Custom Jutsu Submission - III

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Mattobi

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(Yōso no Oodama Rasengan) - Elemental Big Ball Spiral Sphere
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage: 80
Description: Based on the idea of the original elemental spiral sphere, this technique combines the Oodama Rasengan with an element the user has mastered. As a result a very large Rasengan, infused with a certain element, is created. The impact's effect of this technique depends on the used element.

Note: Can be used 3 times per battle


[sup]
Declined: fairly sure that Rasengan and Chidori variants still aren't allowed.
[/sup]
 
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Detective L

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New Cycle: 11/08/2017 - 18/08/2017

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.
6. In regards to your new rankings, be mindful of what you can and can't submit.
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.
 

Alyx

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(Fujitsuboātsu: Thoracica no Kokoro) Barnacle Arts: Heart of the Thoracica
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (+30 Resummoning)
Damage: N/A
Description: Heart of the Thoracica is a unique technique that acts as a daughter technique to Barnacle Arts: Inner Demon. Simplistic in nature, it follows on the ability of the Inner Demon summoning worth and infusing additional barnacles into the host body , most notably seen with Organs of the Thoracica in which specialized barnacles are infused under the skin of the target - vertically and parallel to the spine with no visible way of seeing them,. These barnacles that are summoned naturally have no abilities on their own minus the ability of acting as one would consider “batteries” for the host body. Through this, the user is able to passively siphon chakra from the barnacles that are infused into their body in order to be used to perform techniques. The chakra is harmless by nature, when being drawn but with manipulation - the user is able to bend this chakra into their own. The user can only have two of these barnacles infused at one time, each one separately having a maximum of ½ the summoner’s max chakra total. This technique requires to be posted before the start of a battle or mentioned within the user’s bio - though when a barnacle loses it’s chakra, it will disperse away in which the Inner Demon’s are able to summon a replace though this is an active ability and can only be used twice per battle.

(Fujitsuboātsu : Bācharu Heiki) - Barnacle Arts : Virtual Armoury
Type: Offensive/Defensive/Supplementary
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description:
This technique derives from the "Barnacle Arts : D.E.V.A." technique but is not required to use this one, it takes from the already accessible arsenal and allows certain weapons, abilities and gadgets to be created from it like how D.E.V.A. Mechas have access to King Katana the User, Communities and Kozui like "Zombies" can summon or create some of these just the weapon to their aid rather than the whole mech and another arsenal. This arsenal will be available to summon by swiping blood on one's tattoo or can be created from the very body of Communities or Kozui;

Prince Katana - 王
Derived from the "King Katana", this sword doesn't have to be a Katana and can be any custom sword the user desires within reason; two blades can be created, but the rank is split between the two. Sheathes come with the blades but do not factor into the rank compared to the Blade. The sword(s) when summoned are made of steel buffered Barnacle shell OR when created(via Inner Demon) made of razor sharp calcite shell making it strong and durable and when destroyed have to be created or summoned again. Wielders can channel Kenjutsu techniques or any that require a blade into this that the user knows with a +1 Rank, S-Ranks gain +20.

Barrier Shield - 障壁
Derived from "Defense Matrix", this shield can take two forms - it can either create a full custom shield out of Calcite shell (Can be as big as the user or smaller) which is neutral to elements of the same rank. Or can be a bracer wrist device made of Calcite shell with Thoracica Barnacles facing outwards, one of the three elements; Wind, Fire, Lightning can be chosen and the barnacles will emit a barrier made out of that element in front of them which can cover their whole body as a defence and be used as a close combat weapon to bash - can be deactivated at anytime and is easy to carry around. When the Calcite Shield is destroyed it has to be summoned and created again, however the elemental defence bracer can just be reactivated. With a Chakra sacrifice of 10 the wielder can regenerate any damage done if it's not completely destroyed from a previous attack.

Jet Body - 噴射
Derived from "Propelled Body", the user creates or summons acorn barnacles onto their person in various areas of the body that will aid in their movement and Taijutsu; Elbows, Heals, and shoulder blades. The Acorn barnacles will be attached to their body and will release a burst of Fire from them when the user commands, capable of dashing up to 10 meters in a direction when used (Costs a Move). Whilst dashing and using in Conjunction with Taijutsu techniques they gain +20 Damage, and it also only costs one whole move if used with a Taijutsu technique.

Beam Carbine - 光線
Derived from "Beam Rifle" the user creates or summons a two handed device made of thoracica type barnacles and a certain element is chosen upon creation. The Carbine must be held with two hands, one to trigger the device and the other to channel chakra into the "barrel". The Device itself fires the chosen element as a singular fast moving projectile that reaches up to long range with some force or can be fired as a short range 120 degree spread. If the wielder can use another element other than the device they can channel it into it when fired and create an elemental combination - however it will remain the same rank as the created device. This costs a move each time it's fired.

Gadget Repeater - 短銃
This Weapon is derived from "Gadget Barnacles" and takes the hand held function of the Needlers from "O.D.S.E." - the user summons or creates a custom hand held device or two that is filled with Explosive Spider Gadget Barnacles - this device however allows multiple of these to be fired according to the rank created. C-Rank is up to four, B-Ranks is up to six and A-rank is up to eight. These Gadget barnacles can explode on impact as a chosen elemental explosion or they can grow tendrils and move to intercept a target before exploding, the explosion can be delayed until the user commands.

User can create these from their changed body rather than summon them if they have Inner Demon on their Biography. A-Rank has a two turn cool down and can only be used four times per battle. If the summon using a weapon is defeated, the weapon disperses also. Must have Signed the Barnacle Contract in order to utilize this technique.

Signed Barnacles Here:
Inner Demons Approval:

(Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique remains active for as long as the user desires and have the appropriate chakra to sustain it , though it can be deactivated at any given time. Shinobi with Sound Ninjutsu as a specialty within their bios is capable of having this technique active at all times, though of course they must retain appropriate chakra costs and be mentioned within the user's bio or passively activating the technique without costing a move.

Learning/Learnt Sound here:

□ Declined. Give it a turn limit. Even Inner Sonar Skill has a turn limit. So remove that last line of having it active at all time as well. This will need to be activated when used. □
(Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique lasts the same duration of Inner Sonar Skill (6 turns max) though it can be deactivated at any given time.

□ Approved. Edits made. □

(Shoton: Rubii no Kyuuden Houko ) Crystal Release: Treasury of the Ruby Palace
Type: Supplementary | Offensive | Defensive
Rank: N/A (Same As Original)
Range: N/A (Same As Original)
Chakra: N/A ( Same As Original + Additional 10)
Damage: N/A ( Same As Original )
Description: Treasury of the Ruby Palace is an unique technique in the arsenal of Crystal Release; for it’s a passive technique that allows the user to replicate certains techniques - namely that of Earth Release and Water Release. As seen through Guren’s usage of the element, it is capable of of crystallizing all forms of matter, including the moisture in the air. By using the knowledge of the three elements, the user will weave hand seals, using the exact amount of chakra in order to create Crystal versions of other techniques. For a general example, techniques such as Earth Release: Great Moving Earth Core - the ground underneath the target will change into that of Crystal to rise or lower underneath the opponent or in the case of Water Style: Water Dragon Bullet Technique the user will create a dragon of crystal through the moisture in the air or through the ground, using the exact same hand seals, chakra amount with an additional +10 in order to properly mold the technique and mimicking the exact behavior of the original technique, though within reason as well. This technique is passive in nature and thus does not count as a move though it can only be used thrice per turn, going on cool down parallel to the amount of usages from the previous turn (using it once will cause it to go on cool down for one turn , etc).

(Shoton: Tengoku no Kohaku Shoku no Akarusa ) Crystal Release: Luminosity of Heaven’s Amber
Type: Supplementary | Offensive | Defensive
Rank: N/A (D - S Rank)
Range: N/A (Short - Long)
Chakra: N/A (10 - 40, +20 Infusion)
Damage: N/A (20 - 80)
Description: Luminosity of Heaven’s Amber is a unique technique within the arsenal of Crystal Release that plays on the concept of the elements ability to absorb/reflect light. Through different applications of this technique, the first variant of this technique is an infusion that occurs within the same time frame another technique. Using the user’s chakra; they would use the natural light absorbing into the crystal and retain it within the crystal’s structure causing it to become heated to the touch. The heat that radiates from within the crystal is enough to melt skin on contact; increasing the damage of offensive techniques by one rank of techniques A Rank and below or +20 for techniques S Rank and above. In the case of supplementary techniques without any damage - they would gain offensive properties and deal damage occurring to the rank of the original technique though it does not gain the damage increase. This variant is based on Crystal Release: Jade Crystal Hexagonal Pillars in which produces amplifying crystals for the offensive increase and Crystal Release: Arrow of Light in order to absorb and retain the light in order to heat the crystal. This variant is B ranked.

The second application of technique takes more into the reflecting variant of Crystal Release. Through the production of mirrors of crystal with the moisture in the air or from another crystal structures in the battlefield - the user will produce laser(s) of light from the crystal mirror or structure. The laser of light is heated to the touch , enough to burn melt the skin of the target as the laser travels in a linear path but covers a 5x5 range at the target. When done through the mirrors of crystal - the user is able to guide the laser by turning the mirror allowing for it to change paths. Multiple lasers can be produced at once though the power is divided based on the original rank of the technique. D - B Rank requires no hand seals , A - S Rank requires two hand seals. S Rank can only be used twice per battle, with no Crystal Techniques above B Rank in the next turn. The first can be used three times per battle, remaining active for three turns.

Gained Crystal Release Auto back in the days due to lack of senseis. Former bio with training(though was revoked later on due custom crystal bios not being allowed):
Current Crystal Bio:


[sup]
Both Auto-declined: do tell me if I'm wrong, but you made an invalid bio 5 years ago and are now claiming Crystal is auto-learned?!?
[/sup]
 
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Illyasviel

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(Karasu Geijutsu: Umō no Arashi)-Crow Arts: Feather Storm
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A basic technique in the crow summoning contract in which the user is able to create several hundred crow feathers from one or both of his hands and release them like a torrent in order to utilize them in various ways.The basic application is for the feathers to be sent towards the opponent as an attack,they are solid and sharp and able to cut/stab into the opponent.On the other hand they can be manipulated to fly to different sides or in arcs and circles.With this they can be for example used to move from the ground upwards to form a wall of sorts in front of the user as a defense or be made to spin around the opponent in a vortex to block his vision.Another way this can be utilized is for the user to direct the stream towards the ground and push himself upwards into the air up to around 10 meters.Additionally,all large crow summons (human sized and larger) can perform a variation of this technique by flapping their wings towards the opponent and releasing a wave of sharp feathers at them.Crow summons can only release it as a wave and can't manipulate them into a wall or vortex...Each crow summon can to this thrice per battle with a turn cooldown(A rank,doesn't count towards the 3 jutsu).
~Note:If the user releases a stream of feathers from both hands the strength is divided between them(B rank each),of course,each stream doesn't have to be released in the same direction.If it is used from a single hand,it is A rank.
~Note:Must be able to summon crows.

□ Declined. Clashes with Drizzy's Crow Arts: Barrage Of Black Feathers. □

(Karasu Geijutsu:Fantomu Karasu no Satsujin Satsujin)- Crow Arts:Murderous Murder of Phantom Crows
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will perform a hand seal and place the opponent under a powerful genjutsu.In the beginning of the illusion,a single black crow would appear on the users shoulder.The crow would then emit a single very loud "CAW" before jumping forwards of the shoulder only to vanish into thin air moments later.As that happens the opponent would start hearing hundreds of crows flapping their wings around him,as if they were moving in a vortex around him.He would hear wings clapping and feel the air movement from them as if there were actual invisible crows around flying around him.Mere moments after hearing the wings,all the "crows" would begin producing their signature "caw" sound.With so many illusionary crows and each being pretty loud,the opponents audio perception of his surrounding would become significantly lowered.As the crows begin to "sing" they would also start moving in on the opponent and he would feel that he is being cut and stabbed by hundreds of bird claws and beaks causing great pain to him.The illusion is very realistic and the target would see the cuts and blood in it.Optionally,the user can manipulate the illusion so as the crows attack the opponent,the "caw" sounds become gradually louder and louder until they reach an unbearable loudness when the opponent would feel like his eardrums burst and he has gone deaf,as this happens the sounds would cease but the cutting and stabbing wouldn't.This effect increases the pain the opponent feels (ear and head pain) and will eventually cause him to think he has gone deaf but it stands out from what regular crows do so it might give away the illusion.
~Note:Usable twice per battle.
~Note:Must be able to summon crows.

