Custom Jutsu Submission - III

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Imperfect

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Resubmitting:

(Suiton Ninjutsu: Vir'Abelasan) Water Release Ninja Art: Well of Sorrows
Type: Supplementary
Rank: E-Rank
Range: Short - Long
Chakra: 5
Damage: N/A
Description: A supplemental Jutsu for general espionage and information gathering,this technique allows it's user to utilize Water Release Chakra in order to collect and draw various forms of Water from natural and Chakra based sources, to extract potential information from those sources, using a concept known as [SUP][ ][/SUP]. The user starts by simply performing the Seal of Confrontation, releasing a small amount of Water Release Chakra into the vicinity in the form of an omnidirectional pulse, with the sole purpose of gathering water molecules and drawing them back to the user. Alternatively the user can simply touch a potential source and stream their Chakra into it. With the user haven drawn water molecules to themselves, or being in direct contact with a potential source, they then use their Chakra in order to extract whatever information it may have, "tapping into" the memories and information stored within, in a similar fashion to both the "(Kenboushou Jutsu) Loss of Memory Technique" and "(Dokushinjuts) Mind Reading Technique", both of which being incredibly useful Ninjutsu based upon the same premise of accessing memories and information within a given target. Potential sources include natural bodies of Water, both large and small, rain, mist, even ice, and sources of water directly from a Shinobi's body, like sweat or blood. Of course the user is not able to directly manipulate sources that are beyond their control, for example, a Shinobi who doesn't belong to the Yuki Clan can't manipulate Ice, but as it is still Water, even in solid form, it is still a potential source for this technique. This technique is mostly utilized as a tool for information gathering (or enhancing ones roleplay), however the user is not in direct control of the memories or information they extract from any given source of Water, meaning they could extract information both helpful and harmful, joyful and sad, hence the techniques name. For example, if the user extracts info from an enemies Water Release Jutsu, they could gleam some insight into the inner workings of the technique, such as the seals weaved to create it, or some memory or information from the person who performed that Jutsu. If the user touches a puddle in the middle of a grassy plain, they could gleam into the past of that area, seeing some battle that took place on that spot long ago, or simply witness a calm and tranquil evening on that same spot. Rain is one of the most viable and versatile sources, as it carries water from far away Lands via evaporation and precipitation, and with it, information from far away lands. Theoretically, the ocean acts as one giant memory unit, collecting information from the world since time immemorial, simply through the world's natural cycle of life. Tapping into any of these wellsprings of near-limitless information could even provide the user glimpses of the past, revealing secrets or events that have long since been forgotten to time.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

♪ Declined: This still isn't a property of normal water release. Even if you mention the Loss of Memory technique. This isn't something achievable with Suiton. Plus, the Water memory that you linked refers to solute particles, and only after a fairly impractical (in an NB sense) dilution process. ♪
(Ninpō: Vir'Abelasan) Ninja Art: Well of Sorrows
Type: Supplementary
Rank: E-Rank
Range: Direct Contact
Chakra: 5
Damage: N/A
Description: A supplemental Ninjutsu for general espionage and information gathering, this technique allows it's user to access and retrieve various kinds of information contained within sources of water, both natural or otherwise, using a concept known as . This concept states that molecules of Water can retain the information of things that have come into direct contact with them, and can preserve this information, even after countless dilutions. This technique doesn't give them control over the process itself, merely the ability to directly access the memories and information contained within any given source, or molecule, of Water. The user starts by performing the Seal of Confrontation and establishing direct contact between themselves and a potential source of Water, before streaming their Chakra into it. With contact established, and their Chakra spreading through whatever source of Water is at their disposal, they use their Chakra to sift through whatever information it may have, and extract it, effectively making it their own. This process is similar to Jutsu which allow the access, sifting through and selection of specific memories and information within a living, sentient target, such as with the technique. The only true difference between this technique and the aforementioned one is that this technique allows the user to utilize a state of matter, not another living being, as the target of the technique. Potential sources include natural and artificial bodies of Water, both large and small, rain, mist, ice, snow, steam, and sources of water directly from a Shinobi's body, like sweat and blood. Naturally the user is not able to manipulate sources that are beyond their control, for example, a Shinobi who doesn't belong to the Yuki Clan can't manipulate Ice or Snow, but as they are still Water, even in solid form, they are still potential sources for this technique. This technique is mostly utilized as a tool for information gathering (or enhancing ones roleplay), however the user is not in direct control of the memories/ information they can extract from any given source, meaning they could extract information both helpful or harmful, joyful or sad, hence the name of the technique.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

□ Declined, same as before. Goes beyond the scope of Water release, and infringes on clan's that have the ability of precognition even if not directly clashing. Its an interesting concept though. □




New Submission:

Sound Training: .

(Ototon: Eishō no Madōshi) Sound Release: Aria of the Magus
Type: Supplementary/ Offensive/ Defensive
Rank: E-Rank - A-Rank
Range: Short - Long
Chakra: 5 - 30
Damage: 10 - 60
Description: A highly specialized form of Sound Release, only utilizing one's voice for the Jutsu, the user starts by performing a series of "Chants", which are spread over the course of several turns, max of 5, in an attempt to create a single "Aria", which is the end result of ones Chants, even if there is only one Chant performed in an Aria. These Chants are all infused with Sound Release Chakra, and act as a sort of modifier for this Jutsu, allowing the user to perform various basic applications of Sound Release with only spoken words. Each individual Chant is performed as a passive action, but only one can be performed per turn. With the user spacing their aria's out over the course of up to 5 turns, these don't count as one of the user's Jutsu until they complete the Aria, at which point, the number of chants determine the rank and cost of the Jutsu, and damage where applicable. For example, an aria with a single chant can be used instantly as an E-Rank, whereas an aria with 2 Chants is performed as a D-Rank over 2 turns, 3 Chants is a C-Rank over 3 turns, and so on. The user can engage in other forms of dialogue while they stretch their aria out over the course of several turns. Only words that are imbued with the user's Sound Release Chakra are considered part of a Chant, so the user doesn't interrupt their own Aria if they were to engage in conversation whilst performing one. Upon completing the desired number of Chants, they then expend the requisite amount of Chakra, and performs the Aria just like a regular Jutsu, requiring one of the user's 3 Jutsu per turn, etc. As long as the Chant of any given Aria possesses a specific meaning and/or set of keywords, the particulars of said incantation are left to the user's own tastes, however, the greater the meaning behind the contents of any given Chant, the better the Aria's final product will be. In other words, changing the words of an Aria does not mean much; what matters is the meaning behind them. While the specific applications are determined by the user, and what kind of Chants they perform for their Aria, the user can only utilize Destructive Sound Waves with this Jutsu. Hindering and Genjutsu Inducing Sound Waves are far too complicated to be performed in unison with such simplistic actions. Despite this however, the user still has control over the form their Destructive Sound Waves take, allowing them to perform Offensive, Defensive, and Supplementary applications with this Jutsu, with varying ranges and intended uses, such as simple projectiles, infusion into weapons, channelled through the user's body, etc. For example, if the user performed a Chant that mentions a sword, their Aria could possess an offensive nature, due to a sword naturally being used to inflict harm. If they mention some sort of a projectile, such as an arrow, within their next Chant, and then performed these two Chants as an Aria, it could create a projectile with an offensive nature, similar to the "Echo Assault Skill".

(Kousoku Eishō) High-Speed Incantation: This is a more advanced usage that allows the user to expend additional Chakra and effort to expedite the usage of this Jutsu, allowing the user to perform higher level Aria's much quicker than normal. To an outsiders perspective, it appears as though the user is speaking with multiple voices that overlap one another [SUP][ ][/SUP], in reality however, they are utilizing Sound Release Chakra to "amplify" the speed, clarity and precision of their voice, allowing higher level incantations within a shorter time frame, at the cost of an additional 5 Chakra per Chant. Naturally, even if the users Chants, which are passive actions, are amplified, the user is still required to perform their Aria as one of their 3 Jutsu per turn. The art of High-Speed Incantations simply allow the user to perform higher level Aria's quicker than normal.​

Note: If an A-Rank Aria is successfully performed, the user cannot perform this Jutsu for 3 turns, including the performance of Chants in preparation for another Aria.
Note: If a "(Kousoku Eishō) High-Speed Incantation" is performed, the user cannot perform this Jutsu for as many turns as Chants in the Aria.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined. Incantations and spoken words kind of clash with most of Kisei stuff now. Looking past that, the technique encompasses too many existing techniques as well. □
 
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Pitohui Kuchyosei: Okpakpa Parada - Pitohui Summoning: Okpakpa Parada
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After following the summoning procedures, the user presses their palm on the ground or clap both hands together to summon Okpakpa Parada.
Okpakpa Parada is a very proud and lazy Pitohui that when called upon, instead of coming to the battle field, he summons the summoner and whoever the summoner wishes into her own body(uterus) at Modakeke, leaving the task of helping the summoner in the hands of her zygots. Due to this fact, nobody has ever seen her face but one would be able to predict her appearance from her zygots. The zygots are all cocooned in hundreds of eggs that are all over the wall and floor of her uterus and whenever the user deems it, one or more eggs may hatch, releasing corrosive liquids and a cloud of neurotoxin gas that fills entire short range of the egg. Since the user is immune the toxins Pitohui produce, he has no problem moving around without having to worry about the gas but the corrosive liquid from the eggs, he is not immune to. Depending on how the hatching occur, maybe an aggressive hatching where the eggs shell explode outwards thus the corrosive liquid is made to splash all over up to short range, or the subtle hatching, where the eggs shells falls to the ground close by and the corrosive liquids flows. In any case, the neurotoxin gas would spread in an omnidirectional manor.

Zygots
Emerging from each egg would be a premature hooded pitohui which has no wings, but rather arms that looks like threads. They are able to use the arms and the hood which is able to extend up to short range to restrict and crush a target with an A-rank power. The entire body of the zygots are cursed with neurotoxins thus contact with them would induce immediate paralysis. They can be destroyed with A-rank and above jutsu. Hatching an egg or more than one egg at once would count as a move if the action is triggered passively by the user. However, when an opponent happen to stumble on or make contact with an egg, it responds by itself, hatching and emerging to fight for the user.

Uterus
Okpakpa Parada's uterus is very rigid though organic, its dense and is able to even withstand the corrosive liquid S-rank strength corrosive liquid that is released from the eggs indefinitely making it very tempered and conditioned to withstand something of similar strenght and lower. Thus the uterus walls is immune to A-rank and below techniques, able to take 2 S-rank jutsus before it gives in, returning those within it to their former position.

NOTE: Can only be summoned 1x and last 6 turns
NOTE: No other hooded Pitohui can be summoned while one is in the uterus.


Pending: you didn't do a follow-up with LoK. I'll resolve the issue later today.

Had to resubmit.


Pitohui Kuchyosei: Okpakpa Parada - Pitohui Summoning: Okpakpa Parada
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After following the summoning procedures, the user presses their palm on the ground or clap both hands together to summon Okpakpa Parada.
Okpakpa Parada is a very proud and lazy Pitohui that when called upon, instead of coming to the battle field, he summons the summoner and whoever the summoner wishes into her own body(uterus) at Modakeke, leaving the task of helping the summoner in the hands of her zygots. Due to this fact, nobody has ever seen her face but one would be able to predict her appearance from her zygots. The zygots are all cocooned in hundreds of eggs that are all over the wall and floor of her uterus and whenever the user deems it, one or more eggs may hatch, releasing corrosive liquids and a cloud of neurotoxin gas that fills entire short range of the egg. Since the user is immune the toxins Pitohui produce, he has no problem moving around without having to worry about the gas but the corrosive liquid from the eggs, he is not immune to. Depending on how the hatching occur, maybe an aggressive hatching where the eggs shell explode outwards thus the corrosive liquid is made to splash all over up to short range, or the subtle hatching, where the eggs shells falls to the ground close by and the corrosive liquids flows. In any case, the neurotoxin gas would spread in an omnidirectional manor.

Zygots
Emerging from each egg would be a premature hooded pitohui which has no wings, but rather arms that looks like threads. They are able to use the arms and the hood which is able to extend up to short range to restrict and crush a target with an A-rank power. The entire body of the zygots are cursed with neurotoxins thus contact with them would induce immediate paralysis. They can be destroyed with A-rank and above jutsu. Hatching an egg or more than one egg at once would count as a move if the action is triggered passively by the user. However, when an opponent happen to stumble on or make contact with an egg, it responds by itself, hatching and emerging to fight for the user.

