Custom Jutsu Submission - III

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Cyber

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(Taijutsu: Puraudomearī) Body Art: Proud Mary
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (- Long (Mobility)
Chakra: 20
Damage: 40
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose , Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and honestly odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning.

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Restrictions
☆ Can only be used twice per battle
☆ Can not use Taijutsu above B rank in the same turn
☆ Can not be used in consecutive turns

Approved - nice jutsu
Updating Proud Mary

(Taijutsu: Puraudomearī) Body Art: Proud Mary
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short (- Long [Mobility])
Chakra: 10 (-5 using the basic tree walking skill for traction)
Damage: 35
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose. Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and somewhat odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning.


Restrictions
☆ Can only be used thrice per battle
☆ Can not use Taijutsu above S rank in the same turn
☆ Can not be used in consecutive turns

What was changed: Chakra, Damage, Rank, Restrictions and fixed a few typos that I noticed.

‡ Declined ‡ I don't know why you're using the chakra for a D-Rank, for an A-Rank and the damage for a rank that doesn't exist.



Taijutsu: A God's Grace
Type: Defensive/Offensive
Rank: S Rank
Range: Short
Chakra: 45
Damage: 90
Description: This technique is a unique riposte style taijutsu maneuver that combines a swift defense with a powerful counterstrike. Specifically used to counter techniques aimed at the upper body whether it be ninjutsu taijutsu or kenjutsu provided the opponent attack uses a limb or weapon to strike. The user will deftly sidestep the attack within reason stepping up to 2 meters in any direction with a cadence of steps if needed while simultaneously pushing the opponents limb knocking them off balance and leaving their chest cavity open to strike. This is where the momentum of the step comes in to play with the user driving his knee upwards in to the solar plexus of the opponent with incredible destructive force capable of shattering bones and rupturing organs knocking the air out of the opponent. Should the knee connect and the opponent is left conscious they will lose three levels to their speed for three turns while trying to regain oxygen and be incapable of using any jutsu that require molding chakra in the stomach such as streams of fire or water.

☆ May be used twice per battle
☆ No A rank or above Taijutsu in the same turn and no Taijutsu above S rank in the following turn
☆ Can only be used by taijutsu specialists

‡ Declined ‡ Again, please stick to the template. S-Ranks use 40 chakra and deal 80 damage.
 
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Matt

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Koton: Shitsubō no Kay | Steel Release: Disappointment of Kay
Type: Supplementary/Offensive/Defensive
Rank: A - Rank
Range: Short - Long
Chakra: 30 (-5 Per turn)
Damage: 60
Description:
The user begins by creating a structure (Sword, Kunai etc) or utilising a pre-maid existing structure of their own creation. Upon the created structures contact with the earth it's chakra within would dissipate into the ground it touched or the object it clashed it. This would fuse the chakra from within the created structure into the object it came into contact with effectively releasing what could be considered a pool of Steel chakra. The visual effects are it turning whatever it touches into black steel composing of the user's own chakra. If for example a sword were to come in contact with something and this technique were used it would consume the entirety of the sword itself in order too create the pool of steel. The amount of steel created would of course depend on the size of structure used (A kunai would produce a small amount where a sword would produce a larger amount). The maximum size a pool at any given time can be created is limited too 2 meters but is not only limited to a single structure. If a technique revolves around the utilisation of several structures is used this technique can be applied to that one as well as one usage whilst encompassing all it's creations.
Notes:
Can only be used three times per fight.
Can only be used on structures A-Rank or below.
Can only be sustained for 4 turns.

‡ Declined ‡ Your wording is really confusing, most of the CJ doesn't make sense.

Koton: Hi no Camlamm | Steel Release: Day of Camlamm
Type: Offensive
Rank: S - Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description:
The user begins by focusing their chakra into a single creation of the user's steel chakra whether it be a sword, pillar etc. The user will start by detonating the steel creation into thousands of steel bullets that release in every direction of the creation's structure (Up to short range). This technique's main ability isn't in it's initial detonation but rather what comes afterwards. If the explosion comes into contact with another source of steel of the user's creation it will cause what seems like a chain reaction and create an explosion within that creation as well creating a cycle of explosions over a large area. The user needs to be atleast 5 meters from the initial explosion or not be near any of their own steel sources if they wish to not be caught within their own explosion of steel bullets.
Notes:
Can only be used twice per battle.
No Steel techniques S rank or above in the same turn.
Must wait a total of 2 turns after it's usage before being used again

‡ Declined ‡ You need to elaborate on how this chain reaction is initiated (e.g. a transfer of chakra via the steel bullets). Alternatively, you could just focus your chakra into the ground and into any sources of steel on the field to detonate all of them simultaneously.
 
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pop123

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Summoning Animal: sea lions

Sea lions are a marine mammal that can swim easily through water and walk on all fours on land. They can range anywhere from 2m long to up to 50m long, with a thick coat and heavy bulk to match. On land the Sea lions are not particularly fast as they must waddle across the ground, however due to their aquatic nature when moving through water they are able to move at twice the base speed of their summoner. In addition they have a few useful physiological traits, namely their ear flaps which block out loud and hostile sounds making them immune to non-destructive sound techniques. They also have a thick layer of fat underneath their coat which is extremely effective at insulating them from the extremes of temperatures, so that techniques based on either high temperatures(Fire and etc) and very low temperatures(Ice and etc) lose -20 damage when they meet a Sea lion. Finally when a Sea Lion is summoned a large body of water is called forth with it, giving the Sea Lion a medium with which to travel through.

Scroll Owner: pop123

Other Users who have signed contract: To be decided

Summoning Boss if existing: To be made

Other Summoning Animals tied to contract: To be made


Declined: I believe is already in possession of a contract with the given species.



Fixed Spelling Mistakes

(Bunpuki no Yuigon) - Bunpuki's Testament
Type: Supplementary
Rank: D-S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.

Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. Doesn't affect Water Specialists, such as Tobirama.
Note: The S Rank version can only be used four times per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.


Update Approved




Changes in bold
(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand.The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user may not use Sand techniques above S-rank as long as this technique is active/


Approved: edits annotated in pink.

Updating. Changes in bold
(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand. The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user is capable of controlling the tangibility of the manifested creature, depending on his needs. It is however important to note that the user cannot repeatedly force the creature to switch from an intangible state to tangible and vice versa as this can only be done once per turn for the duration that this technique is active.
Note: The user may not use Sand techniques above S-rank as long as this technique is active

‡ Update Approved ‡ Nice custom.

New Submissions

(Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
Type: Offensive/Supplementary/Defensive
Rank: B-S
Range: Short
Chakra Cost: 20-40 (-5 per turn to maintain)
Damage Points: 40-80
Description: The Heavenly Wings of Tengu is a unique technique that allows the user to manifest two massive sand-based wings on his back. This is done by manipulating sand either from the users gourd or the terrain, clumping them together and molding them in the form of wings. Whilst the primary function of the wings is to sustain flight, they possess other characteristics as well. Most notably, the user can utilize the wings for offensive or defensive purposes. Being extremely thin and sharp, the user is capable of using the wings to slice through incoming objects or alternatively sever the opponent in two. Similarly, by encasing his body completely with the wings, the user is capable of defending himself against incoming techniques, in accordance with Sands S/Ws. Apart from these generic traits, the wings also possess the ability to release a volley of blades (reaching upto Long Range) at the opponent. This ability is passive however, as the blades in question are no stronger than an average kunai. The user flies at their current running speed.

Note: The manipulation of the wings to defend the user, attack an opponent or simply move from one place to another collectively count as one of the three moves per turn, regardless of the extent of their manipulation.
Note: The strength and duration of the technique depends upon the Rank selected. That is, 3 turns for S Rank, 4 turns for A Rank and 5 turns for B Rank.
Note: The S Rank variant can be used twice per battle whilst the A Rank variant can be used four times per battle. In case of the S Rank version, the user cannot use any S Rank or above Sand technique on the turn this technique ends

‡ Declined ‡ No reason for this to be multi-ranked. Choose one rank.

(Kagutsuchi no Jiin) - Scorched Temple of Kagutsuchi
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+20 to applied technique)
Damage Points: N/A (+20 to applied technique)
Description: The "Scorched Temple of Kagutsuchi" is a passive technique that serves to empower the users sand techniques. This jutsu essentially involves the user forcing each and every grain to exhibit rotational, vibrational and translational motion. With the grains being in close proximity to one another, this generates heat energy in massive quantities, in turn preparing scalding hot sand. This allows the users sand techniques to not only deliver blunt force upon impact but to simultaneously burn the victims body (does not burn the user). Moreover, due to the widespread collisions between the sand grains, it results in the production of light (due to Triboluminescence) that can potentially blind the target. Due to the nature of the technique, it occurs within the same timeframe as the technique it is applied to. Similarly, the range of "Scorched Temple of Kagutsuchi" is the same as the technique this is applied to.

Note: This technique can be used a total of five times per battle.

‡ Declined ‡ This wouldn't increase the damage of techniques. At best, it would allow supplementary sand techniques to deal burn damage on contact. Though with techniques like the Sensory Sand technique, I'm not keen on allowing this.
 
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Nathan

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(Meiton: Seihai no Chōai) - Dark Release: Affections of the Holy Grail
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 30
Damage: N/A (+1 Rank to technique that is released) (+10 if technique is above S-rank)
Description: Dark Release: Affections of the Holy Grail is a Dark Release technique that is used alongside Dark Release: Inhaling Maw. Just like Affections of the Holy Grail counterpart, Dark Release: Judgement. The technique allows the user to release the chakra that was absorbed as a blast whose properties will be in direct opposition to whatever it absorbed hence the name. So for example, if a powerful Fire Release technique like Fire Release: Great Fire Annihilation was absorbed the blast would have the properties of water and be capable of extinguishing flames as strong as Great Fire Annihilation or below. Naturally, the strength of the technique depends on how much chakra was absorbed. However, unlike Dark Release: Judgment the shinobi can increase the blast's power with their own chakra. This leads many to believe that absorbing one's own technique to gain access to its weakness may be a viable strategy. The user is also able to apply Shape Transformation to the technique to change the shape of the blast. They can shape the blast into a sphere, bolt, bullet, cutting wave, into the shape of and object, missile, bomb, vortex, it's all up to the users creativity.
Notes:
- Can be used in conjunction with any inhaling maw's, or that produces the same results as inhaling maw.
- Can only be used twice per-match.
- User needs to wait two turns before reuse.
- Can only be taught by Nathan
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‡ Declined ‡ Clashes with existing techniques, wrong chakra info and the bolded is illogical.
 
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Vayne

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(Jikūkan Tama) Space-Time Sphere
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: -
Description: A refinement of the S/T barrier technique, in which the user has the ability to extend the area the barrier encompasses into a sphere of 5 meters or less all around the user. This builds on the barrier that commonly exists only in front of the user. With the barrier extending to a larger spherical shape, it allows the user to deal with techniques that might originate from the ground or from a blindspot. Furthermore, the user can control the sphere/barrier to not transport objects/individuals within the sphere, allowing allies to be safe when near the user. Similar to the parent technique, it requires the user to perform the ram hand seal, however, unlike the parent technique, the user can be up to and including 5 meters away from the FTG seal/marked object. The user can extend the range the sphere can encompass for 40 chakra points and an additional usage of the technique, counting for two usages instead of one, but not counting towards the move count. The user is limited to a sphere of 10 meter radius. The technique is usable twice per battle and four times per event.

Declined - Remove the ability to be away from the sphere or limit the size of it.

(Jacko o sono Hako) Jack in the Box
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: -
Description: Similar to the concept employed by the Space Time Sphere, this technique allows the user to create a sphere up to 5 meters diameter, however in this version it affects the 'transported to' area rather than the area of creation the barrier. It allows the user to create a sphere up to 5 meter diameter in the area of transport. In this area, the transported attack or object would continuously loop inside the sphere, rampaging inside it from one point to the other, instantly. For techniques that are bigger than the area of the sphere, they would constantly teleport to the center of the sphere, stopping any momentum the technique may have. The user can extend the range the sphere can encompass for 40 chakra points and an additional usage of the technique, counting for two usages instead of one, but not counting towards the move count. The technique occurs in the same timeframe of a barrier technique, but counts towards the jutsu per turn limit. The technique is usable twice per battle and four times per event.

Declined - No more "X per battle and X per event restrictions". S-Ranks are generally only allowed three times per battle. Also, stop extending the range of the sphere with additional chakra. I like this concept though, nice work.

(Tama Hako) - Sphere Box
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: -
Description:*An illusion cast in conjunction with the user attacking the targets in short range with some sort of attack. The user would cast an illusion on the targets in which the user would disappear from his point of attack, and appear on the three remaining cardinal points through clones. This would allow the user to appear to be attacking from three fronts while he actually attacks from the hidden front. The user can also control the illusion to make it seem that he merely created two clones, while he moves hidden by the illusion to a different point. As in if the user was attacking from the front, he casts this illusion and two illusionary clones would appear on the targets left and right sides. The target would be believe that the user is attacking from those points, while in fact the user would have created three illusionary clones, where one takes his spot, while the user is free to move in for a strike as he pleases. The technique can be combined with the clone technique in order to achieve more deceptive results, but it would count as two moves instead of one, although both happen in the same timeframe. The technique is usable twice per battle and four times per event.

Declined - Similar techniques exist.