□ Declined. Clashes with/is similar to Drizzy's Crow Illusionary Arts: The Majestic Crows' Speech. □​

(Poseidon no chūsei) Water Style: Loyalty of Poseidon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user starts off by performing three hand seals and gathers their water chakra into their mouth. Moments later they will expel a copious amount of water forwards that manifests into that of a massive fifteen meter tall/wide wave of water. As this is done, the wave is commanded towards the location of an enemy. Once the wave takes off, a wide array of warriors composed of water can be seen morphing into existence on all around it. These constructs possess a variety of tools in hand such as swords and spears and constantly slide on top of the of the wave in a sporadic manner. When ready the user can command the warriors of water to leap into the air (Up to ten meters) and can control them to crash down upon the target hitting them with slicing and crushing force. If desired it is also possible for the user to control the wide array of soldiers in order to attack aerial targets by utilizing their tools which can be used for direct melee attacks or can be thrown up to ten meters as an aerial projectile. The user can also choose to control the array of warriors while still on the wave of water in order to deal precise damage towards a target close range of it, and can also throw their tools as projectiles just as previously mentioned. When leaping into the air, the soldiers create a massive shadow over the target as they quickly cover the target from all angles above making aerial escape nearly impossible. Immediately after the warriors have left the water, the wave itself will have begin using pressurized water to submerge underground. This act of submerging is nearly impossible to notice due to the wave itself covering up the act. When ready, the wave heading towards the target will disappear almost instantly which happens shortly after the warriors release themselves. Instead of having disappeared, the water will have simply submerged itself underground. Once the user is ready, from it can emerge up to four thin tentacles of water from any place underground ten meters around the target. Each tentacle has amazing cutting and piercing abilities and can be utilized however the user sees fit. Let it be noted, that the warriors are equivalent to A-rank and the tentacles are as well. Alternatively, the user can expel from their mouth a wide scale array of water directed towards the ground after performing the necessary hand seals. This water will manifest as a thin platform just inches above the battlefield that is ten meters wide. As this has been done a wide array of water soldiers will morph into existence on top of the water. These soldiers can be used in a variety of ways which are: The user can manipulate them to throw some of their weapons up to ten meters at a targeted location with exceptional control over them or can be used to leap into the air in order to rampage down onto a target or to throw their weapons as previously mentioned. Lastly, the user can simply have them close in on a target in order to do precise damage with the tools in hand which is mainly down as the soldiers slide around sporadically on the water. Quite easily they can bombard the target form a variety of angles and deliver painful blows.The soldiers are around 2 meters tall. Let it be noted, that in this usage the soldiers (together) is equal to S-rank.

Note: Can only be used twice with a two turn cooldown.
Note: No Water above A-rank next turn.

□ Declined. This technique is unnecessarily long, and feels like two techniques in one. Or even more. It can really be shortened. □

Shortened somewhat

(Poseidon no chūsei) Water Style: Loyalty of Poseidon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user starts off by performing three hand seals and gathers their water chakra into their mouth. Moments later they will expel a copious amount of water forwards that manifests into that of a massive fifteen meter tall/wide wave of water. As this is done, the wave is commanded towards the location of an enemy. Once the wave takes off, a wide array of warriors composed of water can be seen morphing into existence on all around it,they are around 2 m tall. These constructs possess a variety of tools in hand such as swords and spears and constantly slide on top of the of the wave in a sporadic manner. When ready the user can command the warriors of water to leap into the air (Up to ten meters) and can control them to crash down upon the target hitting them with slicing and crushing force. If desired it is also possible for the user to control the wide array of soldiers in order to attack aerial targets by utilizing their tools which can be used for direct melee attacks or can be thrown up to ten meters as an aerial projectile. The user can also choose to control the array of warriors while still on the wave of water in order to deal precise damage towards a target close range of it, and can also throw their tools as projectiles just as previously mentioned. When leaping into the air, the soldiers create a massive shadow over the target as they quickly cover the target from all angles above making aerial escape nearly impossible. Immediately after the warriors have left the water, the wave itself will submerge underground. This act of submerging is nearly impossible to notice due to the wave itself covering up the act. When ready, the wave heading towards the target will disappear almost instantly which happens shortly after the warriors release themselves. Instead of having disappeared, the water will have simply submerged itself underground. Once the user is ready, from it can emerge up to four thin tentacles of water from any place underground ten meters around the target. Each tentacle has amazing cutting and piercing abilities and can be utilized however the user sees fit.

Note: Can only be used twice with a two turn cooldown.
Note: No Water above A-rank next turn.

□ Declined. Wave of water to make warriors, they use weapons etc, fine. Then suddenly the water can submerge and become tentacles? Already been done, and STILL feels like two techniques in one. So remove that part completely. □​
 
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Inch

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( Bijutsu: Dōmei Futekigō ) - Tailed Beast Skill: Misfit's Alliance
Type: Offensive, Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Domei Futekigo is a unique jinchuuriki technique in which the host and the bijuu act in collaboration to perform a single jutsu. In this case, the bijuu will pour their powerful chakra into an elemental technique in the same moment that the user activates it, pouring additional and powerful chakra into the technique, giving it a shrouded/skinned aesthetic effect similar to the chakra shroud/incomplete transformation in appearance. As a result, the technique becomes more powerful, but also far more dangerous and unstable as a result of the immensely powerful chakra that was somewhat crudely poured into it. While the Bijuu's chakra enhancement grants techniques up to and including S rank a boost of twenty damage, this power boost comes at the cost of volatility, and can only be used on offensive type jutsu. Once the user's attack clashes with/uses it's power on any target, it will chaotically unleash a wave of its pent up bijuu chakra in the form of a B-rank shockwave in a short-range distance in an outward direction from the technique itself/into the direction of the source of resistance. This shockwave is extremely quick and contains enough kinetic impact to stagger those it hits, briefly interrupting any action. As such, the user needs to be wary as they too are prone to the effects of this shockwave, making this risky to use in close range encounters. This technique benefits greatly from the extra chakra the bijuu pours out in the various states of transformation, and will have the damage boosts listed there added to its own boost value for techniques which befit the corresponding form's regular boosts. This technique can only be used four times, and requires a two turn cool down before reuse.
Note: This must occur in the same timeframe slot as the empowered jutsu, but still consumes a jutsu slot.
Note: Only usable by Jinchuuriki.

✦ Declined, for a bio with a passive +30 damage increase, I can't approve a +20 damage boost to go with this. ✦
 
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Urda

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(Yōton: Gumo no Shōjō) - Lava Style: Rubber Manifestation
Type: Offensive/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Lava-chakra is kneaded in the body to create rubber-like material in the air representing a manifestation of the user's hands and feet. These limbs mimic the user's movements to deal blunt damage or push them away with extreme force. For instances, the user raises their hand and thrust it downward, the manifest appendage will follow, smash into the target or the user raises the leg and stomp their foot down, the manifest appendage will follow, crush the target on the ground. The limbs posse strength that can be controlled to gather momentum in the air to puncture through solid rock.
Note: Only usable by Custom Rubber or Dodai Biography

~ Only taught by Anubis

□ Declined. Just need clarification. Where does the appendages manifest from? □
(Yōton: Gumo no Shōjō) - Lava Style: Rubber Manifestation
Type: Offensive, Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Yōton: Gumo no Shōjō is a ninjutsu the utilize the Lava Element. Lava-chakra is kneaded in the body and materialize in the air above the user representing a manifestation of their hands and feet. These limbs take a physical attribute of rubber-like material and mimic the user's movements to deal blunt damage or push their target away with extreme force. For instance, when the user raises their hand and then thrust down/forward, the manifest hand follows: smashing into the target or sending them away; or when the user raises their leg and then stomp, the manifest foot follows: crushing the target towards the ground. The limbs posse strength that can be controlled to gather momentum in the air to puncture through solid rock.
Note: Only usable by Custom Rubber or Dodai Biography

~ Only taught by Anubis

□ Declined. So the Lava manifests, and just hangs there? Its solid, so is it manipulated continually by you to act in unison with attacks, or? And needs a usage limit. □

(Yōton/Katon: Akuma no Shio Hōseki) - Lava/Fire Style: Demon Tide-jewel
Type: Offensive
Rank: B
Range: Mid/Long
Chakra: 20
Damage: 40
Description: Akuma no Shio Hōseki is a ninjutsu that combines the Lava and Fire Element. After clapping their hands together, the user summons three enormously huge, dense rubber-like material spheres covered in a raging fire from the air above to descend directly on the target, crashing down like a meteor. It has a devastating destructive power that can affect the surrounding area.
Note: Only usable by Custom Rubber or Dodai Biography

~ To be Donated

□ Declined. Needs a more defined area of impact, an amount of turns it can be used as well as at least hand seals. □

(Yōton: Gomuperetto) - Lava Style: Rubber Pellet
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Gomuperetto is a ninjutsu that utilizes the Lava Element to fire rubber projectiles at the target. The user kneads lava chakra into their mouth and converts it into a rubber-like material that transforms into small, round and compresses spheres. After waving the Tiger seal, the user spits multiple spheres that are aimed and shoot at the target at widespread.
Note: Only usable by Custom Rubber or Dodai Biography

~ To be Donated

□ Declined, similar to existing techniques. □
 
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RuckenTM

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Resubmitting from Archive II: [ ]
Updating
[Summoning Contract]
Hoatzin
Scroll Owner: Rücken 定規
Summoning Boss, if Existing: N/a
Shinobi Signed (Besides Owner): None.
Summoning Animals Tied to this Contract:
• None, Yet Known.
Origin: Hidden within the lands of Jomaegakure underground, also hidden in the Kimyōna Library located within another library. Within the underground Key barren forest, they reside upon the enormous branches of roots that create their prefect home. In misty and stinky humid scorching arid-aired terrain, the birds take that with a rich oxygen abundance to utilize their less effort lifestyle. Upon being found by a Uchiha, they'd lived thousands of years in peace, however that was about to change.

General Description:

■ Hoatzin are pheasant-sized while as eggs, with a total length of 65 centimeters (26 in). Hatching in a toxic strong stench, with a long neck and small head. While growing, they have unfeather blue face with maroon eyes, and the head is topped by a spiky, rufous crest. The long, sooty-brown tail is broadly tipped buff. The upper parts are dark, sooty-brown-edged buff on the wing coverts, and streaked buff on the mantle and nape. The underparts are buff, while the crissum, primaries, underwing coverts and flanks are rich rufous-chestnut, but this is mainly visible when it opens its wings. The alternative name of "stinkbird" is derived from the bird's manure-like odor, caused by its digestive system. The hoatzin is an herbivore, eating leaves and fruit, and has an unusual digestive system with an enlarged crop used for fermentation of vegetable matter, in a manner broadly analogous to the digestive system of mammalian ruminants. There known to being in tune with the nature as even called the 'gardens stabilizers'. This is a noisy species, with a variety of hoarse calls, including groans, croaks, hisses and grunts. These calls are even often associated with body movements, such as wing spreading. Calls are used to maintain contact between individuals in groups, warn of threats and intruders. Anatomy:
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Summon's General Abilities:
• They have the ability to swim through very strong Water currents. Only effected by Suiton jutsu at least one rank below their rank and up. Depending on Summoning's type category (division of Range: Long).
• Being talented in climbing & balance; they have the capability to climb fast/ stay in balance whenever naturally. Having hands, they have the great ability to using Ninjutsu, Genjutsu, Taijutsu, or Kenjutsu styles of their own; having a passive +10 damage.
Other Information:
■ They have specialized fighter groups that correspond with the type of battle talents i.e; long range fighters can fly-tend to use more of their natural abilities than the other groups, mid-range fighters are to be thought of being supporters as they utilize more Ninjutsu & Genjutsu than the other groups, close-range fighters are skilled in Taijutsu & Kenjutsu than the other groups. These groups have different tattoos as well, far from the normal contract users, they'll need all three of the tattoos/ the Master-contract tattoo (held by owner) in order to summon any of them. User(s) of this summoning contact cannot create summons with all ranges respectively, unless they hold the master-contract tattoo. An official Match must be held to attain the master-contact tattoo. Only 1 User at a time may have the master contact tattoo. Users cannot create S-class or Fobidden rank summons, without the Master contract tattoo.

■ Upon after signing the contract, the user will have to meet (or create) a personalized contact summoning to farther on learn the other types of group summons. Only complete tattoo (of all-ranges)Contract users can challenge the Master-contract holder for the Master tattoo. User's with the Master tattoo, lose -15 chakra per summon.

✦ Declined, for starters, do not alter the template or code it in other ways than the default. Coding pics into the submission itself is a no, just post it in a spoiler at the end. For the submission itself, the part about being effected by water jutsu one rank lower or higher and 'depending on type' needs to be clarified. Dunno about a passive damage increase but I'm sure it exists for others. On a personal note, the contract and tattoo stuff seems unneeded; you could probably just enforce this in training or with signers but that's just an idea.✦
 
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Summer

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I can't link the contract as it's from the old thread.
Gogoat can be found here though
Yagi Dunkirk Kawa /Goat Arts Dunkirk Pelt
Type: Offensive
Rank: C rank
Range:short-mid
Chakra: 15
Damage: 30
Description: upon having Gogoat on the field the summoner will form one hand sign and touch Gogoat anywhere. As soon as he is touched his fur or pelt will become replaced with self replicating tags. The tags themselves come from the users arm upon touching Gogoat they will slide onto him and attach. These tags have the ability to clone once any are missing. Say that Gogoat loses a few tags like 10 upon being shed they will clone and replicate replacement tags. This jutsu will last for as long as the summon is on the field. Should any tags be left on the field they will still retain their respected qualities. Gogoat will be cover from the neck down leaving his head non covered with tags. These tags are specific to Gogoat and his leafy coat as he is capable of dispersing his leaves while they are electrically charged. The tags however will not be affected by his electricity as they were made from chakra paper. The tags will however enhance and produce a more powerful effect adding a +10 power boost to the leaves electricity or lightning affect. Not to mention the paper will help to carrier the leaves up to long range from Gogoat. This is due to paper having a better floating effect then leaves do. The paper will help the leaves to also remain charged for one turn longer then usual giving them a longer lifespan and holding their charge duration longer.
The main attribute of the tag is that they are explosive tags however the explosion also has an electrical based component that is tied to it. The lightning effect will still cause paralysis if you are caught by it and it will restrict speed for 1 full turn by two ranks. The user can detonate any tag up to three per turn at any given moment by utilizing the confrontation sign. The coincided feat of the special paper used is that it can take on the color of anything it touches which means they are capable of pigment change.