Uterus
Okpakpa Parada's uterus is very rigid though organic, its dense and is able to even withstand the corrosive liquid S-rank strength corrosive liquid that is released from the eggs indefinitely making it very tempered and conditioned to withstand something of similar strenght and lower. Thus the uterus walls is immune to A-rank and below techniques, able to take 2 S-rank jutsus before it gives in, returning those within it to their former position.

NOTE: Can only be summoned 1x and last 6 turns
NOTE: No other hooded Pitohui can be summoned while one is in the uterus.


Declined: I'm fairly certain that NK/Vex were told (by me) to check it, so I'm blaming both. But let's forget about that.​

Anyways, most reverse summonings aren't being approved, at present. Due to how prevalent this type of CJ has become, in addition to their usages, it's actually been suggested that we start declining them. Even if that weren't the chief issue, there's enough in the submission to warrant declining it. To start, there's no explanation of an immunity to this neurotoxin. An immunity to such a substance isn't stated in the contract, nor elsewhere, in any approved CJ about the birds tied to it. If I have overlooked it, please let me know, but if you meant it for this CJ to be the first instance, it won't be permitted.​
Less notable issues include its duration and durability, both of which exceed standard S-rank limits.​


Pitohui Kuchyosei: Owokembe Rebi Ija - Pitohui Summoning: Owokembe Rebi Ija
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
O.R.I is a hooded pitohui with a form almost reminiscent to that of a human. She stands upright and the only notable feature that separates her from a human is a pair of large wings on her back and talons on her feet. She has a pair of hands which she uses albeit they bare claws themselves which are used for attack. O.R.I is six feet tall, slender and stronger than she looks, being able to without much effort, split a large boulder in half with a single swing of her sword. She's a samurai, reserved and would not talk much except the information she needs to convey is vital. She is don is a white kimono while bearing two white swords. She wears golden metal bracelets on her wrist used to shoot neeedles.
O.R.I's abilities stems from her brute strength, agility and speed. She is unable to mold conventional elemental techniques but she makes up for it with her speed and close combat abilities. She's a weapon specialist, able to use only taijutsu and samurai kenjutsu. Her slim body build makes it possible for her to traverse from one point to another at twice her summoner's speed, either through running or flight. Her swords are indestructible and quite lethal, being freely able to cut through A-rank solid objects on its own. The swords are riddled with several seals that activates through O.R.I's will. The seal would ensure the sword is able to cut through non-physical matter, sealing them into itself. This works on any form of energy, non-physical and physical barrier. This ability can only be activated 3x per battle and works on only S-rank and below techniques. By planting her talons on a solid surface and pushing backwards, O.R.I. is able to use her own variation of body flicker movement, moving at the normal speed she's able to move. This can only be done twice per battle.
NOTE
Her swords, talons, claws and needles are laced with the pitohui neurotoxins.
Can only be summoned 1x
Last 4 turns


Declined: the bird's appearance is too human-like, going by its description. It ought to be unmistakably a bird.​

Also, please remove the seals and poison-coating for the sword. If you want a samurai bird, that's fine, but it mustn't have what a samurai bio could never have. This is to be fair to those members who have or have had Samurai bios.​

 
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Jᴀʏ

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(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Taek having realized he was a member of the Sage Transformation began to learn a plethora of techniques from his uncle. Soon thereafter Taek would realize there not many long range applications of his kekkei genkai, so he developed a basic yet incredibly useful technique. Taek would begin by channeling chakra to the heels of his feet, manipulating his flesh to create a surplus of tendrils to escape and tunnel into the earth, from there he's given a multitude of options. For one, the tendrils are capable of detecting and stopping techniques launched from below, they can also travel towards the opponent wrapping the tendrils around his leg or hardening the tendrils forming on large tendril to escape the ground and pierce the opponent from any direction. Taek begin to realize the complete freedom he had to manipulate said tendrils. Taek is capable of releasing these tendrils and controlling them remotely, meaning he doesn't have to stay in one place while controlling them. However the user is slower when controlling the tendrils, because the tendrils must move with him. The tendrils can be used for defense above ground as well, the user can simply raise the tendrils to block, cut or sever physical attacks launched at the user. There are six tendrils total, and they are collectively at S rank strength. The tendrils can fuse together and separate at the user's will. Each strike counts as a move per turn. If all 5 tendrils strike together it will be one jutsu with S rank power.

Note: Although Taek does not have to stay in one location while he's controlling the tendrils, he must stay on the ground while manipulating the tendrils. Maintaining this technique takes up one of the users 3 moves per turn.
Note: User moves at -2 lvl speed when using this technique.
Note: Can only be used twice, two turns between uses.
Note: Lasts 3 turns.

Note: User cannot use S rank techniques the next turn after this jutsu is activated.
Note: Can only be taught by Jᴀʏ.

Approved - made A LOT of edits.
-I'd bold but I changed all the wording to make it seem simple. Turned the tendrils into a sentient squid basically.

(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: There is a potential for a number of unique techniques within the Sage Transformation clan. However there are not many ranged applications of this kekkei genkai. Sixth Sense is the exception, a basic yet incredibly useful technique. The user begins by channeling chakra to the heels of his/her feet, manipulating their flesh to form into a blob that will detach from the user and burrow into the earth. This blob of flesh would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below. They also have offensive capabilities, the tentacles can travel towards the opponent to wrap its tentacles around his/her leg, or hardening the tentacles to pierce their body. The squid along with its offensive abilities is able to harden its tentacles to deflect or destroy techniques up to S rank, depending on the number of tentacles used to defend. The tentacles can merge with one another and expand to form barriers around the user of this technique. The tentacles extend to mid range in all directions from the point of creation, and the rank of the technique is divided among the number of tentacles used within the time-frame, meaning if only one tentacle is used to attack during the time-frame it will have S rank power, if two tentacles are used to attack during the same time-frame they each have A rank power. The squid has complete freedom to manipulate the tentacles. Due to the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at S rank strength and neutral to all elements. The tentacles can fuse together and separate. Should a tentacle suffer damage, the user can expend an additional ten chakra points to reform the tentacle. Each use of the squid counts as a move per turn, however it will not consume a slot in time-frame.

Note: Lasts three turns after activation.
Note: The tentacles are neutral to all elements.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use A rank or above sage transformation techniques the next turn after this jutsu is activated.


Declined - There is a reason i have to re-write your customs for you to make them approval Jay. A blob that detaches from your body and makes a squid? Do you know how your clan actually works?
(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.
(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. This however, is different from the original Jet Booster Boost in that it’s only capable of propelling elemental attacks, like water, earth, etc. The propelling of attacks increases the damage output of the user’s elemental attacks, while physical attacks (like: water, earth, wind) 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 attacks created near the user. Thus, techniques originating from the user's body or created 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 the Monster Point transformation. This increase is damage is warranted due to the unique method of utilizing the jet booster appendages for and only for elemental techniques, unlike the Complete Sage Transformation where the user simply has their potent nature energy take over, this is a controlled transformation. 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
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 - What you're escencially doing with this technique is taking one of your own techniques and smacking it with your own, raw charka from behind it. Now from doing that, in the idea of solid attacks, it would make them faster with a pushing force, but more than anything, being hit with that force would actually probably damage them more than make the attack stronger. Now only this, but if used on water elements it would probably just destroy them knocking them out of form, and don't get me started on energy based elements.



(Fūton/Taijutsu: Seishun no Hanagasaku) ~ Wind Release/Body Art: Blossoming Flower of Youth
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80 (+20)
Description: Enhancing one's taijutsu attacks through the wind element is not a unique tactic in the least, however this technique does not deal with augmentation of one's limbs to increase damage, rather the user uses the wind in order to have the opponent's movements cause additional damage to themselves, this technique is also an attempt at increasing the likelihood of a taijutsu action making contact. This taijutsu technique relies heavily on suction, the user will begin by manipulating the wind chakra around their limb, be it a finger, a leg, or a fist. The user has the freedom to launch any type of attack they wish too, and different attacks are accompanied usually by different damage values. This technique can be used on pre-existing Taijutsu and Kaito's Taijutsu techniques as well, and can be preformed within the same time-frame as said techniques. The user will release their wind chakra from this limb, to create a powerful vortex that can extend to mid-range almost instantly, this vortex draws the adversary in and causes no damage. The vortex has no real shape, the opponent will simply feel as if their being pulled inwards. The strength of the vortex is S rank, and requires a technique equal to it to escape. The vortex draws the user in at high speeds, similar to the univerisal pull technique and with the user's attack being launched the speed of both approaching entities serves to enhance the attack's damage output by 20 DMG. An additional benefit of this technique would be that techniques traditionally used only in short range can be utilized at mid-range as well due to the suction effect of the vortex. If used alongside free-form the damage varies due to the various types of attacks that can be used: a palm strike, an elbow strike, a kick.

Note: Can only be taught by Jᴀʏ
Note: One turn cool-down before re-use
Note: S rank version can only be used twice
Note: Using the S rank version prevents the user's from utilizing A rank and above taijutsu for the turn after use

□ Declined, DNR. Almost identical to Kirkoe's (Fuuton - Kaze no nagare o gyakuten sa seru) Wind Release - Reversing Wind Currents □
 
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Resubmitting:

(Doton: Chūkū) ☪ Earth Release: Hollow ☪
Type: Offensive/Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: The user will slam their hand on the ground or stomp the ground releasing their doton chakra into a selected area. After this, they will hollow the underground wherever they please from short to long range. This hollowed ground is a means for storing techniques or elements, more specifically. Such as water, for example. To be later used sneakily at the user's discretion, while being underground and without being seen by the opponent. This can also be used offensively albeit not aggressively, as the user may supremely hollow the ground beneath the opponent and have them fall up to twenty feet deep into the ground. This is a captive side of the technique, and is not meant to cause damage, but is able to cause little damage if the opponent did not prepare to fall.

Note: Can only be taught by Moxxi

Declined - make it C rank atleast, as it's more than basic, give a max space you can hollow out.
(Doton: Chūkū) ☪ Earth Release: Hollow ☪
Type: Offensive/Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30

Description: The user will slam their hand on the ground or stomp the ground beneath them, releasing their doton chakra into a selected area. After this, they will hollow the underground wherever they please from short to long range. This hollowed ground is a means for storing techniques or elements, more specifically. Such as water, for example. To be later used sneakily at the user's discretion, while being underground and without being seen by the opponent. This can also be used offensively albeit not aggressively, as the user may supremely hollow the ground beneath the opponent and have them fall up to twenty feet deep into the ground. This is a captive side of the technique, and is not meant to cause damage, but is able to cause little damage if the opponent did not prepare to fall and would most likely break their legs. The hollowed spot can range to a max of 15 feet wide, and the length up to thirty feet as well, so fairly big. This technique does not fill the area with water, the user will need to use a separate jutsu to do so.

Note: Can only be taught by Moxxi
Note: Can only be used four times per battle


Approved - Made edits.
New Submissions:

(Barakūdaātsu: Barakūdaronguwādo) ☪ Barracuda Arts: Barracuda Longsword ☪
Type: Summoning/Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Weaving the required handseals, the user will draw blood and wipe it on their summoning contract or tattoo, releasing the Barracuda Longsword. This sword is wonderfully beautiful with its silk-like pattern, but with grey scales. Reflecting the sunlight as its shininess and beauty is incomparable. Its blade stands at around thirty six inches and its grip is fit to be around five or so inches, enough for one hand. The blade is very fine, thin and light, almost like a rapier. Useful for very quick swiping and parrying motions, this sword is mostly used for parrying. With this weapon, given what barracudas are usually attuned to, the Barracuda Longsword is able to split S rank and below water and fire techniques within reason, able to leave the user unharmed by either. This is the ability of the swords parry and is its main specialty, beloved by all barracuda users. This sword can be used in battle as usual and is exceptionally swift given its light weight. It has piercing and thrusting capabilities more so than swiping. Although this cannot be done with fire techniques, when splitting a water technique, the sword is able to sap the chakra of one water technique while the sword is in play, returning this sapped chakra to the sword wielder. Depending on how much chakra is spent performing the water technique is how much the sword wielder will get in return. Like most Barracuda scales, the scales belonging to the sword's texture is very smooth and able to reflect certain lights. This sword is able to deflect sunlight and the light of light and energy based elements, able to temporarily blind any surrounding opponents and leave them open for an attack. The splitting of water and fire based attacks will consume 40 chakra and the sword itself is capable of S rank (80) damage.