Leaving for NK
 
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Pervyy

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New Cycle: 04/04/2017 - 11/04/2017

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
The new cycle commences with this post, and concludes precisely one week from the given timestamp. Sorry for the delay. Anyone that that resubmits a declined cj without making any changes will receive a ban from this thread.
 

Hell Autarch

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Resubmitting. Changes in bold

(Majutsu) - Witchcraft
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 passively each turn)
Damage Points: N/A
Description: 'Witchcraft' is a cursed weapon said to have been developed by Moryo, a notorious shinobi notably famous for his enslavement of the Bombardier Beetles and subjugation of thousands of people in the Land of Demons. The weapon came into existence after Moryo sacrificed hundreds of infants in hopes of pleasing a demon, causing an instant upsurge in the presence of vile and corrupt chakra in the region which then proceeded to manifest itself in the form of a garment.

There are generally numerous abilities unique to Witchcraft, however they are all nonetheless centered around its link with the Bombardier Beetles. The first ability of the garment simply echoes the ability of its counterpart, the Beetles. Four scarf-like extensions protruding from above the shoulders and the back present on the garment mimic the sensory ability of the hair present on a Beetles body, before applying it to the user. The extensions passively detect the slightest change in pressure in the surrounding atmosphere up to Short Range from the garment and pinpoints the location of the source. As such, even the entry of an object or a person into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the extensions. This is primarily because the extensions are capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air, no different to weather vanes which are able to pick up the direction of incoming waves. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person in question and quickly deduce it's size and nature.

The second ability of Witchcraft is the defensive ability, exploiting the near impenetrable quality of the material from which the garment have been constructed i.e chitin. The garment in essence works quite similarly to the chitin exoskeleton that almost entirely covers the outer surface of a Bombardier Beetle. In this case, the garment offers the same protection to the users body. It is important to note that visibly, the garment leaves out certain areas of the users body such as the face and the hands, however this is in fact not true as these areas are also covered but by a thin transparent layer. This layer of course does not hinder the users sensory abilities (sight, hearing, smelling etc) in any possible way and only serves defensive purposes. In essence, the chitin composition makes the garb completely impervious to any C Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the garment can still be destroyed as it can only defend against a single S Ranked technique once per battle or the power equating to an S rank technique, and although this does not destroy the garment, it completely negates its defensive traits. These passive defensive characteristics of the garment work simultaneously with another important passive ability of the garment, that is that if the user so chooses, he/she may have the garment instantly release the special liquid commonly secreted by the Bombardier Beetles in a greenish smoke/mist like form, with a radius reaching up to 5m from the point of origin. This allows the liquid to not only corrode through any surface that happens to be close to the user (C Rank and below) and push back an opposing mist/smoke/gas but most notably it can burn through the epidermal layer of the human skin with the user himself being the sole exception. Another important characteristic carried by the 'mist' is that it negates both Taste and Scent based sensory due to the extremely foul and pungent smell that the secretion has, and can prevent Sharingan users from accurately discerning the location of the user due to the mist having been infused with the users chakra. This will last for 2 turns before falling to the ground and can be used once every 2 turns 3 times per battle.

The third and final trait of the garment is its offensive ability, designed to pierce and eliminate the opponent. This ability converts the two waist sash extensions present in the front, and the four cloak extensions at the lower back into C Ranked demonic tendrils , with each tendril having a maximum length of upto 10m. In essence, the user can manipulate the extensions, utilizing them as sharp hardened tendrils to either pierce through the targets body or bind it in place. Alternatively, the user can manipulate the tendrils to hurl objects at the target, simply move around (akin to Doctor Octopus) or even utilize the tendrils to launch the user in a particular direction by pushing against the earth, allowing the user to rather quickly travel distances upto 15m. The most important trait of the tendrils however is that when they are destroyed, they release a sudden burst of B Ranked Bombardier Beetle secretion that specifically targets the opponent and is notably neutral to elemental techniques (similar to Toad oil), rapidly corroding through any surface including the human flesh and bone, reaching up to 5m from the point of origin. The conversion of each extension into a tendril lasts only for the duration of the turn in which this ability was activated, reverting back to their original form in the next turn and utilizing the tendrils for offensive purposes costs one of the three moves. It will cost a move per tendril, and manipulating the tendrils cost a move per turn. Though the user can combine the tendrils to attack or defend with all at the same time for A rank power in total.

Note: In accordance with the Bombardier Beetle Summoning Contract, those that have signed the Contract and the Bombardier Beetles themselves are not affected by the secretions.
Note: Whilst the garment generally starts out in an active state, if the user so chooses, he may deactivate the garment and can reactivate it at any later stage costing a move to do so.
Note:
The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch
Note: Using all effects of the weapon cost a move per turn.
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Approved - made all the edits in red as i hate checking long jutsu.
Changes in bold

(Raiton: Anzū no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Lightning techniques for as long as this technique remains active.

Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Lightning S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch

Declined - stop updating.... seriously.

Submitting the above tech but in Fire Version

(Katon: Rushifā no Nekkyō) - Fire Release: Lacerations of Lucifer
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a burst of ash that surrounds the users body. The stream of ash is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of ash, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and first-degree burns, the effect can be drastically increased upto third-degree burns when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Fire techniques for as long as this technique remains active.

Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Fire S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch

□ Declined. Although not much is wrong with it, I don't like the passive changing of its uses, that will cost a move, and please for the love of God, and all other Gods that some may praise, change that filler restriction of no Fire S rank and above when the technique is deactivated. That is barely a restriction. Also, just to Mid range. □
Major changes in bold

(Majutsu) - Witchcraft
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 passively each turn)
Damage Points: N/A
Description: Witchcraft is a cursed weapon said to have been developed by Moryo, a notorious shinobi from the Land of Demons, infamously known for his tyrannical rule over the country. The weapon came into existence after Moryo sacrificed hundreds of infants in hopes of pleasing a demon, causing an instant upsurge in the presence of vile and corrupt chakra in the region which then proceeded to manifest itself in the form of a garment.

Generally, while there are numerous abilities unique to Witchcraft, they are all however nonetheless centered around its link with the Bombardier Beetles. The first ability of the garment simply echoes the ability of its counterpart, the Beetles. Four scarf-like extensions protruding from above the shoulders and the back present on the garment mimic the sensory ability of the hair present on a Beetles body. The extensions passively detect the slightest change in pressure in the surrounding atmosphere up to Short Range from the garment and pinpoint the location of the source. However, this pertains only to human beings. In case of objects and/or techniques, it extends up to Mid Range as they generally cause much greater fluctuations in pressure. Nonetheless, the entry of an object or a person into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the extensions. This is primarily because the extensions are capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person/technique in question and quickly deduce it's size and nature.

This bold you added doesn't make sense. I'm sure if i make a movement up to mid range from you, it would cause more fluctuations in pressure than a kunai coming at you.

The second ability of Witchcraft is related to it's defensive characteristics. In essence, the garment works in a similar manner to the chitin exoskeleton of a Bombardier Beetle. In this case, the garment offers the same protection to the users body. It is important to note that while the garment visibly leaves out certain areas of the users body such as the face and the hands, this is however not the case as these areas are also covered but by a thin transparent layer. This layer of course does not hinder the users sensory abilities (sight, hearing, smelling etc) in any possible way and only serves defensive purposes. The chitin composition makes the garb completely impervious to any C Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the garment can still be destroyed as it can only defend against a single S Ranked technique once per battle or the power equating to an S rank technique, and although this does not destroy the garment, it completely negates its defensive traits. These passive defensive characteristics of the garment work simultaneously with another important passive ability of the garment, that is that if the user so chooses, he/she may have the garment instantly release the special liquid commonly secreted by the Bombardier Beetles in a greenish smoke/mist like form, with a radius reaching up to 5m from the point of origin. This allows the liquid to not only corrode through any surface that happens to be close to the user (C Rank and below) and push back an opposing mist/smoke/gas but most notably it can burn through the epidermal layer of the human skin with the user himself being the sole exception. Another important characteristic carried by the 'mist' is that it negates both Taste and Scent based sensory due to the extremely foul and pungent smell that the secretion has, and can prevent Sharingan users from accurately discerning the location of the user due to the mist having been infused with the users chakra. The mist lasts for a total of 3 turns following which it automatically disperses. This ability can be used a total of three times per battle with a two turn break inbetween each use

I changed it before, it's not changing back ;)

The third and final trait of the garment is its offensive ability, designed to pierce and eliminate the opponent. This ability converts the four waist sash extensions present in the front, and the four cloak extensions at the lower back into B Ranked individual demonic tendrils, with each tendril having a maximum length of upto 10m. In essence, the user can manipulate the extensions, utilizing them as sharp hardened tendrils to either pierce through the targets body or bind it in place. Alternatively, the user can manipulate the tendrils to hurl objects at the target, simply move around (akin to Doctor Octopus) or even utilize the tendrils to launch the user in a particular direction by pushing against the earth, allowing the user to rather quickly travel distances upto 15m. The most important trait of the tendrils however is that when they are destroyed, they each release a sudden burst of B Ranked Bombardier Beetle secretion that specifically targets the opponent and is notably neutral to elemental techniques (similar to Toad oil), rapidly corroding through any surface including the human flesh and bone, reaching up to 5m from the point of origin. The conversion of each extension into a tendril lasts only for the duration of the turn in which this ability was activated, reverting back to their original form in the next turn and if they are destroyed, the extensions can be restored after a period of 3 turns, although it costs as a move to do so and the usage of 40 chakra. In regards to the manipulation of the tendrils, it costs as a move per turn and whilst the user can combine the tendrils to attack or defend, the Rank of the tendrils collectively remains S Rank. Moreover, the tendrils can only be used once per turn, with a one turn break in between each use.

Four B rank tendrils is two much. You can have 2 A rank taking a move per turn which total S together

Note: In accordance with the Bombardier Beetle Summoning Contract, those that have signed the Contract and the Bombardier Beetles themselves are not affected by the secretions.
Note: The garment will automatically release a burst of corrosive mist if stolen and worn by anyone other than the user[/B]
Note: Whilst the garment generally starts out in an active state, if the user so chooses, he may deactivate the garment and can reactivate it at any later stage; costing a move to do so.
Note: The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch

Declined - see above.



Permission to resubmit;



(Katon: Sanshō̄o no Kate) | Fire Release: Sustenance of the Salamander
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Sustenance of the Salamander involves the creation of a small familiar of ash, shaped as a Salamander, that will attach itself to the users body, i.e resting on their shoulder or chest. The Salamander's primary goal is to help the user with the manipulation of fire chakra, and the creation and sustaining of fire techniques. In this vein, the Salamander's first effect is that it greatly amplifies the potency of the users fire chakra which reduces the chakra cost of fire techniques by -10, as the Salamander utilises its chakra to act as an amplifier, with the chakra being used to boost the efficiency of nature transformation and the creation of events; thus with less chakra the user will be capable of achieving the same yield; i.e an S ranked technique will cost 30 chakra under the influence of the Salamander, but will still be just as strong as an S rank. (Includes turn based losses too) Similarly, the Salamander is also capable of slightly altering the chakra used to create the fire technique, and through doing so allows the user to impart the special characteristics canonically demonstrated fire techniques onto any fire technique they wish, or canon, for instance being able to create any fire technique with the characteristics of 'Dragon flame song', ash, and so on - this does not raise the fire techniques power, just alters the way it behaves. Finally, as an assistant for the users Fire Techniques the Salamander is also capable of helping the user sustain, or sustaining techniques for the user; the Salamander can sustain control over techniques that would not usually be, and can also take over the sustaining of techniques that the user would usually sustain for as long as it exists, even past the usual time cap - thus leaving its master to act freely.

Notes:
- Can only be used 3x
- Turn cooldown between uses
- Once created, last four turns.
- Regenerates from non energy based attacks (including wind), however it can be destroyed with fire/lightning and even water of appropriate power.
- If Black Salamander is active Sustenance and Black will fuse, and will adopt the longest duration, similarly sustenance does not negatively affect Black’s effects. Sustenance fusing with the crests allows the crests to move, according to Salamander's and the users wishes, with the crest-familiar being a combination of the two techniques strength.
- The ash cannot burn or hurt the user, and is capable of moving around their body.

‡ Declined ‡ The second ability is way too broad.



Katon: Kaika Ninetails: Dai Nana-bi Puraido | Flowering Ninetails: Seventh Tail; Pride
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Pride, the Seventh Tail, involves the creation of seven ash constructs that typically take the form of fox tails that protrude from the users coccyx area, but in actuality they can take the appearance of any animal's tail (natural or mythological), protrude from any part of the users body, or extensions of their body; such as weapons, so long as at least one tail remains directly attached to the users rear area. While warm to the users touch, these tails will emit ferocious levels of heat when pitted against anything else, allowing them to sear through rock like butter. Their prehensile nature combined with their ability to undergo minor alterations for offensive and defensive purposes (i.e, thinning into sharp edges/points, ‘fur’ fluffing up unto spikes, or widening out so as to act like a shield) - for it is sentient and in control of itself and acts in the users best interests or by command - grants the tails immense close combat abilities, as they're capable of both achieving steel like offense and defense in a variety of ways. Forming skewering, slicing, bludgeoning and shredding tails to attack or arcing out into broader, wide surfaces or dome-like tails to shield and defend, similarly the tails can fuse, or even split into further tails to produce a greater variety of attack patterns, and further cementing their close combat capabilities is their shocking speed - as they travel at a point higher than what the user can track; however their biggest drawback is that they can only reach [/b]up to twice the user's body length - thus limiting their abilities to close combat[/b]. A method for them to produce mid-long range offenses however lies in their ability to passively turn solids that they touch to ash (should they so wish), in command of ash, the tails can convert portions of the ground to ash, and control it to form A ranked tail replicas that can be used to attack and defend, and can levitate under the control of pride. This allows pride to act as more than just an extension of the users body, and is perhaps Pride's ultimate ability,due to the almost ubiquitous control over ash that it gives him, and can only be used once per turn.