Restrictions:
-can only be applied to Gogoat
- can only be used once per battle
- - pigment change can only happen upon touch.
- Naturally the user can only detonate one three tags at a time per turn.
- Must sign the goat contract to use

□ Declined. Just needs a few clarifications. No Long range usage of this, and clarify the change in pigment. □

First weapon:

This will be my second.


Type: Weapon
Rank: A rank
Range:short
Chakra: 40
Damage: 60
Description:
Having no apparent strength with weapon wielding. Guren had a gourd of sorts fashioned for herself. This gourd was the size of a backpack that rested on her back. It contained transparent crystal shards inside the gourd. These crystal shard are unique from others as they are capable of a unique trait. The gourd itself had a Kanji inscribed upon it which read DISTRIBUTE. Which allows the Gourd the ability to fuse elemental chakra onto the crystal. This will also give the shards color as well. Making them take on the color properties of the elemental infusion in question. This trait is passively known to the Gourd and will always happen with the application of the infusion. The shards can then be applied to any elemental jutsu be it canon or custom by imbedding it with the jutsu.

[Earth] it allows the user to make the crystal shards heavier or lighter using the concept of the super added and light weight technique concept. This will either add +10 to the shards or -10 damage.

[Wind] this element will coat the crystal shards giving them extra cutting power upon being manipulated like blades. Adding a +10 onto the damage.

[Fire] the crystal shards will get super heated to the point where you can see them glowing ember red. This will give the shards +10 onto the damage.

[Water] giving the crystal a water coating will help them to absorb chakra from the enemy upon touch. Giving the crystal an exploding quality once they absorb and chakra. This will leech 20 chakra point and do a +10 damage as well.

All of these elemental infusions will give damage onto any form that the shards are used to create for example any jutsu these shards get imbedded into. The crystal shards also have the unique trait in that they can be used as a catalyst to create prisms that Guren can hold in her hand. These prisms can be used to fire off a smaller version of heat blast like her arrow of light technique.
However it will only be A rank in strength and only useable once every 3 turns. This will only be capable of being fired as long as Guren is touching it to apply chakra.

Restrictions:
-Elemental infusion can only be utilized once a turn and cannot be paired with S rank or Forbidden rank crystal jutsu. Except for pressure points of harm which is a mode.
- Prism assault will only be capable of making one prism at a time and only three times per battle.
- can only be used by a crystal user of some sort. Be it CE or canon.
- Can only be taught by me

□ Declined. Uh, the weapon has no name, so format ain't right. □
 
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Method

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Meiton: Yakkaina kansho| Dark Release: Torturous interference
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: -
Description: Before performing this technique the user is required to have Dark chakra stored within their mark. The user begins by activating their mark & continues to channel chakra onto an object they focus on(this can be applied through any sort of sensory abilities too), they manipulate their chakra to manifest a light blue flame as seen with techniques such as "(Meiton: Jajjimento) - Dark Release: Judgment", however Torturous interference specifically materialises on contact with the target as a localised concentration of fire rather than the former which is released as a blast of flames. Upon creation the flame rapidly spreads across the object, completely devouring it until nothing is left. By following Dark's strengths & weaknesses this technique is effective against neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark, but cannot be used against Earth or elements in relation to it & when used against water techniques, it simply devours the chakra. It can also work on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy. The flame starts of as a large ember & continues to grow to the same size as the object it consumes until nothing is left to which it simply dissipates. If the opponent is in contact with the object then the flame continues to spread across onto them & causes severe 3rd degree burns across the affected area as well as internal injuries if applicable through the technique devoured, it will continue to spread until extinguished.
- Can be used 3 times
- Cannot be used in consecutively
- Taught by Method

□ Declined. Can't be manifested onto living beings or summons instantly. Also, that Long range gotta go. And only within sight, not based on what Sensory you have active. □
Meiton: Yakkaina kansho| Dark Release: Torturous Interference
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: Before performing this technique the user is required to have Dark chakra stored within their mark. The user begins by activating their mark & continues to channel chakra onto an object they focus on(limited through the user's vision), they manipulate their chakra to manifest a light blue flame as seen with techniques such as "(Meiton: Jajjimento) - Dark Release: Judgment", however Torturous interference specifically materialises on contact with the target as a localised concentration of fire rather than the former which is released as a blast of flames. Upon creation the flame rapidly spreads across the object, completely devouring it until nothing is left. By following Dark's strengths & weaknesses this technique is effective against neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark, but cannot be used against Earth or elements in relation to it & when used against water techniques, it simply devours the chakra, causing the water to simply drop in it's place. It can also work on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy. The flame starts off as a large ember & continues to grow to the same size as the object it consumes until nothing is left to which it simply dissipates. If the opponent is in contact with the object then the flame continues to spread across onto them, spreading across their body & causes severe 3rd degree burns across the affected area as well as internal injuries if applicable through the technique devoured, it will continue to spread until extinguished. This technique cannot directly effect the opponent or their summon, however if they are coated in chakra it can devour the chakra & continue to burn the opponent in it's trail, if the coating is weaker than the technique
- Can be used 3 times
- Cannot be used in consecutively
- Taught by Method

□ Approved. Edits made. □


Meiton: Juryoku saji| Dark Release: Gravitational Surge
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: Gravitational Surge can be applied to the user's own technique performed either before or after this one. The user focuses their chakra & channels it throughout an existing technique or a selected portion of it, creating a layer of Dark chakra that blankets the user's technique in an almost transparent veil which has a slight hue of purple. This creates no additional defence or resistance to the original technique. When the user's own comes within short range of an opposing technique, they perform a single handseal which generates a suction affect from the Dark chakra. The suction continues to pull the opposing technique in toward the Dark layer. This is made possible due to Dark release's absorption method carrying an inhaling ability that draws chakra sources into the user's mark, as seen with techniques such as "Dark Release: Inhaling Maw". However, this technique does not absorb the chakra, it simply draws the target toward itself. Gravitational Surge follows Dark's strengths & weaknesses & is effective against neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark. If used within short range of the user they are not required to perform the handseal to activate it. It cannot affect solid objects that lack chakra. It is not effective against an opponent unless they are covered in chakra. It is possible to use on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy.
- Can be used 4 times
- Cannot be used consecutively
- Taught by Method

□ Declined. Is it done passively, or right after a technique, wasn't really clear on that. Also no @ colored. □

Esupa | Esper
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Esper is a battle suit specifically designed for those with the ability to perform Dark release techniques. The suit, which serves the user with a type of symbiotic defence, possesses a form of sentience which creates a link between itself & the user when worn. It's capabilities are achievable through a bonding process which merges the suit to the user's skin having it integrated with the body, creating a connection which extends to their nerves. This results in the suit acting as a second layer of skin, creating not only a connection to their nervous system, but also allows the suit to become familiar with the user's chakra as it travels through the suit just as it would the user's own body. Made from an elastic-type material Esper is a skin fitted suit, perfectly accustomed to the user's body that covers it entirely from the neck down to the soles of their feet. It offers no extra resistance for the user nor does it restrict them in anyway. Other than a V-shaped white streak that runs from the shoulders to the stomach, the rest of the suit is washed in a jet black.
In addition to the suit, Esper is fashioned with a single glove which is worn on the same hand present with the user's Dark mark. The palm of the glove has a perfectly cut out shape that reveals the user's mark & affixes itself to the borders of it. The glove does not carry any unique ability, it simply maintains a connection to allow the suit itself to become a medium for the user's mark, thus allowing the user to perform both Absorption & Release abilities of Dark through the suit. Esper carries three unique abilities that focus on more of the defensive aspect; a Passive, Internal & External.

Passive: Esper's sentience extends to the point of perceiving objects through touch, both tangible & intangible which includes inanimate objects & Chakra techniques; basic elements & all other variations of elemental chakra, raw forms of chakra/energy & of course life forms; essentially anything that comes in contact with the user/suit or vice versa, would be felt by them. Though this seems no different than one's typical capabilities of touch for most cases listed above it also includes impalpable objects, something a person would normally be unable to feel or perceive visually, an example including techniques such as Invisible Barriers or Seals which come in contact with the user. As the two are connected together not only is the user able to feel what the suit does, the suit is able to feel what the user does. In essence the suit can be relatable to sensing techniques, being able to sense anything that comes in direct contact with the suit/user. This allows the suit to also distinguish foreign chakra that enters the body & continues to alert the user by signals sent through the nervous system, this however requires 5 chakra each time the suit detects an infiltration of foreign chakra within the user.

Internal: As noted the suit is able to distinguish foreign chakra that comes in contact with it or the user, when made aware of this the user can then react accordingly by activating their mark & absorbing the opposing chakra through the suit. As this acts as an Absorption technique, it requires a chakra cost each time used which is half the amount of the opposing chakra technique, this is due to Raw chakra being weak to Dark. The absorption is limited in it's use & can only be performed 3 times & requires 1 or 3 moves each turn to do so. In regards to S rank Genjutsu, it can only be absorbed once out of the 3. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

External: External can be seen as a counterpart to the above, working just as the Internal ability but outward of the suit. This ability relies heavily on the suit's perception capabilities through direct contact & both sides ability to feel what the other does. Whenever an opposing technique is formed on the user or comes into contact with them(such as forming beneath them, though only when in contact with the surface) the suit perceives the connection & continues to relay signals to the user. Having done so the user is then able to perform an absorption technique by using the suit as a medium & absorbing the chakra from the opposing technique, this must follow Dark's strengths & weaknesses. For techniques that form beneath or on the user & spread outward or form as a larger body, the suit can absorb up to a Short range distance as long as there is complete contact between the opposing technique & user/suit. As noted the suit is simply used as a medium for the user's mark & as such when performing an absorption for External the user is required to reference whichever Absorption technique is used, which sets the rank & amount of chakra required for the absorption, while also requiring 1 of 3 moves each turn to absorb. The user is not limited to absorbing techniques which come in contact with them & can also use it against projectile or stream types techniques just as they would normally, however this would require the user to be aware of the incoming technique which would allow them to use the suit as an absorption method while following the same requirements as noted. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

‡ Declined ‡ The internal ability is fine now, considering you have permission. It's actually kind of underpowered if I'm honest. However the external one clashes with an existing CW owned by Rurushu.
Changed the External ability to a release one rather than a absorption one, to avoid clashing.

Esupa | Esper
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Esper is a battle suit specifically designed for those with the ability to perform Dark release techniques. The suit, which serves the user with a type of symbiotic defence possesses a form of sentience which creates a link between itself & the user when worn. It's capabilities are achievable through a bonding process which merges the suit to the user's skin having it integrated with the body, creating a connection which extends to their nerves. This results in the suit acting as a second layer of skin, creating not only a connection to their nervous system but also allows the suit to become familiar with the user's chakra as it travels through the suit just as it would the user's own body. Made from a unique, organic material which has properties that allow it to repair damages sustained to it, as if regrowing. Acting as a type of elastic, Esper is a skin fitted suit perfectly accustomed to the user's body that covers it entirely from the neck down to the soles of their feet. The entire suit is jet black.
In addition to the suit Esper is fashioned with a single glove which is worn on the same hand present with the user's Dark mark. The palm of the glove has a perfectly cut out shape that reveals the user's mark & affixes itself to the borders of it. The glove does not carry any unique ability, it simply maintains a connection to allow the suit itself to become a medium for the user's mark, thus allowing the user to perform both Absorption & Release abilities of Dark through the suit. Esper carries three unique abilities that focus on more of the defensive aspect; a Passive, Internal & External.

Passive: Esper's sentience extends to the point of perceiving objects through touch, both tangible & intangible which includes inanimate objects & Chakra techniques; basic elements & all other variations of elemental chakra, raw forms of chakra/energy & of course life forms, essentially anything that comes in contact with the user/suit or vice versa would be felt by them. Though this seems no different than one's typical capabilities of touch for most cases listed above it also includes impalpable objects, something a person would normally be unable to feel or perceive visually, an example including techniques such as Invisible Barriers or Seals which come in contact with the user. As the two are connected together not only is the user able to feel what the suit does, the suit is able to feel what the user does. In essence the suit can be relatable to sensing techniques, being able to sense anything that comes in direct contact with the suit/user. This allows the suit to also distinguish foreign chakra that enters the body & continues to alert the user by signals sent through the nervous system, this however requires 5 chakra each time the suit detects an infiltration of foreign chakra within the user. Alongside an Internal ability listed below, the user as an alternate option capable of dispelling a Genjutsu through pain without suffering from the results of the cause. This is possible due to the suit & user being linked & feeling what the other does, meaning if the user cuts into the suit, they would feel the pain that would normally cause if done so on their own body. This is limited to cutting or slicing parts of the suit, not options such as breaking bones or causing internal damage.