Note: Is summonable twice per battle and lasts up to four turns each time. It has a four-turn cooldown.
Note: All actions utilized with this sword counts as the three jutsu per turn.
Note: Is only able to "split" one technique per turn.
Note: Must be a signer of the Barracuda contract and taught by Moxxi.


Approved: edits annotated in pink. Consolidated the notes.


(Suiton: Towairaito-ba) ☪ Water Release: Twilight Horses ☪
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short | Short-Long
Chakra: 40
Damage: 80
Description: Weaving six handseals, the user will quickly summon the surrounding water vapor in the air. This will result in a water stallion to be summoned by the user's chosen side. This water stallion has the speed of any normal stallion, so rather fast and can be ridden. This stallion will not only provide a sustainable water source for the user, but is able to jump in front of the user and expand themselves into a wall of water to defend them. Sort of like a moving shield without having to be carried. Other than this, the stallion is capable of forming duplicates of itself up to five and can charge at the opponent to blatantly and brutally bash them head on (short-long range), causing massive trauma. With the massive size that they are and the mass they hold, they can serve the purpose of knocking down and causing damage to rather big structures and summons. Up to five of these stallions can be summoned at a time and their water source capabilities last indefinitely and can only be used by the conjurer of the jutsu being that they derive from the user's chakra.

Note: Can only be used three times per battle
Note: Water source lasts until destroyed
Note: Can only be taught by Moxxi.

Declined - Make it the speed of a Kage ranked shinobi. Just a tip, six handseals is kind of redundant, i know we have water affinities for those who love water so adding more hand seals doesn't mean much in the RP. State that separating counts as a move per turn, it's S rank so it can only be used twice, two turns between uses. You will need drawbacks like "No water jutsu above A rank in the following turn" as it's an S rank. Alo go for an even number with how many it splits into as then the power will be divided evenly, so if you said 4, each stallion would be B rank.
 
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Hell Autarch

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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.





(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.



(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.
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 anything that is smaller than the user. In case of sentient beings, objects, forms of energy/chakra that are larger and/or longer than the user, it extends up to Mid Range as they generally cause much greater fluctuations in pressure. Essentially, the entry of an object/person/technique etc 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.

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 2 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

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 A 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, with each tendril being A Rank in strength, neutral to elements like the secretions. Whilst the user can combine the tendrils to attack or defend, the Rank of a pair tendrils collectively remains S Rank. Moreover, the tendrils can only be used once per turn, with a one turn break in between each use.

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, killing that person[/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

Approved - If you resub this again, i'm decline the original O_<


(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.

□ Declined. @Colored, it says in Dragon's Breath that it exhibits a hue first, so that has to be added. Only up to A rank techniques can this be used on, that is barely a restriction, and it lasting three turns and usable twice means six turns of defense. Make it last two turns. □

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 of a specific fire technique onto any fire technique they wish, custom or canon, for instance being able to create any fire technique with the characteristics of 'Dragon flame song', or if the user has a technique that alters the colour of, or makes fire smell then that attribute can be copied into 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.

New Submission

(Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armour would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest.

‡ Approved ‡ Made edits.
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. How will a Ash Salamander attached to your chest or on your shoulder help remove chakra costs from techniques? Also clashes with waaaaay too many techniques. □
 
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Typhon

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Resubmitting the first (some wonky restrictions), and a reminder that the two summons never got checked.


(Suna no Jutsu: Eien no Mono) - Sand Technique: Shai-Hulud
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90
Description: This technique was created based on an old Sunagakurian legend in regards to how the desert in which the Village resides was formed. Long before humans roamed there existed a species of sand worm that inhabited the world. These beasts were massive and it is said that they churned the earth into sand using their tooth filled mouths as they burrowed through the ground. It is by this method that the legend claims the deserts of the world were created, and thus the Shai-Hulud have a revered status in Suna mythology. This technique uses sand to recreate the legendary worms and birth new deserts when needed. Either from already existent sand or from grinding up the earth below the user will perform a single handseal form a single massive sand worm, or multiple smaller ones. The single version is similar in size and shape to Katsuya, when multiple are created their size is halved every time the number increases by two. At first the worm will move throughout the battlefield turning the earth it moves through into sand. This can be entirely beneath the surface, or the worm can move so that the surface of the battlefield turns to sand as well. This can continue until the entirely field has been converted into sand, at which point the worms stay dormant until vibrations on the surface draw their attack. The user can also at any point command it/them to attack in a manner of their choosing. To create smaller ones the user simple creates two at half the size of the initial, creating two worms of a rank one less than the original. Using this they can create 1 F-rank, two S-rank, four A-rank or eight B-rank worms. It takes three turns to convert the field fully to sand when one worm is made, two turns if four worms are made, and one turn if eight worms are made. If a number of worms are created between those numbers the turns required is rounded up (e.g. six worms takes two turns).
-Can only be used once per battle.
-No sand techniques while the worms are active.
-No techniques above S-rank for two turns after use.
-No techniques above A-rank for one turn after use.
-Cannon be made directly under the target.
-Can only use sand, wind and earth techniques while active
-Lasts for 2 turns for F ranks, 3 turns for S rank and 4 turns for A rank and below.


Approved - made edits


Approved Contract:

(Kuchiyose no Jutsu: Yashima no Hage-Tanuki) - Summoning Technique: Tanhage
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Tanhage, also known as Yashima no Hage-Tanuki, is the patriarch of the Tanuki clan and the unrivaled leader. He is one of the three famous Tanuki along with his brother and sister. As the clan leader he is quite old and appears so. He hunches over and has a light brown beard. He wears a sky blue robe and carries an old wooden cane. Despite being hunched over he is still quite large, standing at about twice the height of the average human. Tanhage is a master of the Tanuki arts, being the most skilled in their art of transformation as well as their famed scrotal arts. His mastery of the scrotal arts allows him to manipulate the physical properties, size and shape of his scrotum to a very high level. Using this ability he is able to create an incredible range of shapes, tools, weapons, etc. using nothing more than his scrotum. While this isn't unheard of among the Tanuki, it is what they are famous for after all, Tanhage was able to develop it even further by combining it with their skill for transformations. Using this he is able to create very life-like imitations of many things, say for instance a tiger, or a boat, using his scrotum. By controlling the density of his scrotum as well as the shape and appearance he is able to build impressive constructs that can be used as powerful defenses or attacks.
-Can create C-S rank constructs.
-Can create one F-rank construct, but immediately leaves after using.
-C-A rank constructs have a short-mid range.
-S-F rank constructs have a short-long range.
-Each usage counts as move.
-Can be summoned once per battle.
-Lasts for up to five turns.


(Kuchiyose no Jutsu: Danzaburou-danuki) - Summoning Technique: Tandanzaburou
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Tandanzaburou is the sister of Tanhage and the second in command of the Tanuki clan. She is one of the three famous Tanuki along with her two brothers. Seh wears a red kimono with a think purple sash that wraps around her stomach. Not as large as he brothers, she stands about a head taller than an average human. As a female of the Tanuki, Tandanza was incapable of using their famed scrotal arts. Instead, she focused on their skills with illusions and became a master of deception. As a skilled user of genjutsu she is capable of using generic genjutsu B-rank and below. The ability that earned her fame however was a unique illusion she created. The illusion is a constant one that is maintained by the sound of her drumming on her stomach. Using it she is able to create environmental illusions throughout the battlefield. While under the affects of the illusion the target is fully aware of the real world around them, meaning they remain in the moment rather than becoming blind to everything around them. The illusions cannot be used to change the appearance of, or hide anything with chakra such as elemental techniques or living things. As the trigger for this genjutsu is the drumming of her stomach she is able to affect multiple targets at once. It can even affect her summoner if she so wishes, allowing her and the summoner to coordinate around her illusions.
-Can only construct an illusion once per turn while using her unique illusion.
-Cannot use other genjutsu while using her own.
-The illusion must be maintained by the drumming of her stomach, should it be interrupted the illusion is broken.
-The illusion itself is A-rank in strength.
-Lasts for up to four turns.

Leaving for Pekoms. Lol at the scrotum powers xd

♪ Not even checking, just wanted to say Pom Poko is lit. ♪

(Suna no Jutsu: Eien no Mono) - Sand Technique: Shai-Hulud
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90
Description: This technique was created based on an old Sunagakurian legend in regards to how the desert in which the Village resides was formed. Long before humans roamed there existed a species of sand worm that inhabited the world. These beasts were massive and it is said that they churned the earth into sand using their tooth filled mouths as they burrowed through the ground. It is by this method that the legend claims the deserts of the world were created, and thus the Shai-Hulud have a revered status in Suna mythology. This technique uses sand to recreate the legendary worms and birth new deserts when needed. Either from already existent sand or from grinding up the earth below the user will perform a single handseal form a single massive sand worm, or multiple smaller ones. The single version is similar in size and shape to Katsuya, when multiple are created their size is halved every time the number increases by two. At first the worm will move throughout the battlefield turning the earth it moves through into sand. This can be entirely beneath the surface, or the worm can move so that the surface of the battlefield turns to sand as well. This can continue until the entirely field has been converted into sand, at which point the worms stay dormant until vibrations on the surface draw their attack. The user can also at any point command it/them to attack in a manner of their choosing. To create smaller ones the user simply creates two at half the size of the initial, creating two worms of a rank one less than the original. Using this they can create 1 F-rank, two S-rank, four A-rank or eight B-rank worms. It takes one turn for the worm/worms to completely change the field to sand, assuming the field is earth and not something else like water or metal.
-Can only be used once per battle.
-No techniques above S-rank for two turns after use.
-No techniques above A-rank for one turn after use.
-Cannot be made directly under the target.
-Can only use sand, wind and earth techniques while active
-Lasts for 2 turns for F ranks, 3 turns for S rank and 4 turns for A rank and below.


Removed the "-No sand techniques while the worms are active." restriction, since one of the added ones made it so I can only used sand, wind and earth while active. Reworked the bold to better match up with the last added restriction.

□ Update Approved. □
 
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(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: C - A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations, making it almost impossible to distinguish the real from the fake created environments. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw upon but this can be remedied by the user summoning the ink much like its parent technique. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. C Ranked scales up to short, B ranks can scale up to one mid while A ranks can scale up to long range(one landmark in NW), with C ranks being able to be used up to five times per battle, B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look.

□ Declined. I'll only allow this up to Mid range. Also, @colored, a scroll is needed if you want to achieve this feature, and it can be seen as the terrain is created, only afterward, is it indistinguishable from normal terrain. □​

(Inkupo: Kara no Waremono)Ink Art: Fragile and Empty
Type: Suplementary
Rank: S - Rank
Range: Short -Long
Chakra: 40
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a semi permanent water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to S rank sans hand seals , while also retaining the ability of using Ink Ninjutsu up to A rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for fours before the ink falls and become unusable. After use the user is unable to use Ink Ninjutsu above A Rank in the same and next turn, while all jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size, and only one element can be infused into each ink creation.

□ Declined. Duration too long, S ranks with no hand seals is a no. Also, Mid range. □​

(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Per Technique)
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed but would regenerate so as long as it’s not fully destroyed. This technique can be used three times per battle, lasting three turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same timeframe of another technique.

