RULES |
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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. |
Made edits, separated them into individual techniques.(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. The inks however achieved the special properties they have through the infusion of elemental chakra properties. This is not to be fully mistaken for infusion of the elemental nature completely, but what means is that through i.e Quatrième Collection’s collection chakra absorbing properties were extracted from water techniques and infused within the ink thus blessing it with the properties without fully infusing it with water chakra. This applies to each collection , each one detailing how they obtained it.
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. In the case of water resistance, fire resistance, electrical insulation as well as the elastic nature were taken appropriately from Water, Fire , Wind Lightning and Earth Based elemental natures.
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. In the case of featherweight composition, it was taken from the Earth Based Elemental Natures..
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. In the case of the expansion and strengthening comes from the Earth, Water and Wind Elemental Natures.
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. In the case of chakra absorbing properties, it comes from the Water and Earth Release Natures.
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. Your method of creation simply isn't sufficient for what you're trying to achieve, and its anyway too encompassing, this seems more like a CFS than a CJ. Passive boosts, twice the users' speed and absorbtion abilities all within one technique? Nah. □
(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 Oregon 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 to use Barnacle Arts much like other like other communities, while the single acorn barnacle 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.
□ Pending. Leaving for Pekoms. □
(Inkupo: Soriddo Sukuriputo) Ink Arts: Solid Script
Type: Suplementary
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Solid Script is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty , manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What solid script pans out to do is through the limitless imagination of the user, due to the essence of art - will create objects through the use of words, i.e creating the word “barrier” while infusion earth based chakra into the word will cause the formation of an actual stone barrier capable of defending the user from attacks. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, boats, trees etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, they also need to be drawn on certain objects in order for said creations to be made such as holes on the ground. The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 10 meters while S - rank being 10 meters and above. A Ranks can be used up to three times per battle, while S ranks can be used up to twice though needing a hand seal. In the case of the S rank usage, no Ink Technique above A Rank can be used in the next two turns. While the creations such as animals can still be made, they are able to act on their own and outside the need of user’s concencration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush.
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□ Declined. Although I like the technique, its too encompassing. Okay, creating a familiar with elements is not an issue, but creating actual stuff like walls, or say a water blast, would only allow this to be a bypass for hand seals and also clash with some Kisei stuff (Conjuration, for example). So in full, the technique, like your previous Ink one, tries to do too much. □
Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand through any means, the user can channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of light blue flames will come out from the "Release" mark of any of user's dark marks which will fill the whole medium range very quickly. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 5m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, in order to deal damage to individual targets or objects. The size and volume is up to the user as long as they are within the medium range reach.
Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
No jutsu above A rank in the following turn.
Can only be taught by Klad
Approved.
Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60)
Description: The user takes advantage of the barriers' aspect from Fuuinjutsu and the Dark chakra from Meiton in order to generate a cylindrical opaque barrier, purple in colour which travels at the speed of a lightning technique. Hiruko has displayed such a technique when he fought against a multitude Naruto clones, where he used the barrier similar to this one, which upon contact completely erased the clones out of their existence. This nameless move also follows the same principles. Upon the formation of one handseal, the user flarres up in red chakra which will go up skyward while simultaneously generating a purple barrier all around himself (it won't travel underground) which reaches long range both horizontally and vertically. The red chakra which surrounds user's body connects with the purple barrier, as it has the same reach vertically only. The barrier can absorb chakra from any construct and is very solid in nature, able to deal with any solid element, however it will still abide by Dark Release's S&W (S-ranks for elements weak to dark; A-rank for neutrals and B-rank for elements strong to Dark). Since the user basically has a connection to this barrier from the red chakra connection to it, anything the barrier absorbs is passively sent to the user's marks. Upon contact with an actual enemy, the barrier won't only deal fatal damage to them, but it will also absorb a total of 100 chakra. For every 20 chakra this barrier absorbs from anything, the user gains a dark fuel which allows him to perform any Dark technique afterwards. Barrier won't affect anything of user's own (such as clones, his own entities or anything his) as they're made of his own chakra.
-Cannot use other Fuuinjutsu or Dark in the same turn, and is able to only use one of them in the next
-Can only be used four times a battle with a two turn cooldown.