Internal: As noted the suit is able to distinguish foreign chakra that comes in contact with it or the user, when made aware of this the user can then react accordingly by activating their mark & absorbing the opposing chakra through the suit. As this acts as an Absorption technique, it requires a chakra cost each time used which is half the amount of the opposing chakra technique, this is due to Raw chakra being weak to Dark. The absorption is limited in it's use & can only be performed 5 times & requires 1 or 3 moves each turn to do so. In regards to S rank Genjutsu, it can only be absorbed twice out of the 5. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

External: This ability allows the user to reduce the rank of an opposing technique by one when in contact. This is accomplished by imbuing the suit with Dark chakra from the user's mark & causing it to create a layer that basically merges with the suit. When an opposing technique comes into contact with the user suit it takes affect & weakens the technique. This ability can be applied at any time but requires the user to release Dark chakra from their mark & channel it around the suit. This ability can also be manipulated to release the chakra as a short range pulse that renders an incoming technique weakened as it clashes against the pulse. either defensive ability would require 1 of 3 moves within the same turn & would require the user to once again channel Dark chakra across the suit to use the ability again. This ability is ranked between B-S rank depending on the opposing technique & must follow Dark's S&W. This can only be performed once a turn.

✦ Declined, wew. I know this is an ugly check response, but please shorten this and make it as concise as possible ✦
 
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Priest

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Updating Kullio ordinarily(without the ninjutsu speciality perk)

Approved Submission



Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
Type: Supplementary
Rank: S

Range: Short
Chakra: 40
Damage: N/A
Description: Kullio is a personal summoning of Priest who during their young age, train together and play together in the mountains of Modakeke. As Priest grow, so did Kullio and even both can't be separated except when one dies. Even Priest can't release Kullio as a summoning with his own free will except he wants to go himself.
Kullio was once a small messenger Hooded Pitohui with the size of a dog. However as he grew, he became more though his size did not change. He wears a light blue armor on his back and a "Sacred" inscription on his head band tied around his neck showing their loyalty to Priest. However he is but with very large and light feathers even he as a whole is a very rare one among his species being enormously lightweighted which naturally grants him immense speed twice that of its summoner. To make him more of an equal companion in terms of physical appearance, Kullio would sometimes transform into a fully grown, but rather sadistic man, also wearing the same attire as Priest, but in reverse color. He would also bear Priest's crucifix around his neck. He can communicate with his summoner telepathically and through Pitohuian Language.
Abilities:
♦Kullio is also known as the store keeper being very skilled with sealing art using its body(stomach) and can store very large amount of items in his body by swallowing them though this does not in anyway increase his weight albeit his prowess in fuinjutsu . Anything he swallows is frozen in time and can only escape using space time or if he releases them himself through regorgitation. The summoner can aswell hide inside Kullio and while inside, his chakra signature is completely hidden from the outside world.
♦Kullio is a master of fuinjutsu, able to use Fuinjutsu upto S-rank that the user knows. Those that require handseals would require a gesture from his hood if he's not in human form. His offensive fuinjutsu techniques or techniques that are targeted towards a target be it offensive or supplementary, passively would not affect the user while his defensive fuinjutsu could be made to also shield the user if he's in close proximity. Also the user's fuinjutsu techniques would affect Kullio as aforementioned. This is due to the mutual connection between them.
♦He also has some amount of neurotoxins though not enough to kill but can cause paralysis. Paralysis from his neurotoxin only lasts for 2 turns.
♦When in bird form, he can't be ridden as he's small(like Akamaru) and very light but can perch on its summoner's head without any stress/load on the summoner or hide within his cassock.
Note:
† Except for the summoner that can hide in Kullio while he's
alive and sound, Kullio can only swallow/seal opponent that are weak and at the brink of death, depleted of chakra, paralized/passed out and thus can not swallow opponent that are well and able to fight. Except for the user, those that are swallowed would gradually have their chakra drained into Kullio's infinite sealing space, some of which can be transferred to the user when he is also within Kullio.
Sealing Techniques used would count as move from the user's move slot, except if the technique itself states otherwise. Swallowing and regorgitaion sealing counts as a move each and cannot be used on techniques. The swallowing sealing[\b] itself is A-Rank.
Transforming to human form and vice versa is passive.
† Last 4 turns on the field and can be summoned twice. When summoned the second time, he can only be summoned to regorgitate what he has stored within himself.



[sup]Update Declined: you'll need to omit the henge, and also have the bird be summonable only once per battle (4 turns).[/sup]​



Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kullio is a personal summoning of Priest who during their young age, train together and play together in the mountains of Modakeke. As Priest grow, so did Kullio and even both can't be separated except when one dies. Even Priest can't release Kullio as a summoning with his own free will except he wants to go himself.
Kullio was once a small messenger Hooded Pitohui with the size of ak dog. However as he grew, he became more though his size did not change. He wears a light blue armor on his back and a "Sacred" inscription on his head band tied around his neck showing their loyalty to Priest. However he is but with very large and light feathers even he as a whole is a very rare one among his species being enormously lightweighted which naturally grants him immense speed (twice that of a Kage rank bio). He can communicate with his summoner and through Pitohuian Language.
Abilities:
♦Kullio is also known as the store keeper being very skilled with sealing art using its body(stomach) and can store very large amount of items in his body by swallowing them though this does not in anyway increase his weight albeit his prowess in Fūinjutsu. Anything he swallows is frozen in time and can only escape using space time or if he releases them himself through regorgitation. The summoner can aswell hide inside Kullio and while inside, his chakra signature is completely hidden from the outside world.
♦Kullio is a master of Fūinjutsu, able to use Fuinjutsu upto S-rank that the user knows. Those that require handseals would require a gesture from his hood.
♦He also has some amount of neurotoxins though not enough to kill but can cause paralysis. Paralysis from his neurotoxin only lasts for 2 turns and takes one turn to be fully induced.
♦He can't be ridden as he's small(like Akamaru) and very light but can perch on its summoner's head without any stress/load on the summoner or hide within his cassock/clothings.
Note:
† Except for the summoner that can hide in Kullio while he's alive and sound, Kullio can only swallow/seal opponent that are weak and at the brink of death, depleted of chakra, paralized/passed out and thus can not swallow opponent that are well and able to fight. Except for the user, those that are swallowed would have their chakra drained into Kullio's infinite sealing space.
† Swallowing and regorgitaion sealing counts as a move each and cannot be used on techniques. The swallowing sealing itself is A-rank.
† Has a one-turn cooldown on using S-rank Fūinjutsu.
† Last 4 turns on the field and can be summoned once.


[sup]
Update Approved: some things were omitted and a note was added.
[/sup]

Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
Type: Offense
Rank: S
Range: Short-Mid
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of soldier ants made of fire the are release above the user's skin albeit they are unable to affect the user is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, the user can now will them to move out, controlling them and due to their sheer number they are able to overwhelm a large summon, burning it to ashes. The user can will them to split up and move in batches or perhaps, keep some around and send the rest outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts for two turns per usage
-While controlling the ants, the user is unable to use any other jutsu that requires chakra. Trying to do so would break the user's control off them

□ Approved. Edits made. □
Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
Type: Offense
Rank: S
Range: Short-Mid
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of sentient soldier ants made of fire that are release above the user's skin albeit they are unable to affect the user who is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, they are now able to with or without the user's consent, move out towards a destination and due to their sheer number they are able to overwhelm a large summon, burning it to ashes. They can split up and move in batches or perhaps, some stay around the user while the rest spread outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if what they are travelling through, is chakra infused, then elemental strength and weakness would follow. Due to their sentiency, the ants would need to be neutralised at once, else they regenerate to their original quantity as the user constantly sacrifice his chakra to sustain them.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts 4 turns
-No S-rank water technique the same turn this is used

□ Declined. Keep original. □

Sūkōna Fuinjutsu: Ikariotto no Isan - Unholy Sealing Technique: Legacy of Iscariot
Type: Supplementary
Rank: A
Range:N/A
Chakra: N/A(uses the chakra absorbed to fuel the technique)
Damage: N/A
Description:
A seal hidden away within the user's chakra. It won't activate until the user's chakra is absorbed out of his body and mixes with another chakra without the user giving it willingly in which case, the seal is suppressed beforehand. Once activated, the latent chakra the user's chakra is mixing with is completely sealed for 2 turns. At the end of 2 turns, the user's chakra becomes eratic and explodes. Explosion carries 80 damage and is angled away from the user. This aforementioned effect only happens if the user's chakra is absorbed directly into an enemy's chakra system. Should the user's chakra be absorbed by a jutsu, the chakra within the jutsu would be sealed. In this case, if its an energy based jutsu, since the entire jutsu is made from chakra, the jutsu having it's chakra sealed away would make the entire energy based jutsu warp on itself and fade away virtually instantly. For physical jutsu, once the chakra within the jutsu is sealed, the bond that keeps the jutsu together and give it corporeality would fail thus they loose momentum and should collapse. However, the erratic chakra of the user would cause an explosion that takes the property of the sealed chakra. For example, if the user's chakra sealed a fire technique, the explosion would carry burning damage in addition to physical damage(fire explosion), for earth, the explosion would carry chunks of earth that are initially falling from sealing the chakra within the earth technique. In the case of techniques, explosions reaches up to mid-range, carries the damage of the sealed chakra and are always angled away from the user. Seal can work on up to S-rank techniques.
Activates 4x per battle
Requires no input from the user, albeit it counts as a move.
The seal within the chakra makes it immune to chakra purification process by foreign means, albeit the seal can be undone using fuinjutsu release methods.
Must be a Fuinjutsu Master

□ Declined. Clashes with two, or three existing Fuuinjutsu techniques. This just combines them. □

Shinseina Kifu: Beruzebubu no Yokubō - Sacred Endowment: de Avaritia Beelzebub
Type: Supplementary
Rank: B
Range: Self
Chakra: N/A
Damage: N/A
Description
A passive seal that links the user and his techniques, balancing his physical with the spiritual. This seal would passively drain the user's chakra when a particular condition of unbalance jutsu usage is met. The seal tries to balance the appropriate amount of jutsu damage within a jutsu by adding the equivalent chakra, should the jutsu be unbalanced. This means whenever the user uses a technique with a damage threshold that is not equal with the chakra within the jutsu, the seal would siphon the amount of chakra needed to balance the equation from the user. For example: If the user has an A-rank jutsu with +10 damage, this brings the damage of the jutsu to 70 damage. The seal would respond accordingly, taking 5 of the user's chakra and adding it to the jutsu to make the chakra/damage ratio be balanced. This additional chakra would bring the jutsu to be a bit off its rank value thus unable to be sealed by fuinjutsu or techniques aimed to absorb/seal the particular rank. For example, a fuijutsu technique aimed to seal an A-rank technique with 30 chakra value would be unable to seal a technique used with this seal due to the chakra threshold exceeding 30. This does not automatically bring the jutsu to the next rank but if the chakra threshold reaches those of higher rank, then it would require a fuinjutsu technique that can seal those rank to seal the technique. For example, an A-rank jutsu with 40 chakra threshold can only be sealed if the fuin tech can seal S-rank, etc. The addition of chakra does not increase the damage further as this seal is purely supplementary, it only balances the chakra according to the damage. The seal is located at the center of the user's lower abdomen and though requires the user's will to suppress/pause. Meaning the user can decide which jutsu the seal does not affect. Automatically without the user's will, it would affect the user's techniques that meets the requirement. Unfortunately, this does not work with techniques above S rank.

♪ Approved: Nice seal. ♪
 
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Typhon

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Summoning Animal: Jaguars
Scroll Owner: Hypnotiq
Other Users who have signed contract: None
Summoning Boss if existing: Tezcatlipoca
Other Summoning Animals tied to contract: None at the moment.

Summoning Animal: Jaguars
Scroll Owner: Nanaki
Other Users who have signed contract: Delta, Rain of Hell, Mudo, Sin, Jinbei, Bruce Wayne, Method
Summoning Boss if existing: Tezcatlipoca
Other Summoning Animals tied to contract: Hunahpu, Xbalanque, Nanaki
Description and Background: Jaguars are a species of big cat found in the Americas. In terms of average size they rank third behind the Lion and Tiger. Much of their habitat consists of dense rainforest which they've adapted to to become an apex predator. Like the Tiger, the Jaguar is a talented swimmer and enjoys spending time in the water. Due to the type of prey the Jaguar often hunts such as caiman and turtles, Jaguars evolved incredibly strong jaws that give them the highest pound for pound bite force of the big cats. Their hunting style also differs from other big cats as they will kill their prey by puncturing through skulls and shells. This powerful bite force allows Jaguar summons to bite through solid objects up to one rank below the summon's rank.

The Jaguars of this contract reside deep within the dense Nakukiurin (Crying Tree Rainforest) which is found in the same country as Amegakure. It is largely undiscovered as the forest offers it ample protection and keeps it hidden from travelers. An ancient clan once lived in the forest but has since disappeared leaving behind a large stone city called Tenochtitlan. The Jaguars have since taken up residence in the city with their leader, Tezcatlipoca, living in the central temple. The trees of this forest are massive and often times have such a thick canopy that its as if its always night below. These dark conditions have led to the Jaguars focusing on stealth tactics in combat. All Jaguars are have the passive ability to see in the dark and can mask their presence from non-sensory ninja.

✦ Declined, can confirm this is your contract. One thing to note though is you have too many signers. Should be you + 6 more max. Also note that the biting through jutsu applies to solid/matter based ones and not energy. You might have to explain the masking their presence as well. ✦

Just filling out the description and background information. Hypnotiq was one of my old usernames.

