Custom Jutsu Submission - III

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Typhon

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Approved Contract:

(Kuchiyose no Jutsu: Kozeni-ire) - Tanuki Summoning Technique: Coin Purse
Type: Supplementary/Defense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique is similar to Jiraiya's Toud Mouth Binding technique in which a portion of the animal (e.g. the stomach) is summoned, rather than the entire thing. A common quirk in the Tanuki culture is to carry coin purses made from the scrotum of their deceased brethren, and is the inspiration for this technique's name. The Tanuki version of the technique summons the scrotal tissue in which the Tanuki pride themselves. This can be used in several ways, such as creating a protective barrier around the summoner, trapping the enemy, or similar to the toad technique, lining walls and surfaces to create entrapped areas. The inner wall of the coin purse is smooth and fleshy, while the outer surface is covered with course hair. After summoning the Coin Purse, the summoner is able to further manipulate it in the same way that a Tanuki would manipulate their own through the famed Scrotal Arts. This allows the summoner to wield the Coin Purse as they see fit, though it requires the usage of Scrotal Arts which counts as a move for each manipulation and has a maximum rank of A. The summoner has a wide variety of Coin Purse sizes to summon, the smallest being the size of a real coin purse, while the largest could potentially envelope a large summon.
-Can be used twice per battle with a two-turn cooldown between uses.

Referenced approved technique:



Approved: edits annotated in pink.


(Tanukiton: Innouton) - Tanuki Arts: Scrotal Arts
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 15-40
Damage: 30-80
Description: If there was one defining feature of the Tanuki species, it would be the unusual and discomforting size and manipulation of their scrotal sacs. Long before the Tanuki became involved with ninja, they used these arts for a number of tasks as well as with their trickery of humans. The scrotal sacs of the Tanuki are renowned for being much larger than their body size would suggest. The sheer size of these sacs made it typical for them to be slung over a Tanuki's shoulder or tied around their waist during their normal daily activities. Along with the unusual size, their sacs are incredibly elastic, allowing for them to stretch and increase their surface area. After becoming an animal contract for ninja, the Tanuki weaponized their famed scrotal arts. They learned to further manipulate the shape of their scrotum while using chakra to harden the skin to create constructs that could be used in battle. These constructs were fairly crude, but could be used as shields or weapons. This ability was restricted to the male Tanuki, and their skill with it is dependent on the summon's own rank, being capable of using the scrotal arts up to that same rank.
-Can only be used by male Tanuki.
-Each summon can use this up to their own rank.
-S-rank can only be used once per summon.

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Looking Glass seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use whatever techniques that would be available to it during its full transformation, but with half the added power bonus and excluding the tailed beast bomb and any of its variations. The gateway can only be used for one action per usage, after which it closes. This seal can be placed on the body of a Jinchuriki who has yet to learn fuinjutsu, however they would lack the ability to activate it and open the gateway, making it so the seal only gives their Bijuu a window in which to view the world. The seal is also designed so that the view will bypass their Jinchuriki's clothing, allowing more places for the seal to be effectively placed.
-Must be stated in the biography, along with location on the body.
-Can only be activated twice per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway.

Declined: I love the idea. However, releasing any sort of full transformation tech (even excluding the Tailed Beast Bomb) is gonna be a no from me. Additionally, you could probably reduce the rank to A rank and reduce the restrictions a bit.

(Bijuutsu: Shishi no Sokumen) Tailed Beast Technique: Aspect of the Beast
Type: Offensive, Defensive, Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description A sister technique to Duality's Positive Black Chakra variant. Aspect of the Beast takes this concept and turns it into a wide arsenal for a Jinchuriki and their Bijuu in which using the basic method of balancing the elemental nature and positive black chakra together, along with the sufficient amount of chakra needed, allows for the user to create a new unique form of Bijutsu. Ranging from creating plasma like energy composed of Bijuu and Lightning chakra taking the form of dark lightning bolts, having the fluidity and molding nature of water, the sharp cutting nature of wind or any aspect of said elemental nature etc. It is truly limit only by the imagination of the Jinchuriki or Bijuu as a wide variety of different forms can be created from simple tools, walls, spikes, crescent waves and much more, all ranging from the size of a senbon to as large as the largest canon techniques all dealing damage in occurrence to their rank. They all follow the S&W of Bijuu chakra much like it's sibling technique, non-affinity elements of said Bijuu of B rank will require a single hand seal, A Rank two and S rank three while it must be formed at least three meters away from the target. S Rank variant can only be used thrice per battle, leaving the user unable to utilize said element and Bijutsu above A rank in same and next turn.

Declined: The idea is cool, but this seems to be pushing beyond the boundaries of Bijutsu and into the realms of Yin Release.

Referenced approved technique:


(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.
Permission from Kyrie (duality creator) to submit variant:
 
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BusinessManTeno

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(Konpaku) Ghost
Type: Weapon
Rank: S
Range: Short
Chakra: N/a (-10 Per Turn)
Damage: N/A
Description: Ghost is a creation of Xur, The Rinnegan user. Ghost is a manifestation of several of the paths of Xur but mainly through the mechanical path (Asura). Ghost is what seemingly to be a small size robot with one eye in the middle. The eye is similar to the summon paths, giving it linked vision with the user. The user created Ghost as an AI as a companion to talk to during long and lonely nights. This is not to be confused with another being creation, but an robot being created and programed to the users liking. Ghost is always being fueld by chakra from Xur thus is always active even when sleep and is always orbiting around Xur and has a form of self sensing. His body will tingle with friction in the direction of lightning chakra, become heavy in the direction of earth chakra. Hot in the direction of fire chakra, Really Wet (A Feeling) In the direction of water chakra, and Really breeze like in the direction of wind chakra. Ghost constantly orbits oround Xur, and can travel up to long range from its owner before it cant function properly, thus needing to stay within short range. Once Xur dies, the Ghost dies along with it. The special and Unique thing about Ghost is that it shares the abilitites of Xur allowing Ghost to activate paths as well (Cant activate the same paths that Xur is using). This allows for Ghost to come in handy during regular fights as well. Ghost is Majorly sturdy and can tank attacks B rank and below and can take damage from 3 A Ranks, 2 S ranks or 1 Forbidden Rank. Ghost has a self destruction function when the user dies. When the chakra inside itself is no longer being fueld, the mechanism inside it activates, creating a very large explosion outward long range completley incenrating the surroundings. (Explosion is Forbidden Rank but act as regular basic ninjutsu)

Note: Every move done by Ghost count as one of the users move
Note: Cant have the same paths activated as the user.
Note: Paths apply to the bio rules. If you can only have one path activated, so can Ghost. If you can have two activated, so can Ghost.
Note: Ghost can change its small appereance (Purley cosmetic) but must always retain one eye
Note: Any Cosmetic changes such as making a small arm for techniques, require Asura path active and created through the path during activation. In which after the Ghost can deactivate the path.