-Can only taught by Klad
Declined - Reduce the scale.
0:30 to 0:38
(Asutarosu) Astaroth
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: A rather tall, demonic oriented puppet— whose frame is more expansive than that of any ordinary puppet or human because of its height of around 15 meters; implying that it is one of Sasori’s more distinguished puppets. As far as aesthetics go, Astaroth is a puppet that possesses a brownish hue, and was crafted after a demonic spawn from Purgatory itself. Astaroth is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Located on top of its head, are two sets of sharp edged horns adjacent from each other with one lesser pair of horns directly in front of it. Some of its more essential features include: its extensive, crimson shaded whips connected by a hilt; sprouting from Astaroth's whip hilt are two distinct whips most suitable for lashing out at target. More of its noteworthy features include: A massive yet rudimentary axe that it is capable of utilizing while in battle; more importantly there is a Fūinjutsu tag locating on the crevice of its blade containing a special that can be called upon as wanted. Sprouting from its dorsal side are a pair of expansive wings—with unique flaps located on its surface.
Abilties:
First off, Astaroth is capable of utilizing any Basic puppetry technique as long as it is within its capabilities. The wings located on its back are capable of targeting an enemy from behind or in front by expanding themselves; not only can they be used for attacks it is also possible for the user to manipulate them to close in on Astaroth, therefore providing a shield for itself that can sustain up to B-Rank attacks. Moreover, the wings serve an ulterior purpose which involves manipulating each flap located in its wings. While chakra is connected to its wing via a method the user will pump chakra into them triggering forth a reaction. With help of the chakra the wings are capable of lifting Asatorth into the air allowing for it to activate a sort of flying mode, that requires -10 chakra each turn. Only the initial takeoff will counts as a move. Onwards, there is a rather large axe that it holds in its left hand that can be used for rudimentary strikes equivalent to C-rank. It is only when Astaroth makes use of the sealing tag on the weapon does its potential come to fruition. Once the seal has been activated through the usage of chakra it begins to coat— the axe in a magenta colored barrier. This barrier—surrounding only the blade has a special property derived from its malleable property. When the blade comes into contact with a physical substance; that is when the Barrier comes into action—to then utilize its bouncy like properties and repel said attack back into the opposite direction. This ability is only able to work on Attacks up to A-rank, and can only be used four times, with a turn cool down each time. More importantly, there is Astaroth signature ability: It's whips. While it cannot be told from simply looking at it; there are special abilities of these whips. Both whips will normally be used in conjunction with each other, and are equal to a S-rank tool.
Even though they can be used together—it is also possible for them to be used individually at the same time, and when doing so the damage is split between them. They can be used for alternate purposes such as: slashing a target or coiling around them. Each whip holds the ability to extend up to Long-Range. While in action, it may appear that the user is not actually in control of the whips and their direction, and that is true for the most part because the wielder does not control them all the times. Located inside of the hilt of its whips are a special Fūinjutsu tag that affects each whip. Whenever it is wanted it is possible for the user to simply lash out their whips which will cause for the sealing to passively activate. Once activated the whips will be directed towards any foreign chakra with or against the user's volition. Upon being directed towards a target the user can choose to entangle the target with a binding of the two whips or choose to simply strike them. Additionally, there are two more distinct features of these whips—one that manipulates Astaroth Electrical generator concealed in its abdomen. The electrical generator does produce strong enough currents to coat its whips in electricity, but it does give them a sort of shocking or zap effect with each contact made upon a target, this is something that adds to its overall lethality. Lastly, there is another sealing tag located, on the hilt of the whips. This sealing tag is to only activate once the user bunds a target with their whips, and upon doing so will cause for the tag to activate; therefore activating a sealing technique that drains a target's chakra by -50 each turn active while also paralyzing them with an influx of electrical currents. If desired the user can submerge Astaroth whips underground for a surprise strike.
Note: Can only be taught by Sasori
Note: If simply using the whips for a basic strike/restriction without help of a Fūinjutsu tag, they require a Turn cool down each time.
Note: If using the chakra absorbing restriction method—let it be known that it must be stated that the user is using The whips for that purpose and can only be activated four times.