□ Declined. Again, duration too long, and no passives and same time frame, its a separate technique. □​
 
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Binturong no Samson: Samson of the binturong
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Samson is one of the senior leaders of the binturong family and is the largest in the group he is same three times the size as gamabunta in both weight and height, he is very outgoing and respectful and obedient to sakazuki his summoner. His nick name is called ‘’wangler’’ a moniker given to him by his fellow family members because of his obedience. Morally he a decent person who sees fighting and spilling of blood in the shinobi world as good and something that should be embraced albeit his is not under any ideas of the ninja system himself and the need to survive. For a person with such his mobile and agile and has 2.0x the speed of an unnoficial sage, when running allowing him to create sneak up attacks and make a planned attack with his summoner, he is a genjutsu master allowing him to perform S Rank paralysis genjutsu/any generic form of genjutsu on his opponents. He has a tough skin is impervious to B RANK techniques and below with taijutsu based attacks A-rank and below being the exception, excluding NB tai or eight gates, he can take a hit of a maximum of one srank blunt attack albeit dies shortly afterward from the injury and disperse. While not being able to use elemental techniques he increase the strength of his summoner own technique albeit it must be genjutsu by one rank. Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 100 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he can sense chakra signatures and chakra patterns directly beneath his feet and around him making him aware of suspicious items allowing him not to be cut unaware by underground attacks or any sabotage. Being a master in genjutsu himself he can dispel it from his summoner through chakra transfer passively or physical touch, although that is limited to s rank and below. He is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to communicate with his summoner through non verbal contact and certain gestures which is particularly useful on spy missions or when in the ninja world which couples well with his skin pigmentation which allows him to blend in the surroundings to mask his presence.

Note: This summoning can only be used by sakazuki
Note: Last for four turns
Note: Each ability counts for a single move in the turn

Declined - Pushed the boat out on this one didn't you:
- 2 x unofficial sage speed
- Gen master though not saying how he induces gen
- impervious to all B ranks and A rank tai
- Can tank an S rank hit which you say it dies shortly afterwards... but not sure how long that actually means.
- Boost all gen by one rank (instant decline)
- He can sense chakra
- Dispels any gen including S rank

Basically just a load of effects thrown together, it doesn't have a flow, the speed boost is just there for the sake of it, where as it doesn't go with the gen vibe. You have not explained how it uses gen, nor have you given him a way to make him unique like other summons.For example, last cycle Raiden made basalisk that can use gen but it was unique using it's eyes for a gen that glow to petrify someone in an illusion.
-Removed Genjutsu Boost and bolded the rest.
Binturong no Samson: Samson of the binturong
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Samson is one of the senior leaders of the binturong family and is the largest in the group he is same three times the size as gamabunta in both weight and height, he is very outgoing and respectful and obedient to sakazuki his summoner. His nick name is called ‘’wangler’’ a moniker given to him by his fellow family members because of his obedience. Morally he a decent person who sees fighting and spilling of blood in the shinobi world as good and something that should be embraced albeit his is not under any ideas of the ninja system himself and the need to survive. For a person with such his mobile and agile and has 1.5x the speed of an unnoficial sage, when running allowing him to create sneak up attacks and make a planned attack with his summoner, he is a genjutsu master allowing him to perform S Rank paralysis genjutsu/any generic form of genjutsu on his opponents. He has a tough skin is impervious to B RANK elemental techniques and below with taijutsu based attacks A-rank and below being the exception, excluding NB tai or eight gates, he can take a hit of a maximum of one srank blunt attack albeit dies after one turn from the injury and disperse.Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 100 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he can sense chakra signatures and chakra patterns directly beneath his feet and around him making him aware of suspicious items allowing him not to be cut unaware by underground attacks or any sabotage. Being a master in genjutsu himself he can dispel it from his summoner through chakra transfer passively or physical touch, although that is limited to s rank and below, sharingan based genjutsu being the exception. He is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to communicate with his summoner through non verbal contact and certain gestures which is particularly useful on spy missions or when in the ninja world which couples well with his skin pigmentation which allows him to blend in the surroundings to mask his presence, samson genjutsu prowess is not merely generic and to perform it he uses his weight and leaps 100 feet into the air disappearing out of sight and lands back forcefully on the ground, due to his obvious size a ripple and shock-wave is heard across the battle field and that shock-waves act as the trigger inducing any opponent on the battle field or withing a 50 mile radius are induced into a pseudo paralysis state where there skin begins to shed off to the point of bare bones and then the bones until they are a pile of dust, the total transformation takes a 2 turns, after the first turn the users skin and bones on his limbs has been shed off rendering each limb useless and at the end of the 2nd turn the same goes for the internal organs which eventually shed into dust.

Note: This summoning can only be used by sakazuki
Note: Last for four turns
Note: Each ability counts for a single move in the turn


Declined: you've been told prior to link the contract approval. This suffices for declining.

Anyways, enough with them transferring chakra to dispel illusions. I believe that two or more binturongs already have been approved with such an ability. In addition, reduce this one's jumping range by half, at the very least. And aside from that, the shockwave has an utterly excessive radius along with an unspecified rank for whatever it's meant to be triggering.​


Raiton -Ishiki-teki rippuru kōka.: Lightning Release: Coin Ripple Effect.
Type: Supplementary
Rank: S
Range: Short - mid
Chakra: 40(-10 per turn to maintain)
Damage: 80
This technique core principle is based on the basic phenomena of ripple effect, with deals with cause and effect in this case the coin is the focal point of the causation.The user will hold atleast three coin in his hand and throw it at the ground to a location of his choosing, releasing lightning chakra into it as he does so. Due to this lightning charge it will stick to what it hits, like magnetic attraction. The user once having released this coin will perform the "Ram" handseal causing lightning to be releasing around the coin in a 15 meter radius forming a lightning orb that shocks anyone within range. The user can also use this on the ground at their own location but use the lightning to form a defense rather than shocking themselves.
-Can only be used twice, two turns between uses.
-The tethraderal spheres last for maximum of two turns
-Can only use lightning while active
- No jutsu above A rank in the following turn
Approved - made edits. Got tired of checking it, you can work on the other effect later.
Update
Raiton -Ishiki-teki rippuru kōka.: Lightning Release: Coin Ripple Effect.
Type: Supplementary
Rank: S
Range: Short - long
Chakra: 40(-10 per turn to maintain)
Damage: 80
This technique core principle is based on the basic phenomena of ripple effect, with deals with cause and effect in this case the coin is the focal point of the causation.The user will hold atleast three coin in his hand and throw it at the ground to a location of his choosing, releasing lightning chakra into it as he does so. Due to this lightning charge it will stick to what it hits, like magnetic attraction. The user once having released this coin will perform the "Ram" handseal causing lightning to be releasing around the coin in a 15 meter radius forming a lightning orb that shocks anyone within range. The user can also use this on the ground at their own location but use the lightning to form a defense rather than shocking themselves, where by it follows basic elemental advantages and disadvantages or to provide a chakra surge to the user if need be.
-Can only be used twice, two turns between uses.
-The tethraderal spheres last for maximum of two turns
- No jutsu above A rank in the following turn

Declined - You throw a coin on the ground and it creates a lightning barrier around you, how does this in any way create a chakra surge through you? The note about it following elemental S/W is just a given in the RP unless stated otherwise within the jutsu for some well explained reason.

Genjutsu - Fuhai no dankai: Illusionary Arts: Stages of Putrefaction.
Type: Offensive
Rank: S
Range: Short -Mid
Chakra: 40
Damage: N/A
Description: In the human body putrefaction otherwise known as decomposition is the process which limbs, organs can be broken into simple matter either from death or human interactions. This genjutsu core premise revolves around this process and preys on it utilizing the two main stages which are bloating and skeletonization that is to say complete decomposition of flesh to bare bones. To perform this technique the user makes use of the boar and Dog hand seals in quick successions and casts his or her opponent in an illusion where initially, their limbs both feet and leg have swollen exponentially and have become bloated to three times its original size making usage of it extremely difficult and painful as a result of their body beginning to decay, which is noticed as their skin begins to gradually fall off like hair strands when being combed out. After a turn this bloating further progress to the abdominal region until it encompasses the whole body at which point the rate at which the victim skin is decomposing becomes increased and their bare bones begin to be seen as flesh strip apart from their body at an accelerated pace than before. In reality the user has already thrown multiple explosive kunai tags all aimed at his vital arteries to make a precise cut.
Note: Can only be used twice
Note: The illusion last for three turns unless broken.

Declined - similar grim illusions have been done before. Also, you've got an S rank with no restrictions. Do you even know what restrictions are? I mean an S rank illusion, this would take an F rank surge to break, seeing many of them around? Or extreme damage to yourself. And why would you damage yourself if you're falling apart anyway.
Edit what you want
Genjutsu - Fuhai no dankai: Illusionary Arts: Stages of Putrefaction.
Type: Offensive
Rank: S
Range: Short -Mid
Chakra: 40
Damage: N/A
Description: In the human body putrefaction otherwise known as decomposition is the process which limbs, organs can be broken into simple matter either from death or human interactions. This genjutsu core premise revolves around this process and preys on it utilizing the two main stages which are bloating and skeletonization that is to say complete decomposition of flesh to bare bones. To perform this technique the user makes use of the boar and Dog hand seals in quick successions and casts his or her opponent in an illusion where initially, their limbs both feet and leg have swollen exponentially and have become bloated to three times its original size making usage of it extremely difficult and painful as a result of their body beginning to decay, which is noticed as their skin begins to gradually fall off like hair strands when being combed out. After a turn this bloating further progress to the abdominal region until it encompasses the whole body at which point the rate at which the victim skin is decomposing becomes increased and their bare bones begin to be seen as flesh strip apart from their body at an accelerated pace than before. In reality the user has already thrown multiple explosive kunai tags all aimed at his vital arteries to make a precise cut.
Note: Can only be used ONCE
Note: The illusion last for three turns unless broken.
Note: No genjutsu above A rank for rest of the battle
Note: Can only use two techniques the next turn

Declined - Similar to my last check. Why is this S rank? When we check customs it comes down to us thinking of logical counters within the RP based on cannon aspects. In this illusion, it's S rank, which means they would need an F rank surge to break, which, doesn't exist really in the cannon list. Next, is the pain aspect, why would you hurt yourself further when this technique makes them see themselves falling apart? Take this into consideration and it means i can't approve this as an S rank illusion.
 
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Detective L

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New Cycle: 25/04/2017 - 02/05/2017

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.
 

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(Berubetto Ruumu Korekushon ღ Yontsu no Kakyoku) The Velvet Room Collection ღ Four Romances
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Velvet Room Collection, is a prized set of ink that through years of mending and fooling around with behind the scenes, Ink Ninjutsu Artists finally managed to create a personalized set of ink in which allows for them to have a far more dangerous arsenal when using it for combat purposes. Normally one would use a generic ink that can be store bought but this set can only be found with elite personnel within the artist community. The inks below can be used in conjunction with their ink based ninjutsu having differing effects to one another though they all share the common feature of being able to manipulated through the use of the user’s chakra.

Primitif Collection - This first set of inks are the first to be created, each one with the design of being “durable” than most other inks. What this means is that the ink of this set are extremely duable in nature, having heat and water resistance , non conductive material, while some have an elastic feel to them. This allows for the ink to play on equal terms with elemental ninjutsu, being able to counter them up to the same rank. Though this ink is more durable than others, it is the slowest of the set and thus moves a rank slower than the artist upon creation but can still be animated into 3D models just as fast.

Seconde Collection - The second set of inks created after the first, and is said to be the complete opposite of the first set. This set’s ink far less elastic in nature, and is easily beaten by elemental ninjutsu of the same rank but it makes up for its poor durability is its near featherweight composition. The ink creations are capable of moving twice the user’s base speed thus making them ideal for techniques of quicker execution.

Troisième Collection - The second to last of the ink set’s created, this set is bit more easier to comprehend as when this ink is used, a small portion of additional chakra is infused into the ink allowing for double the scale. What this means, is when an artwork would normally be five meters in height as an example this ink absorbs more chakra in which it uses to expand the creations more in height and power thus it would become ten meters tall instead of just five while also become more powerful thus giving it an extra +20 passive damage boost to which to give a more accurate idea of how the boost is achieved, the creations in example a lion would be taller and far more muscular than before, carrying razor sharp teeth and claws , birds wings become more muscular , feathers becoming more blade like with stronger talons etc.

Quatrième Collection - The last and final set of Ink created, this set like most, the opposite of the previous set, whereas instead of absorbing chakra from the user to increase in size and power, the ink carries the ability to absorb chakra from techniques it becomes in contact with. What this means is that once the ink touches the enemy directly, or comes into contact with foreign chakra it would begin to absorb chakra from it. Through direct contact, it will drain -40 chakra per turn while when absorbing it from an technique it reduces the power by one rank.