Notes:
- Can only be used 3x
- Lasts four turns
- Ash conversion does not work on people or animals.
- Once this ends, the user cannot re-use pride for two turns, cannot create any other familiar for a turn, and is limited to S rank and below fire for that turn.
- Ash control is A ranked, used by Pride, counts as a move, and can only be used once per turn.

‡ Declined ‡ Add some proper restrictions, the bolded is nonsense. Also limit the range of the ash conversion (if applied to the ground) to mid-range maximum.
(Katon: Kaika Ninetails: Dai Nana-bi Puraido) | Flowering Ninetails: Seventh Tail; Pride
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Pride, the Seventh Tail, involves the creation of seven ash constructs that typically take the form of fox tails that protrude from the users coccyx area, but in actuality they can take the appearance of any animal's tail (natural or mythological), protrude from any part of the users body, or extensions of their body; such as weapons, so long as at least one tail remains directly attached to the users rear area. While warm to the users touch, these tails will emit ferocious levels of heat when pitted against anything else, allowing them to sear through rock like butter. Their prehensile nature combined with their ability to undergo minor alterations for offensive and defensive purposes (i.e, thinning into sharp edges/points, ‘fur’ fluffing up unto spikes, or widening out so as to act like a shield) - for it is sentient and in control of itself and acts in the users best interests or by command - grants the tails immense close combat abilities, as they're capable of both achieving steel like offense and defense in a variety of ways. Forming skewering, slicing, bludgeoning and shredding tails to attack or arcing out into broader, wide surfaces or dome-like tails to shield and defend, similarly the tails can fuse, or even split into further tails to produce a greater variety of attack patterns, and further cementing their close combat capabilities is their shocking speed - as they travel at a point higher than what the user can track; however their biggest drawback is that they can only reach up to twice the user's body length - thus limiting their abilities to close combat. A method for them to produce mid-long range offenses however lies in their ability to passively turn solids that they touch to ash (should they so wish), in command of ash, the tails can convert portions of the ground to ash (conversion can affect an area the size of mid range), and control it to form A ranked tail replicas that can be used to attack and defend, and can levitate under the control of pride. This allows pride to act as more than just an extension of the users body, and is perhaps Pride's ultimate ability,due to the almost ubiquitous control over ash that it gives him, and can only be used once per turn.

Notes:
- Can only be used 3x
- Lasts four turns
- Ash conversion does not work on people or animals.
- Once this ends, the user cannot re-use pride for two turns, cannot create any other familiar for a turn, and is limited to A rank and below fire for that turn.
- Ash control is A ranked, used by Pride, counts as a move, and can only be used once per turn.

Declined ~ Okay so...

All seven tails have to be attached to your rear end, they cna merge and extend and expand but they can't be separate from you. You're allowed to convert the ground and anything adjacent to it into ash up to mid-range, but you can't control it with the same jutsu. For a sentient being of this magnitude it can only last 3 turns, this can only be used twice. Needless to say, this can turn to steel and pierce through rock like butter, but still follows elemental S&W.

Permission to resubmit:

(Katon: Horusu no Keiji) Fire Release: Revelations of Horus
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique follows a similar principle to that of Dragon’s Breath, in that it’s applications are largely defensive and its usage involves saturating the nearby air with chakra so as to produce an automatic response. As a result Revelations of Horus can be seen as a twin technique to Dragon’s Breath - it’s invocation and results are the same, in that it neutralizes incoming threats, but the methods in achieving the end differ. The chakra that the user releases to saturate the air, visible to only Doujutsu users, will remain dormant until its effects are triggered by an incoming enemy offense. When an incoming enemy offense, such as an enemy jutsu, enters within range of Revelations of Horus, it will immediately be consumed in a golden glow as it is subjected to intense aerodynamic heating. In this case however, where the speed of incoming techniques may be lacking to naturally produce the effects of aerodynamic heating, the user's fire chakra will instead suffice to artificially stimulate these effects. This is done as the fire chakra will serve to greatly enhance the aspect of ‘heat’, therefore the object's kinetic energy will convert to heat at an astronomically greater artificial rate than it would naturally, meanwhile the chakra itself promotes friction, which further aids in the production of heat. All in all, the ultimate effect of this jutsu would be that enemy attacks that enter into the vicinity of Horus will, just like a meteorite upon entering the atmosphere, burn up and disintegrate. Energy attacks would, under this influence of this technique, find themselves quickly snuffed out from existence, burning up before being disappearing entirely. Meanwhile, physical techniques will find themselves disintegrating into harmless vapor or ash, and then that disintegrating even further until absolutely nothing remains. In the case of lightning, the created heat will serve to short circuit the electrical current. In the case of opponents being caught in this technique, as the heat build up is not instant and is also relative to the incoming speed of the object they may have time to produce a defense, or as a even more simple way to counter this technique, stop moving so that its effects halt, excessively fast opponents however may struggle with this.

Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of neutralizing the equivalent of an S rank jutsu each turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that Revelations of Horus activates to neutralize an enemy jutsu the user can only utilize two other techniques, and this technique can only be used twice.
- While this technique is active the user cannot use wind, lightning, earth or water techniques above S rank.
- The similarity of this technique and Dragon's Breath makes it so that they both share an internal cool down, and this technique cannot be used while Dragon's Breath is active.
- This technique saps -30 chakra per turn to sustain, and once it ends the user will be incapable of using it again for two turns. Similarly they won't be able to use fire techniques above A rank for that turn.
- The created 'barrier' of fire chakra extends short range from the user, and moves along with them.

Declined, that one restriction added isn't gonna cut it when you did almost little to scale this down at all. Be smarter than this..
(Katon: Horusu no Keiji) - Fire Release: Revelations of Horus
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique follows a similar principle to that of Dragon’s Breath, in that it’s applications are largely defensive and its usage involves saturating the nearby air with chakra so as to produce an automatic response. As a result Revelations of Horus can be seen as a twin technique to Dragon’s Breath - it’s invocation and results are the same, in that it neutralizes incoming threats, but the methods in achieving the end differ. The chakra that the user releases to saturate the air, visible to only Doujutsu users, will remain dormant until its effects are triggered by an incoming enemy offense. When an incoming enemy offense, such as an enemy jutsu, enters within range of Revelations of Horus, it will immediately be consumed in a golden glow as it is subjected to intense aerodynamic heating. In this case however, where the speed of incoming techniques may be lacking to naturally produce the effects of aerodynamic heating, the user's fire chakra will instead suffice to artificially stimulate these effects. This is done as the fire chakra will serve to greatly enhance the aspect of ‘heat’, therefore the object's kinetic energy will convert to heat at an astronomically greater artificial rate than it would naturally, meanwhile the chakra itself promotes friction, which further aids in the production of heat. All in all, the ultimate effect of this jutsu would be that enemy attacks that enter into the vicinity of Horus will, just like a meteorite upon entering the atmosphere, burn up and disintegrate. Physical techniques caught in the influence of this technique will disintegrate into harmless vapor or ash, and then disintegrate even further until absolutely nothing remains. Energy based techniques however, on account of their lack of physical constitution and as a result their sparse interaction with natural forces and aerodynamics, remain relatively immune to this technique, the exception being wind which will, on account of its natural weakness to fire rapidly begin to heat up and eventually harmlessly disperse into wisps of flame. As the heat build up is not instant and is also relative to the incoming speed of the object they may have time to produce a defense, or as a even more simple way to counter this technique, stop moving so that its effects halt, excessively fast opponents however may struggle with this.

Notes:
- This jutsu can be be used twice, last for three turns, during which time this defense will be capable of neutralizing the equivalent of an S rank jutsu each turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that Revelations of Horus activates to neutralize an enemy jutsu the user can only utilize two other techniques, and this technique can only be used twice.
- While this technique is active the user cannot use wind, lightning, earth or water techniques above S rank.
- The similarity of this technique and Dragon's Breath makes it so that they both share an internal cool down, and this technique cannot be used while Dragon's Breath is active.
- This technique saps -30 chakra per turn to sustain, and once it ends the user will be incapable of using it again for two turns. Similarly they won't be able to use fire techniques above A rank for that turn.
- The created 'barrier' of fire chakra extends short range from the user, and moves along with them.

Leaving both for another mod.

Declined ~ Any references to other jutsu must be posted in the same or the quoted post.
 
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Atrocitus

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(Senpō: Tenmei) - Sage Art: God's Will
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: A variant of Frog Kata, instead of using the natural energy offensively the user opts for a stronger defence instead. The natural energy that enscapuslates the user will defend the user on it's own accord (meaning the user doesn't need to focus on it). This ability is linked to the sensory part of Sage Mode giving the aura different effects depending on which Sage Mode the user is using. Toad sage users have the invisible aura itself defend from attacks that enter into short range literally pushing them back out. Snake Sages has the aura automatically move their body out of harms way, this is very fast movement and if needed it can send the user high into the sky to dodge certain techniques. Wood Sages has the aura form dense wood in the direction of the attack (act's like Gaara's sand) to block attacks while also allowing them to use that wood for techniques. This technique doesn't use any extra chakra from the users personal supply but just uses the natural energy provided with sage mode and the natural energy in the immediate vicinity.
Note: Can only be used in Sage Mode.
Note: Can only be used twice per Sage Mode activation and follows the "Frog Katas" rules of reducing the user's Sage Mode turns by one (two in the case of Minato).
Note: No other S ranked or higher Senjutsu this turn.
Note: No other Frog Kata techniques or variants used in the same turn.

□ Declined. Hm, its a nice idea, but I don't like it being done passively. Also make it clear up to what rank this can protect the user, also can't be used in consecutive turns of each other nor be boosted with another defense. □

Leaving for another mod.
Resubmitting changes in bold:

(Senpō: Tenmei) - Sage Art: God's Will
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: A variant of Frog Kata, instead of using the natural energy offensively the user opts for a stronger defence instead. The natural energy that enscapuslates the user will defend the user on it's own accord (the user will still have to focus and react to the attack but he does not need to "move" only direct it with his mind). This ability is linked to the sensory part of Sage Mode giving the aura different effects depending on which Sage Mode the user is using. Toad sage users have the invisible aura itself defend from attacks that enter into short range literally pushing them back out (S ranked defense following sage chakra S/W). Snake Sages has the aura automatically move their body out of harms way, this is very fast movement (Sage ranked speed) and if needed it can send the user high into the sky (around 8 meters) to dodge large scale attacks (this movement is in a linear direction and the user must still be able to react in time). Wood Sages has the aura form dense wood in the direction of the attack (act's like Gaara's sand) to block attacks while also allowing them to use that wood for techniques (The wood created is s ranked but doesn't stack with other wood jutsu buffs and it also follows traditional wood S/W). This technique doesn't use any extra chakra from the users personal supply but just uses the natural energy provided with sage mode and the natural energy in the immediate vicinity.

Note: Can only be used in Sage Mode.
Note: Can only be used twice per Sage Mode activation and follows the "Frog Katas" rules of reducing the user's Sage Mode turns by one (two in the case of Minato).
Note: No other S ranked or higher Senjutsu this turn.
Note: No Frog Kata techniques or variants used in the same turn or the next.
Note: This technique cannot be boosted by other defense techniques.

Leaving for L

□ Approved. Edits made.□


Proof that I've signed the contract (a previous username of mine is Hattori Hanzou):

Proof I've previously submitted CJ for this contract (permission was given in 2011 on msn by Gatsy but I'll also link vms where I mention that I'm creating jutsu for it):




Kuchiyose No Jutsu: Jūnin | Summoning Technique: The Dweller
Type: Supplementary
Rank: S
Range: Short - long (summons short range)
Chakra: 40
Damage: N/A
Description: The Dweller is a large serpent like Basilisk (similar size to Aoda) whom specializes in genjutsu and is able to use up to and including S rank genjutsu (that the user knows) without the need for handseals (it's eyes will glow golden which the victim must witness in order to facilitate the genjutsu). It also has a special genjutsu unique to itself. It causes a victim to freeze/petrify on eye contact restricting their entire movement (they see the Basilisk itself coming to eat them causing their body to freeze up in fear) and is itself an A ranked genjutsu which can only be used twice per battle costing a move. Furthermore it has the ability to break A ranked and under genjutsu on someone else by using eye contact, casting a Stronger illusion onto the target which is simply the current reality of what's going on. An example of this is if the target was bound in the false darkness genjutsu, The Dweller would create an illusion that is stronger showing everything as it should be, overpowering and breaking the previous illusion. He is intelligent enough to have a mental link to it's summoner. Finally it forgoes having Basilisk venom in favour of being able to use "Leech All Creation: Attack Prevention Technique" in order to traverse its surroundings.

Note: Lasts for four turns and only once per battle.
Note: All abilities count as a move for the user. Only one ability can be used per turn
Note: No other animal summonings on the field at the same time as this nor two turns after this disappears.
Note: It's abilities for genjutsu can only reach mid range from itself.
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[CENTApproved - Made edits.