Declined - too long. If it needs to be this long, you've added too many abilities, or too much filler.
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(Būmu) Boom
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40 (-30 for each bomb)
Damage Points: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of bombs that Sasori is capable of utilizing throughout a battle. Boom can also extend its body parts up to Mid- range in order to make using bombs more convenient. Also, bombs can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. Boom itself is also a rather thick and rounded puppet due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of Boom in order to replicate the effect of a bomb. All of the Bombs are essentially metallic balls with sealing tags on them.
Cracker: This is one of Boom’s most rudimentary bombs available in its arsenal. The Cracker bomb is simply a bomb that will in a way explode when it has made contact with a surface. The user is capable of catapulting this bomb up to Long range. When this bomb goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This bomb works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface.
Timer: The user is capable of placing this bomb underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the bombs to finally go off or to go off when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this bomb works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets bomb contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra.
Implosion: The implosion Bomb can also be planted underground or anywhere else on the field. When this bomb activates it swirls in on anything nearby and sucks it in. The bomb can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion bombs sucks in everything up to Short-range of it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning/sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded.
Homing: This bomb stays true to its name. The homing bomb does just as it says— it tracks enemy’s location and explodes once it has made contact or come within range of its target.Though with this bomb it is only capable of following enemy’s up to Mid-range, and even when it has made contact with a target it doesn’t have the ability to cover everything up to Short-range, but instead only explodes on the person or object. Inside of this bomb is a sealing tag that contains an explosion attracted to foreign chakra that controls the bomb to go after it. Also, there are Chaka blasters on it enabling it to fly Mid-Air as it travels towards the enemy.
Flammable Oil Bomb: Now this is a bomb that only has four sides to it. Once the bomb goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other bombs this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire.
Barrier: Out of all Boom’s bombs there is one however that is not in fact a bomb. The barrier bomb is one that the user can use in the in the air or underground/on the ground. This sealing tag contains a defensive sealing barrier which is crimson in color and provides defense of anything short range of the user and defends against equal elemental blasts. It is also possible for this bomb to be used in an offensive way which is to catch the enemy inside of the barrier where it will then close in on them crushing, and if doing so for that purpose it can be propelled up to Mid-Range.
Final Explosion: The last bomb in Boom’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in Boom is a large quantity of explosives that are specifically for setting off inside of Boom. Once the user activates Boom’s last ability the user will catapult boom up to Long range at a target, and once it has reached the target will go of releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as Boom will be destroyed in the process.
Note: Each bombs counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two bombs can be used at once; except for any combination with Final Explosion.
Note: Each bomb requires a turn cool down after each usage.
Note: If using the same bomb twice at once then it requires a two turn cool down.
Declined: first, this puppet requires a proper description in regards to its general appearance. Then, change the term from "bombs" to "exploding spheres." Next, limit where each type of exploding sphere can be released from the puppet and lastly, remove the barrier-type. Overall, this particular puppet is close to being approved.
(Imada umarete inai) Unborn
Type: Puppet
Rank: A
Range: Short
Chakra Cost: 30 ( If summoning)
Damage Points: NA
Description: Unborn is an infant sized puppet that would appear to be no older than a year old. Due to its small structure and size there are not many hidden features inside it. It is draped in an amber shaded cloth covering its entire body frame. Taking consideration in how Unborn was crafted it just goes to prove how this puppet is not based upon offensive fighting. Unborn’s most distinguishing feature would have to be its wide circular hole in the middle of its chest. Judging from the structure of the opening— one would assume that it served the purpose of a holster. The main purpose of this puppet would be how the user or more specifically Sasori will utilize it by sending his heart container into Unborn. More importantly, Sasori will attach Unborn to his core body so that it can act as a sort of attachment to his puppet body. While Sasori has Unborn attached to his body it will be physically attached or more so clinging to the user's body. More specifically, Unborn will be placed directly over Sasori’s heart container. Unborn’s appearance while on the user can be quite similar to that of a child clinging to their mother. It's hands will be more so positioned on the user's shoulders clinging on to it. Essentially, it is a protective carrier for Sasori's core. Whilst Sasori's container is concealed inside Unborn is free to crawl around the user's puppet body positioning itself as it pleases. The only limitation to this is that if the user was to maintain control over their current puppet body they will have to remain in contact with the puppet.