Declined: This is a neat idea and all, but this is declinable for a few reasons: One, I don't think that Asura path would allow you to create anything within the realms of an AI. The path has only been shown creating rudimentary ranged weapons to attack the opponent, or augment physical strength. Second of all, the use of a creation like this as a weapon isn't feasible. Thirdly, I'm not a fan of a creation using "several" rinnegan paths.

(Chuushin Shin) Centers Core
Type: Offensive
Rank: S
Range: Mid
Chakra: 40
Damage: 80
Description: This is a very powerful technique, created by Xur of the Nine, utilizing the Deva path of his rinnegan. This technique has two concepts, the repulsing and the attraction portion. The user will put both of the hands outward infront of their body spread apart with the opponent seemingly in the middle of their vision. During this, the user will create very strong forces on both side of the opponent five meters high and wide from both their position while being five meters apart from each other (Two and a half meters from the user position from side to side). The first style of this technique is the attraction portion. The Forces that appear next to the opponent will attempt to attrack them to both sides with great force. This would stretch out the opponents body as if somebody is tugging on their body very violent like. This will cause immense pain. This can also be used as an interrogation tactic but if not dealt with in a turn, the opponents body starts to rip. The other Portion is the repulsing nature. The gravitional force will repulse the opponents body towards each other very strong, thus causing the opponent to feel as if he is being crushed dealing collosal damage, and the pressure is so vigirous and heavy that they cant move. The repulse portion of this technique is so powerful that if not broken out of this technique for one whole turn, the user will pass out.

Note: Can only use one style of the technique a turn and it last for two turns unless broken
Note: Cant use the same style type of technique after usage (Meaning can only used twice per battle with 1 style being used each)
Note: Cant use any Deva path techniques Above S rank in the same or following turn
Note: Deva Path must be active


Auto-declined: unless things have changed recently and I'm otherwise unaware, .

Now, if this is indeed no longer true and I'm wrong, let me know and I'll gladly remove this check.


(Shakuton: Kinjutsu sanban Ra) Scorch: Third Forbidden Offer Of Ra
Type: Supplementary
Rank: Forbidden
Range: Self
Chakra: 50
Damage: N/a (Death To User)(+20 Wind, Fire, Taijutsu, And Kenjutsu)(+40 Scorch)
Description: This is the third technique of the Forbidden Offers and the only technique out of the 3 that was passed down onto him, but through practice, he mastered the art. The user will draw blood on both of their hands following several handseals. Doing this will cause Asch chakra and body to borrow the "Power" of the sun, or in other words replicate the sun properties and benefits. This will cause Asch body to glow with bright rays. Prolong vision of the user can cause blindness (This of course do not apply to those who have on shades or those who vision are naturually dull or reflects light such as Snake sage mode, etc) The user body becomes so scorched and hot that, it not only causes "Sunburn" on the opponents exposed body. This causes +20 Damage to all physical attacks dealt on the opponent excluding water techniques (They will sooth the sunburn) but also scorches the whole battle field due to his body reaching incredible tempatures that nobody other than himself can withstand. while also dealing C rank damage upon taijutsu techniques, causing second degree burn to those who touch the user. This restricts the usage of any water or water based jutsus from being used unless majorly empowered (Following the S/W guide) and can even dehydrate the opponent if they do not drink any water . The sun is known to give people energy, Giving the user the "power" of the sun and reaping the benefits of it aswell, the user learned to amplify its own body, causing the users body to feed off the energy of the sun. This allows the body speed and strength to be enhanced. Allowing the user speed to reach x3 Of their current speed, while also reaching strength of higher heights (Comparable to enhanced strength technique) This would by default increase the strength of their kenjutsu as well. The main thing from this technique is the empowerment of their scorch, wind, and fire techniques. Borrowing power from the sun, the users Fire and Wind techniques spike up by a large margin, but their Scorch KG techniques double that spike. Making all scorch techniques stronger larger. Though this technique is indeed powerful, this is the most dangerous technique that can be used by Asch. Even though Asch body is coated with high amounts of scorch chakra inside and out, borrowing power from the sun is a double edge sword. Once the turn limit has expired, the user body becomes a "sacrifice". The users body will scorch from the inside out, burning and incenerating their organs, causing a slow and painful death.

Note: Can only use once (obviously)
Note: Cant use any elemental jutsus excluding Scorch and those that make up scorch
Note: Jutsu last for 4 turns. After the 4th turn, the user dies.

Declined: Sorry man, but this doesn't make much sense. How does Scorch grant increased speed? Boosts to tai, and so many fields with one technique would also be a no. Scorch doesn't give you the power of the sun. Scorch is essentially just hotter fire with more of an ability to dehydrate/evaporate moisture.
 
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Squidy

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Rank =

Doton: Sanpu kumo ✦ Earth Style: Scatter Cloud
Type: Supplementary
Rank: C
Range: Short-Mid.
Chakra: 15(-5 per turn)
Damage: N/A
Description: The user molds chakra throughout their entire body as they wave a single hand seal triggering this technique. Upon its activation the user releases an omnidirectional sphere from their body that consists of numerous grains of earth that stay suspended in the air in motion around the user on various axes while the creator serves as the techniques epicenter. This technique resembles an active dust storm in appearance, translucent in nature, and even capable of hampering one's sights once amidst the cloud but does not completely block out sights. Small objects are harder to pick up without enhanced sights, human sized objects are seen to a hampered degree, while bigger objects are easier to spot than others. The course of each grain's fixed rotation is linked to the user's senses allowing them to feel the unnatural motion of disturbance amid their cloud as well as the feeling of grains being removed from the overall substance giving the user enhanced feelings while surrounded by their own grain cloud. Lasting 4 turns, this technique consistently collects grains of earth from its surroundings while active making the jutsu seem unquellable as it reforms when faced with weaker techniques.
>Can be used 4x per battle

□ Approved. □
Editing

Doton: Sanpu kumo ✦ Earth Style: Scatter Cloud
Type: Supplementary
Rank: C
Range: Short-Mid.
Chakra: 15(-5 per turn)
Damage: N/A
Description: The user molds chakra throughout their entire body, or alternatively into an earth source below, as they wave a single hand seal triggering this technique. Upon its activation the user releases a large omnidirectional sphere from their body, or the ground if that method is chosen, that consists of numerous grains of earth that stay suspended in the air in motion around the user on various axes while the creator serves as the epicenter of this technique that creates an adaptable dust storm. The expansion of the dust storm from the body is rather swift while the release method from the ground is near instantaneous, and once active the translucent storm rages on as it hampers the eye sights of those amidst the shroud. Those within Scatter Cloud's veiled realm will be unable to see objects past short range of themselves while view within short range itself is hampered to a lesser degree. Small objects are harder to pick up without enhanced sights, human sized objects are seen to a hampered degree, while bigger objects are easier to spot than others. Certain doujutsu can see through this technique with ease while others would have trouble based on their different properties. The course of each grain's fixed rotation is linked to the user's senses allowing them to feel the unnatural motion of disturbance amid their cloud as well as the feeling of grains being removed from the overall substance giving the user enhanced feelings while surrounded by their own dust shroud. Lasting 4 turns, this technique consistently collects grains of earth from its surroundings while active making the jutsu seem unquellable as it reforms when faced with weaker techniques unable to combat the shroud in its entirety.
>Can be used 4x per battle