Updating:

(Kuchiyose no Jutsu: Tezcatlipoca) - Summoning Jutsu: Tezcatlipoca, God of Jaguars
Type: Supplementary
Rank: S
Range: n/a
Chakra Cost: 45
Damage: n/a
Description: Tezcatlipoca is one of the key Gods of the Aztec people. When he takes his animal form he becomes a Jaguar. He is the boss summon for Jaguars and is around the same size as Gamabunta. Jaguars have the strongest jaws of all the big cats as evidenced by their preference to deliver killing blows by biting the skull of their prey rather than the throat, they also eat turtles by crushing their shells. Using this bite Tezcatlipoca can bite through incredibly strong defensive techniques (A-rank and below). Jaguars are also masters of stealth and ambush made possible by their ability to mask their chakra from normal ninja, though not sensors. Tezcatlipoca is adorned in Aztec tribal gear such as feathers, piercings, armor and a green cloth ties around his waist. His chakra natures are water and wind he can use up to A-ranked water techniques and A-ranked wind techniques.
~Must have signed a contract with Jaguars.
~Can only be summoned once per battle.
~Lasts four turns once summoned.
~Can withstand up to 160 damage (2 S-ranked attacks)
(Kuchiyose no Jutsu: Tezcatlipoca) - Summoning Jutsu: Tezcatlipoca, God of Jaguars
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Tezcatlipoca was one of the key Gods of the Aztec people who lived in Nakukiurin long ago. This name has become the title for the current leader of the Jaguar contract. The current Tezcatlipoca stands on two feet reaching a height comparable to Gamabunta, around twenty meters tall. He is adorned in various Aztec garb and has the traditional orange fur with black rosette spots. One of the requirements for becoming Tezcatlipoca is a strong affinity for the water element, allowing usage of water up to and including S-rank. It is said that Tezcatlipoca uses its own chakra to produce the constant rains found in the Jaguar's home forest. When summoned to the battlefield, he continues to use this ability and manifests a constant rain storm. Along with the rain, the chakra he releases also creates a thick mist across the battlefield reaching up to his knees (five meters). As he continually releases water chakra into the air, this storm and mist cannot be removed by simple means such as blowing them away as they'll immediately reform. The mist and rain both have the same characteristics as their canon variations, hiding in mist technique and rain tiger at will technique. In addition to that, the rain is more powerful than normal, affording +20 damage to rain techniques while Tezcatlipoca is on the field. As the rain and mist are passively generated, Tezcatlipoca is free to use other techniques while they are active.
-Can only be summoned once per battle.
-Lasts four turns once summoned.
-Image:
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Resubmitting:

(Kuchiyose no Jutsu: Xbalanque Hi-ro-tsuin sono Getsuei) - Summoning Technique: Xbalanque, the Hero Twin of the Moon
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: This summoning technique summons Xbalanque, one of the two hero twin Jaguars. Xbalanque and his twin brother Hunahpu were born with two distinct colorations. Xbalanque took on the rarer melanistic coloration giving him deep black fur while his brother Hunahpu was born with the traditional orange fur with black spots. The two brothers were compared to the sun and the moon and thus named after the twin heroes of Mayan mythology. Xbalanque stands on all fours with his back at about six feet tall, slightly taller than most shinobi. Like all jaguars he has powerful jaws and can crush anything he is able to bite made of physical defenses rank B and below. Xblanaque specializes in wind based jutsu and is able to use the wind element up to rank A.
Xblanaque is a master of stealth and cannot be heard or seen if the battlefield is covered in mist, smoke etc.
~Can only be summoned once per battle.
~Lasts 4 turns once summoned.
~Can withstand up to 1 A-ranked attack or up to 60 damage.
~Must have a contract signed with Jaguars.

(Kuchiyose no Jutsu: Hunahpu Hi-ro-tsuin sono Taiyou) - Summoning Technique: Hunahpu, the Hero Twin of the Sun
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: This summoning technique summons Hunahpu, one of the two hero twin Jaguars. Hunahpu and his twin brother Xbalanque were born with two distinct colorations. Hunahpu was born with the traditional orange fur with black spots while his brother Xbalanque took on the rarer melanistic coloration giving him deep black fur. The two brothers were compared to the sun and the moon and thus named after the twin heroes of Mayan mythology. Hunahpu stands on all fours with his back at about six feet tall, slightly taller than most shinobi. Like all jaguars he has powerful jaws and can crush anything he can bite made of physical defenses rank B and below. He can also hide his presence from non-sensor type shinobi when there is a mist, smoke or other substance obstructing view. Hunahpu specializes in fire based jutsu and can use the fire element up to rank A.
~Can only be summoned once per battle.
~Lasts 4 turns once summoned.
~Can withstand up to 1 A-ranked attack or up to 60 damage.
~Must have a contract signed with Jaguars.
(Kuchiyose no Jutsu: Hunahpu to Xbalanque, Hiro-tsuin sono Taiyo to Tsuki) - Summoning Technique: Hunahpu and Xbalanque, the Hero Twins of the Sun and Moon
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Hunahpu and Xbalanque are twin brothers who were born with differing coloration. Hunahpu has the traditional orange fur with black rosette spots, while Xbalanque was born with the more rare black melanism coloration. As the two brothers grew and became more powerful, they began drawing comparisons to the sun and moon, thus earning their nickname as the Hero Twins of the Sun and Moon. Both jaguars are of similar size and stand on all fours with their backs reaching up to about six feet. Hunahpu is proficient in the fire element and is capable of using up to A-rank techniques. He also has the passive ability to sense body heat making him an excellent tracker. Xbalanque is proficient in the wind element and is capable of using up to A-rank techniques. As a melanistic jaguar, Xbalanque is able to extend the jaguar ability to hide their presence from non-sensor ninja to include chakra sensory techniques, making him a stealthy opponent. The twins share a mental link with each other which allows for them to communicate through their thoughts, though this doesn't extend to the summoner. Both summons are considered A-rank individually.
-Can only be summoned once per battle.
-Lasts 4 turns once summoned.

✦ Declined, you have to bold update edits and link to their approval. These are from the original CJ thread that's now hidden iirc so I understand the lack of link but bold edits please. ✦
 
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Roy

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(Jūho: Rainoserasu Āmā) – Gentle Step: Rhinoceros Armor
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: A Hyuga releases a full-body surge of chakra from all 361 tenketsu and through the use of advanced shape manipulation forms a shroud of chakra around their body resembling a large rhinoceros. The shroud spans outward around the user upto a one meter radius and in the process pushes anything, or anyone within that radius away from the user, providing an omnidirectional form of protection. With a single thrust of their arm the user can shoot the shroud towards their desired target, similar to “Gentle Step Twin Lion Fists” from which this technique is derived. The shroud upon being shot approaches it’s target in a fashion similar to that of a rampaging rhinoceros but it is only capable of traveling in a linear direction. Due to the nature of this technique it's equal to elemental jutsu of the same rank.
Note: Usable three times per battle with a one-turn cooldown after each use.
Note: Picture for reference.
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♪ Approved: This isn't purely Gentle Fist, it's like a Gentle Fist/Ninjutsu hybrid, since it's leaving your body in a focused shape. ♪

(Ninjutsu: Amorufasu no Hōsoku) | Ninja Technique: Law of the Amorphous
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Elements such as Lightning, Fire, Wind and Water do not traditionally have a fixed shape, however they are given form via chakra-based shape-manipulation. Law of the Amorphous seeks to take advantage of this. A passive technique, Law of the Amrophous can be applied to the creation of an elemental familiar. That elemental familiar, will then be capable of, under the influence of Law of the Amorphous, governing the shape manipulation that gives them a specific form and actively manipulating it. This will essentially allow for that familiar to passively manipulate its structure for shape and size shifting. Intangible, energy based elements, such as lightning fire and wind, are the best at this, being capable of freely shifting in size and shape. Elements such as Water can freely shift in shape, can shrink too, but for size gains must have access to a greater source of water of which they can absorb mass from. This technique is wholly ineffective on solid elements such as earth, steel, and so on, due to their rigid structure, but can be applied to formless, or congregational elements such as sand. Again, this technique can only be applied to familiars, and will allow said familiar to manipulate itself.
Note: This is a passive technique that can be activated a maximum of three times, and there must be a turn cooldown between the expiration of the familiar it was last applied to, and it’s re-use. It cannot be applied to two familiars at the same time.

□ Declined. DNR, clashes with a large amount of existing techniques. □

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

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

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

‡ Approved ‡
Permission to submit the above CW Inch dropped, bolded a few minor edits.
Permission:
Dropped:


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

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

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

Dropping my current CW:

✦ Approved ✦
 
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[Musura] Musura - The Hollow Samurai
Type: Puppet
Rank: S Rank
Range: Short
Chakra: 40 (-10 wearing the puppet)
Damage: N/A
Description:
The Musura is a black armored samurai puppet with a demon like mask, sized slightly larger than a human being, it is said to have originated from a Samurai killed in betrayal. His anger and lust for revenge forbade it from pasting into the afterlife thus bound this soul inside his armor, taking form as a Hollow Samurai to take his revenge.

The puppet itself is made of hard wood coated with dark steel armor only destroyable by at least an A rank level attack, and comes with a 3 meter long katana laced with puppeteer's poison. It can perform any Taijutsu/Kenjutsu (that doesn't require chakra) the user knows, and capable of moving Kage level speed. The insides of the samurai are completely hollow, possessing no mechanical workings or hidden weapons unlike most puppets; essentially, the puppet is merely an empty suit of armor. This design allows the puppet to detach itself and separate into a dozen pieces; spitting the arms, torso, legs, head, it's katana etc while still being freely controlled by the user as hovering pieces of armor, used for performing miscellaneous tasks such as launching a rocket arm at the opponent or providing extra appendages etc. The deconstruction of the samurai can be done passively at will, as with its reconstruction. Through this method also allows the puppet to neglect most physical damage within reason, as it can break part as it gets hit, dispersing the impact then recombine itself again, almost like water.

The biggest feature of the puppet however, is its ability to attach itself onto the user, incasing them in a suit of armor (wearing the puppet like Sasori with Hiruko) combining into one. This carries over its boosts and formidable defenses to its wearer to withstand B-rank attacks and below. In this combined state, the user can spend their chakra into amplifying the samurai armor enhancing their Kenjutsu techniques up to A rank, to one rank higher. This also creates a flickering energy appearance from the insides(cosmetic) of the puppet, almost like a spirit has possessed it. All the parts must be fully worn for these bonuses, thus will not work if one of the armor pieces is missing or destroyed. The user can also have the armor incase the opponent, forcefully restraining their movements and actions if successfully worn.

✦ Declined, this is essentially ZK's Black King puppet, with the added ability of breaking into more portions than his version allows. You both even have the same level of resistance. ✦
Resubmitting

Musura The Hollow Samurai
Type: Puppet
Rank: S Rank
Range: Short
Chakra: 40 (-5 per turn while wearing the puppet)
Damage: N/A
Description:
The Musura is a black armored samurai puppet with a demon like mask, sized slightly larger than a human being. It was made from a samurai armor that is said to have been possessed by its original wearer. The puppet itself is made of special wood coated with black metal alloy capable to withstand up to B rank level of attack, and comes with a 3 meter long black katana laced with puppeteer's poison. It can perform any Taijutsu/Kenjutsu (that doesn't require chakra) the user knows, and capable of moving Kage level speed. The insides of the samurai are completely hollow, possessing no hidden weapons unlike most puppets; essentially its merely one body of armor. Furthermore, the puppet is made of special chakra wood, similar to the chakra papers Kakashi gave Naruto for his wind training. It's unique properties makes the wood react to the slightest hint of the user's nature transformations and changes accordingly to its state, imbuing it with elemental chakra. For example, if the user performs a lightning tech, the chakra within the puppet also turns to lightning element, adding lightning damage to its attacks. It's defenses also is enhanced accordingly, allowing it to withstand one rank higher to the element it's strong against. (Ex. While imbued with earth it can withstand up to A rank Water attacks.) This protean ability is done without conscious effort from the user as they don't actually add any extra chakra to it; the chakra used to control the puppet automatically changes nature to match the user's due to the influence of its special wood. This takes effect passively at the same time whenever the user performs an elemental technique, the latest performed element will always replace the previous one. While under its effects, the samurai will gain +10 elemental damage to its attacks.

Lastly the puppet has the ability to at will, open itself similar to Kankuro's Black Ant for the user to enter and wear it as suit of armor, carrying over whatever boosts and defenses it has to its wearer. In this combined state, the user can spend their chakra into amplifying the samurai armor enhancing their Kenjutsu techniques up to A rank, to one rank higher. This also creates a flickering energy appearance from the insides(cosmetic) of the puppet, almost like a spirit has possessed it.

✦ Declined, the only special chakra wood I know of is Mokuton, which this would require for it to be special. Other special types of wood do not exist ✦

Zireael - The Black Prism
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Zireael is a indestructible greatsword, also known as the Black Prism, due to having a jet black alloy as dark as the eclipse, having a clear and glossy appearance like prism that absorbs all light, with a slight hue around the edges, colored depending on the user's elemental affinity. By it's unique alloy and design, the Zireael is quite light for its size and has the ability of superficial levitation, allowing the weapon to fly itself back to the user when separated. Similar to how a prism can filter light into a spectrum of colors, the weapon can adapt to all spectrums of chakra natures and filters the user's affiliated chakra to passively bolster their primary elemental techniques, A rank and below to one rank higher, and adds +20 damage to S ranks. (Only applies to the user's primary elemental speciality)

The weapon also hide any chakra it has contact with it, similar to the effect of Mu's Dustless Bewildering Cover technique, albeit doesn't turn anything invisible. Any person or body of chakra touching the blade is rendered undetectable by chakra sensors or related skills, however this doesn't hide from doujiutsu or the 5 senses; sights, sound, smell etc. With the blade in possession, the user can still perform techniques undetectable by sensory as the weapon itself passively applies the cloaking effect. However any chakra that is sent out from the wielder's body, thereby removing contact from the weapon, can be sensed. To put this in perspective, a projectile technique such as a fireball expelled from the wielder is detectable, while techniques that is sustained or remains contact on the wielder's body such as Earth Hardening or Chidori is undetectable. This ability can be activated/deactivated at will.

