of. This usage requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and has a strength equivalent to an A-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.

(Senda Ni Modori) Return to Sender: Similarly to the previous usage, the user fires one of their Gunbai, this time with an overhead, or rising arc, causing the Gunbai to be fired at the target, this time on the opposite axis of rotation, flying towards the target with the surface of the Gunbai "facing" them as it rotates. And similarly to the previous usage, upon reaching the vicinity of the target, again, within 5m of the target, the user performs the Seal of Confrontation, releasing an identical pulse of Chakra (Also requiring the same additional input of 5 Chakra) to cause the Gunbai to explode. However, unlike the previous usage, this release of explosive force is not omnidirectional, instead it emanates from either of the two "faces" of the Gunbai, and releases it's Chakra in the form of a powerful gust/ gale. The intent is not to cut the opponent up, but to either push them back, to push a projectile back towards the opponent, or to even negate another incoming Jutsu. As is with the case of the previous usage, this usage requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and has a strength equivalent to a B-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.

(Sensō Kesshite no Henkōten) War Never Changes: The final application for these Gunbai is to expend the Chakra from one of the Gunbai, channelling it directly into another Jutsu as it is released, adding one Rank to the Jutsu, and increasing the size of the infused Jutsu by 20%. The user can only do this a max of one time per usage of this Jutsu, and only on Jutsu S-Rank and below. Additionally, if the user expends a Gunbai to increase the Rank and Size of a War Fan Jutsu, it cannot not benefit from any other applications or techniques, such as "(Hojo Zōen) Auxiliary Reinforcements".​

Note: Can only be used twice per battle/ event, and the user must wait at least 3 turns between usages. Additionally, after this techniques usage ends, the user cannot perform Wind Release Jutsu above B-Rank for 2 turns.
Note: Can only be taught to, and used by a Biography with a Gunbai & chain.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

✦ Both Declined, don't post essay or novel length CJ again or they'll all be DNR and you taking a mini vacation from the thread. No one wants to read anything this long in battle or in any thread, and don't code pictures into the jutsu like this. That's grounds for auto declining ✦
 
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(Ikkaku geijutsu - Wakamono no tsuyo-sa) - Narwhal Arts - Strength of youth
Type: Defensive/Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user bites their thumb, then presses it into their right palm performing a summoning technique for Narwhals then places their hand on their chest, releasing the summoning seal upon themselves that activates across their entire body or on a specific area. Opening this seal connects straight to the Narwhal's home sea's north of the Hidden Moon, and summons the tips of many young Narwhal tusks, covering the body in these 2 inch pointed tips giving the user a defense against incoming strikes. The spikes can last up to 3 turns if the user so wishes, or can be released at the users will up to mid range from the user.

~Notes~
- Usable 2x per battle
- Must have signed the Narwhal contract


♜ Update Approved ♜


Approved
-updating-
(Ikkaku geijutsu - Ikkaku Ikkaku) - Narwhal Arts - Narwhals Narwhals
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: By biting their thumb and pressing it against their right palm the user is able to summon up to 2 tusk like canine teeth into their hands like swords. The "tusks" are hardened bone and can withstand steel weapon attacks up to their rank without breaking. They are pointed as they get smaller near the top like a spire.

~Notes~
- If 2 are created they are A rank in strength each
- Must have signed the Narwhal contract


♜ Update Approved ♜

 
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Trait Points
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(Koton: Guntai no Shiroi Kouhi) – Steel Release: Legion of the White Queen
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to grant it a superior form of ‘sentience’. What this essentially does is bring their level of autonomy to resemble the Knights created in Steel Release: Knights of the Round Table. It will become capable of being maintained passively rather than actively (allowing the user to perform other techniques) and be controlled via mental commands alone. The sentient steel technique will also become capable of using Steel Release techniques up to and including it’s rank without the need for handseals. This includes techniques which can only be used in Glory of Galahad as the creation is already composed of steel. If applied to a steel technique on creation, this jutsu can be used in the same timeframe as it's predecessor technique.

Note: Can only be used thrice per battle
Note: Can only have this active on one technique at a time

Declined - this gives you the ability to pretty much bypass the need for Y/Y on a whole new scale from the way i understand it. It's just too OP in that sense and would render restrictions useless in alot of cases. For example when i approve a jutsu saying "no other jutsu can be used while maintaining this" would now be worthless thanks to this jutsu.