Furthermore, Unborn while equipped with a host will hold Sasori's heart container inside of it. Unborn serves as a protective holster while attached to Sasori and serves the purpose of protecting his core. In order to ensure protection of the heart— a special metallic lid will slide over the heart container concealing it inside. While concealed inside Sasori's heart will be provided the most upmost protection. On to the puppets only offensive capability which would be its innate ability to release a narrow scaled flash beam aimed at a target. This flash is emitted from the puppets eyes, and Sasori can position Unborn it so that it can be expelled from just about any angle. This flash beam is capable of being extended up to Mid-Range and can be prolonged for one entire turn. It will require a one turn cool down after each usage.
Additionally, located along its dorsal is a Fūinjutsu sealing tag that the user can utilize as they please. Once triggered with a surge of chakra the seal will spring forth a spherical and pink barrier that will conceal Unborn inside of. With the barrier it allows for the user to aid the puppet in defense. Along with being able to provide protection its allows for the user to manipulate said Barrier to hover into the air up to Mid range into the surrounding vicinity. This specific seal can only be utilized three times and each time lasting only one turn. Seal requires a turn cool down each time. Let it be known that this barrier is capable of sustaining up to A-rank damage. Lastly, located on the outer surface of its feet are chakra blasters that can be used to propel the puppet into air allowing it to sustain flight. Each time it has been activated it takes -5 chakra and can be sustained as long as a move is spent each turn. As a last resort, the user can expel the puppet up to Mid-range away with the help of its chakra blasters, and if deciding to abandon their original body— the user can choose to activate another Fūinjutsu tag— this time calling forth a rudimentary doll that Unborn will place itself inside of, spending one move in order to do so. This puppet doll wields all of the user's scrolls and can be utilized as if it was Sasori's core body itself.
Note: Can only be taught by Sasori.
Note. Unborn can take up to A-rank Damage.
Note: Can use all basic puppetry.
Note: All ranked ability or chakra associated ones count as a move.
Declined - enough protective puppets like this exist really. Also as you're sasori you'll have to summon all additional puppets. An seal of invisibility has been done too
‡ All Pending ‡ Leaving for Pekoms.
(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at an incredible speed, twice the user's running speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one central point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu, and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, but with each additional projectile the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each. Easily utilized for swift and silent takedowns during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
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□ Declined. Its fine, though no Long range, and also, twice the user's speed? Nah. Also, amount of times it can be used. □
(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path(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][You must be registered for see links][/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. □
( Aburame no Hijutsu: Shintou ) Secret Insect Technique: Osmosis( Aburame no Hijutsu: Shintou ) Secret Insect Technique: Osmosis
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Allows the user to coat a vessel with insects, which will then bite through the surface, draining chakra that is currently inside it. This is particularly useful when the targets are trapped inside a technique, like an armor, a prison or a barrier, or when the targets are underground, underwater or merged with either. The technique follows the insect's natural chakra draining abilities. This technique causes no damage to either the targets or the techniques, and won't work if the vessel damages all the flies, like if the target is encased in a projectile of rock, that rushes towards something, if the user sends the insects to the front, they'll just be pummeled, or if there's fire coating the surface of the vessel, following the insects' S&W.
Note: As a default, it can't be used on any vessel-like offensive elemental ninjutsu, as even D rank can neutralize the insects, so it only suitable against non-damaging techniques or passive features, like the ground or water sources.
✦ Both Approved, made edits ✦
Resubmitting.Resubmitting. Changes in bold
(Bunpuki no Gakki) - Bunpuki's Instrument
Type: Supplementary/Defensive
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: A brother technique to Bunpuki's Testament, this technique was developed to cover up the weaknesses left behind by the former. The technique involves the user placing his palm or making his sand come into contact with the ground. It specifically works with the sand absorbing all of the water present underground, turning the ground dry and forcing it to lose its bodies of water as well as vegetation. This induces a state of 'desertification' which causes the ground to crack up before breaking into hundreds of pieces. As such, the technique notably serves as an effective counter against Swamp related techniques. Alternatively however, the user can use the technique to directly absorb water sources clearing out the terrain of water. This prevents both the user and the opponent from using any Water technique above B Rank for a period of 4 turns, and any Water technique requiring a water source in general. The technique in a sense exploits the weakness of Sand to Water, and thus in fact also allows the user to use the sand to absorb Water techniques of one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. This technique however specifically targets wave/projectile based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as mist. The size and strength of the technique depends upon the chakra input.