Along with this, the Zireael can be activated to use Prism Camouflage; which turns a target invisible like Hiding with Camouflage Technique, but are applied on physical objects/matter, rather than people or the user themselves. The weapon is able to turn the desired item invisible anywhere within their sensory field, up to Mid range, costing 20 points of chakra(-5 per turn to sustain), lasting up to 3 turns.
~ Prism Camouflage counts as a move, with one turn cooldown.

(Genjutsu: Tendou no Kukodo) Illusionary Arts: Heaven & Earth Realm
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
An illusion designed to deceive a sensor's chakra sensing ability, this directly interferes their sensation of perceiving chakra and what they can feel through their sensory. The user first casts a genjutsu in them with a handseal, the first and primary affect is causing them to feel that their chakra flow is functioning normally, therefore making them unaware that they're under an illusion through sensing alone. The second effect is where the user has the freedom to confuse the victim' sensory even further at their own discretion, simply via 2 types; making them sense chakra that in reality isn't actually there, and making them unable to sense chakra that actually is there. These 2 types can be mixed and matched together allowing possibilities only be limited by the users imagination, one can simply make the victim unable to sense their location or make them able to sense a technique coming at them but can't sense another tech coming from below etc. However the user can only set the illusionary effects on the turn that they use the genjutsu and can't be further manipulated unless the user performs this technique again. Also, the illusion only affects the perception of chakra sensing, while the victim's 5 senses are unaffected, as such they can still see, hear, smell etc reality as it is. Thus, the user cannot create fake images or attacks with the illusion; it only deceives the victims sensing ability. Sensors that can sense beyond simply chakra, as such advanced perceptions like negative emotion sensing are ineffective too. Likewise doujiutsu users are unaffected by this illusion too.
~ Can be used on sensors or opponents with skills/abilities/modes that can sense chakra.
~ Usable 4 times per battle.
~ One turn cooldown.

□ Declined. DNR. The concept, while it makes sense what you're trying to achieve, won't work like this. You can't force an opponent to make them sense another chakra, especially with Sensory active. They can feel the disturbance in the chakra flow once a Genjutsu is initiated. □
 
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Goetia

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Bakudō #75. Tenebris Ascensionis / Way of Binding #75. Voidly Ascension
Type: Supplementary / Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique is designed to allow a Dark Release user to become much more versatile in combat. Since Dark Release revolves around the seals on the user’s hands, they are limited by the need to keep their hands free solely for Dark techniques alone. However, by performing this technique, it passively imparts all sentient creations under control of the user, under the condition that they are based on Dark Release, with the ability to perform Dark Release and its component Nature Releases up to the user’s rank. While this technique is applied passively, technique usages through sentient creations count towards technique slots and any usage limits on techniques. Sentient creations are able to use techniques with sans handseals.

⇒ Usable once per battle

□ Declined, DNR. Nope, this is just a way to have a bunch of Dark Release creations, doing their own Dark Release techniques, willy nilly. It doesn't even have a turn limit, meaning its both passive and indefinite? Wew. □

Hadō #75. Vastitas Infernum / Way of Destruction #75. Abyssal Hellfire
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 from target)
Damage: 60
Description: The user will focus the Dark chakra present within a Dark Release technique, and manipulate it to disperse in an explosive manner. The chakra will burst outwards from the source technique as a collection of small masses of Dark chakra, akin to bullets. The projectiles will travel outwards radially to encompass the short-range space near the original technique this was used upon. A special attribute of these chakra bullets is their ability to pierce targets, due to being super-compressed masses of chakra which gives them tangibility, and absorb the chakra of anything it pierces. The cumulative total of the chakra absorbed will always add up to 60, and upon absorbing chakra, the user may directly extract it from the bullets and draw it to their seals as Dark chakra for future use.

⇒ Usable 4x per battle
⇒ 2 turn cooldown upon use

□ Declined. Too many of @colored exists already, not keen on it. □
 
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Venom

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Can't quote from old thread

Summoning Animal: Bulls
Scroll Owner: Venom
Other Users who have signed contract: Sabertooth
Summoning Boss if existing: Taurus The Guardian Bull
Other Summoning Animals tied to contract: Toru The Guardian Lightning Bull & Draco The Guardian Earth Bull
Description and Background: A bull is an intact (i.e., not castrated) adult male of the species Bos taurus (cattle). More muscular and aggressive than the female of the species, the cow, the bull has long been an important symbol in many cultures, and plays a significant role in both beef ranching and dairy farming, and in a variety of other cultural activities.

Bulls are much more muscular than cows, with thicker bones, larger feet, a very muscular neck, and a large, bony head with protective ridges over the eyes. These features assist bulls in fighting for domination over a herd, giving the winner superior access to cows for reproduction or simply to aid their summoner. The hair is generally shorter on the body, but on the neck and head there is often a "mane" of curlier, wooly hair. Bulls of this contract are usually about 6ft+ when standing on their hind legs like humans, but because of the additional muscle and bone mass they often weigh far more than a cow or shinobi. It is due to their excess muscle (like an additional layer of skin) which makes them well suited in combat. Being capable of passively blocking freeform attacks, kunais and sword attacks with their body. They have an outstanding durability, capable of going many days and nights of combat without eating or resting. The bulls also come in various sizes, ranging from the size of a human to towering size and heights like the Juubi's husk. Most of them have a certain elemental affinity with them but all of them excell in Taijutsu due to their power, strength and speed. On all fours they're capable of sprinting at twice the user's running speed in attempts to ram their opponent or reach them for whatever reason.

All the bulls of the contract have a natural habit of protecting their summoner and would easily put their lives at risk to save them. This is why they're such trusted summon and highly used. It is through this close connection that all signers are capable of having a mental connection with the bulls, despite them being capable of speaking normal human language. All bulls have a passive ability called Shredding, meaning they're capable of elminating -20dmg from techniques they ram into or defend/clash against. This is all possible due to their muscular frame, larger bones, thick skin and thick fur (the mane) being on them.

All signers of this contract not only share a strong connection to the beasts, but they're also branded with a special summoning tattoo.

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Declined, few small things to point out. Max size is Gamabunta size, not Juubi size. Create a SET speed, ( max Kage for all and specific ones can be Sage or other speeds ) not a variable one based on the user's speed. Note that the Shredding ability counts as a debuff and follows those rules. ✦


(Ototon: Gungir no Hyorohyoro) - Sound Release: Swaying of Gungnir
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (+10 chakra to applied techniques)
Damage: N/A (+20 damage to Lightning techniques)
Description: The user will passively activate an ability that will allow them to release ototon chakra into their Raiton techniques for the next four turns. Activating this ability is instant and consumes no time whatsoever since it's designed to work in the same time-frame as other techniques. Both Lightning and Sound Release are based on high frequency vibrations, allowing the two to be seamlessly combined together. The sound chakra will serve the purpose of increasing the frequency of the vibrations within the lightning technique. This heightened frequency means they will become higher energy, thereby increasing their damage and cutting capabilities in the same way as Super Vibrating Lightning Release Sword. These enhanced vibrations will also change the noise produced by lightning techniques, creating a cacophony of screeching noise that drowns out all other sound. This takes away any stealth they may have once possessed but makes them dangerous to those with enhanced hearing through the use of Inner Sonar Skill or a different method. Those individuals will suffer bleeding ears and will be permanently deafened if they are unfortunate enough to hear this noise.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses

□ Declined. I'm fine with the technique, but no to it lasting 4 turns, and only a +20 up to S rank Lightning. Also no to it being passive, it can happen same time frame though. □

(Ototon Genjutsu: Keisei Aitou) - Sound Release Illusion: Siren's Lament
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will gather their ototon chakra into their throat and release it in the form of an audible sigh, the sound waves carrying it to the ears of anyone within range. Anyone who hears the sound will be cast in an illusion that causes them to hear a single or multiple voices, that appear to be coming from within their head, all of them speaking over each other in order to be heard. These voices can have varying tones, accents, speak in different languages (real or fictional), exhibit different emotions or simply generate noises. Most commonly the illusion is used to create a cacophony of begging, screaming, cursing, wailing and pleading to potentially evoke guilt from it's target(s). To make them conscious of all of the victims they killed or all of the people they couldn't save, depending on their disposition. There can be as many or as few voices as the user desired, they can even all possess a single voice, a few specific ones or all have unique ones. Naturally the user can perfectly re-create voices they've heard in reality or perceived by navigating the memories of others. This technique is exceptionally effective against shinobi that possess mind-reading capabilities as all of the voices appear to be coming from within their own head. This effectively intermingles with and drowns out any and all targets' thoughts, making it impossible to distinguish the real ones from all of the fakes. Anyone cast in this will also find it very difficult to think clearly with these thoughts ringing in their head, reducing their reaction time and tracking by half until the illusion is broken. All of these effects only apply if there are a multitude of voices all speaking over each other (at least ten).

Note: Can only be used twice per battle
Note: Cooldown time of four turns in between uses
Note: No S-Rank or above Sound in the user's next turn

□ Declined. @Colored. Also, this is a Genjutsu, it will only affect the person for said time. □

(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning of up to 10 chakra above. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a dome of solid-like lightning to rise up short-range all around the target. Everything within the dome's confines will be imbued with the user's raiton chaka, paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. The dome will then form into a fully spherical orb once everything within it has been suspended off the ground and erupt into a massive explosion (similar to the canon technique Thunder Up), obliterating everything inside of it.

Note: Can only be used thrice per battle
Note: Cooldown time of two turns in between uses.

□ Declined. Mid range, and @colored needs to be removed. □

(Ototon: Gungir no Hyorohyoro) - Sound Release: Swaying of Gungnir
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (+10 chakra to applied techniques)
Damage: N/A (+20 damage to Lightning techniques)
Description: The user will activate an ability that will allow them to release ototon chakra into their Raiton techniques for the next three turns. Activating this ability is instant and consumes no time whatsoever since it's designed to work in the same time-frame as other techniques. Both Lightning and Sound Release are based on high frequency vibrations, allowing the two to be seamlessly combined together. The sound chakra will serve the purpose of increasing the frequency of the vibrations within the lightning technique. This heightened frequency means they will become higher energy, thereby increasing their damage and cutting capabilities in the same way as Super Vibrating Lightning Release Sword. These enhanced vibrations will also change the noise produced by lightning techniques, creating a cacophony of screeching noise that drowns out all other sound. This takes away any stealth they may have once possessed but makes them dangerous to those with enhanced hearing through the use of Inner Sonar Skill or a different method. Those individuals will suffer bleeding ears and will be permanently deafened if they are unfortunate enough to hear this noise.

Notes:
-Lasts two turns
-Can only be used twice per battle
-Cooldown time of three turns in between uses
-The boost only applies to Lightning base techniques up to and including S ranks.

□ Approved. Edits made. □

(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a dome of solid-like lightning to rise up short-range all around the target. Everything within the dome's confines will be imbued with the user's raiton chaka, paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. The dome will then form into a fully spherical orb once everything within it has been suspended off the ground and erupt into a massive explosion (similar to the canon technique Thunder Up), obliterating everything inside of it.

Notes:
-Can only be used thrice per battle
-Cooldown time of two turns in between uses.

□ Approved. □

(Ototon Genjutsu: Keisei Aitou) - Sound Release Illusion: Siren's Lament
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will gather their ototon chakra into their throat and release it in the form of an audible sigh, the sound waves carrying it to the ears of anyone within range. Anyone who hears the sound will be cast in an illusion that causes them to hear a single or multiple voices, that appear to be coming from within their head, all of them speaking over each other in order to be heard. These voices can have varying tones, accents, speak in different languages (real or fictional), exhibit different emotions or simply generate noises. Most commonly the illusion is used to create a cacophony of begging, screaming, cursing, wailing and pleading to potentially evoke guilt from it's target(s). To make them conscious of all of the victims they killed or all of the people they couldn't save, depending on their disposition. There can be as many or as few voices as the user desired, they can even all possess a single voice, a few specific ones or all have unique ones. Naturally the user can perfectly re-create voices they've heard in reality or perceived by navigating the memories of others. This technique is exceptionally effective against shinobi that possess mind-reading capabilities as all of the voices appear to be coming from within their own head. This effectively intermingles with and drowns out any and all targets' thoughts, making it impossible to distinguish the real ones from all of the fakes. All of these effects only apply if there are a multitude of voices all speaking over each other (at least ten).