This is not a direct technique, but rather tools to be placed within the biography of the user or mentioned before battle. The inks cannot be mixed with the opposing type of ink , meaning a technique cannot carry the ink of i.e Primitif and Seconde Collection. When using Troisième Ink, the user pays up an extra +15 chakra due to the nature of the ink. As like other Ink Ninjutsu, the ink can be applied to pre drawn drawings , tattoos or anything applicable to Ink Ninjutsu.

♪ Declined: It's just ink, lmao. You need to find some way to rationalize the physical changes that you​'re making to the ink itself. This comes off as a set of pseudo CEs. ♪

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?
(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 twice times per battle with a cooldown of two turns between each use.

♪ Approved ♪

Air Based Strike
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(Fujitsuboātsu: Chikara no Sai Kouchiku) Barnacle Arts: Power Reconstruct
Type: Suplementary
Rank: C - Rank
Range: Short -Long
Chakra: 15
Damage: N/A
Description: Power Reconstruct is a specialized technique known to the Barnacles who are considered “communities” among the contract much like Oregon and Arbiter. Due to how their bodies are structured, they are capable of using the innate ability they possess in order to reshape themselves into new forms. Through the manipulation of the tendrils that keeps them together and adjusting of the position of the barnacles they can attain new forms such Orgon changing into the form of a dragon or wolf as opposed to his normal state, allowing for more unique variety and twist among them. They cannot grow taller than they already are though can become shorter in height if needed, while retaining all their original abilities. One unique application of this technique can also be applied if in the instance of a single Acorn Barnacle is existing on the field, through which the user can summon a mass amount of barnacles together allowing for the single barnacle to join together in order to form a new community of barnacle capable of roaming around the battlefield in order to assist the summoner while retaining the ability of the single acorn barnacle as it now acts as the “brain” of the community. This technique can only be used by Barnacles who are considered “communities” while creating new communities can only be done once per turn.

♪ Declined: Realize that the newly summoned Barnacles won't be taking on the abilities of the first. Removed the passive portion as well. ♪

Signed Contract Here:
Permission to make Arts(if needed):
 
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Atrocitus

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Mokuton: Bushō no buki | Wood Release: Warlord's Armaments
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (+20 to Wood Human technique)
Description: Based on the ability for a wood user to mold wood into many different forms for various applications this technique focuses on improving the "Wood Human" jutsu. The user will first perform the snake handseal (this can be strung onto the parent jutsu changing its structure as it forms which means this technique will be in the same time-frame) causing the Wood Human to reform into a form of the users choosing. This form cannot be more than 1.5 times the size of the original form and must at least retain some humanoid features (ex. A centaur form has four legs but still retains a humanoid upper body). The forms it can take a limited to the user's imagination but must still be possible within the realm of the Narutoverse.This technique will also boost the density of the wood used which gives a +20 increase to the Wood Human technique (this is shown by a formation of wood armor on the Wood Human).

Note: Can only be used twice per battle with three turns between uses
Note: Does not stack with other boosting abilities apart from Wood Sage Mode and Wood Dragon buffs.
Note: No wood jutsu over A rank next turn.

□ Declined. No to Long range, as well as the boost seems nonsensical. So you change the shape and it gains a boost. Can't be stacked with any boosts besides Wood Sage Mode. □

Mokuton: Ebāgurīn | Wood Release: Evergreen
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-15 chakra per turn)
Damage: N/A
Description: Based on the fact that Wood release is different to other elements in that it can be "grown" by the user and is a "living" element (shown by the forest/pollen creation wood jutsu), this technique gives the user the ability to regrow their wood techniques back to their original density and strength. By being in contact with the jutsu (either through the ground/water or if it is grown from the users body itself) the user will perform the snake hand-seal and maintain it for as long as they need to. This chakra control will be sent through a previously used wood technique and causes it to keep regrowing internally and externally. This means if it has been previously weakened from clashing with a weaker technique this jutsu will repair the damage and bring it back up to it's original strength. This also means if the user sustains this jutsu when the previously used wood jutsu clashes with another technique that is of the same power this technique will continually rebuild the wood jutsu, allowing it to essentially "push" through the clash as the other technique will run out of steam and dissipate (this will not happen in every single clash). This jutsu does not boost the strength of other jutsu meaning if the wood jutsu encounters a technique stronger than it, this will not do anything. The user is obviously unable to perform any other jutsu (only passive jutsu) while sustaining this one and if his connection to the wood jutsu or the handseal is broken then this technique will stop.

Note: Can only be used once per battle, with one turn in between uses after this jutsu ends.
Note: Can be sustained for up to two turns.
Note: Cannot be used on forbidden ranked techniques.

□ Approved. □


Genjutsu/Fuuinjutsu: Tōtemu | Illusionary Arts/Sealing Arts: Totem
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is where the user will perform three handseals and place the kanji for "Awaken" on a personal item of the users choosing (can be as small as a ring but must be carried on the users person). This seal will contain an A ranked genjutsu of the users choosing (must be stated what it is when the seal is placed, or in the users bio) which will remain dormant until the user's chakra network is disturbed like when the user is under genjutsu (the seal will monitor the user's chakra network). Once released the genjutsu will be placed on the user and the genjutsu will layer on top of the detected genjutsu. The placed genjutsu is usually something nonsensical but can be something very personal to the user so that when he experiences it he will know he is in a genjutsu (an example would be seeing a personal friend that you know is dead or even something like seeing a three headed toad that sings a lullaby). This genjutsu does nothing else and does not harm anyone, it just serves as an alarm for the user to combat enemy genjutsu. Finally when the user places the seal it will contain no more than three copies of the same genjutsu allowing it's use multiple times during the course of a battle.

Note: Can only be placed once per battle but can be activated thrice per battle with one turn in between uses.
Note: No other genjutsu (except for Kai) or fuuinjutsu can be performed while the genjutsu is activated.

□ Pending. Sounds like something I'd want to learn >_>. □

♪ Declined: Not a fan of the seal on clothing. It's a narrow way to try and bypass the current restrictions placed on the field of Fuuinjutsu (in terms of body seals). Also, dormant gen won't be approved anymore. ♪
 
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Sasori

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(Fūin geijutsu: Soromon no saigo no negai) Sealing Arts: Solomon’s Testimony
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A
Description: This is a Fūinjutsu technique that comes in two forms: One in a hand seal barrier form and the other in a sealing tag manner. When in tag form it will be placed upon an inanimate object such as a puppet and the user will activate the seal by infusing it with chakra. Upon the infusion of chakra a transparent and non-solid barrier protrudes from the seals location in the form of a violet colored sphere. As the barrier comes into action it begins to expand up to Short-range of whatever it has been placed on. This specific barrier does allow for people to enter inside of it, but it does serve as a barrier to prevent a certain substance from entering it. Once this barrier comes into action it immediately begins to inherently consume or preferably it begins to seal all Oxygen in the nearby vicinity of where it went off. While it does allow people to enter, it does however serve as a repellent in order to keep any excess oxygen from entering the vicinity of the barrier. With this barrier it does not immediately begin to consume all of the oxygen in area, but instead does do in the span of two complete turns before the seal has been completed. Now the other version of this technique activates when the user slams their hands on the ground causing for a barrier in the form of a violet colored sphere to erupt from where the user is currently located. This barrier spans up to short range of the user, both on the ground and above it. Just like the other version of this technique it follows the same principles and rules as it does. After the sealing technique has been completed it will leave harmful effects on any living organisms inside of the barrier’s range. If immediate precaution has not been taken the victim begins to suffocate and is unable to be breathe. Followed along with this is how the enemy will start to immediately gasp in search of any Oxygen. If a victim is currently inside of the barrier before it has been complete they will not suffer an immediate suffocation, but instead causes for them to begin heaving and so it prevents the usage of any jutsu exceeding S-Rank due to the strain on their body after simply being exposed to it. A side effect of this sealing jutsu is that it puts immediate strain the victim's body causing them to be unable to use any jutsu above A-rank after having being inside for two turns. Upon being inside of the barrier for more than two complete turns whomever is inside will faint due to the deprivation of oxygen most likely leading them to die due to them being unable to satisfy their bodily needs. Also, an additional effect of this barrier is that any Fire jutsu that comes inside of the barrier suffers a decrease in rank due to the lack of oxygen in the area— due to a Fire’s constant devouring of oxygen it becomes a hindering factor due to the lack of it in the barrier. The fire weakening only applies if the Barrier has been sustained for at least one complete turn. Initially to activate Solomon’s Testimony it costs a move but afterwards it simply passively drains -10 chakra from the user each turn, and of course if the user is unable to survive the conditions of this barrier it will put them in the same conditions as anyone else.

Note: Can only be taught by Sasori
Note: Barrier lasts for three turns at max and can only be used twice per battle.
Note: When dealing with puppets this seal can be passively attached but must be stated upon which puppets have it upon their summoning, and only two puppets can have this seal, if using puppets.
Note: Can only be broken by an A-rank or higher technique.
Note: No other Fuinjutsu in the same turn as this technique is active.
Note: If the user has two seals placed upon a battle then that will automatically take up their two usages meaning they cannot use the barrier manually through slamming their hands on the ground, and vice versa

□ Declined. DNR. □

(Shīruātsu: Aporosankutamu) Sealing Arts: Apollo Sanctum
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: NA
Description: A Fūinjutsu based technique that was developed in order to deal with enemies who possessed speed levels beyond that of the user. By first performing one hand seal the user causes thin slices of magenta barriers to be expelled from their body in all angles. From each angle, the barriers will be grouped off into five groups: A Lightning, fire, water, wind, and earth barrier. The moment the enemy passes/breaks through each layer a different effect will be placed upon them essentially aiming to slow them down overall. Upon each barrier being disrupted/pass the opponent will experience a variety of effects until their speed has been successfully reduced. If each barrier has been passed not only would the target be slowed down they will also experience a reduction of speed equivalent to that of their current speed boost meaning if they currently had a 2x speed boost they will be slowed down 2x, but only up to boost up to x4. On to the purpose of each barrier, the moment the target passes through the Lightning barrier a wave of electricity flows into the enemy's legs and while not physically harmful will cause for their muscles to become slightly paralyzed and restricted. Once the opponent passes through the wind barrier, they will experience a drag force from the pushing them into the opposite direction. The fire barrier once breached will cause the targets leg tissue to be severely harmed making simple motor functions difficult. With the earth barrier the target will feel a tremendous weight placed on their legs from the barrier when the enemy moves past it. Lastly, the water barrier will fill the opponents and their clothing with dense water that causes their clothing to become heavy and makes movement difficult.

Note: Can only be used four times
Note: No Fūinjutsu above B-rank after usage.

♪ Declined: This would require Y/Y if you wish to manipulate more than one chakra nature at once. Regardless, the effects of the barriers clash with existing techniques. The Earth based portion clashes with Gift Bad, the water based one clashes with Heavy Touch, the wind with turtle pace, etc. ♪

(Shīringuāto: Kasandora no kagami) Sealing Arts: Goil Foil Method
Type: Supplementary
Rank: A
Range: NA
Chakra: 30
Damage: NA (-1 Rank or -20)
Description: A sealing technique developed specifically to deal with incoming Elemental attacks in an attempt to weaken them. This jutsu does not serve to stop a jutsu completely so, it is rather dangerous for one to use this technique without protection; which is exactly why Sasori designed this seal to place it on his puppets, or familiars or other inanimate beings. The Gold Foil Method sealing technique is a barrier ninjutsu that projects a thin and wide scaled magenta wall at any angle depending on the incoming attack, and depending on the size and scale of a technique launched at the user a barrier capable of fitting its parameters will be projected. It is also crucial that the technique must pass by the barrier in order for it to be weakened. Depending on the specific elemental technique being launched at the user a certain application of this barrier will come into play affecting it. This technique mainly works by sealing components of a jutsu in order to weaken it as a whole; specifically speaking said jutsu is weakened by one rank. To start off, whenever a Fire jutsu passes through the barrier, it will activate in response to the flames and instantly begin to siphon/seal any oxygen inside of the flames, so due to fires using oxygen to burn, said jutsu will suffer a loss of strength due to the loss of it. Whenever an earth jutsu passes through the barrier said technique will instantly begin to have a portion of its momentum/force taken from it thereby reducing its impact; this only applies if the earth jutsu inflicts damage through either force or momentum. Next, we have lightning jutsu, when dealing with lightning the barrier will activate and instantly begin to seal off surrounding air. Due to all lightning jutsu needing a medium of movement which in most cases is the air said jutsu would struggle to continue movement— this also explains lightning weakness to wind, because wind hinders the air currents disturbing the lightning techniques movement. Then, with water, the barrier projected for water jutsu works in the same manner as the earth and fire application which just means any water jutsu which works by forceful currents will have a portion of oxygen concentration stripped from it. Lastly, when dealing with wind jutsu the barrier projected will be one composed of heat that serves the purpose of weakening the jutsu as it passed through due to simply interactions.