Approved

Satetsu: Ribaundā ✦ Iron Sand: Rebounder
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra: 15
Damage: N/a
Description: A basic technique initiated by the user with simple body movements focused in a specific direction within short range. Iron Sand: Rebounder is a distinct disk of iron sand made by the user carrying special qualities related to rebounding due to its unique structural qualities. Utilizing the versatility of iron sand each grain conjoins together much like a liquid rather than a solid, the disk(s) having a round shape, allowing flexible movement of the disk's surface when met with a physical force. Rapidly returning to its original form after being extended by force the disk of iron sand then recoils as it launches the physical object(s) in the opposite direction with the same amount of force that it was met with. The user can make multiple disks as big as 2m's in diameter, splitting in defensive power, or 1 big disk larger than 2m's although restricted to the bounds of short range. This techniques creation is up to the user, forming from the body, a close source, or the ground, but stays within its creation spot when made even being able to suspend within the air. Opposing physical techniques can be rebounded as well, like a counter, but the jutsu in question has to be within the disks diameter and equal to or weaker in strength.
> Can be used 6x per battle
> Countered jutsu returns at same strength


Declined: provide a limit to how many disks can be made, as well as a size cap for when a single disk is used.
Satetsu: Ribaundā ✦ Iron Sand: Rebounder
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: N/a
Description: A basic technique initiated by the user with simple body movements focused in a specific direction within short range. Iron Sand: Rebounder is a distinct disk of iron sand made by the user carrying special qualities related to rebounding due to its unique structural qualities. Utilizing the versatility of iron sand each grain conjoins together much like a liquid rather than a solid, the disk(s) having a round shape, allowing flexible movement of the disk's surface when met with a physical force. Rapidly returning to its original form after being extended by force the disk of iron sand then recoils as it launches the physical object(s) in the opposite direction with a greater force than it was met with even allowing the user to propel themselves in linear directions. The user can either manifest 4 disks with a max radius of 1m all at D rank, 2 disks with a max radius of 1.5ms both at C rank, or 1 strong disk at B rank with a max radius of 2.5ms. This techniques creation is up to the user, stemming from the body, a close source, or the ground, but stays within its creation spot when made even being able to be suspended within the air. Opposing physical techniques can be rebounded as well, like a counter, but the jutsu in question has to be within the disks diameter and equal to or weaker in strength. Disks fade after usage.
>Can be used 5x per battle
>Countered jutsu returns at same strength


✪ Approved ✪


Satetsu: Kaika suru āchin ✦ Iron Sand: Blooming Urchin
Type: Offensive
Rank: B
Range: Mid.
Chakra: 20
Damage: 40
Description: Waving 1 hand seal before slamming hand, or stomping foot, on the ground while manipulating their magnetic chakra the user will initiate this technique as they focus on the desired location of target. Affecting any area within mid.range of the user upon activation of this technique, the targeted area begins to shake as a plethora of iron sand raises up from the earth below swiftly erupting through the surface as a half sphere with numerous closely knit spikes that seemingly resembles a sea urchin. The target area is only 5ms in diameter and the spiked half sphere erupts from the earth below pretty swiftly piercing into the target/s as the half sphere itself rises 5m high while its many spikes grow outwards 5m from the half sphere covering the entire 180 degrees around the jutsu. This jutsu is rather large in size and if used incorrectly can even leave it's user impaled, but if desired, the user can even split this jutsu in size and power creating up to two sea urchin like objects of iron sand that only cover 5ms in diameter in there entirety.(2 sea urchins with a 2.5m half sphere and 2.5m extending spikes)
>Can be used 4x per battle


✪ Approved ✪

 
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Onii Chan

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(Suiton: Kami Mizu No Sono Tsunami) - Water Style: Tidal Wave of the Water God Technique
Type: Offensive
Rank: A
Range: Long
Chakra: 30 (+40 to increase its attributes)
Damage: 60
Description: This technique was founded by the second hokage but was only utilized once in his life time. After performing a series of hand seals - Ox, Hare, then Bird the user will cross their arms with a open palm position pointed directly towards the opponent. The user will then summon forth a large scale offensive that consists of a water tidal wave big enough to be considered a colossal Tsunami capable of submerging a whole small village within seconds. Because the base usage of this jutsu covers such a big area the water itself is considered to be lightweight, thus the basic form is unable to instantly kill people however it'll still submerge anyone that gets within its area of effect. Adding a bonus +40 chakra to this technique will increase its depth, strength, weight, and force therefore adding a destructive property to the jutsu. Whilst utilizing this jutsu the user may use a free costing A-rank reinforced (Doton no Jutsu) - Earth Release Technique without it being counted towards the move limit rule, however it may only consist of a standing pillar to prevent suicide due to the fact that the technique itself will kill the user otherwise if not out of the directional force.
➟ Must be used with a water source
➟ If used with a Tobirama, Hozuki bio they don't require water sources
➟ Can only be used twice per battle
➟ Can only be used once in NW

Declined: This is just a generic large scaled water jutsu. Also, you need to adjust your restrictions, the last one should be adjusted to "Usable once in battle" as it implies you'd be able to use it an unlimited amount of times in a BA fight. Also, remove lines like the first one talking about Tobirama. Don't needlessly add filler to jutsu, or alter Kishimoto's work.

(Fushi No Zō Doragon Sōdai) - Ninjutsu Art: Grand Dragon Statue of Immortality
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This technique is a mythical art, a very old jutsu said to be utilized by Hashirama himself. The user will first perform the hand seals - Horse, Boar, Bird, Dragon, then Snake causing a nearly indestructible dragon statue to grow from the ground anywhere in the immediate vicinity of the user (short range). Having a height of 6'2 its scales green in color, red trimming around the eyelids, and a open small flame highlighting both eyes. Its mouth is open with a scroll resting gently between the teeth, meanwhile the palms of the user will be permanently stained with the kanji '' 大 '' throughout the entirety of the battle. The ability of this jutsu is to be able to summon forth any ninja tool from any direction or area within a long range vicinity. The user doesn't require hand seals to summon ninja tools, nor does the user have to use chakra to summon them due to the fact that the statue summons them for the user. The statue's weakness is practically unknown to the majority of shinobi, however the likely weakness is sharp steel or anything of A-rank technique sharpness to likely cut the scroll and statue simultaneously; the scroll acting as a primary source of summoning.
➟ Can only be used once per battle
➟ Can be used as a Passive
➟ Every ninja tool summoned must be of A-rank maximum
➟ Using a ninja tool ninjutsu technique with this jutsu will still require the user to forgo chakra points in accordance to the technique, however the zero chakra cost is only relative to non real technique ninja tools.

Declined: Same note as the above in regards to the first line. This jutsu doesn't really make much sense, it has an unlimited range, seems to imply that the dragon doesn't abide by normal strengths and weaknesses, and is overall poorly described. When you say 'summon' weapons, do you refer to stealing tools from the opponent? Or summoning weapons from elsewhere to help you in battle? Because if it's the latter, that would need a lottttt more defining. Also, when you summon these weapons where do they go? In your hand? near you?