Notes:
-Can only be used twice per battle
-Cooldown time of four turns in between uses
-No S-Rank or above Sound in the user's next turn
-The effects only last until the illusion is broken.
-No Genjutsu can be layered with this

□ Approved. Edits made. □​
 
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Jinbei

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(Katoni: Minami Reiji) | Fire Release: Aggravate
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This technique alters future used fire techniques that produce flames, so that gyrations will be added to the fire and more importantly, the heat that it produces. As Fire has virtually no real mass, any kind of gyrations would normally be useless, however this technique plays off of concepts behind natural phenomena, such as dust devils, and seeks to apply it to flames. As one would know, the density of air shifts depending on temperature, as does its density, as air expands at higher temperatures and contracts at lower temperatures. Furthermore, convection demands that hotter, less dense air, is displaced by cooler, denser air. It is through these principles that dust devils - spontaneously formed tornadoes created by circulation of hot and cold air on sunny days, are formed. This technique then would seek to manipulate flames, and the heat produced by flames, so as to cause the surrounding air to spiral in on the flames position. These spiraling air currents will exert a powerful suction that will have a two-fold effect. Firstly, the suction will draw unsuspecting enemies towards the fire, thus making fire techniques harder to avoid. (Neutralises B ranked and below propulsion forces within short range to nullify evasions). Furthermore, the suction will drag in large amounts of fresh oxygen while dispersing carbon dioxide more quickly, as a result affected fire techniques will burn stronger and increase in size, gaining a rank increase in their effects or twenty damage boost in the case of S-Ranks and above.This effect is clearly visually visible, as the fire will swirl and warping air currents will be visible around it, with affected fire techniques looking vaguely similar to flaming tornadoes/ tumbleweeds, instead of the standard pillars, streams or fireballs. The user and their allies, however, will be barely affected by the winds, as it is their chakra creating this effect. Once activated, fire techniques that this applies to will have an increased chakra cost of +10, and on account of it lacking any independent uses, this technique can be activated virtually instantaneously, in the same timeframe as another technique, and lasts four turns each usage. It is also effective on Fire based KG/CE that produce flames/heat, and naturally, the user can make a conscious decision to not apply this effect to a released technique should they so wish.

Note:This technique can only be used twice, and has a cooldown of two turns between uses.

‡ Declined ‡ The bolded is illogical, as the winds are a byproduct of air being heated and not direct manipulation. Even if it was, it would affect allies and not the user. But it isn't, so remove that entire line. I imagine this would potentially backfire if this is used on streams and flamethrowers, so mention that. Make the description for the basis of the technique more concise without removing essential parts. Increase this to A-Rank and add a chakra cost. Add the +20 to the damage portion of the technique.

(Ninjutsu: Ragunaroku Setsuzoku ) | Ninja Technique:The Ragnarok Connection
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This is a passive technique that can be passively applied to alter future familiars of higher sentience created by the user. Familiars are a product of the users chakra, and therefore effectively operate as an extension of the user and the users chakra in and of itself; this technique seeks to passively strengthen and exploit this intrinsic chakra-based connection between a familiar. Through amplification and exploration of this connection, two major effects are achieved. The first is that familiars will be capable of sustaining techniques in place of the user. Techniques that the user would normally sustain can instead have their management handed over to the familiar in question, provided that the element matches. For instance, a earth familiar could not sustain a lightning technique for the user, but they could sustain a earth technique for them, freeing the user up to use other techniques. When a familiar vanishes, the technique that it is sustaining for the user will also disappear, therefore this carries a risk of having techniques that have not fully run their duration expiring prematurely (I.e, if the user uses a technique that can be sustained for five turns, and then creates a familiar on the next turn to sustain them, should the familiar only have a duration of two turns then the duration of the original technique will have been reduced from five to three, as the sustained techniques duration is now linked to the familiars.).The second ability granted, is that boosts and alterations activated by the user will also apply to techniques used by the familiar should they be of the corresponding element - for instance a water boost activated by the user that boosts water techniques, would also link in to benefit the familiar, boosting their water by an equal amount to or applying the same alteration. This applies to boosts and alterations used both during and after the creation of the familiar, and the inverse is also true for both abilities, should a lightning familiar activate a lightning boost then the user will also benefit from the boost, as the familiar, boost, and user all share the same chakra, and as a result Ragnarok connection inexplicably links them. The Ragnarok connection can also apply to summon and summoner, working through a similar principle as both summon and summoner are deeply connection by chakra. The Ragnarok Connection can only be applied to one familiar and one summon at a time, as attempting to apply it to more than one of each at the same time has been known to weaken the connection to an extent that it becomes unreliable and faulty. Also, if the familiar or summon has a chakra cost, then the ragnarok connection will double the initial chakra cost used to call them to the field. Once the user has applied the Ragnarok connection to a familiar, then the user must wait until four turns after that familiars expiration before applying it to another familiar. The same restriction applies for Summons, although the user can apply it to both a familiar and summon at the same time.

Note: Each Version can only be used three times per battle, with a maximum of four uses.[/SPOILER]

‡ Declined ‡ No to the linked duration, remove the ability to use this on summons, I'm also not a fan of techniques being given to the familiar to sustain. It just doesn't feel logical without some mechanism behind it. I don't mind if it's something like the familiar physically merges into the technique to sustain it (up to it's original duration, rather than increasing it). Overall though, it's a cool idea.
(Ninjutsu: Ragunaroku Setsuzoku ) | Ninja Technique:The Ragnarok Connection
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: This is a passive technique that can be passively applied to alter future familiars of higher sentience created by the user. Familiars are a product of the users chakra, and therefore effectively operate as an extension of the user and the users chakra in and of itself; this technique seeks to passively strengthen and exploit this intrinsic chakra-based connection between a familiar. Through amplification and exploration of this connection, two major effects are achieved. The first is that familiars will be capable of sustaining techniques in place of the user. Techniques that the user would normally sustain can instead have their management handed over to the familiar in question, provided that the element matches. For instance, a earth familiar could not sustain a lightning technique for the user, but they could sustain a earth technique for them, freeing the user up to use other techniques.Familiars exist as a physical extension of the users will, working in their best interests and so on, this ability takes advantage of this, and the fact that Familiars also exist as physical manifestations of a certain abilities and - by amplifying the bridge between will, the ability that Familiars are formed of, and connected to, manages to create a stronger intrinsic bond that allows for not only transfers of sustaining, but also complete transfers of ownership, and any physical manifestations or representations that a sustained technique may have, onto a familiars being. Because of the inherent relationship, a transferred technique will maintain any effects and alterations even if it is outside of the now-sustaining Familiars domain of control, i.e a Fire technique imbued with the leiden-frost water effect will maintain this effect even when being managed by a Fire familiar to which its restrictions (if any) will now apply, but obviously the familiar would not be able to use the technique of its own accord, only have it and its effects preserved and maintained during a transfer. The second ability granted, is that boosts and alterations activated by the user will also apply to techniques used by the familiar should they be of the corresponding element - for instance a water boost activated by the user that boosts water techniques, would also link in to benefit the familiar, boosting their water by an equal amount to or applying the same alteration. This applies to boosts and alterations used both during and after the creation of the familiar, and the inverse is also true for both abilities, should a lightning familiar activate a lightning boost then the user will also benefit from the boost, as the familiar, boost, and user all share the same chakra, and as a result Ragnarok connection inexplicably links them. The Ragnarok Connection can only be applied to one familiar at a time, as attempting to apply it to more than one at the same time has been known to weaken the connection to an extent that it becomes unreliable and faulty. Also, if the familiar has a chakra cost, then the ragnarok connection will double the chakra cost used. Once the user has applied the Ragnarok connection to a familiar, then the user must wait until three turns after that familiars expiration before applying it to another familiar.
Note: Each Version can only be used three times per battle, with a maximum of four uses.

✦ Approved ✦

(Katoni: Minami Reiji) | Fire Release: Aggravate
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (+5 per turn)
Damage Points: N/A
Description: This technique alters future used fire techniques that produce flames, so that gyrations will be added to the fire and more importantly, the heat that it produces. As Fire has virtually no real mass, any kind of gyrations would normally be useless, however this technique plays off of concepts behind natural phenomena, such as dust devils, and seeks to apply it to flames. As one would know, the density of air shifts depending on temperature, as does its density, as air expands at higher temperatures and contracts at lower temperatures. Furthermore, convection demands that hotter, less dense air, is displaced by cooler, denser air. It is through these principles that dust devils - spontaneously formed tornadoes created by circulation of hot and cold air on sunny days, are formed. This technique then would seek to manipulate flames, and the heat produced by flames, so as to cause the surrounding air to spiral in on the flames position. These spiraling air currents will exert a powerful suction that will have a two-fold effect. Firstly, the suction will draw unsuspecting enemies towards the fire, thus making fire techniques harder to avoid. (Neutralises A ranked and below propulsion forces within short range to nullify evasions). Furthermore, the suction will drag in large amounts of fresh oxygen while dispersing carbon dioxide more quickly, as a result affected fire techniques will burn stronger and increase in size, gaining a rank increase in their effects or twenty damage boost in the case of S-Ranks and above.This effect is clearly visually visible, as the fire will swirl and warping air currents will be visible around it, with affected fire techniques looking vaguely similar to flaming tornadoes/ tumbleweeds, instead of the standard pillars, streams or fireballs. As the currents are created by heat - the diffusion of which is directly controlled by the user, it is possible to minimise, or completely neutralise backlash. For instance, when producing streams of fire the suction can be made largely conical - the fire will exert a suction effect from the front and it's sides, but it's rear - where the user is will be largely unaffected (just like how it is possible for a fan to exert pushing winds forwards and outwards, but behind the fan such effect is only minimal, if not non-existent. In the case of fireballs, the same conical effect is often used, with it the heat later generating into a full 360 degree current once the fireball is out of range. As it is the user's chakra controlling the heat, and it is the heat that determines the angle, power and rotation of the wind friendly fire can be minimised. Once activated, fire techniques that this applies to will have an increased chakra cost of +10, and on account of it lacking any independent uses, this technique can be activated virtually instantaneously, in the same timeframe as another technique, and lasts three turns each usage. It is also effective on Fire based KG/CE that produce flames/heat, and naturally, the user can make a conscious decision to not apply this effect to a released technique should they so wish.

Note:This technique can only be used twice, and has a cooldown of three turns between uses and no S rank or higher Fire jutsu next turn.

✦ Approved, made edits ✦

(Kuchiyose no Jutsu: Dai Fukumo ) Summoning Technique: Doku, the Sniping Spider
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: One of the smallest Spiders in the contract, with a height of 1 meter and leg-length of 1.5, this spider is characterised for being particularly lightweight. It has a set of 10 eyes, 6 looking forward, 2 to the sides and 2 in the back. This spider has the special ability to surround itself in an invisible orb of wind that allows it to passively fly at Kage rank speed as well as to telepathically communicate with the summoner. This Spider has exceptional compound sight, allowing it to pinpoint objects meticulously up to long-range and it can see through non-solid visual obstructions.
Given it’s small build and weak legs, this arachnid developed the ability to fight at a distance by shooting, instantly, a highly mortal venom senbon that can travel up to long-range. The speed of the projectile is the same as the spider’s in it’s flying state and has the same dimensions of a regular senbon. An individual, multiple or a rain of senbon may be fired at any given time and it will cost as a move. The venom shares the same traits as the Black Widow Spider’s (severe muscle pain and cramping, nausea, and mild paralysis of the diaphragm, which makes breathing difficult.)

✦ Declined, how exactly can it see through objects? ✦
 
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System001

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(Katoni: Minami Reiji) | Fire Release: The Samsara Equation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: M/A
Description: This technique seeks to take advantage of the ash/gas that is often left behind as residue after certain fire techniques are produced. The Katon element often makes use of ash and gas to produce flames, sometimes having ignitable ash/gas, and at other times making it explosive. This technique explores the flammable aspect as a method to benefit future fire techniques. When activated, this technique can cause future fire techniques that the user produces to draw in nearby ash or gas on the field (whether it be natural, inert ash, or ash/gas produced by the user's techniques, or ash left behind in the residue of a clash). The ash and gas attracted by the flame will then be burned as fuel so as to amplify the flames growth, resulting in affected fire techniques becoming larger and hotter and thus affording it a twenty damage point increase. This technique in and of itself however does not produce any ash, therefore it is imperative that the user either have an adequate source of ash that this technique can take advantage of, or produces an ash or gas technique in preparation for this jutsu, otherwise this jutsu will prove to be completely and utterly useless. Once activated this technique will stay active for four turns, during which time fire jutsu that this technique is applied to will have an additional +10 chakra added to their creation. On account of this technique lacking any independent uses, this technique can be passively activated virtually instantaneously, essentially does not affect timeframe, and lasts four turns each usage.

Note:
This effect is applicable to Flame and Heat based fire techniques.
Can only be used 3x
Two turn cooldown between uses.

□ Declined. How does this technique even draw in residual ash/gas? Doesn't make much sense, as it is now. As for the restrictions, usable three times and active for four turns? Nah fam. □
 
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Never

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(Hanasu, Kiku) Miló & Akoúo̱
Type: Weapon
Rank: S
Range: Short (- Mid)
Chakra Cost: X
Damage Points: X
Description:
Origins : Miló & Akoúo̱ is a Transforming Sword or more specifically Xiphos and Shield respectively, Crafted out of some of the finest calcite shell buffering steel. The Shell is very intricately crafted to be able to transform without hindering the steel and it's form, even gone into such detail as to colour the shell Red and Gold - a historic artefact that is rarely given to anyone who signs the contract, usually stuck on a pedestal in their homeland. The First Wielder of Miló & Akoúo̱ was a Red headed female, one of the first contract owner's named Pyrrha Nikos was a glorious warrior and champion in close combat - but first she was kind and gentle and fought for Good, making her worthy to Wield this weapon. Pyrrha was finally brought down by an arrow that pierced her chest and heart, this arrow however sealed Pyrrha who was a user of "Inner Daemons" into the Rhizocephala Parasites that were laced through her body - ensuring her survival with a deadly cost. From then on new wielders of Miló & Akoúo̱ will have Pyrrha's Rhizocephala parasites attach to their body and transform them to look like her wielding her attire and all, but only if they are either Kozui or are fused with "Inner Daemons" themselves. Or else Miló & Akoúo̱ will refuse to be wielded by forcing calcite through both the assailants arms and having it grow as spikes through the bones and skin, shredding them from inside out and rendering them useless. Now handed off to a Dark User, he has adopted the skills of Pyrrha and utilised his Dark Release in combination with the Barnacle Forged Weapons.