Note: The users body is incapable of containing all of the water that it absorbs, and as such; the water is almost immediately released into the atmosphere in the form of vapour
Note: The S Rank version can only be used twice per battle, and the user may not use any Sand technique above A Rank in the same turn. The A rank version can only be used four times per battle.
□ Declined. Keep the original. □
New Submissions
(Genjutsu: Eien No) - Illusionary Arts: The Eternal
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: 'The Eternal' is yet another interesting illusionary technique that was developed by Pernida Parnkgjas, designed specifically to trap the target inside a perpetual loop. The technique activates with the user performing a technique, and following up with a single handseal within the same timeframe; activating the illusion. In essence, it extends the duration of the technique performed prior to the Genjutsu, making it so that the technique in question never ends. If for example used in conjunction with a Smoke technique, the target would become incapable of completely blowing away the Smoke as it would constantly restore itself (in the illusion) regardless of the number of times it was blown away. Similarly, utilizing the technique in synchrony with a technique that spawns familiar(s) would result in them repeatedly reforming even after being destroyed, with the user capable of passively manipulating those familiars (within the illusion) to the fullest. It is however important to note that due to the nature of the Genjutsu, it can only be used in conjunction with techniques that can generally last more than a turn if untouched, as such it cannot be used together with Taijutsu techniques or an elemental projectile because the illusion does not repeat a set of events but rather simply prevents a technique from ever ending. What truly makes the illusion interesting is that it does not simply adopt the visual characteristics of a technique but can replicate its nature as well. As such, if for example the previously mentioned Smoke possessed any unique qualities, the Smoke in the illusion would also possess the same qualities, ensuring that the target felt the full effects even within the illusion. Any damage or feeling dealt by the illusion would be felt and experienced by the target, for example injuries to any particular limb or region would render the target incapable of using that particular limb. Similarly, for example the target would also feel any alternation in temperature or increase in atmospheric pressure, if the technique performed prior to the illusion caused such changes. However, all of this would in a sense be virtual and not actual damage inflicted on the target, although this could very much force the target to go unconscious, depending upon what happens in the illusion.
Note: The effects of the illusion dissipate only when/if the illusion is broken.
Note: Can only be used thrice times per battle, with a one turn break in between each use.
Note: Can only be taught by Hell Autarch
□ Declined. Genjutsu can't be done in same time frame as techniques, and this technique is too encompassing, clashes with a few existing Genjutsu, including a few of mine. □
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(Bakugeki-tetagu) - Bombardier Tags
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: The Bombardier Tags are special explosive tags, designed by Moryo, an ancient shinobi that once ruled over the Land of Demons. In terms of appearance, these tags bear little resemblance to the normal explosive tags, instead having a black outline with the image of a Beetle at the center. Upon igniting and exploding, each tag releases a massive burst of chakra-infused mist, in an omnidirectional blast that reaches upto 5m from its point of origin. This mist is composed of the boiling, foul-smelling chemicals secreted by the Bombardier Beetles and possesses the same traits as those found in the secretions, being able to corrode through human flesh and bone as well as other tangible matter; with being neutral to elements similar to Toad Oil. The mist remains on the field for the duration of the turn, dispersing in the users next turn. Usage of the tags in this manner is generally considered as freeform and passive as these explosions each have the power of a normal explosive tag. However, if the user so wishes, he can empower the technique by focusing additional chakra (depending on Rank) into the tag(s), causing it/them to release a much more deadlier form of mist (B-S Rank), covering a larger area (B-Short, A-Mid and S-Long). This additional chakra can either be focused into single tag in order to cause single massive explosion or alternatively into numerous tags for multiple minor explosion. In any case, usage of the tags in this manner costs as one of the three moves per turn.