Genjutsu: Tsuitchi | Illusionary Arts: Twitch
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: This genjutsu begins by the user performing either three handseals. Once caught the victim will be placed under a genjutsu where they are strapped into a psychiatric chair unable to move where their eyes are held open and their head (which is strapped in as well) is being moved to follow the users movements. This genjutsu is unique in that if the victim is not able to perceive the user then the genjutsu will automatically break itself but only in cases where the victim cannot keep up with the users speed or if their vision is blocked by any reasonable means.

Note: Can only be used twice per battle with a turn in between uses.
Note: Can be used on multiple opponents.
Note: User cannot perform genjutsu A rank and above next turn.

Leaving for another mod.

□ Approved. Edits made. □
 
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Gutsy

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Update (Complete revamp/re-written technique):

Previously approved here:

(Suiton: Mizu Kuro-n Joutou) - Water Release: Water Clone Appear
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will during hand to hand combat, or during any sort of close ranged combat, such as Kenjutsu or Taijutsu, attack the opponent with this surprise attack technique. This technique is quite simple and fast, whenever he is in combat, and mid-swing or strike towards his opponent, he can generate a water clone out of thin air behind his target, the clone being created almost instantaneously. The clone which is generated out of thin air in any position he wishes, can be formed so that it is already in mid strike towards the opponent, or when formed it can be used so that the water clone will wrap around the target to restrict their movement and strangle them. The clone can be generated with a sharp sword of water or other kinds of weapons. This clone is made of unique sticky water which makes it durable and makes it more difficult to escape if used to trap the opponent.
Note:
- Can only be used trice per battle
- This clone has the same abilities and restrictions as the water clone technique

□ Declined. Change the position the clone is formed to at least 3 meters from the opponent, other than that, its fine. □
 
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Sasori

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Dust Bio:

(Dasutorirīsu: Mokusei no wasure rareta yochō) Dust Release/Sealing Arts: Forgotten Omen of Jupiter

Type: Offensive/Defensive
Rank: S
Range: Short (Mid-Long)
Chakra: 40 (-10 per turn)
Damage: NA
Description: In order to initiate this technique, the user clasps their hands together and, as they separate them they reveal a cube in the palms of their hands. The size and scale of this technique can be expanded in order to deal with large foes up to the rank of the Jutsu. Once the cube has been revealed, the user can choose to activate one of two methods of the technique. The first method involves the user expanding the cube in their hands so that it encompasses their body and anything short range of them if wanted. It was shown that Dust Release in cube form is capable of being intangible as shown when Ōnoki trapped Sasuke inside of it. Once inside the cube, the user will manipulate the cube in order to release pinpoint dust blasts instead of full blast from inside. This cube serves as a defense for the user because the moment a projectile or attack of any kind comes into contact with the barrier from any angle, the cube releases a pinpoint blast of Dust Release at said attack the moment it enters the cube. By using the cube in this manner it allows the user to successfully counter any Jutsu without risking harm to themselves. As an example, if a kunai were to enter the barrier, the moment it did so, a concentrated a blast of Particle Release will disintegrate the kunai in an instant. Now, the second method of utilizing this involves the user forming a cube in between their palms like before, but instead of expanding the cube around themselves they will instead expel the cube towards an opponent that will begin to expand while moving. Upon being launched at a target, it begins to expand towards everything up to ten meters of it. If desired, the user can choose to release this technique underground taking advantage of dust releases intangible properties allowing for a stealthy execution. Once the opponent is trapped inside the user performs a single hand seal causing sealing transcripts to emerge over the entire barrier. Instantly, once the transcripts appear any targets trapped inside will begin to be drained of their stamina, and have -50 chakra drained from them each turn. The usage, of Dust Release comes into play whenever the enemy tries to utilize any basic elemental nature which will cause for a concentrated blast of Dust to be released, disintegrating it in the process. Let it be known, that this variation does not deal with any actual physical harm to the enemy. This barrier is capable of lasting three terms at most, and if inside of the barrier for more than one turn, the victim will find themselves having a hard time moving.

Note: Can only be used twice with a turn cool down.
Note: No A-rank or above Dust release next turn for first variation.
Note: No A-rank or above Dust release during or after the second variation.

Declined - First of all i don't think you has permission for S rank barriers. But the barrier around a dust jutsu is to contain the blast of the orb:

"The user uses Dust Release to create a structure, with a sphere located at its centre, between the palms of his hands. The structure expands rapidly in size when being propelled towards its intended target and traps them inside its confines. The sphere then seems to explode with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius, resulting in the destruction of everything and anyone caught within as they are pulverised into minute particles of dust. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defences, witnessed from Ōnoki's use of it to destroy Madara Uchiha's Susanoo.[2]"

So if you makes this around himself, the dust orb is actually made on you and would just blow you up. Apart from that it seems like the cannon technique for the most part.


(Dasutorirīsu: Juno no kami no yogen) Dust Release: Divine Prognostications of Juno
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user starts off by clasping their hands together, and pulls them apart in order to reveal a spherical 3-Dimensional shape between his palms. As the sphere is stabilized between their palms, the user will then aim their hands into the air as the sphere begins to expand in size only to end up being dispersed throughout the battle field. In a matter of seconds the spherical shape will expel localized blasts of concentrated beams of Dust Release throughout the battle field that will encompass the battlefield in mere moments. This technique works to release randomized beams of dust Release throughout the battle field, so the user does not have any control over any specific directions of any beam of Dust. All of the Dust release apart of this technique are all equivalent to a collective S-rank even though the technique is dispersed throughout the field. Let it be noted that all of the dust partaken in this technique are closely packed together making it pretty difficult to find a position to avoid or even out run it. Also, as stated before, the beams of Dust release are released randomly, but this also includes beams that will make curved turns in order to hit objects from the sides or from behind. Once contact has been made with the ground, a two meter deep spherical opening will made all throughout the battle field.

Note: Can only be used twice with a turn cool down.
Note: No A-rank or above Dust release next turn.


Declined - too large of a scale as dust release is meant to be extremely taxing on the chakra, such control would seem impossible. Also, wont this just blow up in you face base on how dust techniques work?

(Dasutorirīsu: Minerva no ōkina kakusa) Dust Release: Minerva’s Great Disparity
Type: Offensive
Rank: S
Range: Short-Long (Mid-Long)
Chakra: 40
Damage: 80
Description: By first slamming their hands together and pulling them apart, the user will reveal a triangular prism otherwise known as a pyramid in between their palms. In a matter of moments, the prism expands greatly until it disperses into a multitude smaller prisms (up to four). All of the smaller prisms will be sent towards the ground in order to reach the opponent from underneath. It isn't long before rumbling noises can be heard as a ring of prisms emerge from the ground entrapping the target and anything short range of them inside. At the very moment that the triangles are emerging it causes for the enemy to be thrown off balance due to the sudden shift in the land platform considering that upon emerging the Dust will have eaten through the ground. Upon spawning at least five meters away from the target who is now entrapped, each of the three dimensional shapes begin to expand in order to close in on the target; of course upon expanding the dust eats away at anything in its pathway which will eventually include the target and the ground. If successfully executed, the end result would be that of a ten meter triangular hole. Alternatively, there is another method to this technique which follows the same method of the user placing their hands together. This time around the prism will have dispersed into a multitude of smaller triangles, but this time there are larger quantity of them which makes it difficult to count. In quick succession, the ground passed ten meters begins to rumble as it throws off any targets passed that mark due to the prisms being sent underground. With haste, several triangular blocks of Dust Release emerge from the ground, but instead of emerging completely the base is still submerged as all of the prisms begin to expand across the half of the battlefield; this technique collectively deals S-rank damage while its purpose is mainly to deal with large or a wide array of enemies. Let it be noted that the triangles all raise up to five meters, and leaves a ten meter hole in its place. This technique causes for all of the ground passed ten meters to crack beforehand before being succumbed to the Dust. Once completed, the ground passed ten meter will be ten meters lowered than that on the other side.

Note: Can only be used twice with a turn cool down.
Note: No A-rank or above Dust release next turn.

Declined - The barrier formed in the cube shape holds the destructive dust power at the center. So I don't believe it would be possible for the dust shapes to go underground, in this manor.
 
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Jᴀʏ

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(Sennika: Monsutāpointo) - Sage Transformation: Monster Point
Type: Supplementary/Offensive
Rank: S
Range: Self
Chakra: 40 (-5 to sustain)
Damage: (+20)
Description: Undoubtedly the most powerful of the four point transformations, this technique unlike its counterparts focuses more so on the offensive capabilities of the Sage Transformation Clan. Through the unconventional use of the jet booster appendages to propel attacks towards enemies instead of the user towards and away from the attacker. The propelling of attacks increases the damage output of the user’s elemental attacks, while physical attacks gain a boost due to the incredible amount of force used to expel the technique forward, energy-based attacks like lightning techniques or fire techniques gain power through the potent nature energy exerted to enhance and add power to the original technique. Due to the nature of this technique it can only be utilized for techniques originating from the user's body, or techniques created near the user. Thus, techniques originating from the user's body or near the user while this technique is active gain a +20 boost, this boost is passive and will remain as long as the user is in this form. This technique is also accompanied by physical alterations, the user attains glossy horns, horns that almost look like decorative items, bleach white hair, claws/fangs and a number of black eyes with red irises on their upper left chest. Activation of this technique is instant, meaning it can be activated within the same time-frame as other techniques, however it will always take up a move slot.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: One turn cool-down before re-use
Note: Activation of this technique is instant
Note: No S-ranks or above the turn after activation
Note: This technique lasts three turns, unless the user decides to deactivate it or undergo a different transformation


Declined - You can do this with cannon techniques:
( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost
( Kansei Senninka ) - Complete Sage Transformation

You boost for added tai and even in full form you only get +10 to elemental.


-

(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: (60 is used to attack/defend)
Description: The user will channel Futon chakra into his sword, and spin horizontally behind him it by the lanyard at it's hilt. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The wind can be released as one burst, as the user swings their sword to propel themselves. The user is able to move at their running speed while utilizing the wind propulsion. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth, blasting away water, overpowering other wind techniques, and diffusing electrical currents it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart and breaking bones should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Sword used to perform the technique must have a lanyard, or sash of some sort.

Declined - still doesn't make much sense, how can it lift you when it's behind you or to the side etc.

(Sennikka: Gādopointo) - Sage Transformation: Guard Point
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40
Damage: 80
Description: The first of the four point transformation techniques, an alternative transformation to that of the Complete Sage Transformation technique. Through the user's latent ability to absorb and manipulate nature energy, the user of this technique will manipulate that energy as well as the mysterious fluids within their body to undergo a transformation. The transformation begins when the user forms a number of hole-like appendages throughout their body, the skin tone will darken as part of the aesthetic. Furthermore it would seem as if the user of this technique had gotten a boost in strength as they would look larger, and more muscular, however this is not accompanied with a boost in physical strength, it only serves as an aesthetic. The hole-like appendages created through this transformation are capable of expelling blasts of highly potent blasts of nature energy neutral to all elements, similar to that of the chakra blast. However the blasts of nature energy serve no offensive ability, the technique is defensive in nature. Upon being attacked by a jutsu the user is capable of releasing energy from the holes to counteract enemy techniques up to S rank. The user can release energy the holes in order to defend against, or "attack" enemy techniques, effectively destroying them. Should the technique A rank or lower, the user has the option to utilize the forceful blast of chakra to boost the technique back towards the opponent.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: The nature energy released is neutral to all elements.
Note: Lasts four turns, unless the user states they deactivate this jutsu or undergoes another four point transformation.

Declined - the defense makes sense but just a burst of energy wouldn't send lightning and such back at someone, it would just negate it. Lasting 4 turns is too long. And once again, do you know what drawbacks are?


(Kemuri: Yūforia no Sen'nyūkan) - Smoke Release: Euphoria's Innate Impurity
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +1 rank
Description: A simple infusion technique upon using a smoke jutsu to the user will insert their water chakra into the technique. This infusion increases the density of the smoke technique the increase only being limited by the users wishes if you use with a smoke screen technique or equivalent the the newly enhanced density will prevent the technique from easily being blown away. The user can also use this infusion to increase the damage output and rank of smoke techniques. The increased density allows for new possibilities as well, the smoke will gain a milky bioswhite color, as opposed to its usual dark grey aesthetic.

Note: Can only be taught by Jᴀʏ
Note: Can only be used by smoke bios

Declined - water and smoke wont really mix, the water would just like dilute the smoke, so it would no longer be a smoke jutsu. If anything what you're adding is the mist variation of water which then already exists like creating and controling mist.
(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it by the lanyard at it's hilt. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (B rank within reason), blasting away water (B rank within reason), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Sword used to perform the technique must have a lanyard, or sash of some sort.
Note: Can only be used 4 times.