Note: Can only be taught by Sasori.
Note: Can only be used four times.
Note: Up to four puppets/inanimate/familiars can possess this seal.
Note: Only works on the Basic Five.

♪ Declined, DNR: Clashes with an existing seal (Damocles). ♪
 
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Sinthorus

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(Genjutsu: Moeru Gundan) Illusion Art: Burning Legion
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where all forms of nature short range around them wither up and die at a rapid pace. This would include any insects they could see, small animals, trees, grass, anything within nature around them. If stood on a water source like the ocean they would see fish float to the surface as though they had all died in masses, if in the air, birds falling from above them dying, the user will give specific details based on the scenario, giving the aspect of pure death all around. From everything that dies like this, it will be as though their life is being dragged out of them in a dark green smoke, that makes the target feel cold and stiff. This smoke is released from everything they see dying in the same instance in the illusion, which gives off the feeling of pure evil making the target(s) go cold and stiff with fear. Without wasting a moment this dark green smoke shoots up wrapping around the target(s) acting as a further binding as the smoke sinks into their skin, shoots down their throat, into the ears, any way it can to get into their body, turning their skin green in the process. All of this happens within moments like the life force of everything around the target(s) was ripped out and poured into them in a dark manor. The smoke that goes into them will make their entire body burn with pain as it touches them and sinks into them, like it's purging their body. As this smoke does this the target(s) will hear voices in their heads, dark, demonic voices that snarl encouragement of rage, anger, destruction. "Kill, burn destroy...". Their eyes will cloud over red then green as their muscles tense up, it will be like they are filled with rage and power yet not able to control it and so they will be held in place, like a possession of an outside power. With this the smoke causing the pain and holding them in place like it's trying to take over their body, if they do not break the illusion within two turns, they will pass out from the strain on their body.

Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).

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Declined ~ While there's no problem with the illusion itself, there is a problem with your description. You can make your opponent experience sensations, but how he reacts to them is different. It's more aesthetically to say stiff with fear or blind with rage, but you need to describe physical effects that would naturally guide to those emotions instead of stating your genjutsu causes those emotions. Example: " (...) go cold and stiff with like fear itself."
(Genjutsu: Moeru Gundan) Illusion Art: Burning Legion
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where all forms of nature short range around them wither up and die at a rapid pace. This would include any insects they could see, small animals, trees, grass, anything within nature around them. If stood on a water source like the ocean they would see fish float to the surface as though they had all died in masses, if in the air, birds falling from above them dying, the user will give specific details based on the scenario, giving the aspect of pure death all around. From everything that dies like this, it will be as though their life is being dragged out of them in a dark green smoke, that makes the target feel cold and stiff (through the user taking control of their sense of touch to feel the cold, and through this sense of feeling cold, their body will replicate the effects of being stiff with cold) giving an illusion of being frozen with fear. This smoke is released from everything they see dying in the same instance in the illusion, which gives off the feeling of pure evil making the target(s) go cold and stiff like fear. Without wasting a moment this dark green smoke shoots up wrapping around the target(s) acting as a further binding bending their sense of touch so they feel as though the smoke has a physical form binding themas the smoke sinks into their skin, shoots down their throat, into the ears, any way it can to get into their body, turning their skin green in the process. All of this happens within moments like the life force of everything around the target(s) was ripped out and poured into them in a dark manor. The smoke that goes into them will make their entire body as the illusion is controlled as though through bending their senses so they feel though they burn with pain as it touches them and sinks into them, like it's purging their body. As this smoke does this the target(s) will hear voices in their heads, dark, demonic voices that snarl encouragement of rage, anger, destruction. "Kill, burn destroy...". Their eyes will cloud over red then green as their muscles tense up, it will be like they are filled with power through their muscles feeling bigger and tenseyet not able to control it and so they will be held in place, like a possession of an outside power. With this the smoke within the illusion causing the pain and holding them in place like it's trying to take over their body, if they do not break the illusion within two turns, they will pass out from the strain on their body.

Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).

(Genjutsu: Moeru Pesuto) Illusion Art: Burning Plague
Type: Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( + 10 per turn )
Damage: N/A
Description: This is a unique genjutsu in the way that it's placed on the chosen target/targets, as well as the user. The user will perform a single handseal or release a wave of chakra over their body, visible like the rasengan, but not offensive, purely a medium for inducing the genjutsu. In doing this, the user will bind themselves and any other's they wish in an illusion, where they will see thick, green smoke pouring from the users body. The area around would gain a green hue to it as the illusion takes control of their senses to bend the world around them. With this the target(s) would smell a horrid smell like rotting flesh, and feel a chill go through their bones. With the introduction to the illusion, they will hear a demonic voice in their head "Welcome to my Domain". They will see the user's eyes glow green as their skin begins to show what look like cracks of pure green energy flowing through their body. It will be as though the world around them has warped into a demonic realm under the users control. As this all happens, within the illusion, bolts of green lightning will shoot up from the ground, stabbing into the targets arms and legs, like spears of solid lightning to pierce them and hold them in place. From these spears, green smoke spreads over their body as the user bends their senses to feel searing pain as though the smoke is acidic as their see their flesh burn and mutate, taking on a mutated demonic look. After one turn if the target hasn't broken the illusion, they will see their limbs start to change, one by one, in the turn after being bound, they will see their arm become one giant mutated claw and lose their sense of touch from that arm as the demonic arm shoots up grabbing them around the throat beginning to choke them. On the second turn after being bound, if the target(s) are still within the illusion they will pass out due to their body reacting to not being able to breathe within the illusion. All this is done through bending their sense of touch and sight so they see the mutation and feel the burning pain and then the user removes their sense of touch in their arm while creating the illusion of them being choked. All the while the user will be looking on, laughing at them. Due to this being cast on the user too, following the layering genjutsu rules, it will free the user from any weaker genjutsu, though the user will have to have logical reasoning or notice the genjutsu in the first place that they are in through methods of sensory or deduction. Within the illusion the user can bend and control the smoke around them for addition effects.

Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: Can only bind up to 3 targets
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts 4 turns. Each turn, the chakra renewal will flush out every previous gen one rank bellow ( B rank, then C rank, then D rank ).

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Both Approved ~ Go forth and rot people with green fumes!

(Genjutsu: Ren'ai) - Illusion Technique: Emotion.
Rank: S
Type: Supplementary
Range: Close(0m-5m), Mid(5m-10m)
Chakra Cost:40
Damage Points:80
Description: This Genjutsu is so unique as it doesn't create a physical illusion like false surrounding, but instead effects the opponents emotions, much life parilysing fear. The user will release their chakra into an dome shape all around to mid range, effecting anyone caught within the area. This genjutsu effects the part of the brain of the targets that controls the emotions they feel. When the target is caught in this genjutsu, the user will be able to create the illusion of one of their emotions, or, make it so they can feel an emotion coming from the user.

(Ren'ai: Kigi )- Emotion: Fear
By creating the illusion of fear in the opponent, it will effect the opponents fighting spirit, as is always seen. A scared man wants to run or is to scared to act rather than fight. So when the user creates the illusion of fear the targets will be stunned for 1 turn from the shock. Though due to this being a genjutsu, if the opponent knows it's a genjutsu they will be able to break it with high levels of pain or a burst of chakra. If the target is a higher rank than the user then it will have no effect on them.

(Ren'ai: Shinpyou)- Emotion: Trust
By creating the illusion of trust in the target, it will make them more vulnerable in a way. By creating the illusion that the target will trust the user, they will be less likely to suspect them of doing anything sneaky. The way this works in an actual battle is that the target will trust the user, and will lower their defenses as they wont expect the user to attack them. In doing so they will reduce their own reaction time by half. This effect lasts until the gen is broken or after it has been active for 3 turns as after that the target will have no reason to trust the user.

(Ren'ai: Aijou)- Emotion: Sadness
By creating the illusion of sadness in the target, it will make them more vulnerable in a way. When a person is sad, they are unable to concentrate on what's going on around them. Sadness such as losing someone close to us makes it so our brains don't function properly, and so we make mistakes and mess things up. In a battle, by creating the illusion that the target is sad, their moves will become sloppy reducing the speed of their attacks by half and reducing the power behind them by 10 damage. This lasts for up to 3 turns or until broken.

(Ren'ai: Rokujou)- Emotion: Anger/Rage
By creating the illusion of anger/rage in the target, it will make them more vulnerable in a way. As seen ¬¬in naruto, when someone fights when they are angry they lose sight of their actual goal and destroy everything that gets in their way. Not only that, but they focus on damage instead of accuracy and speed which makes their fighting skills useless. So by creating the illusion that the target is angry, the power of their attacks will increase by +10. This may be seen as a good bonus but it comes at the price of speed. And so, when the target is fighting, there speed will be reduced to 1/3 of their speed at the time. This lasts for 3 turns or until broken. This increases the chakra cost of the target's jutsu by 10 due to the extra power they are using.

(Ren'ai: Ikkyou)- Emotion: Surprise
By the creating the illusion of anticipation/surprise on the target, they will become more on edge and jumpy. By believing they are on edge, they will be surprised by what goes on around them, some are more effected that others. The way this will work in battle, is when the target is more jumpy, they wont expect things as much and so their reaction time drop greatly as they would like skip a heart beat. The reduction in reaction time would be like the difference between an Uchiha's reaction of when he has 2 tomoe active and his normal eyes. So if an Uchiha had 2 tomoe active active, their rections would be reduced back to normal. This lasts until broken or for 3 turns.

(Ren'ai: Opuchimizumu)- Emotion: Optimism
By the creating the illusion of optimism on the target, they will become more confident in their fighting skills. In effect, they will believe that their attacks are stronger than they actually are. In doing so their jutsu's power will suffer as the damage will be reduced by 10. Lasts for 3 turns

(Ren'ai: Koigokoro)- Emotion: Love
By creating the illusion that the target is in love with the user, they will not want kill or even hurt the user. Love is a very powerful emotion that will drive a person to do almost anything to help the ones they do love. In a battle, by creating the illusion that the target is in love with the user, they will reduce the damage of the attacks they are using and so their attacks will 15 less damage that normal as they just want to stop the user not kill them. Lasts for 3 turns.


Note: Useable three times
Note: For the restrictions on the use of each emotion, see the end of the description.
Note: Only one of the emotion illusions can be created per use, and only one can be in effect at a time.
Note: If the user is effected, so are his clones.
Note: This genjutsu only creates the illusion of the emotion to effect the targets fighting style, and so will be stopped just like any other gen.

~Declined~ This technique doesn't fall under the "strict" definition of Genjutsu:

"Genjutsu is created when a ninja extends their chakra flow through the cerebral nervous system of their opponent to control their mind's chakra, thereby affecting their five senses."

If you read the whole article on Naruto Wiki you'll see that they're very subjective as to whether it's possible or not to directly influence emotions, however in our RP we decided to prohibit such possibilities; deeming it OP.

I know you must have worked hard on that jutsu so I will let you re-submit it again. Try and fix the description so it fits with the official definition of a genjutsu; make it related to the senses.
(Genjutsu: Ren'ai) - Illusion Technique: Emotion.
Rank: S
Type: Supplementary
Range: short - mid
Chakra Cost: 40
Damage Points: N/A
Description: This Genjutsu is so unique as it doesn't create a physical illusion like false surrounding, but instead effects the opponents five senses to mimic the sensations that we associate with emotions, much life paralysing fear. The user will perform a single handseal andrelease their chakra into any targets around to mid range, effecting anyone caught within the area of the users choosing. This genjutsu effects the part of the brain of the targets that controls the five senses,
to bend them in such ways that will give the impression of
emotions people feel. When the target is caught in this genjutsu, the user will be able to create the illusion of theses emotions through bending the senses to effect one of their emotions, or, making it so they can feel an emotion coming from the user.