Note: The S Ranked version can only be used thrice per battle, have a two-turn cooldown period.
Note: The Bombardier Tags must be mentioned in the users Biography for him to be able to access them.
Note: The user must have signed the Bombardier Beetle Summoning Contract and in accordance with the Contract, the user and Bombardier Beetles themselves are not affected by the secretions.
Note: Can only be taught by Hell Autarch
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□ Declined. I think we've had enough of these tags. Its becoming the new Reverse Summoning trend now. □
Permission to Resubmit :You must be registered for see links
There isn't no similar existing technique, because I submitted a similar technique long ago and it didn't get approvedYou must be registered for see links. It's been worked on since then and refined so much to make sense. Would be unfair to waste such work
(Futon: Kyonen no Natsu) - Wind Release: Last Summer
Rank: B-S
Type: Defensive/Offensive
Range: Short - Long
Chakra Cost: 20-40
Damage: 40-80 (+20)
Description: The user of this technique will channel his Futon chakra to form near invisible bowl-shaped half-sphere of wind either in front of him or at the end of his fist. The sphere can be used for both defensive and offensive purposes alike, however its main purpose is much more powerful. Upon being assaulted by an enemy attack the user will either psychically launch the sphere or expel a gust of wind from his/her fist to launch the sphere at the enemy attack when it's within range to make it look as if they had punched the enemy technique. At which point the bowl shaped sphere will envelop the enemy attack, and form a full, visible sphere. Depending on the elemental nature the sphere will neutralize the technique, for example depending on the rank of the enemy technique, and the rank of this technique used the user can snuff out flames. When faced with electrical attacks the user can disperse the current. When it's an earth technique, the wind sphere will both crush and cut apart the attack. It's offensive ability however is just as simple if not simpler, the sphere can be launched to engulf enemies and will shrink to both crush and cut apart the victim. The most powerful ability of this technique however, is a combination of both the offensive and defensive traits. The user of this technique instead of neutralizing enemy techniques will enhance them, redirecting them towards the opponent. Upon being attacked by a fire technique, the user will fuel the flames with wind putting enough spin into the flames to redirect it towards the opponent. Upon being faced with a water technique, the user will redirect it whilst adding pressurized trait, the water will have more cutting power. Upon being faced with an earth technique, the user will redirect it and use the wind to increase the force behind the earth. When facing a wind technique, the user will use their own wind technique to engulf, add increase the force, cutting ability and amount of wind in the technique. Unfortunately this part of the technique can not be used with lightning due to S/W the current is dispersed. Upon launching the technique back at the opponent, the technique increases by one rank.
Note: Can not be used in consecutive turns
Note: The user can use the empowerment ability on their own techniques or techniques of their allies, however in this case the technique will continue onwards to the adversary instead of being redirected.
Note: S rank version may only be used twice
Note: Can only be taught by LonelyAssassin
Note: Redirection can only be used on techniques of the same rank
Note: Can only engulf and empower elements that work logically (KG and CE alike)
Note: Can only redirect fire technique a rank lower than the the one used, redirection does not work on lightning.
(Sunaton: Chi sono Keigai)- Sand Release: Blood and Bane
Rank: Forbidden
Typeefensive/Supplementary
Range: Short
Chakra: 50
Damage: (10 to user)
Description:
The user will surge their chakra throughout their body, building it up and focusing it across their skin. By doing so they create Sand directly through their chakra which takes the form of a powerful defensive layer upon their skin. This layer of sand covers the user from head to toe, while able to shift to prevent from hindering the users movement or senses. As it is formed the user shapes the sand into several Trilobites across the users body, their tough shell facing outwards while their claws/mouth dig into the user slightly causing them pain but allowing them to function as armor plating.(S rank in strength)
By digging into the users body this bonds the Trilobites to the user preventing their removal from outside forces, while the user is able to pulse chakra through them to release them instantly and harmlessly. By digging into the users body the Trilobites will make contact with the users chakra network that lay just under the skin, connecting them to the users chakra flow which gives them a small degree of sentience. Infused and connected to the users chakra as they are the Trilobites function under a ‘Hive Mind’ with the user able to give them directions with a mere thought that they will carry out without need for further direction. This causes the Trilobites to essentially ‘become the users skin’, allowing techniques to be released/created through or around them without issue.