(Tōei Tamashī Hōkatsu-teki Osore) - Ninjutsu Release: Evil Encompassing Soul Projection Technique
Type: Offensive / Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This jutsu was first shown displayed by Zabuza Momochi during his final battle before death. The user will seek the core of his chakra then release it simultaneously throughout his whole body in a rapid manner, his core chakra acting as pure emotion representing the act of evil intent. Once released the chakra will form a Onii or Demon above or around the user within the laws of illusionary projection causing the opponent to feel absolute fear no matter the difference in rank or prowess or the length of range at which the opponent stands. This act of fear will cause the opponent to drop any weapon they hold currently, thus causing the body to shake uncontrollably due to nervousness caused by fear. Additionally, the opponent will notice having a hard time weaving hand seals as this jutsu simultaneously will also decrease reaction time and movement speed by 0.5%. If the opponent is any rank below the user they're then paralyzed for 2 turns, if the opponent is above the rank of the user they're not paralyzed but still have the basic effects of this technique.
➟ Can only be used three times per battle
➟ Only lasts for 5 turns


Declined: this isn't likely to be acceptable for a myriad of reasons. In the first sentence, this CJ is attributed to a canonical instance of similar usage but also akin to the already implemented multi-rank Killing Intent. But unlike with Killing Intent, this CJ is bereft of reasonable limits. Frankly, this probably shouldn't be resubmitted.

 
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(Fuuinjutsu: Hitoshirenu no Boushi) - Sealing Technique: The Hidden Eye
Type: Supplementary
Rank: C
Range: Short/Self
Chakra Cost: 15 (-10 chakra per turn)
Damage Points: N/A
Description: This is a simple detection type sealing technique which can be prepared before/during battle. This sealing formula is composed of a seal which is/can be placed in the user's body, usually on top of their right eye, looking much more like a Tattoo than a sealing formula. The seal is directly connected to the user's eyes, chakra circularity system and their five senses in general, in which a hidden barrier is always erect around the user's body spanning across short range from him in all directions. While this barrier can only be seen active if an opponent has the Rinnegan, Byakugan or Tenseigan. The sealing formula acts to detect incoming techniques that potentially threaten the user in one way or another. While that would normally be useless, this technique can only detect techniques that are hidden from the user's eyesight, or other senses, meaning the user can't perceive the incoming technique(s) with normal means. the only techniques that the sealing formula is incapable of detecting are techniques that are hidden through chakra (i.e. Muu's hiding in Camouflage technique) or similar techniques of the sort. The sealing formula techniques techniques when they are passing through the barrier or created from within it, through chakra or physical alterations to the earth or air. Once a technique is detected through the sealing formula, the seal on top of the user's right eye glows, giving off a signature sound inside of his own mind, that's only detected by it's user/creator, altering him of the incoming danger. This is only a detection type technique and not a defense in anyway, leaving the user alerted that a threat is incoming. This seal can be passively applied and activated during battle and happens fast enough to use in the same time-frame of any technique the user uses. The seal is only capable of detecting incoming techniques, and not fast moving bodies (i.e. EIG users moving at x4 speed and above or similar speed empowered bodies of the same speed)
Note: The user has to post the technique if it isn't mentioned in the bio, but applying it doesn't count towards the normal 3 techniques per turn (Only applicable of it's used in the first turn of the battle)
Note: If the user didn't activate the seal during the first turn of battle, activating it later on counts as one of the 3 moves per turn.
Note: Lasts for 5 turns per use
Note: Usable 3x per battle

Approved: Made a couple of edits and added a chakra cost.

Updating:

(Can't quote the original post since it's in the Archives)

(Senpō Fūin: Yūen Sokuryoku Inmetsu) - Sage Art Sealing: Grand Virtual Assessment
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40 (+40 per turn to maintain)
Damage Points: N/A
Description: After years of experimenting with sealing techniques, one uzumaki actually used natural energy to strengthen the usage of one of his sealing techniques. This technique is a more complex and advanced version of the original (Sealing Technique: Virtual Assessment) technique. Essentially, The original technique creates a barrier of extremely condensed chakra that it slows down any fast moving ninja that gained speed which can't be traced by normal eye sight apart of Eight gates users, when they move within the barrier, the chakra forces their speed to slow down to the point where they are barely traceable through normal eyes. In this technique the uzumaki ninja used extremely condensed chakra mixed with natural energy to form the structure of the barrier instead of normal chakra alone, making the barrier's speed reduction abilities even more powerful and also affecting the speed of Eight Gates users, although not to the same extent that it can affect other ninja with speed gained through anything other than Eight Internal Gates. When affecting fast moving ninja bodies, the barrier reduces their speed to the point where they can move at the running speed of a Kage ranked ninja. In case of Eight Gates users, Their speed is halved when they are moving within the barrier, meaning if they opened their 6th gate, their speed would be equivalent to the 3rd gate when moving within the barrier. The only gate that this barrier is incapable of affecting is the Death gate, due to the massive amount of chakra released from the user, it actually repels and overpowers the natural energy, making the barrier ineffective. The original technique wasn't able to slow down Eight gates users due to the extreme mass of chakra released from their bodies, actually overpowering the condensed chakra of the barrier and nullifying its speed reduction effects, but in this case, the addition of natural energy along with normal chakra overpowers the bursts of chakra released from the body of an Eight Gates user, forcibly slowing them down and affecting them. The amount of natural energy required for this technique to work reduces the user's chakra reserves immensely, making him unable to perform Forbidden ranked techniques while the barrier is active. The barrier surrounds the user with him at the epicenter of it, but it cannot be moved and remains stationary in the area it first was activated from.
Note: Can only be used once per battle.
Note: Must have Sage Mode active and cuts Sage Mode's duration by 2 turns once activated.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: No Sealing techniques above A-rank for the next two turns after the activation of the barrier.
Note: Can only be used by Advanced Uzumaki bios with access to Sage Mode.