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話す Miló : A Multi-Configuration Weapon; it's first is a Xiphos, second is a Javelin and the final is a launcher. Miló can switch through all these forms one after the other really quickly, the Javelin being an extended version of the blade and then the launcher is spun in hand as it converts to form the Javelin or vice versa. As a Xiphos Miló is nimble and fast especially with Akoúo, Pyrrha's mastery of wielding both to be able to keep up with others in close combat also increases the new wielder's speed by 3 levels but only when using the weapon's abilities. : The Wielder will perform an A-Rank Flurry of 8 Attacks that will be used to slice through defences and can be as creative as the user needs; spinning on the spot; sidestepping; ducking; rolling or hopping all counts as being a part of the move as long as it follows successfully and can be changed to adapt to the opponent's defences/counters. Miló is made of Wind Affinity Barnacles so will be imbued with Sharp Wind if the user commands it so can be elemental infused or not. Tasuke specifically can channel Black Dark Chakra that causes bone breakages just be hitting or slicing hear a bone but a technique has to be absorbed beforehand (Miló provides the Wind Imbued Blade, but if Dark is chosen then User must provide chakra equal to A-Rank).

As a Javelin Miló becomes very versatile, with multiple properties that separate it from it's Xiphos form. The Javelin can be used in close combat to bat away and parry attacks and even when used in close combat is superior at keeping some form of distance from the opponent. The Javelin goes in the direction it is pointed, the wielder can command it to fire out of the butt end to help it launch across the battlefield though can also be used to perform dash thrusts by the wielder. : The wielder can perform a small 2-hit combo of slashing attacks with the Javelin in quick succession before firing the wind from the butt end of the Javelin to thrust the user passed the opponent ending up behind them whilst also damaging them as they move passed in such instant. They then can finish with a another 2-hit combo from behind which can launch the enemy into the air OR proceed with a different ability (Miló: A-Rank Sharp Wind or Dark User: A-Rank Blue Flames OR Absorption Aura from the weapon). : The Javelin can Extend itself acting like a poking mechanism, wind is expelled from the butt to increase it's speeding making it hard to counter and capable of adding a couple of pokes in the mix. Once hit by one, the other strikes instantly after meaning opponents will have to block the first and second to successfully counter. Pulse is perfect for disarming, stabbing the weapon and then pulsing it from the opponent's hand with the sudden powerful spring - capable of even pushing over the strongest man or making them spin on the spot (Miló: S-Rank Wind, saps 20 chakra from Wielder).

As a Launcher Miló gains some Range, Volley: capable of Firing up to 3 Pea sized Wind Bullets OR Blue Fireballs (Dark Release) at A-Rank. The Wind will tear straight through weaker objects to get straight their target with excellent accuracy. The wind upon hitting the target will remain in the body and expand a little shredding vital parts. The Fire will explode on Impact and set fire to anything it touches, causing internal damage. (Miló provides the Wind, Tasuke provides the Dark). : The user can also use it to perform a quick blast of close combat wind from the barrel that only works to push the target to the floor or away and can be performed mid-Combo with Breaker or Flurry as the weapon's instant transformation allows it. This technique is B-Rank Wind and hurts but does no significant damage except to put the enemy on the ground or to destroy close range techniques.

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聴く Akoúo̱ : A Beautiful circular golden shield made of thoracica type barnacles whose hard calcite has merged to form one smooth surface on one side, the other is where you can tell that it's made up of barnacles whose tendrils will retract in and out and will wrap around the user's arm. Akoúo̱ can move from the wielder's back to their shield arm on it's own by crawling or floating quickly over the shoulder and down the arm which takes no time at all if needed to defend. The Shield can be Thrown into a spin, used as a platform and of course used to defend and this is all controlled by the Thoracica it's made up of. : Akoúo focuses on strengthening it's own Calcite Shell and uses a variation of "Body of the Thoracica" to strengthen the shell to block techniques and strikes, however Tasuke can use his Dark Release to add absorption properties to the Shield meaning that it's still treated as it's a Hard Calcite Shell defence (Same Strengths and Weaknesses as an Earth Technique) but will extract the chakra from techniques or persons who come into contact with it allowing Tasuke to fuel Dark Release techniques. A Block with the Shield can be followed up with any Taijutsu Move (One can be posted for Reference, but is not required) and it will count as one whole move, utilising a counter attack mindset. The shield can Aid in Taijutsu performing a shield bash rather than a punch or shoulder bash the same way. : Akoúo has an elemental affinity of Wind like it's Sword counterpart, this is what allows them both to float into the Wielder's hands passively. It also allows the shield to have the ability to work on it's own - the Thoracica will manoeuvre the shield so that the Wield can use it to push off in mid air or off the floor. (As shown in the GIF above) the Wielder can swiftly do a backflip and push off the shield leaving it behind performing up to a 5 meter dive-bomb in any direction. The Dive-bomb can be followed up with a Taijutsu move of up to A-Rank up to the user's imagination within reason that suits the situation (Like a grab and throw shown in the GIF above) or one can be posted for reference and be counted as one whole move just adding the "Platform" ability before or after it. Throw : The Wielder Throws the Shield as a B-Rank Calcite attack or infused with Impact Wind, or Dark Release to Absorb Chakra and Cause Internal Damage.

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話す、聞く : Combines the Previous listed abilities into one move, allowing relentless combinations. The user can designate how strong each attack is where an example of this would be a B-Rank Block, A-Rank Breaker then a B-Rank Volley even if their strength is listed to be higher or lower- the Maximum the power can Exceed is S-Rank and will be performed in quick succession as one move. Because Miló & Akoúo̱ are different weapons abilities with each can be performed simultaneously - a Block and Volley can happen at the same time or a Throw and Breaker. You cannot use "Speak and Listen" twice in the same turn, and has a two turn cooldown, also if "Pulse" and "Volley" are on cooldown then they cannot be used as part of the "Speak" and "Listen" Combo.

激しい勝利 Pyrrhic : When either Miló or Akoúo̱ fall in Battle Pyrrha's Rhizocephala know exactly how it's created, recreating them on the user's back ready for continued use. This Takes two turns from destruction of either weapon.

- Must be infused with "Inner Daemons" or be labelled a "Kozui" in Summons Description to be able to be wielded.
- Each time a Dark Imbued Akoúo comes into contact with a Technique or Person it extracts the same amount as Draining Touch/Inhaling Maw.
- Flurry, Breaker, Pulse, Volley, Block, Platform, Throw Each cost a Move out of Three.
- Pulse and Volley each have a 3 turn cooldown.

Updating :

(Fūton Hijitsu : Shinkū shōmetsu) - Wind Release Secret Technique : Vacuum Annihilation
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description:
This is a Close Combat Technique which uses the ability to draw things using Wind but on a more powerful scale. This technique is used on the user will manipulate the wind to rapidly pull either themselves within Short from Mid range in a linear direction. When this technique is used to pull the user it only has an effective range of 10 meters. The user will use the wind to pull them forward and get into close range so they will crash into a target, can be used to rapidly pull them to the floor whilst in the air and cause a crater in the area when punched, causing the ground to buckle and any opponents to fall over with range. When used to rush forward to directly punch a target, it will cause major damage, enough to shatter bones.

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- Pulling in short range only takes a second, pulling to mid takes significantly longer.
- Cannot be used multiple times in the same turn
- Has two turn cool down
- Can only be taught by LonelyAssassin

□ Update Approved. □

Updating :

(Futon : Kōha geirufan) - Wind Release : Hardliner Gale Fan
Type: Offense
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Cost: 40
Description:
The user manipulate wind chakra so that it gathers in their legs, they ill then proceed to back flip, the wind in their legs capable of making them faster and higher when they back-flip. When they back-flip they release an arc shaped gust of wind from the back-flip path of their legs that shoots at their opponent. The user doesn't have to actually make the backflip jump, since the gust of wind propels them anyway, making them backflip without them actually needing to do the action, meaning there doesn't need to be any solid ground for them to jump off and can be performed whilst airborne. And so because it can be done airbourne the jutsu can be performed twice in rapid succession to get even high and to emit arcs of wind one after another.

-Can only be taught by LonelyAssassin

Approved
Updating

(Futon : Kōha geirufan) - Wind Release : Hardliner Gale Fan
Type: Offense
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Cost: 40
Description:
The user manipulate wind chakra so that it gathers in their legs, they ill then proceed to back flip, the wind in their legs capable of making them faster and higher when they back-flip. When they back-flip they release an arc shaped gust of wind from the back-flip path of their legs that shoots at their opponent. The user doesn't have to actually make the backflip jump, since the gust of wind propels them anyway, making them backflip without them actually needing to do the action, meaning there doesn't need to be any solid ground for them to jump off and can be performed whilst airborne. And so because it can be done airbourne the jutsu can be performed twice in rapid succession to get even high and to emit arcs of wind one after another. User can alternatively perform a roundhouse kick and fire a horizontal arc of sharp Wind from their leg with a 5 meter width that travels in a linear direction but can be fired upwards or downwards for if the user is in midair, this is without the need of a backflip and covers a wider area than vertically.
-Can only be taught by LonelyAssassin

□ Update Approved. □
 
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Ushiro

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(Kuchiyose: Yatagarasu) – Summoning: Yatagarasu
Type: Summon
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: This summon is an average-sized raven with a number of body piercings, linking its chakra with the user and as such manifests the Rinnegan. Unlike most Animal path summons with prominent physical abilities, Yatagarasu’s specialty lies in Genjutsu, particularly in countering them. It can perform Genjutsu up to S rank without handseals including Kai, which it performs with a loud cry capable of breaking a single illusion cast on multiple people. A unique ability applied to Yatagarasu allows it to passively resonate its chakra with other Rinnegan Paths/Summons through the chakra receivers and create constant fluctuations that make it harder for others to interfere with them. In practical terms, enemy genjutsu are reduced by one range while Yatagarasu is on the field.
-Can only be summoned by Uzumaki Nagato and 6 Paths of Pein bios.
-Must have access to Animal path
-Can only be summoned once
-Lasts for 4 turns

✦ Declined, Kai isn't a Genjutsu. Also the passive ability is a no given your already partial gen immunity. ✦

(Fūin/Ningendō: Saburiminaru Kainyū) – Sealing/Human Path: Subliminal Intervention
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: N/A (-10 per turn/-40 per activation)
Damage: N/A
Description: This technique is a seal with the kanji for “Secure” located on the user’s nape. It constantly drains chakra from the user and maintains an intangible barrier surrounding the user’s brain both physically and mentally. It serves as a filter everything transmitted to the brain must pass through, remaining dormant until activated. When it detects anything attempting to harm, alter, or access the user’s brain, the seal activates and instantly diverts the threat to a decoy brain within the seal, similar to a clone without a body. This decoy has no thoughts, perceptions, functions, or emotions to effect, thus rendering Genjutsu and other techniques that target them ineffective. Mind-related sensing abilities like thought or emotion sensing are also countered by this technique, the users of such abilities being unable to sense the user since the decoy is entirely blank. The seal works on techniques S rank and below including those which persist for multiple turns which are countered for their duration. Passive techniques are passively countered without spending a move, even when its uses are spent. The seal functions automatically, independent of the user, meaning the user is free to use techniques in the same timeframe as the seal’s activation. The seal may be applied to multiple entities within same bio, in which case they become linked, sharing the same decoy, and will only spend one use to counter a technique targeting more than one entity.
-Can only activate twice, spending a move each time
-No S rank or higher Fuuinjutsu or Human path techniques the turn after activation
-The seal itself is A-rank
-Must be mentioned in the user's bio
-Can only be applied to a Rinnegan biography with Human path
-Can only be taught by Ushiro



✦ Declined, what exactly is a decoy brain? How do you accomplish this/where is it located? A seal doesn't just grant an alternate consciousness ✦
 
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(Futon: Fumou Reppuu)-Wind Release: Barren Gale
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: (+20 damage)
Description:
This is a technique based on the concept of sandblasting, and is able to be used upon any jutsu that utilises this particulate matter such as sand or dust. The user will form two handseals focusing their chakra into the existing jutsu, creating fast rotational winds that whip the grit into a frenzy. This forms the original technique into a conical shaped vortex with its point aimed at it's target, this alters the jutsu giving it piercing properties through the high speed winds and erosive effect of the matter. This is similar to boring, allowing it to drill through defenses.

Note:
~No Wind S rank and above in the following turn
~Can only be taught by Houdinii

□ Declined. No usage limit? And does this happen at the same time as other techniques? Clarify. □

(Issei Sabure)- Voice of Horus
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
This is an activation type jutsu that allows the user to augment their earth techniques, though it is purely supplementary in nature. This jutsu allows the user to alter their earth jutsu even as they are created, through the addition of wind chakra to the earth and forming identically to the original jutsu but composed of Sand. These altered techniques are able to switch between the two natures and have the exact same rank, damage and traits as the original. As this technique relies on others to function it can be passively activated.

Note:
~Lasts for 4 turns
~Can only be taught by Houdinii

□ Declined. This technique creates a copy of the Earth technique, but in Sand format. With no turn limit, and lasts 4 turns? Just no to the concept. □
 
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