Being composed of Sand themselves the Trilobites function as a source for Sand techniques for the user, following the use of a Sand technique the Trilobites will quickly replenish themselves with sand to prevent any drop in the defense them provide. Through their chakra infusion the Trilobites themselves are able to release Sand techniques from their from their shell, their composition allowing them this manipulation through the Hive Mind. Finally the Trilobites are able to take advantage of Sands natural absorption of water, upon contact they instantly draw the water out of Earth or Earth based techniques/elements and causing them to degrade into Sand. However this ability is not without its drawbacks, as the moisture within them will temporarily weaken the Trilobites reducing the protection they provide by 1 rank for 2 turns.
Note:
~Lasts 3 turns
~Can only be used 2 times
~If the user wishes this technique may replace their CW for an event/battle, so that it lasts until its completion
♪ Declined: This won't last until the end of an event. Specify that this immunity still follows normal strengths and weaknesses. Additionally, remove the portions saying that the armor is sentient. And, finally, specify that while this is in use, the user is restricted to using Sand and the elements that compose it. ♪
Resubmitting from here
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(Daishi no Me) - The Fourth Eye
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The Fourth Eye is a more advanced version of the existing Third Eye technique developed by the Fourth Kazekage. Unlike the original technique, it allows the user to create two eyes out of sand capable of levitating. Both of these eyes maintain an invisible link with the optic nerve, thus allowing the user to see with these eyes. Naturally, it results in the user being unable to use both of his natural eyes however it allows the user to severely restrict any possibility of a blind spot and to observe multiple areas at once even if the users main body is restricted. The user can alternatively utilize the technique for long-distance spying, depending entirely on how the user chooses. Because the eyes are constructed entirely using Sand and are not truly connected with the users main body, it negates the possibility of any visual Genjutsu targeting the user (through created eyes).
Note: If the user chooses, he may create an additional two eyes (total of four). Doing so however halves the duration of this technique.
Note: The eyes can be destroyed by the enemy, or the technique itself can be deactivated by the user. When this happens, the user will be able to use his natural eyes again
Note: Once activated, the eyes remain passively active for 4 turns or until destroyed
♪ Approved ♪
Resubmitting from here
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(Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the sand to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes. The structure created using the sand carries the ability to perform the exact same action as the user performs, thus a fist created from sand would deliver a punch only when the user himself performs a punch. The physical strength and size of the technique however depends on the chakra focused on each construct, thus making it very possible for one construct to be weaker than the other.
Note: To explain the size per rank, a B Rank construct would be 5m, an A Ranked construct would be 10m whilst an S Ranked construct would be 15m; in terms of length, width and height.
Note: The S Rank version can only be used twice per battle, with a 1 turn break between each use. Moreover, the user may not use above A Rank and above Sand techniques in the next turn if the S Rank version is used.
Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.
♪ Approved, made edits. ♪
(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized manner. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.
Note: Can be used three times per battle with a one turn break in between each use
♪ Approved ♪
Resubmitting. Changes in bold
(Majutsu) - Witchcraft
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 passively each turn)
Damage Points: N/A
Description: 'Witchcraft' is a cursed weapon said to have been developed by Moryo, a notorious shinobi notably famous for his enslavement of the Bombardier Beetles and subjugation of thousands of people in the Land of Demons. The weapon came into existence after Moryo sacrificed hundreds of infants in hopes of pleasing a demon, causing an instant upsurge in the presence of vile and corrupt chakra in the region which then proceeded to manifest itself in the form of a garment.
There are generally numerous abilities unique to Witchcraft, however they are all nonetheless centered around its link with the Bombardier Beetles. The first ability of the garment simply echoes the ability of its counterpart, the Beetles. Four scarf-like extensions protruding from above the shoulders and the back present on the garment mimic the sensory ability of the hair present on a Beetles body, before applying it to the user. The extensions passively detect the slightest change in pressure in the surrounding atmosphere up to Short Range from the garment and pinpoints the location of the source. As such, even the entry of an object or a person into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the extensions. This is primarily because the extensions are capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air, no different to weather vanes which are able to pick up the direction of incoming waves. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person in question and quickly deduce it's size and nature.