(Ren'ai: Kigi )- Emotion: Fear
By creating the illusion of fear in the opponent, it will effect the opponents fighting spirit, as is always seen. A scared man wants to run or is to scared to act rather than fight. So when the user creates the illusion of fear the targets will be stunned for 1 turn from the shock. Though due to this being a genjutsu, if the opponent knows it's a genjutsu they will be able to break it with high levels of pain or a burst of chakra. If the target is a higher rank than the user then it will have no effect on them. The effect of this illusion is that the users bends the sense of touch to create the feeling of the inability to move their body, along with a chill running down their spine, and the feeling within of their "stomach dropping", all the minor traits all humans feel when extremely scared.

(Ren'ai: Shinpyou)- Emotion: Trust
By creating the illusion of trust in the target, it will make them more vulnerable in a way. By creating the illusion that the user is no threat and so thetarget will trust the user, they will be less likely to suspect them of doing anything sneaky. The way this works in an actual battle is that the target will trust the user, and will lower their defenses as they wont expect the user to attack them. In doing so they will reduce their own reaction time by half. This effect lasts until the gen is broken or after it has been active for 3 turns as after that the target will have no reason to trust the user. The way this false sense of trust in the illusion is created, is taking control of the sense of touch, they create a smoothing feeling, much like when you take stronger painkillers or take in alcohol, your become more relaxed through the lesser sense of feeling. Not only this but the sense of sight would make the user look more harmless in the same way a small animal seems like no thread at all, making them look smaller, frailer.

(Ren'ai: Aijou)- Emotion: Sadness
By creating the illusion of sadness in the target, it will make them more vulnerable in a way. When a person is sad, they are unable to concentrate on what's going on around them. Sadness such as losing someone close to us makes it so our brains don't function properly, and so we make mistakes and mess things up. In a battle, by creating the illusion that the target is sad, their moves will become sloppy reducing the speed of their attacks by half and reducing the power behind them by 10 damage. This lasts for up to 3 turns or until broken.

(Ren'ai: Rokujou)- Emotion: Anger/Rage
By creating the illusion of anger/rage in the target, it will make them more vulnerable in a way. As seen in naruto, when someone fights when they are angry they lose sight of their actual goal and destroy everything that gets in their way. Not only that, but they focus on damage instead of accuracy and speed which makes their fighting skills useless. So by creating the illusion where the target believes that they are angry, the power of their attacks will increase by +10 as through range they will add more chakra into a single blow for destruction. This may be seen as a good bonus but it comes at the price of speed. And so, when the target is fighting, there speed will be reduced to 1/3 of their speed at the time. This lasts for 3 turns or until broken. This increases the chakra cost of the target's jutsu by 10 due to the extra power they are using. The feeling of anger is one that is created through bending the sense of touch, so the target will feel their blood hotter than normal as their face feels hotter,
and their muscles more tense, clenched, like when you try to grit your teeth in rage,
a human response, to lash lout in a rage. Not only this but a minor sensation of shaking will be felt.


(Ren'ai: Ikkyou)- Emotion: Surprise
By the creating the illusion of anticipation/surprise on the target, they will become more on edge and jumpy. By believing they are on edge, they will be surprised by what goes on around them, some are more effected that others. The way this will work in battle, is when the target is more jumpy, they wont expect things as much and so their reaction time drop greatly as they would like skip a heart beat. The reduction in reaction time would be like the difference between an Uchiha's reaction of when he has 2 tomoe active and his normal eyes. So if an Uchiha had 2 tomoe active active, their rections would be reduced back to normal. This lasts until broken or for 3 turnsas after 3 turns the effects would wear off as they calm down. This effect is achieved through the user bending the user bending their sense of sight to be more narrow, blocking out their peripheral vision, so any small movement is a shock. Not only this but they will increase the targets sense of touch to be more sensitive, so the feel of the wind blowing will feel like a strong gust. This wont hurt them, but much like when we don't pay attention and someone touches your hand, it makes you jump, making you edgy

(Ren'ai: Opuchimizumu)- Emotion: Optimism
By the creating the illusion of optimism on the target, they will become more confident in their fighting skills. In effect, they will believe that their attacks are stronger than they actually are. In doing so their jutsu's power will suffer as the damage will be reduced by 10. Lasts for 3 turns. This is done through the user making themselves look weak in minor ways. Their attacks would look slightly smaller, their muscles smaller,
the damage they create would look less all done through bending the sense of sight. At the same time they will see their own attacks look like they are doing more damage, a fireball that would create a cater, makes a slightly larger one and so on. Their attacks would look bigger, creating the illusion of their own power. The user would show any damage to themselves to be more through bending the targets senses, and through this the target will believe in their own power, and not push to make their attacks stronger.


(Ren'ai: Koigokoro)- Emotion: Love
By creating the illusion that the target is in love with the user, they will not want kill or even hurt the user. Love is a very powerful emotion that will drive a person to do almost anything to help the ones they do love. In a battle, by creating the illusion that the target is in love with the user, they will reduce the damage of the attacks they are using and so their attacks will 20 less damage that normal as they just want to stop the user not kill them. Lasts for 3 turns. Love comes with several effects that we all feel, the first one is that of the heart racing, beating faster. Another effect is that the target will feel a nice tingling sensation through their body. Last but not least is one where the user will create the image of them self looking like they are "glowing" in a sense of just seeming brighter in themselves, not shining, but just standing out more to the target,this with the heart racing and that tingling sensation creates the false sense of love. And none of us want to kill ones we love


Note: Useable twice
Note: For the restrictions on the use of each emotion, see the end of the description.
Note: Only one of the emotion illusions can be created per use, and only one can be in effect at a time, but multiple targets can be effected.
Note: This genjutsu only creates the illusion of the effect of the five senses to emulate emotions to effect the targets fighting style, and so will be stopped just like any other gen.
Note: No genjutsu Above A rank for two turns after.



Declined - DNR.
 
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Drackos

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(Kyomu) – Nihility
Type: Supplementary
Rank: N/A
Range: Direct Contact
Chakra: N/A
Damage: N/A
Description: This technique is derived from the effects and abilities of the Loss of Memory Technique. Through physical contact and a small and negligible infusion of chakra the user is capable of blocking or amplifying an opponent’s emotions. This effectively operates under the same principle as the Loss of Memory Technique; it creates a “block” on a given set of emotions or allows for the reverse and “opens” the emotion(s) to be further amplified. For example, the user, through physical contact, can amplify an opponent’s anger driving them to rage. Or they could block their emotion of remorse to block their ability to feel regret. The options are near limitless given the staggering number of emotions available. Given that Nihility can influence an individual’s emotions in a near infinite number of ways the effects are largely cosmetic. Despite being filled with rage an opponent may still remain logical and in control of their own actions, for instance. This effectively makes Nihility a harmless and cosmetic technique. Blocks or amplifications on emotions can last until released by the user.

Declined - After discussing this with other mods, this is beyond basic ninjutsu as there are no cannon examples of being able to manipulate emotions in this way. The way that is possible is to put them in a situation where they feel an emotion, for example, Killing intent, they feel the users killing intent, and through that see their own death, creating the fear aspect. Another example is through genjutsu like the one i resubmitted above from 5 years ago, creating illusions bending their senses to give a false sense of emotion, or create an illusion to trick them into feeling that emotion, they see their loved ones die, so they feel rage and sorry etc. But controlling actual emotions through touch isn't possible.
 
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Ryóma

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(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: C - A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations, making it almost impossible to distinguish the real from the fake created environments. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw upon but this can be remedied by the user summoning the ink much like its parent technique. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. C Ranked scales up to short, B ranks can scale up to one mid while A ranks can scale up to long range(one landmark in NW), with C ranks being able to be used up to five times per battle, B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look.

□ Declined. I'll only allow this up to Mid range. Also, @colored, a scroll is needed if you want to achieve this feature, and it can be seen as the terrain is created, only afterward, is it indistinguishable from normal terrain. □​

(Inkupo: Kara no Waremono)Ink Art: Fragile and Empty
Type: Suplementary
Rank: S - Rank
Range: Short -Long
Chakra: 40
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a semi permanent water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to S rank sans hand seals , while also retaining the ability of using Ink Ninjutsu up to A rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for fours before the ink falls and become unusable. After use the user is unable to use Ink Ninjutsu above A Rank in the same and next turn, while all jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size, and only one element can be infused into each ink creation.

□ Declined. Duration too long, S ranks with no hand seals is a no. Also, Mid range. □​

(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Per Technique)
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed but would regenerate so as long as it’s not fully destroyed. This technique can be used three times per battle, lasting three turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same timeframe of another technique.

□ Declined. Again, duration too long, and no passives and same time frame, its a separate technique. □​
(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to short range, A ranks can scale up to mid range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. Lasts 3 turns.

□ Approved. Edits made. □

(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Suplementary
Rank: S - Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to A rank elementals, while also retaining the ability of using Ink Ninjutsu up to A rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for two turns before the ink falls and become unusable. After use the user is unable to use Ink Ninjutsu above A Rank in the same and next turn, while all jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size.

□ Approved. Edits made. □

(Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water is made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink is it is laced with the user’s own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down and potentially suffocate and drown. The user can manipulate the ink in order for them to not be harmed by it once it downpours, while being able to use this technique three times per battle with a two turn cool down.

□ Declined. The technique will affect you if you are in range, also Mid range. And does it just drown the opponent, or does it trap them inside the ink, constrain their movements? □
 
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Gutsy

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[Genjutsu: Hogo no te] Illusion Art: Hand of Protection
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80 (mental damage)
Description: The user will perform single hand seal or thrust their hand out to induce this illusion. The other method is for them to create a bright light such as a flash bomb or the cannon lightning blinding technique, focussing their chakra into the light as a medium to induce the gen, if a flash bomb is used, the user will need to perform a seal still. In creating this flash of light the user will bind themselves and their targets within an illusion of purity. They will see the user's eyes burn bright with light as their hands glow bright. The ground will crack and shake under the user but they will not lose balance, giving the ambiance of power, light and purity. As the targets of the illusion see the light, it will be light the light ignites in their retina, taking hold of their body. The illusion would bend their vision so that they the light grows brighter, like a torch within their own eye shining brighter and brighter, but at the same time growing hot, burning. This hot feeling would flow into their head and then through their entire body, through their veins as their sense of touch is control to create a burning heat, their their veins have caught fire burning bright with light, creating the illusion of intense pain. Following this they will feel the fire grown in their throat pushing upwards and out of their mouths pushing upwards, forcing its way out going upwards, which their body would react to by tipping their head upwards to release this fire. Due to the mental strain on the user from feeling so much pain through their body, if this isn't broken within the second turn, they will pass out from exhaustion, and the illusion will end.

Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts for up to two turns
Note: Cannot be used to induce eye contact.

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♪ Approved: Note, this is not a paralyzing gen. Will only work on one person at a time. ♪
 
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Panthalassa

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( Suiton Hijutsu: Uejini ) Hidden Water Release: Anoikis

Type: Supplementary
Rank: S
Chakra Cost: 40
Damage Points: N/A
Description: Anoikis is the ultimate finisher, and pertains to the death by chakra depletion. Through Anoikis, the user will exude a clear, white-like liquid from his hand, densily chakra infused and then proceed to touch the target's body, over one of the Eight Gates. The water will seep into the target and take a hold of their chakra reserves. Ultimately, in a single pull, all of the target's chakra will be drained, resulting in the target's death. This drain though, is used as a finisher, and not as a technique to be used in battle. The user is required to maintain contact throughout two whole turns, the drain happening in the third in case the opponent does absolutely nothing. For a style such as Panthalassa, complete depletion of chakra is usually the end-goal, this technique merely shortcuts that, avoiding the need of any further filler techniques when the battle is clearly won.

Note: When defeat has been announced by the target, either through vm, as an actual post in the battle, ruling or time limit, the waiting turns are cut to immediate deletion. Only in battles against more than one opponent, or the possibility of interruption ( in this case, 12 to 24 hours must pass between "turns" ) will the 3 turns be required.
Note: All of the chakra is used to replenish the user's chakra reservations. Excess chakra will either be lost, or can be given to the user's insects ( if the user is an Aburame ) for them to metabolize directly.
Note: This technique can be used on clones, though the waiting time is shortened by 1 turn, mid battle, and 1 turn less if the user is a Water specialist, which would mean the user only requires to make contact and keep the contact throughout that turn ( so if the clone can't counter this contact within his next move ). This usage of the technique is massively easier to pull off and thus is restricted to 3 times per battle, 5 times per event.