□ Approved. Edits made. Shout out Yoshimitsu. □

Leaving for another mod


(Sennikka: Gādopointo) - Sage Transformation: Guard Point
Type: Supplementary/Defensive
Rank: A
Range: Self
Chakra: 30 (-5 to sustain)
Damage: 60
Description: The first of the four point transformation techniques, an alternative transformation to that of the Complete Sage Transformation technique. Through the user's latent ability to absorb and manipulate nature energy, the user of this technique will manipulate that energy to undergo a transformation. The transformation begins when the user forms a number of hole-like appendages throughout their body, the skin tone will darken as part of the aesthetic. Furthermore it would seem as if the user of this technique had gotten a boost in strength as they would look slightly larger, and more muscular, however this is not accompanied with a boost in physical strength, it only serves as an aesthetic. The hole-like appendages created through this transformation are capable of expelling blasts of highly potent blasts of nature energy neutral to all elements, similar to that of the chakra blast. However the blasts of nature energy serve no offensive ability, the technique is defensive in nature. Upon being attacked by a jutsu energy is released from the holes to counteract enemy techniques up to A rank. The user can release energy from the holes in order to defend against, or "attack" enemy techniques, effectively destroying them. Should the technique be B rank or lower, the user has the option to utilize the forceful blast of chakra to boost the technique back towards the opponent, however this is only effective for tangible attacks, like earth or water, energy attacks like lightning or fire will simply be negated. Activation of this technique is instant, meaning it can be activated along the same time=frame as another technique however activating it will always take up a move.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: Two turn cool-down before re-use
Note: No A-ranks or above the turn after activation
Note: This technique lasts three turns, unless the user decides to deactivate it or undergo a different transformation

Note: The nature energy released is neutral to all elements and visible.

Approved - made alot of edits.

Removed: "as well as the mysterious fluids within their body" - as there is no fluid just natural energy
 
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Sinthorus

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[Kuchiyose no Jutsu: Hekate] - Summoning Jutsu: Hekate
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Hekate, of the Thorny Dragon Lizards, named after the God of Magic. Standing 10m tall on all 4 legs and reaching 20m long, Hekate is one of the larger summons of the contract. His skin colours like dessert camouflage allowing to blend into all rocky and sand based terrains even with his large size. His body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid A rank defence against attacks but would be dispersed from a total of S rank damage. These spikes serve as an excellence defence from physical attacks such as taijutsu as they are extremely sharp causing 50% of the damage received to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt aswell as cutting damage. One thing Hekate is well known for is rolling up into a ball with the user at the center acting as a shield, confident in it's defensive powers. Like all lizards from the Thorny dragon contract, Hakate is able to sense chakra through tastes and smell using his tongue. His main affinity is for Genjutsu, being named after the God of Magic, he tricks people into believing he can use magic through genjutsu being able to use all Genjutsu that the user can use, except Forbidden Ranks or character-bound techniques like MS Genjutsu, all costing one of the users three moves per turn. He has one unique illusion of his own where the target will need to see him moving his tail from side to side, like a hypnosis form of binding. In this illusion, the Target/Targets would suddenly see eyes from out of the terrain around them as several komodo dragon sized lizards shoot up with intense speed biting onto the targets limbs, neck etc, and wrap their tails around the target for painful constrictive binding. This is A rank in power and can be used once, taking up one of the users three moves per turn. Hekate has a mental link with the user, them being able to communicate with each other on an intellectual level. The last ability of Hekate combines two cannon effects into one. Lizards are well known for using camouflage to hide from predators, this allows Hekate to combine the hiding in camouflage technique with the assimilated all creation effect, that only works on earth and rocky terrain. It allows him to blend into the area completely hiding himself as well as to fuse with the earth and travel through it, like he's swimming throw it without disturbing the earth, emerging like a fish jumping out of the ocean. Due to his low body heat, he would be undetectable through heat sensory. This would cost one of the users three moves per turn, is A rank and wouldn't work on earth being controlled by an enemy that is above C rank. This can be used 3 times, or throughout 3 turns.

Note: Can only be summoned once
Note: No summons for two turns after
Note: Lasts 4 turns



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Approved ~With Edits. Ressubmit if you're discontent with the edits.

[Kuchiyose no Jutsu: Demeter] - Summoning Jutsu: Demeter
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Demeter, of the Thorny Dragon Lizards, named after the Goddess of Agriculture. Standing 10m tall on all 4 legs and reaching 20m long, Demerter is one of the larger summons of the contract. Her skin colours like dessert camouflage but can change the become like flowing water allowing to blend into all rocky and sand based terrains as well as water sources even with her large size. Her body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid A rank defence against attacks but would be dispersed from a total of S rank damage. These spikes serve as an excellence defence from physical attacks such as taijutsu as they are extremely sharp causing 50% of the damage received to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt aswell as cutting damage. Demeter gained her name due to her special abilities tied to the the contract, which is the ability to retain water within these spikes, and then use the water to help the agriculture methods within Sunagakure where they get little to no rain. Demeter has the unique ability to use chakra control and absorb water into these spikes, from either moisture in the air (vapor or even mist) or from water jutsu A rank and below, to negate attacks or to consume a water source, creating a form of fast scale chakra vacuum, pulling in the water and compressing it within the scales ready for a later use. To absorb a technique, it will cost a jutsu and can be done once per turn, but Demeter always has some stores of water that have been passively gathered that she can use to release any form of water jutsu from her body that the user knows, without needing a water source or handseals. A unique trait of Demeter is her own version of camoflague concealment, being cold blooded, she is hard to sense through heat, but she takes this one step further and will coat her entire body in water that reflects light in the same way to the cannon technique hiding her. Due to the properties of this water, it will also block out any form of chakra sensory, smell/taste sense and basic visual powers, though it's not enough to fool doujutsu. Like all lizards from the Thorny dragon contract, Demeter is able to sense chakra through tastes and smell using her tongue. Her main affinity is for water, being named after the God of Agriculture, he is able to use all water release jutsu the user knows up to and including S rank, all counting towards the users three moves per turn. She will release them through body motions or spitting them out, releasing the water through he thorny scales. Demeter has a mental link with the user, them being able to communicate with each other on an intellectual level. The last ability of meter combines two cannon effects into one. Lizards are well known for using camouflage to hide from predators, this allows demeter to combine the hiding in camouflage technique with the assimilated all creation effect, that only works on water and muddy terrain. It allows her to blend into the area completely hiding herself as well as to fuse with the water/mud and travel through it, like she's swimming through it without disturbing the water, emerging like a fish jumping out of the ocean without disturbing the surface and not being seen. Due to her low body heat, he would be undetectable through heat sensory. This would cost one of the users three moves per turn, is A rank and wouldn't work on water being controlled by an enemy that is above B rank. This can be used 3 times, or throughout 3 turns.

Note: Can only be summoned once
Note: No summons for two turns after
Note: Lasts 4 turns

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Declined ~ The way I see it, you can either make this summon Ninjutsu based or Water Based. For the former, you'll remove his ability to produce water techniques and keep or create a water-like ability for her to be able to manipulate through basic chakra, which can still have a rank attached and some somewhat defined S/W. I'd give the armour itself a weakness against lightning/eletrocution and probably something like neutrality to everything else. This would aslo mean you can keep the camouflage and the assimilate/swim through ability. Both of which have to be restricted in the way they are perceived, I'd suggest a detectable shift in the air/water when she's moving, and s slight bulging/vibration in the earth, though only i the opponent is actively concentrating on that spot.

Otherwise, you'll have to make it water base, give it water's strengths and weaknesses and remove the assimilate technique, so that your lizard can go underwater but not underground.
 
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Alyx

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Resubmitting:

(Shodō no Tetsugaku Kenjutsu) Philosophy of Calligraphy and Swordsmanship
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra cost: N/A (+10 to Kenjutsu)
Damage points: N/A
Description: This technique incorporates the elements of swordsmanship and calligraphy which go hand in hand. This is a form of training practiced by masters new and old to develop their essence of martial arts. The user by practicing strokes of calligraphy can enhance their swordsmanship. This technique is passively active, to which with simple chakra flow into the muscles of the user. Imitating the brush strokes with there sword, and using the chakra to keep the muscles well toned and precise, the user's sword swings are much faster, and amongst speed comes more force aka power to the attacks. The speed of which this is done allows for the user to release projectile based kenjutsu techniques twice their base speed while also increasing the rank by one or +10 for S Ranks and Above. This technique must be mentioned in the user’s biography in order for it to be used or mentioned before a fight.

Declined - It's literally just methods of swinging your sword, nothing more. At best it's a base for a cfs, but that wouldn't translate to any boost in power to your attack. As a boosting cj consider this DNR, but feel free to use this as a base for a cfs or a base form for other kenjutsu setup.

Updating:

(Supurasshusutā) Star Splash
Type: Offensive
Rank: S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description:The user holding their sword in their hand will take on the a simple stance ,where they will gather their chakra into their blade till it begins to glow a light green color, as they reach a peach of chakra then user will then run at full speed, so fast it is difficult to keep track of the user when he/she moves in a zigzag pattern , with the opponent losing focus then user will then channel chakra into their feet and jump into the air taking a full 360 turn and as they return around the user will unleash barrage powerful thrusts with there sword that will create several chakra thrusts similar to the Samurai Sabre Technique to strike the opponent .These thrusts are not sharp on the sides that it will only bruise the target but the center of the thrusts(the point) is very sharp and can stab into the target leaving gashes in the targets skin and severely bleeding. This can also be performed while on the ground without having to jump into the air, while it can be used up to three times per turn with a cooldown of turns equal to the number of times it was used.

Air Based Strike
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Declined - Good old Nakiri:

"-Can only be used 2 times
-No chakra related techniques next turn-
-Can only be used with a raiper"

which suits an S rank technique to this:

", while it can be used up to three times per turn with a cooldown of turns equal to the number of times it was used."

Just gonna try and make an S rank more versatile and hold off on the drawbacks?
 
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Summer

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Doton Aeration Suiton Roka / Earth Aeration Water Filtration

Type: Supplementary
Rank: rank
Range: Short-Long
Chakra: 40
Damage: +1 rank to Mud/Swamp
Description:
Using a common method for farming. The user will channel there earth chakra across the battlefield. This will allow the user to accomplish a coring type method of using earth across the entire field. Creating coring type holes throughout the battlefield. These holes will be roughly 1 inch holes in diameter but will sink multiple meters into the core of the ground. The coring holes will be spaced roughly 3 inches apart from each other. This method takes mere a moment to establish and have in place.
Once the holes are fully developed the user will channel there water chakra into the ground. This will have a unique effect as it will water log the entire lower later of earth just below the surface. While having no apparent water visible but walking and running on the surface will feel like that of being at sea on a ship battling a storm.( or that of a water bed for reference). Having this set up on the field will allow for two concepts to take root. The user will willingly know that they can use the water as a large source of water. Drawing it up from the ground like that of an aquifer. The next is that both the user and enemy would be at a speed disadvantage. The more strength/type exerted on the field the more you will have trouble with footing. Slowing you down to regular shinobi speeds. This is largely due in part to the softness of the earth making a strong foothold near impossible. The other being that the earth moves easier in this softer state. Making it a terrain that cannot be trekked at usual standards. Using things like mud jutsu on the battlefield will increase there speed x1 and will also increase there rank +1 due to the earth having an easily accessible watered state.
Water jutsu from the ground will also have a x1 speed but no boost in rank. This is because of the amount of dormant water lying in wait.
These terms will affect both the user and the enemies jutsu's

Restrictions:
- Can only be used once per battle
-Can be used as a large water source
- Can only be used on land
- Cannot use Earth in the following turn.
-This jutsu lasts for the entire duration of the battle or until the effects are countered.
- Can only be taught by Juha

Declined - it's a nice idea but reducing speed needs reworking. I mean, you can slow them down but by X amount, you can just say always to base speed. A monster bio like Raikage with his strength wont struggle to run quick as much as others. Bios like Minato i feel are just light on their feet and move so fast. If i reduce my weight with cannon tech to make me faster, i wont sink into the mud and wont be slowed down. Just a few examples.
Fuinjutsu Suiton Poseidon/Zeus - Sealing Arts* Water of Poseidon/Zeus*
Type: Supplementaty
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage:* (+20 to water jutsu)
Description:
This was a powerful combination between two brothers Zeus and Poseidon . They were renowned for creating seemingly flawless Co op jutsu's that would boost each other's jutsu's. The user places a specific sealing tag onto the ground. Then proceeds to form two handsigns at any time during the battle to activate this seal. The seal will run a constant surge of electricity to any water source in the nearby vicinity of the tag. This will give the water source a boost of damage strength when any water jutsu is utilized from the water source. It will give off a constant surge of electricity water combo boost without the need to pair it with lightning during* the same turn move. The combo will be capable of paralyzing an enemy for one turn upon contact.* The source will remain infused with voltage until either the tag is remove or the 3 turns have conceded. The lightning being infused into the water source is that of B rank strength which will not be distinguishable through normal methods.

Restrictions:
+useable once per battle
+Cannot be paired with forbidden ranked water jutsu
+lasts for three turns.
+Cannot use water for one full turn after the seals effects have ended.
+ the user can place the tag and simply add the handsigns onto a water jutsu to simultaneously activate while drawing upon the source.
+ can only be taught by juha

□ Declined. Its fine, but I have a few concerns. First, how far away from the tag will the Water source be boosted? Can the surge from the tag be disrupted by disrupting the medium (aka, the ground), and also, the Lightning will be distinguishable by normal means. Other than that, its okay. □
Edits bolded.