The second ability of Witchcraft is the defensive ability, exploiting the near impenetrable quality of the material from which the garment have been constructed i.e chitin. The garment in essence works quite similarly to the chitin exoskeleton that almost entirely covers the outer surface of a Bombardier Beetle. In this case, the garment offers the same protection to the users body. It is important to note that visibly, the garment leaves out certain areas of the users body such as the face and the hands, however this is in fact not true as these areas are also covered but by a thin transparent layer. This layer of course does not hinder the users sensory abilities (sight, hearing, smelling etc) in any possible way and only serves defensive purposes. In essence, the chitin composition makes the garb completely impervious to any C Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the garment can still be destroyed as it can only defend against a single S Ranked technique once per battle or the power equating to an S rank technique, and although this does not destroy the garment, it completely negates its defensive traits. These passive defensive characteristics of the garment work simultaneously with another important passive ability of the garment, that is that if the user so chooses, he/she may have the garment instantly release the special liquid commonly secreted by the Bombardier Beetles in a greenish smoke/mist like form, with a radius reaching up to 5m from the point of origin. This allows the liquid to not only corrode through any surface that happens to be close to the user (C Rank and below) and push back an opposing mist/smoke/gas but most notably it can burn through the epidermal layer of the human skin with the user himself being the sole exception. Another important characteristic carried by the 'mist' is that it negates both Taste and Scent based sensory due to the extremely foul and pungent smell that the secretion has, and can prevent Sharingan users from accurately discerning the location of the user due to the mist having been infused with the users chakra. This will last for 2 turns before falling to the ground and can be used once every 2 turns 3 times per battle.
The third and final trait of the garment is its offensive ability, designed to pierce and eliminate the opponent. This ability converts the two waist sash extensions present in the front, and the four cloak extensions at the lower back into C Ranked demonic tendrils , with each tendril having a maximum length of upto 10m. In essence, the user can manipulate the extensions, utilizing them as sharp hardened tendrils to either pierce through the targets body or bind it in place. Alternatively, the user can manipulate the tendrils to hurl objects at the target, simply move around (akin to Doctor Octopus) or even utilize the tendrils to launch the user in a particular direction by pushing against the earth, allowing the user to rather quickly travel distances upto 15m. The most important trait of the tendrils however is that when they are destroyed, they release a sudden burst of B Ranked Bombardier Beetle secretion that specifically targets the opponent and is notably neutral to elemental techniques (similar to Toad oil), rapidly corroding through any surface including the human flesh and bone, reaching up to 5m from the point of origin. The conversion of each extension into a tendril lasts only for the duration of the turn in which this ability was activated, reverting back to their original form in the next turn and utilizing the tendrils for offensive purposes costs one of the three moves. It will cost a move per tendril, and manipulating the tendrils cost a move per turn. Though the user can combine the tendrils to attack or defend with all at the same time for A rank power in total.
Note: In accordance with the Bombardier Beetle Summoning Contract, those that have signed the Contract and the Bombardier Beetles themselves are not affected by the secretions.
Note: Whilst the garment generally starts out in an active state, if the user so chooses, he may deactivate the garment and can reactivate it at any later stage costing a move to do so.
Note: The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch
Note: Using all effects of the weapon cost a move per turn.
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Approved - made all the edits in red as i hate checking long jutsu.
You must be registered for see linksChanges in bold
(Raiton: Anzū no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Lightning techniques for as long as this technique remains active.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Lightning S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch
Declined - stop updating.... seriously.
Submitting the above tech but in Fire Version
(Katon: Rushifā no Nekkyō) - Fire Release: Lacerations of Lucifer
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a burst of ash that surrounds the users body. The stream of ash is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of ash, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and first-degree burns, the effect can be drastically increased upto third-degree burns when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Fire techniques for as long as this technique remains active.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Fire S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch
□ Declined. Although not much is wrong with it, I don't like the passive changing of its uses, that will cost a move, and please for the love of God, and all other Gods that some may praise, change that filler restriction of no Fire S rank and above when the technique is deactivated. That is barely a restriction. Also, just to Mid range. □