Leaving for LoK

✦ Approved, nice CJ ✦
(Senpō Fūin: Yūen Sokuryoku Inmetsu) - Sage Art Sealing: Grand Virtual Assessment
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40 (+40 per turn to maintain)
Damage Points: N/A
Description: After years of experimenting with sealing techniques, one uzumaki actually used natural energy to strengthen the usage of one of his sealing techniques. This technique is a more complex and advanced version of the original (Sealing Technique: Virtual Assessment) technique. Essentially, The original technique creates a barrier of extremely condensed chakra that it slows down any fast moving ninja that gained speed which can't be traced by normal eye sight apart of Eight gates users, when they move within the barrier, the chakra forces their speed to slow down to the point where they are barely traceable through normal eyes. In this technique the uzumaki ninja used extremely condensed chakra mixed with natural energy to form the structure of the barrier instead of normal chakra alone, making the barrier's speed reduction abilities even more powerful and also affecting the speed of Eight Gates users, although not to the same extent that it can affect other ninja with speed gained through anything other than Eight Internal Gates. When affecting fast moving ninja bodies, the barrier reduces their speed to the point where they can move at the running speed of a Kage ranked ninja. In case of Eight Gates users, Their speed is halved when they are moving within the barrier, meaning if they opened their 6th gate, their speed would be equivalent to the 3rd gate when moving within the barrier. The only gate that this barrier is incapable of affecting is the Death gate, due to the massive amount of chakra released from the user, it actually repels and overpowers the natural energy, making the barrier ineffective. The original technique wasn't able to slow down Eight gates users due to the extreme mass of chakra released from their bodies, actually overpowering the condensed chakra of the barrier and nullifying its speed reduction effects, but in this case, the addition of natural energy along with normal chakra overpowers the bursts of chakra released from the body of an Eight Gates user, forcibly slowing them down and affecting them. The amount of natural energy required for this technique to work reduces the user's chakra reserves immensely, making him unable to perform Forbidden ranked techniques while the barrier is active. The barrier surrounds the user with him at the epicenter of it, but it cannot be moved and remains stationary in the area it first was activated from.
Note: Can only be used once per battle.
Note: Must have Sage Mode active and cuts Sage Mode's duration by 2 turns once activated.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: No Sealing techniques above A-rank for the next two turns after the activation of the barrier.
Note: Can only be used by bios with access to Sage Mode.
Note: Cannot use Senjutsu techniques of S-rank or above in the turn this technique deactivates.

Approved

Replaced the last restriction and added another one, since i don't have a Uzumaki bio, making this CJ unusable.

Updating:

(Also can't quote due to being in Archives)

(Senpō Fūin: Sennin no Ishi) - Sage Sealing Art: Will of The Hermits
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50 (+40 to per turn to keep active)
Damage Points: N/A (-20 to the opponent's techniques)
Description: This is an advanced and extremely powerful sealing technique developed by many of the most skilled and powerful Sealing techniques users in the history of the Uzumaki clan, and is considered a forbidden sealing technique. After forming a set of 5 handseals in rapid succession, the user hands glow with a resonating red aura as a sealing formula activates, then releasing the sealing formula by clapping their hands together to form a barrier made of hostile and extremely condensed natural energy. spanning up to Mid range around the user's initial location and remaining stationary. This barrier is constantly active for a limited amount of time and takes a huge amount of natural energy and chakra to maintain active. While the barrier is active, any technique, no matter what the elemental chakra is used to form it is reduced in power. Basically when the opponent utilizes an S-Rank technique which passes within the barrier, the natural energy existing within the barrier absorb some of the technique's chakra, causing the technique used by the opponent to be reduced one rank, making it an A-Rank technique instead of an S-Rank, and reduces it's damage points by (-20), so if an S-Rank technique has 80 damage points, it will be an A-Rank with 60 damage points instead. The user of this barrier is able to control which technique the natural energy absorbs. After two turns passes after the initial activation of the barrier, the user of this barrier is able to use all of the absorbed chakra, and sending an omni-directional wave of natural energy mixed with the absorbed chakra all at once, leveling basically everything around him. This omni-directional wave of natural energy can be seen as a feint black aura, and its power is equivalent to a forbidden ranked technique, but after it is used, the barrier is deactivated afterwards leaving the user drained of chakra. After the sealing barrier deactivates, the user's body becomes extremely exhausted and his speed is cut in half, and cannot use any sealing technique for two turns.
Note: Can only be used once per battle and while the user has Sage Mode active.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: Cuts Sage Mode's duration by 3 turns after it is activated.
Note: No Fuinjutsu techniques for two turns after the barrier deactivates.
Note: No Fuinjutsu techniques A-rank and above while the barrier is active.
Note: Can only be used by Advanced Uzumaki clan bios with access to Sage Mode.


✦ Approved ✦
(Senpō Fūin: Sennin no Ishi) - Sage Sealing Art: Will of The Hermits
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50 (+40 to per turn to keep active)
Damage Points: N/A (-20 to the opponent's techniques)
Description: This is an advanced and extremely powerful sealing technique developed by many of the most skilled and powerful Sealing techniques users in the history of the Uzumaki clan, and is considered a forbidden sealing technique. After forming a set of 5 handseals in rapid succession, the user hands glow with a resonating red aura as a sealing formula activates, then releasing the sealing formula by clapping their hands together to form a barrier made of hostile and extremely condensed natural energy. spanning up to Mid range around the user's initial location and remaining stationary. This barrier is constantly active for a limited amount of time and takes a huge amount of natural energy and chakra to maintain active. While the barrier is active, any technique, no matter what the elemental chakra is used to form it is reduced in power. Basically when the opponent utilizes an S-Rank technique which passes within the barrier, the natural energy existing within the barrier absorb some of the technique's chakra, causing the technique used by the opponent to be reduced one rank, making it an A-Rank technique instead of an S-Rank, and reduces it's damage points by (-20), so if an S-Rank technique has 80 damage points, it will be an A-Rank with 60 damage points instead. The user of this barrier is able to control which technique the natural energy absorbs. After two turns passes after the initial activation of the barrier, the user of this barrier is able to use all of the absorbed chakra, and sending an omni-directional wave of natural energy mixed with the absorbed chakra all at once, leveling basically everything around him. This omni-directional wave of natural energy can be seen as a feint black aura, and its power is equivalent to a forbidden ranked technique, but after it is used, the barrier is deactivated afterwards leaving the user drained of chakra. After the sealing barrier deactivates, the user's body becomes extremely exhausted and his speed is cut in half, and cannot use any sealing technique for two turns.
Note: Can only be used once per battle and while the user has Sage Mode active.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: Cuts Sage Mode's duration by 3 turns after it is activated.
Note: No Fuinjutsu techniques for two turns after the barrier deactivates.
Note: No Fuinjutsu techniques A-rank and above while the barrier is active.
Note: Can only be used by Bio with Access to Sage Mode
Note: No S-rank or above Senjutsu techniques for 2 turns after this technique deactivates

Approved: You a different breed of RPer why did you add restrictions lmao?
 