Doton* Aeration* Suiton Roka* / Earth Aeration Water Filtration

Type: Supplementary
Rank:* rank
Range: Short-Long
Chakra: 40
Damage: +1 rank to Mud/Swamp
Description:
Using a common method for farming. The user will channel there earth chakra acrossed the battlefield. This will allow the user to accomplish a coring type method of using earth across the entire field. Creating coring type holes throughout the battlefield. These holes will be roughly 1 inch holes in diameter but will sink multiple meters into the core of the ground. The coring holes will be spaced roughly 3 inches apart from each other. This method takes mere a moment to establish and* have in place.
Once the holes are fully developed the user will channel there water chakra into the ground. This will have a unique effect as it will water log the entire lower later of earth just below the surface. While having no apparent water visible but walking and running on the surface will feel like that of being at sea on a ship battling a storm.( or that of a water bed for reference). Having this set up on the field will allow for two concepts to take root. The user will willingly know that they can use the water as a large source of water. Drawing it up from the ground like that of an aquifer. The next is that both the user and enemy would be at a speed disadvantage. The more strength/type exerted on the field the more you will have trouble with footing. Slowing you down to Base shinobi speeds. This is largely due in part to the softness of the earth making a strong foothold near impossible. The other being that the earth moves easier in this softer state. Making it a terrain that cannot be trekked at usual standards. Using things like mud jutsu on the battlefield will increase there speed and form instantly and will also increase there rank +1 due to the earth having an easily accessible watered state.
Water jutsu from the ground will also have a faster speed but no boost in rank they will be created instantly. This is because of the amount of dormant water lying in wait.
These terms will affect both the user and the enemies jutsu's

Restrictions:
- Can only be used once per battle
-Can be used as a large water source
- Can only be used on land
- Cannot use Earth in the following turn.
-This jutsu lasts for the entire duration of the battle or until the effects are countered.
- Can only be taught by Juha

Declined - the same check applies as before i'm afraid. You can say it slows them by times X but just reducing everyone to base speed isn't gonna work. Like i said stuff like gates has power in it aswell as speed, which running through mud wont slow them down to their base speed in the 8th gate.


Fuinjutsu Suiton Poseidon/Zeus - Sealing Arts* Water of Poseidon/Zeus*
Type: Supplementaty
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage:* (+20 to water jutsu)
Description:
This was a powerful combination between two brothers Zeus and Poseidon . They were renowned for creating seemingly flawless Co op jutsu's that would boost each other's jutsu's. The user places a specific sealing tag onto the ground. Then proceeds to form two handsigns at any time during the battle to activate this seal. The seal will run a constant surge of electricity to any water source in the nearby vicinity of the tag. This will give the water source a boost of damage strength when any water jutsu is utilized from the water source. It will give off a constant surge of electricity water combo boost without the need to pair it with lightning during* the same turn move. The combo will be capable of paralyzing an enemy for one turn upon contact.* The source will remain infused with voltage until either the tag is remove or the 3 turns have conceded. The lightning being infused into the water source is that of B rank strength which will not be distinguishable through normal methods. The lightning will spread up to mid range from the tag only and in a 360' radius, and under ground. However anybody can hear the lightning being released and tbe ground will crack anywhere it travels to. The effects can be disrupted through damaging the tag or through means of countering the lightning in some way.

Restrictions:
+useable once per battle
+Cannot be paired with forbidden ranked water jutsu
+lasts for three turns.
+Cannot use water for one full turn after the seals effects have ended.
+ the user can place the tag and simply add the handsigns onto a water jutsu to simultaneously activate while drawing upon the source.
+ can only be taught by juha

□ Approved. □


Sennin Ooi Mugetsu - Sage arts Shroud of Mugetsu*
Type: Supplementaty
Rank: A rank
Range: Short
Chakra: 30
Damage:*
Description:
The user of this jutsu will first be required to enter sage mode. Upon entering sage mode the user will tie two handsigns and clap there hands together. This will release a small shroud of natural energy from the body in a flaming body like manner. The shroud of natural chakra will be a visible black and will also turn any hair on the user black as well. This shroud will give the user an extended and boosted range for taijutsu making the reach of a punch connect without having to touch the enemy( similar to frog kumite). It will also mask any sounds of movement making the enemy as silent as a snake sneaking up on its prey. This black shroud of Senjutsu chakra can be used to makeshift weapons like Spears and blades etc. They will have more extreme cutting prowess then normal weapons but be chakra based entirely.
The difference between this chakra shroud and say a toad one is that this chakra shroud can boost the range of genjutsu from short-mid. Making all genjutsu reach up to long range and boosting the strength +1 rank. However it cannot boost S rank genjutsu to forbidden rank. But it can boost the range on all genjutsu used. Any weapons that are made with the shroud can be used to apply genjutsu too them applying a strike type application of applying a genjutsu hidden from the enemy which cannot be sensed. The genjutsu in question can be paired with any weapon made from the shroud of mugetsu. Or the genjutsu can simply be boosted by range from the shroud. This shroud feels like an aura or presence of a being so it is very hard to distinguish with sensory. As it can fool a sensory into thinking there is to beings present. It's darkness was said to be the epicenter of the first nightmare ever record. This shroud can be manipulated free form and can also be sent out as a blast of senjutsu chakra as well.
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Restrictions:
+ Can only use once per battle
+ cannot use any other sage techs while active
+ cannot use sage mode again for 2 turns.
+ Can only pair two genjutsu to this ability per turn.
+weapons Can be anything thing from throwing types to hand to hand types or even shields etc.
+ Can only be taught by juha

□ Declined. Boosting of Genjutsu already made this decline worthy, as well as making weapons from it is similar to existing techniques and the Shroud in the last part makes it sound similar to my own Mad Enhancement CJ. □
 
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pop123

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Updating. Changes in bold
(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand. The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user is capable of controlling the tangibility of the manifested creature, depending on his needs. It is however important to note that the user cannot repeatedly force the creature to switch from an intangible state to tangible and vice versa as this can only be done once per turn for the duration that this technique is active.
Note: The user may not use Sand techniques above S-rank as long as this technique is active

‡ Update Approved ‡ Nice custom.

New Submissions

(Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
Type: Offensive/Supplementary/Defensive
Rank: B-S
Range: Short
Chakra Cost: 20-40 (-5 per turn to maintain)
Damage Points: 40-80
Description: The Heavenly Wings of Tengu is a unique technique that allows the user to manifest two massive sand-based wings on his back. This is done by manipulating sand either from the users gourd or the terrain, clumping them together and molding them in the form of wings. Whilst the primary function of the wings is to sustain flight, they possess other characteristics as well. Most notably, the user can utilize the wings for offensive or defensive purposes. Being extremely thin and sharp, the user is capable of using the wings to slice through incoming objects or alternatively sever the opponent in two. Similarly, by encasing his body completely with the wings, the user is capable of defending himself against incoming techniques, in accordance with Sands S/Ws. Apart from these generic traits, the wings also possess the ability to release a volley of blades (reaching upto Long Range) at the opponent. This ability is passive however, as the blades in question are no stronger than an average kunai. The user flies at their current running speed.

Note: The manipulation of the wings to defend the user, attack an opponent or simply move from one place to another collectively count as one of the three moves per turn, regardless of the extent of their manipulation.
Note: The strength and duration of the technique depends upon the Rank selected. That is, 3 turns for S Rank, 4 turns for A Rank and 5 turns for B Rank.
Note: The S Rank variant can be used twice per battle whilst the A Rank variant can be used four times per battle. In case of the S Rank version, the user cannot use any S Rank or above Sand technique on the turn this technique ends

‡ Declined ‡ No reason for this to be multi-ranked. Choose one rank.

(Kagutsuchi no Jiin) - Scorched Temple of Kagutsuchi
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+20 to applied technique)
Damage Points: N/A (+20 to applied technique)
Description: The "Scorched Temple of Kagutsuchi" is a passive technique that serves to empower the users sand techniques. This jutsu essentially involves the user forcing each and every grain to exhibit rotational, vibrational and translational motion. With the grains being in close proximity to one another, this generates heat energy in massive quantities, in turn preparing scalding hot sand. This allows the users sand techniques to not only deliver blunt force upon impact but to simultaneously burn the victims body (does not burn the user). Moreover, due to the widespread collisions between the sand grains, it results in the production of light (due to Triboluminescence) that can potentially blind the target. Due to the nature of the technique, it occurs within the same timeframe as the technique it is applied to. Similarly, the range of "Scorched Temple of Kagutsuchi" is the same as the technique this is applied to.

Note: This technique can be used a total of five times per battle.

‡ Declined ‡ This wouldn't increase the damage of techniques. At best, it would allow supplementary sand techniques to deal burn damage on contact. Though with techniques like the Sensory Sand technique, I'm not keen on allowing this.
(Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn to maintain)
Damage: 60
Description: The Heavenly Wings of Tengu is a unique technique that allows the user to manifest two massive sand-based wings on his back. This is done by manipulating sand either from the users gourd or the terrain, clumping them together and molding them in the form of wings. Whilst the primary function of the wings is to sustain flight, they possess other characteristics as well. Most notably, the user can utilize the wings for offensive or defensive purposes. Being extremely thin and sharp, the user is capable of using the wings to slice through incoming objects or alternatively sever the opponent in two. Similarly, by encasing their body completely with the wings, the user is capable of defending against incoming techniques, in accordance with the S/W of Sand. Apart from these generic traits, the wings also possess the ability to release a volley of blades (reaching upto Long-range) at the opponent. This ability is passive however, as the blades in question are no stronger than an average kunai. The user flies at their current running speed.

Note: The manipulation of the wings to defend the user, attack an opponent or simply move from one place to another collectively count as one of the three moves per turn, regardless of the extent of their manipulation.
Note: The technique can be used twice times per battle, with a one turn break inbetween each use. Whilst the offensive and defensive traits of the wings time out after four turns, the wings themselves can be passively maintained indefinitely. They will still however cost a move whenever utilized to fly from one place to another.


Approved: edits annotated in pink.


Resubmitting. Changes in bold
(Enkidu) - Heavenly Binding Chains
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: Heavenly Binding Chains is a Sand Ninjutsu technique that works on the same basis as the Earth techniques Sticky Earth Drop and Dropping Lid, taking in their unique property of opening portals on the battlefield and 'summoning' the jutsu. This technique essentially works with the user opening a single portal (or alternatively upto 8 portals) on any particular location(s) on the field. Upon forming, each portal releases a burst of sand grains that proceed to instanteously harden and 'materialize' in the form of chains. These chains can generally be elongated, enlarged and even contracted, all depending primarily upon the users choice with each chain reaching upto a maximum of 15m from their point of origin. Most notably, each chain has a blade at its front which is capable of acting as a striking weapon when launched at high speeds. The user can also choose to have a single or numerous chains either partially or completely wrap around a target and bind it in place, with the user manipulating the chains to twist and tighten in order to inflict damage and potentially break the targets bones. Alternatively however, the user can simply bind a target without potentially harming him or even have the chains recede into the portal (after having bound the target) in order to drag the opponent towards the chains point of origin. It is important to note that the chains can be utilized for defensive purposes as well, such as the manipulation of the chains to create a 'defensive chain net'. In essence, the technique allows the user to conduct a vast array of actions and introduces a great deal of versatility as the user can manipulate the chains for numerous purposes.
Note: The chains last only a single turn and automatically disperse in the users next turn. Moreover, once this technique has been performed, the user can only use Sand and it's composite natures (Earth and Wind) from the Basic 5 Elements in the same turn afterwards.
Note: The Rank of each individual chain is inversely proportional to the quantity of the chains created. For example, if the S Rank version was used and two chains were spawned, they would be A Rank each. As such, for the sake of simplicity, besides creating a single chain, only an even number of chains can be created (2, 4, 6, 8).
Note: The S Rank version can be utilized thrice per battle and the user may not use any S Rank or above Sand technique in the same turn afterwards.
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(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a layer of Sand that remains 'transparent' until the technique activates. The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 14 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user may not use Sand techniques above S-rank as long as this technique is active


Declined: keep the CJ as it is.
Aside from being transparent, the surface area of your body isn't anywhere near enough to produce 14m creatures.


New Submission
(Amaterasu no Yokei) - Blessings of Amaterasu

Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the - Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active.
Note: The technique can be used thrice per battle, lasting five turns each.
Note: The user cannot use any Sand technique above S Rank for the duration this is active.

□ Declined. Lessen the amount of time active. Five turns, three times, means it can be used for 15 turns consecutively. Make a breather between uses as well, and Mid range only. □
(Amaterasu no Yokei) - Blessings of Amaterasu
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active. The user can ofcourse still access and utilize non-elemental techniques
Note: The technique can be used thrice per battle, lasting four turns each. Once this technique ends, there must be a atleast a one-turn break before it can be used again.

□ Declined. Why did you change the things you can use when this is active? Also, usable two times a fight for two turns. A turn break in between is good. □

New Submission. It includes aspects of the Scorched Temple of Kagutsuchi (is in first quote) but idk if this is supposed to be a resubmission or not though since it's pretty different overall. Sorry for the wallie, I don't mean to violate the Red/Blue rule.. its just that I wanted to clarify


(Akuba no Faraon) - Curse of the Pharaohs
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+15 to maintain after initial turn)
Damage: 80
Description: The user manipulates sand either from the terrain and generates burst of sand that surrounds the users body. The stream of sand is subsequently shaped into hundreds of highly dense creatures, resembling scarab beetles. These creatures are entirely composed of sand, one inch in length, and possess an extended pincer, which acts as 'stinger' for piercing purposes. This jutsu involves the user forcing each and every beetle to exhibit rotational, vibrational and translational motion. With the beetles being in close proximity to one another, this generates heat energy in massive quantities, in turn preparing scalding hot sand. Given that each beetle possesses the capability of flight, and can be commanded by the user to attack the target using their pincers, they are essentially able to deliver blunt force upon impact and simultaneously burn the target. Moreover, due to the widespread collisions between the sand grains, it results in the production of light (due to Triboluminescence) that is directed straight at the target and can potentially blind him/her if no precautions are taken. It is important to however note that the beetles can be used for the multitude of purposes as the user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user is only able to utilize Wind and Earth techniques, these two being the two elements that compose Sand.