□ Pending. □
 
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The_Empire

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(Bataran) Batarang
Type: Supplementary
Rank: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Batarangs are a custom shaped Shuriken/Kunai. This is used in place of a shuriken or a kunai in either just normal throwing or jutsus. There is no extra damage or speed boost these shurikens gain. They are just a different shape for the user liking. The batarang can fold up which is the only second difference then the first thing which is the shape.
-Must be placed in the user's bio or beginning of the battle/war.

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(Kōmori Genjutsu: Dōkutsu no Dākukurōku) Bat Illusion Arts: Dark Cloak of the Cave
Type: Supplementary
Rank: B
Chakra Cost: 20
Damage Points: N/A
Description: The user when wearing a dark black cloak. The user crosses the cloak from one side of their to the other side where anyone can only see his eyes. This would place their target(s)(max three) in an illusion. Nothing changes but when the user crosses back over the real reason for the illusion. There exiting the cloak are multiple bats exiting from inside the cloak. The bats go to their target(s) and attack them.



‡ Both Approved ‡
 
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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/water
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. Making it harder to get a good footing, and it will effect the speed of shinobi dropping there speed by 1.5× (does not affect special speed boosts. Such as EIG, body flicker, teleportation, Raikage) . 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. Clashes with some different existing Earth techniques that have a similar effect, and the rank boost doesn't make much sense. □

Dropping this if approved:


Crematora
Type:Weapon
Rank: S rank
Range:short-Mid
Chakra:40
Damage:
Description:
Having been a rogue ninja for many years Guren found herself in need of a way to conceal her face from people who could be a threat. She proceeded to search out the uzumaki clan who excelled in Masks and sealing jutsu. She and the elders developed a crystal mask that had a unique barrier chakra embedded into the mask that allows crystal users to boost the potency of there crystal style. Giving there crystal techniques a +10 damage. This is due to the clear crystal encasing around the mask. Once on This mask cannot be removed as it adheres to the users chakra. This mask also utilizes a barrier the spreads up to mid range from the user. This barrier is simply a chakra based barrier that is passively activated at the beginning of every battle. This barrier allows the user to instantly form crystal. So any techniques which are large in stature will be formed instantly while inside the barrier(however they will still adhere to ranges)
The user while wearing this mask will be capable of making up to two crystal clones without the need to use the jade crystal mirror technique first.
Kinjutsu: Shishō Tenketsu) Forbidden Arts: Pressure Points of Harm and Death
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 70 (-10 per turn)
Damage: N/A (+20 to Crystal Release, +10 to Taijutsu)
Description:
Guren releases two tenketsu points in her core, near the heart, opening them completely, to greatly increase her chakra for a short time by changing her life force into raw chakra, allowing the use of more taxing techniques and boosting her abilities. The amount of chakra released is so much that it causes a visible chakra effect similar to the one caused by opening one of the Eight Inner Gates. Her eyes momentarily go completely white as her speed and power increases, mainly with Crystal Release techniques. She becomes 1.5x faster and gains an additional +10 damage to ninjutsu and +20 to Crystal Release. Once its deactivated, she is left tired and drained, unable to use Taijutsu for 2 turns and mold chakra above A-rank in the turn it deactivates.
Note: Can only be used by Guren bios
Note: Can only be used once per battle and lasts 4 turns.
Unison Raid
While the user has kinjutsu pressure points of harm activated the mask allows the user to focus on a single boost. Instead of distributing the power to multiple amplifications the user can direct all the power to one immense boost. Allowing the user to focus the mind to completely direct the chakra to either of these four boosts.( these boosts do not stack on the kinjutsu boosts. They simply redirect the power displacement)
+3× current speed boost (-15 damage per turn)
+30 damage to any damaging crystal tech.(-10 damage per turn)
+40 to taijutsu damage.(-20 damage per turn)
+20 ninjutsu boost.(-10 damage per turn)
+30 to earth jutsu(-10 damage per turn)
Notes:
+ Can only make up to two crystal clones per battle through this method.
+Barrier passively activated at the beginning of battle and remains for 4 turns.
+Can only redirect one of unison raid effects person turn and it only lasts for the duration of pressure points of Harm and Death.
+ After the four turns the user cannot use crystal for the remainder of the battle. This note only applies to Unison raid
+Can only be used with crystal elements

□ Declined, DNR. Just a bunch of abilities stacked together in a weapon to enhance your Crystal arsenal. Most are overpowered and unreasonable. □

Hebi Kuchiyose Cubeleous- Snake Summoning Cubeleous*
Type: Supplementaty
Rank: S rank
Range: Short-long
Chakra: 40
Damage: 80
Description:
This snake is summoned through normal means of drawing blood and using a tattoo or hand signs. Once summoned Cubeleous instantly link up with any sage mode chakra on the field drawing in natural energy passively. If the user is in sage mode during summoning Cubeleous can instantly draw natural energy from the user. This will strengthen the sensory perception and also strength of his natural affinity to fire. His fire jutsu will be his main arsenal being capable of using up to S rank jutsu through battle(canon or customs). But only one S rank fire jutsu per turn. Tyranus will remain on the field for 3 turns only being that he is a S rank summon. He is the same size as but a different color, while being jet black in color and 15 feet long. His scales have a unique set of abilities in that they light up crimson when using fire chakra or jutsu. But they also Carry a deadly venom secretion under the scales. Once Cubeleous uses any fire jutsu the scales will passively release the venom but as it is heated from the scales and body it will seep out in gaseous form up to 10 meters around the summon. This venom/poison has the ability to finish muscle strength and speed of any body effected. Dropping all taijutsu by the effected person by 1 rank and speed by 3 points. The venom/poison is absorbed through the skin of anybody not in sage mode.
Being that Cubeleous can utilize natural energy it will make him as fast as an official sage without leg weights.

While in having his own supply of natural chakra or senjutsu chakra. Cubeleous is capable of erecting a barrier that is spreads long range around himself . This barrier is different from most as it is made up of senjutsu chakra and it boosts the power of senjutsu techniques by +20 while inside the barrier. This barrier moves with cubeleous and can help any sage mode users to initiate sage mode faster and easier.


Restrictions:
+ poison/venom won't affect sage mode users due to skin change and senjutsu chakra. Also it won't affect medical ninja.
+Can only be summoned once per battle.
+Remains on the field for four turns.
+Barrier Remains active for 4 turns or until the summon is dispersed or the barrier is shattered.
+ no other summons on the field at the same time or three turns after being dispersed.
+ can only be taught by juha


Declined: the snake has too many varied abilities (Katon + Venom + Barrier/Fūinjutsu for Senjutsu)




Fuinjutsu Kagami Kagami / Sealing arts Mirror Mirror
Type: Supplementary
Rank:A rank
Range: Short-Long
Chakra: 30
Damage:
Description:
Having a unique seal that is black in nature, and the seal kanji on top of it reads "Expunge". The kanji will glow bright with a white light once the seal is activated. This seal first requires to be placed anywhere on the battlefield. The way this seal works is that it is encased into any crystal source. Once inside crystal you will form two hand signs and clap your hands (which will not have to remain together). This will activate the seal inside the crystal using it as a medium or a jail cell of sorts to store energy. This form of jutsu will have the ability to naturally absorb natural energy and draw it into the crystal as a storage unit. The seal will make it so the energy cannot be used while inside the crystal form. It is like it is trapped in limbo of sorts unable to assist in battle. It has the ability to draw the natural energy even from someone in sage mode limiting any modes that utilize natural energy to three turns before be completely drawing out their natural energy. The crystal itself will take on a mirror like effect that makes it blend in with the natural habitat of the surroundings. Only types of sensory and doujutsu will be capable of deciphering the flow of the natural energy being drawn in. This will speed up too long range of the battlefield however it will take one full turn to reach this and achieve full effect. Once the techniques time is up the natural energy that is cacooned inside the crystal will detonate create a very potent 8 meter blast radius.


Restrictions:
- can only be used once per battle.
- lasts for four turns once it achieves its effect.
- Can only use one other seal during the use of this technique.
- Cannot be paired with any Forbidden ranked crystal jutsu.
- Can only be used by some form of crystal user.

□ Declined. While it seems interesting enough, its easily abused as well. Plus I don't think the Crystal would be able to maintain the masses of Natural Energy it has to drawn in, without becoming petrified itself. Cause remember, someone in Sage Mode is drawing in Natural Energy from the environment, and if you draw it from them, they are still constantly drawing in Natural Energy from their surroundings. Something that the crystal can't finish up, since its all around anyway. □


Hebi Kuchiyose Cubeleous- Snake Summoning Cubeleous
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This snake is summoned through normal means of drawing blood and using a tattoo or hand signs. His fire jutsu will be his main arsenal being capable of using up to S rank jutsu through battle(canon or customs). But only one S rank fire jutsu per turn. He is the same size as but a different color, while being jet black in color, and 15 feet long. His scales have a unique set of abilities in that they light up crimson when using fire chakra or jutsu. But they also Carry a deadly venom secretion under the scales. Once Cubeleous uses any fire jutsu the scales will passively release the venom but as it is heated from the scales and body it will seep out in gaseous form up to 5 meters around the summon. This venom has the ability to reduce muscle strength and speed of any body effected. Dropping all taijutsu by the effected person by 1 rank and speed by 3 points. The venom is absorbed through the skin. Being a fire specialist he is capable of using fire concealment but on a higher level. He is capable of concealing his presence in fire A-rank and below at the expense of a move. He is also not effected by burns from fire A-rank and below. His speed is twice that of an Unofficial Sage-rank ninja.

Restrictions:
+ Can only be summoned once per battle.
+Remains on the field for four turns.
+Using a fire jutsu takes up a turn. Venom gas will be passively utilized during any fire jutsu.
+ No other summons on the field at the same time or three turns after being dispersed.
+ Can only be taught by juha

□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink. Omitted any mention of Senjutsu.


Fuinjutsu Demokuratikku. Rebuse: Sealing arts Democratic Rebuse
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
This technique in two different ways, either through sealing formula or a barrier. First the user will make the tiger handseal and create a barrier to layer over an already existing barrier( like a film layering effect). The new layer of barrier would coat either the inside and outside, however, it would not destroy the barrier. Its works to seal any supplementary effect the barrier might have or be exuding, turning the barrier to a mere physical barrier with no more access to its supplementary effect. For example, when used on a barrier that absorbs chakra, the barrier would cage the effect not letting it take effect inside the barrier or outside. Turning the barrier to strictly a physical or non physical barrier with no other power than its physical durability.
The second way this can be used requires one to make contact with the barrier. Having made contact, the user marks the barrier with a seal which immediately merges with it and seals all its supplementary effect. Like the first, the seal would not destroy the barrier itself.
NOTE
Usable 3x per battle
The seal lasts as long as the barrier lasts or if destroyed. This means as long as the seal/barrier is still on the barrier, no other supplementary effect can be later applied.

□ Declined. Its too encompassing and vague, what do you mean by supplementary effects? All the effects of the barrier? Some barriers do more than one supplementary thing, does this mean every supplementary effect of the barrier is canceled out? Lastly, this technique is quite powerful too as it renders almost all barriers useless. □
 
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Zaphkiel

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(Fūinjutsu: Mugen Kyōsaku) – Sealing Technique: Infinite Constriction
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.

‡ Approved ‡

(Fūinjutsu: Butsuri Kyōsaku) – Sealing Technique: Physical Arctation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. Physical Arctation is based on the principles of Sealing Technique: Artifice and Revision. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Living Barrier. Through an infusion of chakra the applied adjusted script will release an intangible barrier on its target, much like an armor. Those entrapped within will experience the disruptive effects of the Living Barrier, but to a lesser degree. The barrier creates a seal which effectively seals away 40% of the target’s maximum chakra reserves while also preventing the target from using techniques above S-Rank. Unlike the Living Barrier, Physical Arctation will remain active until the seal which it has adjusted is destroyed. Because of the nature of this technique it can be used within the same timeframe as the technique it is applied to. Physical Arctation can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.

‡ Approved ‡
 
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