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Method

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Raiton: Tōru no kunshu| Lightning Release: Thor's Dominion
Type: Defensive | Offensive
Rank: S
Range: Short
Chakra: 40 (5 each turn)
Damage: 80
Description: A Lightning technique which requires the user to channel chakra across their entire body & store it until it's activation. The Lightning, while stored within the body, releases harmless currents that race across it, signifying the amount of energy stored within. upon entering a short range distance of the user, the Lightning is released from the body & hurtles toward the opponent/technique in an erratic manner. It carries an explosive charge that on impact with it's target, creates a small electrical explosion that shocks the opponent while knocking them off their feet & back a few meters away from the user. Alternatively, the user can manipulate the Lightning to pierce rather than shock before it is released, enough to penetrate an opponent through & through. Regardless of which is chosen, it's potency depends on the amount of targets within the vicinity, as anymore than a single opponent or object within a short range distance causes the Lightning to break off & weaken in strength while making up by attacking more targets. A rank & above carry enough potency to paralyse or pierce through the opponent/object depending on the type of attack released, while everything below causes damage to a moderate scale. In regards to the former release, regardless of rank the Lightning is still capable of knocking opponents back. The unique aspect of this jutsu is that the Lightning acts as an automated defence, able to release itself without the user's knowledge, making it a great technique against sneak attacks. This technique requires 5 chakra for each turn it is active.
- Can be used 2 times
- Unable to use Forbidden jutsu while active
- Unable to use Lightning of A rank & below the next turn after it ends.
- Unable to use Water & Wind jutsu from S rank & above while active.
- Taught by Method

♪ Declined: Cool jutsu, but add a handseal requirement of four. Additionally, the restrictions are wild; if you're manipulating and storing a large amount of lightning chakra like this, you won't be able to use anything except lightning while it's active. You also need to specify that this technique isn't being able to stay active for more than three turns. It looks good btw, so I left a like. ♪

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Raiton: Toru no kunshu| Lightning Release: Thor's Dominion
Type: Defensive | Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A Lightning technique which requires the user to perform four handseals & channel chakra across their entire body. The Lightning, while stored within the body, releases harmless currents that race across it, signifying the amount of energy stored within. upon entering a short range distance of the user, the Lightning is released from the body & hurtles toward the opponent/technique in an erratic manner. It carries an explosive charge that on impact with it's target, creates a small electrical explosion that shocks the opponent while knocking them off their feet & back a few meters away from the user. Alternatively, the user can manipulate the Lightning to pierce rather than shock before it is released, enough to penetrate an opponent through & through. Regardless of which is chosen, it's potency depends on the amount of targets within the vicinity, as anymore than a single opponent or object within a short range distance causes the Lightning to break off & weaken in strength while making up by attacking more targets. A rank & above carry enough potency to paralyse or pierce through the opponent/object depending on the type of attack released, while everything below causes damage to a moderate scale. In regards to the former release, regardless of rank the Lightning is still capable of knocking opponents back. The unique aspect of this jutsu is that the Lightning also acts as an automated defence, able to release itself without the user's knowledge, making it a great technique against sneak attacks. If so required by the user, they are able to extend it's duration up to an additional two turns by expending 15 chakra each turn, however once the Lightning activates & is released from the body, this technique ends.
- Can be used 2 times with a one-turn cooldown.
- Only able to perform Lightning jutsu while active
- Taught by Method
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Approved: edits annotated in pink.



Update
Changed entire description. Changed name.

Raiton: no kaseki saikutsu |Lightning Release: Petrifiing Touch
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A technique which lacks in it's lethal capabilities but makes up for in it's supplementary usage. This technique can be seen as somewhat of an opposite to Chidori. The user is required to channel chakra toward either hand & release an unfocused burst of Lightning that numbs the afflicted area on contact for a single turn. Due to the lack of focus & chakra required to create the currents, the process & execution of this technique is almost instant. This is made possible due to the user not required to focus on manipulating the shape of the technique, but simply creating unfocused, "raw" Lightning in the form of currents. The affects of the numbness form immediately after impact & leaves the afflicted area almost lifeless as the opponent is left unable to manoeuvre it for the single turn. This technique requires direct contact with the targeted area. Can be used free form or alongside Taijutsu techniques.

Declined: This is just free form Nagashi lol, keep the original.

Raiton: Kaseki no shokku|Lightning Release: Raijin's Tears
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: The user begins by performing three handseals & channelling their chakra toward either hand. By focusing their chakra the user creates a charge of Lightning that is released in the form of a large missile reaching up to two meters. On release it's main target is what the user desires & it acts as a homing missile on said target. However, the user is able to focus on the missile & passively control it's movements. The missile is able to cause a short range electrical explosion on contact which leaves everything within range paralysed alongside severe burns & damage to the opponent if in range. The technique's main potential is revealed when performing a single handeseal after the missile is released; the missile explodes into a countless number of mini missiles that cover an extremely large area & though the damage would be reduced by the number of missiles created, due to Lightning's property each missile would still carry the same piercing potential, enough to pierce flesh through & through. Just as the original the user is able to control the mini missiles general movement & can on will cause them to explode on command, though separated each single missile would only create a small explosion.
- Can be used three times
- Cannot be used consecutively
- Taught by Method

Approved: Cool Jutsu.
 
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Inch

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(Faia Rinku Jinja)-Firelink Shrine
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Firelink Shrine is an incredibly rare fire technique which has been passed down for generations among fire users, though it is only compatible with a rare few. Entirely passive in nature, Firelink Shrine serves as a means to connect the user's fire jutsu with each other through the use of fuuinjutsu. Upon activating a jutsu which creates regular fire, the user can elect to passively and simultaneously imbue the fire with a secret sealing formula, ultimately creating a glowing seal at the core of the jutsu. Any jutsu this seal is added to will cost 10 extra chakra. Essentially, this seal, marked by the kanji for Phoenix, utilizes the properties of the reverse summoning jutsu to allow the user to transport things which enter the confines of the flames. The seal can be triggered whenever anything containing the user's chakra enters the confines of the flames. At this point in time, the object will, instead of clashing with the jutsu and undergoing burns, seemingly fade into nothingness, as if consumed by the fire. The object will then reform instantly at any other point in any source of fire the user created affected by this seal. In the event the object is larger than the flames, the flames will momentarily expand to cover the objects entirety at the moment of teleportation, with the fire at the destined location mirroring this process at the point of arrival. This process occurs entirely at the user's discretion. While this seal may obviously be used to transport the user himself, it may only be used to accomplish this thrice per event, and doing so will incur a three turn cooldown on making use of this ability in any way.

The seal also grants the fire a secondary function: any source of fire affected by the seal will grant the user an awareness of what surrounds it up to a mid range away, though the effect is so rudimentary it can only be compared to the simplest forms of chakra sensory. The purpose of this is so that the user may safely transport things even when the destined location is far away. Though handy, this technique comes with heavy restrictions. In addition to the chakra cost to make the seal, utilizing a seal to transport anything costs 30 chakra, and twice as much if the user is transporting themselves. Only one object may be reverse summoned at a time and doing so consumes a moveslot. Furthermore, this can never be applied to jutsu above S rank, nor can it be applied to anything other than standard fire (i.e. Not solid fire, ash, etc). This seal empowers the jutsu in no other ways, nor does it cause a fire jutsu to exist for longer periods of time, though the user will always be able to utilize it as long as it does exist, even if its multiple landmarks away. Finally, this jutsu must be posted in the user's bio or at the start of the battle. Although not technically a body seal, it consumes one of those slots all the same as it is a powerful jutsu rooted in fuuinjutsu.
Note: Requires a fire specialty to use.
Note: Only usable by Inch.

Declined: This seems incredibly similar to the FTG technique. Second function of the technique seems so vastly different from the first function that it should be its own technique imo.
 