Note: Manipulation of the beetles counts as one of the three moves per turn
Note: A quarter of these creatures (B-rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Sand S-anked or above on the turn this technique is deactivated.
Note: Can only be used thrice per battle.


Approved: edits annotated in pink.

 
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Klad

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Resubmitting

Meiton: Hikari O Oyogu - Dark Release: Swim in the Light
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user focuses Dark chakra in any of his Dark marks and releases forth a glassy like creature whose size is roughly 1.30m. This creature seemingly has no distinct features and is transparent. When stationary, he's able to blend in with the environment and can't be seen by naked eye from medium range, however, he's easily detectable when he moves. The kid-like being is semi-sentient; it's mindset is solely driven by its extreme hunger for foreign chakra. Having the user's current speed, he's able to roam freely through in a medium radial reach across the battlefield by being constantly fed by the user, which costs him 10 chakra per turn to sustain this being. He also possesses a thin line of dark chakra covering his frame (purple in colour) to emphasis his inherent ability of being able to deal with energy based elements. This said, he can interact with energy based elements up to S-rank; alternatively, he can deal with numerous techniques which collectively make up to S-rank too, though within reason (for example, two A-rank energy techniques). However, his absorbing capabilites differ slightly from that of a normal Dark Release technique. Due to having no real structure and being made of only dark chakra, this being cannot interact with solids, as any equal ranked or higher solid element hit can disperse him away. The unique capability of him is when put against any energy based element. Should one (or more) be present in the battlefield, the transculent dark being will rush towards the chakra source and simply phase through it. The moment he gets inside the technique however, he releases a dark wave of chakra which begins to absorb the technique, albeit not fully. This dark wave will basically act to corrupt the energy technique. The way it does this is that the moment it begins to absorb, the wave self-triggers, making the technique unstable and force it out of the opponent's control (if it is a stream technique), eventually making it explode into a maelstrom of light blue flames which burns anything to ashes within a short range reach. Due to the being's lack of real construct and made of only chakra, he can also go underground or can directly be created from there. Explosions cannot affect this being, as only solid elements can kill him.

Since the wave of dark chakra is basically from the transculent being, the energy element technique in question will basically become a pawn to it and it will get drawn to anywhere the being decides to go. In other words, the being may decide to rush towards the opponent, so re-directing his own technique against him, or just roam around the battlefield with the technique in "hand" for any purpose. But, whenever the being decides to move, the explosion is delayed until it remains stationary.

Notes;
- Cannot use other "Absorption" based abilities in the same turn.
- Lasts for four turns and can only be used twice with a two turn cool down.
- The explosion would occur instantly on the being's will if it remains stationary, obliterating everything else in a 5m radial reach. The being will also need to be short range away from an attack in order to do anything mentioned above to it.
- Can only be taught by Klad

‡ Declined ‡ First off, this is declined by default because you didn't make any changes. I'm fine with this being sentient and not including fuuin but the overall jutsu is too convoluted. I'm not convinced the wave of dark chakra would detonate their technique into blue flames. It would need to absorb their technique entirely, not partially, to have such an effect. The first bolded won't fly. Anything which exceeds it's threshold for absorption would disperse the chakra which composes the technique, that includes chakra-based explosions. Clarify the second bolded in your resubmission.

Resubmitting. Simplified it and removed the second bold

Meiton: Hikari O Oyogu - Dark Release: Swim in the Light
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user focuses Dark chakra in any of his Dark marks and releases forth a glassy like creature whose size is roughly 1.30m. This creature seemingly has no distinct features and is transparent. When stationary, he's able to blend in with the environment and can't be seen by naked eye from medium range, however, he's easily detectable when he moves. The kid-like being is semi-sentient; it's mindset is solely driven by its extreme hunger for foreign chakra. Having the user's current speed, he's able to roam freely through in a medium radial reach across the battlefield by being constantly fed by the user, which costs him 10 chakra per turn to sustain this being. He also possesses a thin line of dark chakra covering his frame (purple in color) to emphasis his inherent ability of being able to deal with energy based elements. This said, he can interact with energy based elements up to and including S-rank; alternatively, he can deal with numerous techniques which collectively make up to S-rank too, though within reason (for example, two A-rank energy techniques). However, his absorbing capabilities differ slightly from that of a normal Dark Release technique. Due to having no real structure and being made of only dark chakra, this being can only interact with solids of B-rank and lower (anything higher will simply over power it and destroy him.) The unique capability of him is when put against any energy based element. Should one (or more) be present in the battlefield, the translucent dark being will release a wave of dark chakra whose size is as big as the opposing technique. This wave will absorb it fully and continue towards the opponent in the form of blue flames. When the wave is put up against any solid element that is B-rank or below it will not absorb them but rather collide and push the technique back to where it came from. Alternatively, the being will rush towards the opposing technique and simply phase through it, absorbing the technique in his own body fully (however any physical elements such as earth or water that are B-rank and below he will just phase through and continue on, but any A-rank or higher he will be unable to and will take damage). As a consequence, he will start to glow blue. Whenever short range of a target, the being will release the absorbed chakra in the form of a dark chakra burst outwardly from his body which obliterates everything within a 5m radial reach. Due to the being's lack of real construct and made of only chakra, he can also go underground or can directly be created from there by merely putting any of user's dark marks in contact with the ground.

Notes;
- Cannot use other "Absorption" based abilities in the same turn.
- Lasts for four turns and can only be used twice with a two turn cool down.
- When the being absorbs a technique in his own body, he has to remain stationary in order to release the dark chakra outburst.
- Can only be taught by Klad

Declined - in invisible being of raw chakra doesn't make sense. Raw chakra even if it's aborbing chakra like you say wouldn't be transparent. That and see MY last check.

Meiton: Nekuromansā no Gisei - Dark Release: Necromancer's Sacrifice
Type: Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A (+20 to specified techniques)
Description: Necromancer's Sacrifice is a technique in which helps in amplifying the user's other attacks through the use of earlier absorb chakra by any dark absorption based technique. The user will focus the dark chakra in his dark mark and bring out a controllable amount of light blue flames that they will place on themselves or their own weapons or whatever it is they so wish. This can be done because it only coats the outer layer leaving whatever it is they have coated to remain unharmed from the flames. The flames can be big enough to cover the user's entire body and will take the shape of any object's frame. Because these flames are an upgraded and advanced version from normal fire, anything this is applied on will gain +20 damage. This can apply to Kenjutsu/Taijutsu techniques, but it is not limited to them. As long as the object the user applies this technique on provides solidity, this technique will be feasible. Henceforth, the user can only apply this to his body, ally, or solid objects which are within the short range reach. Since the light blue flames can deal burns to extreme degrees, any part of a target which they strike becomes unusuable afterwards. Because the flames' size can be manipulated, the user can choose to only coat his limbs as to give more practicality to his attacks.

-Lasts for three turns and cannot be used consecutively, as it has one-turn cooldown.

‡ Declined ‡ The reasoning for the damage boost doesn't really make sense, nor does applying this to allies when I think about it. If you used this on yourself you wouldn't be burned since it's your chakra but use on other people? Nah, this would kill them. For the damage boost thing, think of it like this. Let's say you coated an A-Rank Earth technique in this, would this then make it the equivalent of S-Rank Earth? Nah, you'd have two layers. B-Rank Dark over A-Rank Earth. My suggestion is raising the rank of this to A and have the coating act as it's own technique (so coated techniques essentially become dual-layered).

Meiton: Nekuromansā no Gisei - Dark Release: Necromancer's Sacrifice
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A (60)
Description: Necromancer's Sacrifice is a technique which acts as a sort of layer through the use of earlier absorb chakra by any dark absorption based technique. The user will focus the dark chakra in his dark mark and bring out a controllable amount of light blue flames that they will place on themselves or their own weapons or whatever it is they so wish. This can be done because it only coats the outer layer leaving whatever it is they have coated to remain unharmed from the flames. The flames can be big enough to cover the user's entire body and will take the shape of any object's frame. This can apply to Kenjutsu/Taijutsu techniques, but it is not limited to them. As long as the object the user applies this technique on provides solidity, this technique will be feasible. Henceforth, the user can only apply this to his body, his clones or solid objects which are within the short range reach. The blue flames follow the Dark's (Release ability) S/W. If the opponent touches these flames, he will get severely burned and receive the standard damage of a A-rank Dark Release technique. If these flames are taken care of, the opponent still has to deal with the object/body/jutsu which was covered by them. Since the light blue flames can deal burns to extreme degrees, any part of a target which they strike becomes unusable afterwards. Because the flames' size can be manipulated, the user can choose to only coat his limbs as to give more practicality to his attacks.

- Lasts for four turns and can be only used twice, with a two turn cooldown.

Declined - DNR - too similar to Meiton: Yami akiraka ni | Dark Release: Darkness Revealed
 
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Nagato..

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(Ototon: Ryōshi Hen'i) - Sound Release: Quantum Displacement
Rank: B-S
Type: Defensive
Range: Short-Long
Chakra: (equal to targeted jutsu)
Damage: (equal to targeted jutsu)
Description: The user will focus his sound chakra into a sound which will produce wave of low frequency waves that have the ability to oscillate through solid incoming attacks, causing them to halt in their trajectory and ripple from the flux of sound disrupting its structure. Thus causing the projectile to shatter/fall apart. Techniques that are water or earth based are affected by this technique more so than anything else. It does not however affect ninja or cause them any damage. What makes this a different option to use is that it does not send out a destructive blast of sound, propelling jutsu back at the opponent, but once shattered (earth based techniques) or looses form (water/liquid based) it will fall to the ground as is. This can be dangerous to the user depending upon what kind of jutsu they're being defended from, as it doesn't exactly blow the technique away it just causes it to ripple from the waves and fall apart.

Note: Can affect weapons such as kunai, shuriken etc but not custom weapons themselves.
Note: Only affects techniques of equal or lesser ranking.
Note: A rank and higher can only be used 4 times per battle.
Note: Takes equal chakra to perform depending upon damage of the targeted jutsu.

Declined - For an object to break and shatter, or lose its form in this manor, it would be an offensive sound wave. But even then it wouldn't really work on water due to the way water carriers as sound wave. Not only this but sound jutsu used to break down attacks like this have been done before also.

(Ototon: Maiku O Otosu) - Sealing Art/Sound Release: Drop The Mic
Rank: A
Type: Offensive
Range: Short- Long
Chakra: 30
Damage: 60
Description: The user will focus his sound chakra into a kunai/object forming a kanji for feedback on it, sealing away a large portion of his sound chakra. Once thrown the kanji seal for "feedback" releases the sealed portion of chakra upon resonating with foreign chakra from other than the user who sealed it. It releases a distortion of sound waves in an omnidirectional current that explodes causing internal damage and damage from the object thrown if caught in the brunt of the shockwave (short range) while its giving off a screeching noise like that of an intense microphone feedback deafening and disorientating any enemies (including summons) who hear it even if they do not come into contact with the direct explosion which only affects short range targets.

Note: Can be detonated prematurely with a tiger handseal if the user wishes.
Note: Deafening lasts 2 turns and the initial disorientation only lasts one turn.
Note: Damaging the seal causes it to release the explosion as well.
Note: No fuinjutsu for the next turn
Note: Can only be used once every 3 turns.
Note: Can only be taught by Nagato..

Declined - infusing weapons with sound waves like this has been done before. Though nice name lol.

(Ototon: Shindō-on Ken) - Sound Release: Oscillating Sound Sword
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: An unusual type of attack that focuses on channeling sound chakra into the hilt of a katana that has no blade. The user will form an oscillating blade of sound waves that give off a constant pulsating sound as if it was a blow torch of fire. When the blade of sound chakra clashes with other objects it lets out a low pulsating quake attacks the inner ear of those that hear it throwing the opponents equalibrium off balance, causing even the simplest of motor functions to take more time than usual to perform (Strongfist attacks, kenjutsu, handseals etc). The closer the user is to the opponent(s) who hear the pulse the longer it will take to regain balance of their equilibrium which can eventually cause temporary paralysis if they take too many blows at close range.


Note: Sword lasts 4 turns unless countered with an equal ranked technique (Strength and weaknesses included) as it will let out a pulse and then disperse.
Note: Can let out a single quake per clashing interaction with each pulse counting as a move.
Note: Two pulses at close range cause temporary paralysis to those who've heard it.
Note: At long range it takes one turn to regain normal functions, at mid range it takes two turns, and short range 3 turns.
Note: Paralysis lasts for one turn.
Note: EIG Masters can regain normal functions after one turn no matter what the range as they have more skill with knowing their body.

□ Declined. The technique is a bit confusing, it only causes the opponent to be thrown off balance, hinder motor functions and cause temporary paralysis, but you say it has an 80 damage strength? Also Long range is too much as well as keeping Sound in a condensed form like that, and causing pulses to be released continually with each blow, you wouldn't be able to do anything else while its active. □
 
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Shīnju

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(Darahan) Dullahan
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: The Dullahan is a demon oriented puppet that is represented by a man riding a horse. The man aboard the obsidian colored horse appears to be that of a knight covered in a bluish metallic armor. One of the most distinguishing features involving the metallic knight would be how it does not possess a head, giving it the feel of something unearthly. Weapon wise the knight holds in its left hand a metallic spiked whip that it will use in order to strike targets with melee blows from a close distance or a ranged distance. On to the horse, which takes the appearance of a stallion who appears to be crafted after a demonic horse due to its dark bluish color. This set of puppets can be utilized for Sasori to place his heart container inside of, which can be done either after they have been summoned or he can choose to utilize this puppet as his main body. Whilst inside, his heart container can freely move about, rotating between the horse, and the horsemen. If desired he can choose to expel a focused blast of chakra from either the horse or the knight choosing to separating the two from each other, and if doing so the user loses control over which one he separates himself from.