(Nezumi Shuhō: Rōbu Nezumi Kokuō) - Rat Technique: Robe Of The Rat King
Type Supplementary/Defensive
Rank S
Range Short
Chakra 40 (-5 per turn)
Damage N/A
Description The user will channel chakra throughout his entire body and smear blood across their rat summoning tattoo in order to call forth a thick robe made of black rat fur that covers their entire body. The thickness of the robe serves to increase its defensive capabilities by allowing it be able to block all A rank and below techniques, and is able to withstand one S rank technique, though the robe will dissolve afterwards. Alternatively, the user can create the Robe of the Rat King if they already have a rat summoning on the field. Through the use of the transformation technique the user can have said summoning transform into the robe itself, but by doing this the summonings turn count will be halted, and it will cost the user -10 chakra per turn to maintain the robe's form.

Note:
- Can only be used by signers of the Rat contract
- Last for two turns and can only be used twice per battle, however if the robe is created through the transformation method then it will last as long as the user continues to maintain it's form.
- The transformation method counts as a move.
- Requires a two turn cooldown before it can be used again.


Declined: first and foremost, why would a robe of black rat fur enable the wearer to tank one S-rank technique and any technique of A-rank below? In the absence of a reasonable explanation it seems quite illogical. That being said, all the restrictions ought to be increased. Take, for example, your Splinter summoning—he'd be dispelled after directly taking just a single A-rank attack. If your summonings in their true forms can't tank attacks to the same extent, again, why would a mere robe be capable of such feats? Overall, it's a bit too illogical and overpowered to be approvable.

Resubmitting:
-Removed the line about passive maintenance

(Koton: Guntai no Shiroi Kouhi) – Steel Release: Cavalry of the White Queen
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to grant it a superior form of ‘sentience’. What this essentially does is bring their level of autonomy to resemble the Knights created in Steel Release: Knights of the Round Table. The sentient steel technique will become capable of using Steel Release techniques up to and including it’s rank sans handseals. This includes techniques which can only be used in Glory of Galahad as the creation is already composed of steel. If applied to a steel technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank knight will enable it to use B-Rank and below Steel techniques.

Note: Can only be used thrice per battle
Note: Can only have this active on one technique at a time

♪ Approved ♪

(Nezumi Shuhō: Rōbu Nezumi Kokuō) - Rat Technique: Robe Of The Rat King
Type Supplementary/Defensive
Rank S
Range Short
Chakra 40 (-5 per turn)
Damage N/A
Description The user will channel chakra throughout his entire body and smear blood across their rat summoning tattoo in order to call forth a thick robe made of black rat fur that covers their entire body. By channeling chakra to the fur the user will force the hair that make up the robe stand on end and force them to vibrate at incredible speeds. Visually the robe's fur will spike up, and once the vibration begins the user's figure will seem hazed, ethereal even, as the spiked fur rapidly fluctuates. Enemy techniques that come in contact with the robe will be shredded to pieces or forced to pass to the user's side, leaving them unharmed. Even energy based techniques such as fire and lightning are neutralized by this defense, with the robe's engorged and strengthened fur serving to protect against any heat or electrical based damage, while chakra will empower the fur to become flame retardant. The Robe's defensive capabilities allow it be able to block all A rank and below techniques, and it is able to withstand one S rank technique, though the robe will dissolve afterwards. Alternatively, the user can create the Robe of the Rat King if they already have a rat summoning on the field. Through the use of the transformation technique the user can have said summoning transform into the robe itself, but by doing this the summoning's turn count will be halted, and it will cost the user -10 chakra per turn to maintain the robe's form. However, when the robe is created through the transformation technique, its defensive capabilities will be restricted to that of the summoning used to create it.

Notes:
- Can only be used by signers of the Rat contract
- Last for two turns and can only be used twice per battle, however if the robe is created through the transformation method then it will last as long as the user continues to maintain it's form.
- The transformation method counts as a move.
- Requires a two turn cool down before it can be used again.

♪ Leaving for Pekoms ♪


Declined: to begin, you've only partially addressed the concern of unreasonable durability. Yes, the restriction pertaining to the transformation technique variant is much more reasonable, but it does absolutely nothing to curb the possibility of abuse resulting from simply summoning the robe. No, you will never be allowed to summon a robe of rat fur and then have it handle an indefinite quantity of A-rank attacks. Furthermore, and in discussion with NK, the general basis for handling incoming attacks should, at the very least, be something other than just vibrating hairs really fast—especially since it can potentially conflict with Ototon and Vibration Release. Overall, there are two significant issues still lingering unresolved.


New Submission:

Fenriru Hareyakana Hyūhyū Iu | Fenrir's Radiant Howl
Type Offensive/Supplementary
Rank A
Range Short - Mid
Chakra 30
Damage 60
Description This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.
Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn.

♪ Approved, removed last sentence as it was filler. ♪
 
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