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Ańbu Juniør

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Fenriru Kōtakunoaru Gōon | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: This technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. The Ninken will gather a large amount of chakra in their mouth and compress it into a massive sphere that is fired and travels at incredible speeds through a roar, howl, or bark. Once the sphere comes into contact with its target, or any solid structure of equal strength, it will unleash its power in the form of a dome-like explosion that engulfs anything within short range of it. Alternatively, a Ninken can swallow the earlier created sphere and then release it as a beam of chakra that moves even faster than the projectile version. However, instead of the explosive nature the technique holds when released as a sphere, the beam solely focuses on its ability to pierce through techniques of the same rank, and is also equivalent in strength to elemental techniques of its own rank.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use, and no S-rank or above Inuzuka techniques can be used by the Ninken in the same turn.
- The amount of compressed chakra used in the creation of the technique makes it equivalent in strength to elemental techniques of the same rank.
- Two or more Ninken can collaborate in the creation of the sphere, which doubles it's damage capabilities and counts as two moves per turn.
- Can only be taught by Ańbu Juniør.

‡ Declined ‡ This still isn't any different from a TBB.
Resubmitting:

Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.

Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.

Approved

Ōkami No Keitaku | Blessing of the Wolf God
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.

Notes:
- This technique can be two times per Ninken or Inuzuka, and cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.

Approved: Nice jutsu.

(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.

Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers

Approved: Edited the restrictions a bit.
 
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Korra.

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Bio with paper, snakes, poison, fuuin


(Fuinjutsu: Kizutsuita Hīrā) - Sealing Technique: Wounded Healer
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( heals 60 damage, or an A ranks worth ) ( +20 damage to poison techniques )
Description: Wounded Healer is a two symbol seal used to seal away a small amount of poison chakra and a small amount of medical chakra creating two symbols side by side on the body so when they're read together "Wounded Healer" can be read. The two symbol seal itself isn't air tight so to speak and works similarly to the Eight Trigrams Sealing Style allowing small traces of the sealed chakra to seep into the body from the seal passively infusing the users body with it after the trigger is instigated. This trigger is damage to the body. First the symbol is the kanji for wounded 創 in which poison chakra is sealed away when damage is taken the symbol infuses the users blood with trace amounts of poison and lasts for three turns any blood lost evaporates instantly creating a short range mist of A rank poison needing similarly ranked wind to blow it away. This releases poison anytime blood is drawn that can be proliferated or used further creating a jet of acidic poison that melts flesh upon contact. This poison only works mildly on the user and only on open wounds as they are partially immune to it and just has the potential to close those wounds similar to cauterization however on opponents it has enough potential to melt flesh to the bone if contact is made. Through a mental command the user is able to break the symbol and release all of the poison chakra channeling it through their body and using it to empower a poison technique. This makes the technique stronger, and more dangerous imparting a sort of acidic nature to any poison technique granting a rank and twenty damage up to A rank.
The second symbol is the kanji for healer 癒 and slowly releases medical chakra into the body similar to the wounded symbol it has the potential to close wounds but it does this in a more refined way genuinely healing the wounds similar to Medical Mode healing twenty damage per turn for three turns after damage is taken. It also has the potential to mend bones, and heal organs being able to heal in a much more precise and definite way. It additionally makes the user immune to genjutsu temporarily for those three turns as the medical chakra seeps into the chakra pathway system spiking the chakra each turn. It also nullifies any foreign poison or substance in the body curing poisoning, purging the body of foreign substances excluding the users own chakra or poison. This symbol can be broken as well releasing all of the chakra at once either healing sixty damage to the user all at once or being channeled into an ally or patient to heal sixty damage on someone else. The user can obviously choose what level of damage they want the seal to activate on and the healing ability has the potential to heal damage as it happens before it has a chance to cause severe damage negating either A rank damage ( boosted or not ) or sixty damage points worth working on even S and Forbidden ranks reducing the damage in which a user takes instantly.
Note: Triggering a symbol is passive, however breaking the symbol costs a move
Note: Only one symbol can be activated at a time and each symbol can only be activated once per battle


Declined: "medical chakra" with the intent of healing means this ought to be submitted in the med CJ thread, no?


(Dokuton: Furui Kami) - Poison Release: Stomach of C'thun
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( +20 to infused technique )
Description: By using this technique the user forces chakra into a poison technique either one that has already been used or one they are using at the moment and drastically reduces the pH of the poison to a point that it becomes a superacid. A superacid is an acidic substance that has a pH in the negatives namely in excess of -12. This grants the poison the ability to dissolve solid objects that it comes into contact with quickly and easily. For example it would be able to dissolve things such as earth, steel, bubblegum, paper, sand, flesh, bone, muscle, etc being strong to any solid substance while being diluted by things such as water, or other such liquids while being neutral to energy based elements such as lightning and fire. This allows liquid and gaseous poison to become strong to earth and solid substances while becoming weak to water or liquid substances. If the poison comes into contact with human or animal flesh it will dissolve it with relative ease being able to cause even forth degree burns melting away flesh all the way to the bone.
The technique itself has no offensive use as it cannot be used to produce poison directly only manipulate existing poison or poison the user is creating in the moment happening in the same time frame as another technique. It works up to A rank granting a rank and +20 damage to the altered technique. It can also be used on S rank techniques to lower the pH of a technique but doesn't directly increase it's strength only adjusting it's natural strengths and weaknesses.
Note: Can be used four times per battle with a two turn cool down.


Declind: infringes not only on the Acid CE, but also the Boil AE as it allows for adjustments to pH level.


(Origami Fuinjutsu: Kami no Megami no Shukufuku) - Paper Sealing Technique: Paper Goddess' Blessing
Type: Supplementary
Rank: A
Range: Short - Long (Seal on self, effects on summons all the way to long)
Chakra: 30 (-10 every time it activates)
Damage: N/A ( +20 damage to summoning ninjutsu and summons )
Description: Using her Fuuinjutsu and Paper abilities, Korra created a seal on her body to make her using summons and their ninjutsu in conjunction with her KG. The seal automatically activates whenever the user uses ninjutsu from their summoning contract or actually summons a creature from a summoning contract they signed. The creatures they summon are filled with the user's elemental KG making it were if the creature gets cut or sliced or destroyed the creature's body will release the user's KG. Being a paper user the animals will be filled with paper so when the animal is cut in half the animals body will release a source of paper short range of where the animal got damage. The seal passively activates by its self so the user never needs to focus on it. Being a snake user when Korra uses this her snakes from jutsus like Hidden Multiple Snake Hands will be more deadly as her snakes could potential be more deadly as the snakes may release a bigger paper source for her across the field. The amount of the elemental KG is determined by the size of the animal as bigger sized animals will be able to store more of a source of the selected elemental. Even though this was created for Paper Ninjutsu that seal can be modified for other animals and other elemental KGs as long as it follows logic like no Swift Release or Doujutsus.
Note: Must be placed on a users bio or posted in the beginning of a match
Note: The seal passively activates when the user summons an animal or uses its ninjutsu
Note: The seal can only be used once in a move even if the user does multiple animal ninjutsu
Seal looks like
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Declined: I was going to approve this, but it won't be usable with any other KG besides paper, sorry.