Abiltiies:
On to the abilities of the puppets, the first one being that the user can choose to summon the puppets separately or spend a move in order to separate the two from each other. Located inside of the dark knight is an electrical generator that allows for the user to generate a current of electricity into the knight’s whip; this is something that is done passively each time the user spends a move in order to utilize the whip. The spiked whip alone is capable of striking targets up to Short range in a variety of directions, but each strike only dealing A-rank damage. If desired the wielder is able to focus a chakra thread into the knight’s arm that possesses the whip causing for it to be extended passively, which allows for the user to strike targets up to Mid-range. Within the stallion, there is a sealing tag located along the surface of its tongue that can be utilized up to four times; once the tag has been activated via a surge of chakra it will release a torrent of skull shaped metallic heads layered in a plethora of explosive tags. These heads are able to reach up to Mid-range, and if desired the can choose to change the direction/angle that they are being released in. The purpose, of the seal is to release a collective A-rank explosion of anything the heads made contact with. Lastly, located on the bottom of the stallion’s feet are circular opening capable of releasing a focus stream of chakra allowing for the puppet it easily guide around the battlefield or avoid an attack with reasonable capability; this ability is equivalent to C-rank, and its range is a maximum of ten meters.

Note: Can only be taught by Shinju

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Declined: unless you've learned Fūinjutsu, any sort of sealing tag is off limits.


(Ragunaroku) Ragnarok
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: Ragnarock is a puppet that takes the appearance of a bulky mechanized centaur. Instead of your average man-beat, this puppet instead cladded in a thick layer of metallic armor. Like an ordinary centaur, Ragnarock possesses four legs, making its lower body resemble that of a horse's body. Whenever a chakra method is attached to the puppet such as chakra threads, Ragnarok's body will be illuminated by chakra as it shown from the linings of its body. Once chakra is attached to it, its spear that it holds in its right hand will become coated in a layer of chakra. Regarding its feet, they will be flaring with chakra due to the chakra pulsating through its body. If a chakra method is not connected to the puppet, the puppet will simply be that of a hulk of metal unable to access most of the contraptions located within its body frame. Let it be noted that if the user possesses a Sasori biography they will be capable of inserting their heart container inside of the puppet therefore providing it with a chakra source as well as being able to manipulate the puppet.

Abilities:
Ability wise, by aiming/focusing the spear located in its right hand into a specific direction, the user can harness the chakra flowing through the puppet and into the weapon in order to release a concentrated beam of raw towards a target; by shifting the angle of the spear it is possible for Ragnarok to create an adjustable beam of chakra. This ability of it is equivalent to S-rank and can extend up to Mid-range. If desired the user can wield the spear in Ragnarok’s hand in order to deal melee blows to any target up to Short-range away, and is capable of dealing up to A-rank damage. By extending a chakra thread to the end of the spear it is possible for the spear to be used up to a certain range (Mid-range), and is capable of altering its direction as it pleases from simply swaying the thread; which can be done passively upon swinging the spear for a Melee strike. From within the opening in its chest cavity, it is possible for the user to pump chakra into it, spewing out a glob of chakra towards the ground or the enem themselves. Once contact has been made with a surface it is possible for the chakra to exhibit sticky properties capable of immobilizing an object with B-rank strength. By pumping chakra into a seal located along its abdomen, quite similarly to the Third's ability to Release a multitude of arms. Ragnarok instead will unleash a multitude/wide array of chakra infused swords with a strong attacked along for directional control. This attack is equivalent to C-rank and can reach up to Mid-Range.

Note: Can only be taught by Shinju
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Declined: same reason as above.​


(Keruberosu) Cerberus
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: Cerberus is a puppet that appears as if it was an actual spawn from Hell itself. Located along its dog like body are a variety of metallic piercings and collars which are simply aesthetic. The puppet is mainly adorned in artificial coloring which is majorly a burgundy color. Cerberus itself is not large, which is to say that it is only around three feet tall. The most distinguishing characteristic of this fearsome looking puppet would have to be its three heads that are connected to its body. Located at the end of rectum is a metal spiked tail that can be protracted up to five meters in order to attack or deflect incoming projectiles with its metal base. This ability of the puppet is equivalent is to D-rank, and costs a move.

Abilties:
From each of Cerberus's head it is possible for the user to passively reach a metal chain from each of its three heads if desired. These chains are capable of being protracted up to Mid-range, and can be directionally controlled in order to restrain an enemy with free-form strength. It is possible for the user to generate a surge of chakra into the puppet in order to coat the chains with chakra, but in doing so it will cause a move in order to use, but in exchange the damage will be increased to C-rank. Located in its, hind legs are a set of durable springs which enable the puppet to jump to great lengths in order to scale the battle field or to avoid potentially harmful techniques. This ability is only capable of jumping up to five meters and costs a move. By spending a move, it is possible for the user to spew out several head shaped ornaments from each of the Cerberus’s head, and will be sprayed out across the field up to Mid-range if desired. The special thing about these heads, is that the moment when they make contact with the ground they will momentarily glow a faint white light, right before they explode into that of a bright illuminating white light, and while not directly damaging to the enemy’s eyes, it will cause for them to be unable to see. Lastly, by manipulating trapped flammable gases inside of the puppets body, the user can release a concentrated blast of flames from each of Cerberus’s in a stream like manner up to Long-range dealing S-rank damage (collectively). It is possible for the user to adjust the puppets head to release the blasts into just about any angle. The user are also has the choice of aligning the puppet’s head in order to combine them into one wide-scale stream of flames.

Note: Can only be taught by Shinju
Note: S-rank blast of flames has a one-turn cooldown.

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Leaving all for Pekoms


Approved: edits annotated in pink.

 
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(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary
Rank: A
Range: Short (- Mid for Larger Summons)
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the limbs it becomes thick and almost like solid muscle (Not making it any less versatile) capable of standing up to the elements. This can even be used to strengthen to tendrils, linking communities together or to strengthen the fleshy body of a Kozui for example giving them a tough skin making it harder for attacks to kill them, when used like this it makes the summons a few feet bigger, even when used like this the technique can be used again but only to make new limbs etc as explained below.

The Barnacles Tentacles can be grouped up and thickened so that they can be a bit more versatile and create fleshy parts to aid barnacles in battle. For example they can expand their tendrils which wrap around one another to form an arm. Anything can be made like limbs or wings capable of flight, a tail to whip prey - it's limited by the user's imagination and as long as the creation makes sense. The Size is limited to Short Range so can only be a maximum of 5 meters long from any kind of Barnacle source, whether it be an Acrothoracica or a Barnacle Shell or even a Kozui. However if a huge Summon, like "Sprout, The Gravemind" it will create things proportionate to it's size meaning it's range exceeds short range making it mid.

- Can only be used on up to four Barnacles, A-Rank power would be divided between them
- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts A-Rank and above in the same turn
- This Technique has a two turn cooldown

Declined - Keep the original. I'll allow you to update it to mid range, but the added versatility you've done takes this too far.
(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary
Rank: A
Range: Short (- Mid for Larger Summons)
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the limbs it becomes thick and almost like solid muscle (Not making it any less versatile) capable of standing up to the elements.

The Barnacles Tentacles can be grouped up and thickened so that they can be a bit more versatile and create fleshy parts to aid barnacles in battle. For example they can expand their tendrils which wrap around one another to form an arm. Anything can be made like limbs or wings capable of flight, a tail to whip prey - it's limited by the user's imagination and as long as the creation makes sense. The Size is limited to Short Range so can only be a maximum of 5 meters long from any kind of Barnacle source, whether it be an Acrothoracica or a Barnacle Shell or even a Kozui. However if a huge Summon, like "Sprout, The Gravemind" it will create things proportionate to it's size meaning it's range exceeds short range making it mid.

- Can only be used on up to four Barnacles, A-Rank power would be divided between them
- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts A-Rank and above in the same turn
- This Technique has a two turn cooldown


Update Approved


(Fuuton : Soyokaze bīkon) - Wind Release : Breeze Beacon
Type: Defensive / Supplementary
Rank: B
Range: Short / Long
Chakra Cost: 20 (-5 to sustain)
Damage Points: N/A
Description:
By Fuelling Chakra into a Kunai or similar Projectile(s) in their hand or on the field the user makes that projectile the epicenter of bursts of intangible and harmless wind, the opponent and user will be able to feel these bursts of wind, the bursts of wind fading after 5 meters away from the projectile. The Bursts of Wind do not cause any damage and instead with each pulse senses any foreign chakra caught in the breeze vicinity of the Kunai and sends that information back to the user, basically giving them a form of sensory but in a specific area. The Wind also pushes other projectiles like thrown kunai, shuriken etc. it basically makes any throw weapon useless as it messes with their trajectory and therefore aim - even the user's unless thrown with the breeze. If this technique is used by a Wind Specialist it can be done in the same timeframe as another Wind Technique.

- Costs a small portion of Chakra to sustain
- If Tool(s) are destroyed then the area will lose sensory
- Max of 5 Tools this can be applied to.
- Can be deactivated at will
- Must be taught by LonelyAssassin

Declined - infusing takes no time at all, but it can't be done at the same time as another jutsu, even with an affinity. TO use two jutsu at the same time requires YY.
(Fuuton : Soyokaze bīkon) - Wind Release : Breeze Beacon
Type: Defensive / Supplementary
Rank: B
Range: Short / Long
Chakra Cost: 20 (-5 to sustain)
Damage Points: N/A
Description:
By Fuelling Chakra into a Kunai or similar Projectile(s) in their hand or on the field the user makes that projectile the epicenter of bursts of intangible and harmless wind, the opponent and user will be able to feel these bursts of wind, the bursts of wind fading after 5 meters away from the projectile. The Bursts of Wind do not cause any damage and instead with each pulse senses any foreign chakra caught in the breeze vicinity of the Kunai and sends that information back to the user, basically giving them a form of sensory but in a specific area. The Wind also pushes other projectiles like thrown kunai, shuriken etc. it basically makes any throw weapon useless as it messes with their trajectory and therefore aim - even the user's unless thrown with the breeze.

- Costs a small portion of Chakra to sustain
- If Tool(s) are destroyed then the area will lose sensory
- Max of 5 Tools this can be applied to.
- Can be deactivated at will
- Must be taught by LonelyAssassin


Approved

(Fujitsuboātsu : Uchinaru Akuma) - Barnacle Arts : Inner Demons
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A (-5 each time)
Description:
This technique is only accessible by those who have signed the Barnacle Contract and it utilises Barnacle Larvae that will live within the body, under the skin of the signer. These Larvae can do various things that modify and change the user's body but not to a significant degree, it is a way of adding things to create a variety of options and weapons it also allows for unique cosmetic looks that break certain human like boundaries but not to a huge degree. The Larvae can grow various tools from the user's body into their hand or can have it so the shell simply protrudes from their skin, for example they can grow a couple of calcite shell shuriken/shuriken into the palm of their hand or have Horns grow from their forehead as a new way to melee; or even grow claws from between their knuckles to assist with their punches. Tools created this way will be made out of Calcite Shell laced with Tendrils, meaning they can be the source of follow up Legs/Body of the Thoracica Jutsu however act as normal tools before these jutsu are used. The creation of normal tools like this is passive and counts as freeform, acting as a new way to use an arsenal of ninja tool. Because these Larvae are one with the user they change their skin so that is similar to Barnacle Flesh which allows them to reseal broken skin when tools are made from the user's body, it also allows the larvae to use "Legs of the Thoracica" from the user's very body, however creating extra hands does not allow the user to make hand seals with them. This in no way can be used to heal the user from incoming damage, it can be used to reseal cuts, but the internal damage is still done and is just a way to stop further bleeding, nerves, tendons. organs and everything within the body is still damaged except the skin. Larvae can use Gadget Barnacle from the user's body capable of launching it from a hand for example and even capable of infusing the user with Organs of the Thoracica.

Like with Zombies, the Restrictions of the Barnacle Arts when the Larvae use them apply to them separately as they can act alone with it's own abilities, their number of usages of an Art will not clash with the Users. Because of their limited amount of abilities the use-age of Legs of the Thoracica and Body of the Thoracica gain a rank, but only when the Larvae use them. Stated in the signer's bio there can be various cosmetic applications already active to change the appearance, like horns or spikes protruding off certain points of the body or elongated nails made from shell even a tail made of Barnacle Tendril flesh or tendrils intertwined within the hair, capped sharp teeth or a longer tongue and even if you so wish - pointy ears. Making modifications to the user's body is unranked (Unless Jutsu are used instead ofcourse) and can be done freeform and is limited to the user's creativity.

- Must have Signed the Barnacle Contract.
- Must be taught by LonelyAssassin
- Must be stated on your bio that you posses these.
- The Larvae can use Barnacle Arts independently from the user.
- The user suffers self-inflicted pain like they're being cut when they grow shell from their body.



Leaving for Pekoms

Leaving for NK.

Approved - Nice technique
 
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