(Shikoku Gekijō no Shoki no Dansu) - Initial Dance of Shikigami
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: A lesser but still useful version of Dance of Shikigami. Instead of turning the whole body into sheets of paper the user can control it to a certain area of their body like just their chest or an arm or a leg. By doing this the user can still use other jutsus besides just paper but can't do any paper jutsus that still require Dance of Shikigami to be activated. The user can keep this jutsu activated as long they still channel chakra into fueling the jutsu. While activated the user can have paper sheets flow from their body and multiply all the way into mid range giving them more of a source of paper and more paper to always reform body parts. The user cannot turn the whole body at the same time into paper with this jutsu as its a lower version of Dance of Shikigami.
Note: Must be taught by Korra
Note: Must know Paper Ninjutsu

Declined: This clashes heavily with L's Logia Fuuin.
 
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(Tensei Kyū) - Reincarnation Sphere

Type: Defensive, Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: N/A
Description: Tensei Kyū is a technique that is only accessible to those of the Ōtsutsuki bloodline. The Reincarnation Sphere is one that bares a similar appearance to that of (Ningyō Noroitama) - Puppet Cursing Technique but behaves very differently. Tensei Kyū, instead of boasting an offensive, defensive, and supplementary side like its counterpart, is entirely defensive and/or supplementary in nature. Whenever the Reincarnation Sphere makes contact with a technique that is not the user's, it deals solely in phasing into said technique and expelling the chakra found within the attack from it. For example an earth technique that throws a boulder at the user will have it's chakra removed as the Reincarnation Sphere passes through, leaving it intact physically, but extracting the chakra found within it. If the opposing technique in question was of a solid nature, the end result will see orbs of raw chakra leaving the technique akin to a soul leaving a dead body while its husk, now devoid of energy remains. The technique, should it be one that depends on chakra to maintain function like a water beast or stone golem will subsequently lose it's form and fall apart leaving the illusion that the Reincarnation Sphere technique had been the one to destroy it. If the opposing technique was an energy type, the sphere would enter, assimilate the technique, and then split apart into subsequent orbs of chakra (see first gif below). For techniques that carry multiple individual parts or is expansive in nature, the user can release a 'blast' version of this technique where a single Reincarnation Sphere can be broken down into tiny embers that spread out great distances (as much as 120 degrees) to encompass the incoming technique, this method of release does not follow splitting rules but remains the original rank chosen. The number of orbs left behind by this technique is determined by a factor of 10 where for every 10 points of chakra expelled from a target one orb is created, and so if 50 chakra is expelled 5 orbs will be created. They (the orbs) are about the size of a closed fist and are 'intangible' in nature, meaning they are unable to interact with people, techniques, or the environment around them and can be considered harmless. The opponent is not able to harvest these orbs either, unless they posses chakra absorbing abilities and even then, can only absorb half the amount of chakra in the orb while the other half is wasted. This technique is also able to affect people, summons, and entities that posses chakra within themselves as well and can expel either massive or tiny amounts of chakra from their bodies depending on which rank of this technique is used. For C ranked applications Tensei Kyū can expel up to 5% of the opponent's chakra from their reserves in the form of an orb(s). For B ranked applications this percentage jumps to 10%, A ranked takes up to 15%, and S ranked applications can relieve the opponent of up to 20% of their total chakra reserves and deposit it in the form of an orb(s). Due to its defensive/supplementary nature, Tensei Kyū is incapable of delivering direct damage to its targets unlike its counterpart, Puppet Cursing Technique. Multiple spheres can also be created following regular splitting rules. These spheres, due to the Ōtsutsuki's incredible chakra manipulation methods, are equal to elemental Ninjutsu techniques.


Note: Both A and S ranked usages will restrict the user form performing Ōtsutsuki related techniques above A ranked for the rest of the turn. S ranked usages will also place this technique on a turn cool down.

How the above behaves:
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(Tensei Hōhō) - Reincarnation Method
Type: Offensive, Defensive, Supplementary
Rank: N/A
Range: Short-Mid
Chakra cost: N/A
Damage: N/A
Description: Tensei Hōhō is a passive technique that is only accessible to those of the Ōtsutsuki bloodline. It deals with the constant governance of chakra within range of the user that is in the form of (Tensei Kyū) - Reincarnation Sphere or that which is left after it has affected a technique. Tensei Hōhō allows for the otherwise useless orbs created in the aftermath of Reincarnation Sphere application to garner purpose for either the sake of attack, defense, or augmentation. Due to the nature of this technique, it is able to be activated passively during the same time frame of a technique being performed, and what it does is allow for the user to gain control over any Reincarnation Spheres and/or chakra orbs present on the field between 5 and 15 meters of themselves. Through this technique, the spheres and orbs of chakra will be able to orbit the user in any fashion he sees fit (while lacking the ability to interfere with both the user's or the opponents' techniques). The first of Reincarnation Method's uses is offensive, where the user controls the orbs to gain offensive properties like that of (Ningyō Noroitama) - Puppet Cursing Technique and can be launched at a target remotely or set to explode like individual mines. Each of these orbs would carry very little chakra individually and so and so their damage would be near negligible, however this technique allows the orbs to join forces and attack collectively instead of one at a time or merge into one. The orbs can be sent to assault in a variety of forms such as streams, projectiles, and blasts. When quantifying the damage and rank of these orbs coming together like this the amount utilized determines their power. Each orb would carry a mere 10 points of chakra and so three orbs coming together would create an A ranked offensive action with it's accompanying damage. When used offensively, the technique no longer becomes passive but instead takes a move. The second use is for the sake of defense, where the orbs can be called to the user's aid to form a plethora of defense based structures like walls, shield, barriers, etc. Again, the user is able to have the orbs act independently or in a joined effort (but never both at the same time). These defense themed structures carry no damage and so the joining of these orbs will only add up to a rank specified by how much chakra was used to create it. For example, three orbs each carrying 10 points of chakra will come together to create a defensive structure of A ranked durability. Both defensive and offensive uses are equal to elemental Ninjutsu of these orbs cannot surpass the 50 chakra points mark (5 orbs). Once this limit is reached any further orbs added to the structure will increase the amount of damage it can mitigate (for defensive structures) and deal (for offensive actions) by a rate of 2 orbs per 20 damage. Defensive manipulation costs a move. Finally, the last side to this technique is its augmenting capabilities which is passive in nature unlike its other two uses. When performing a technique the user is able to have the orbs merge with or orbit his technique to add damage (in the case of offensive techniques). For every orb utilized, the offensive technique gains +5 damage which is then added to the original technique's damage values collectively instead of one at a time. When augmenting defensive techniques the mechanics is slightly different, where for every two orbs absorbed the defensive technique as well as its defensive properties is raised a rank instead of given damage. Now then, as a final form of augmentation, the user is able to pull the orbs directly into himself or his puppets whenever performing Taijutsu, Kenjutsu, free form attacks, or any innate ability. The attacks will gain +10 damage for every two orbs absorbed into themselves when augmented like this to attack. Above all of this though, the user is able to simply take the chakra into themselves to replenish their reserves, but in doing so will forgo all other uses of this technique during the same turn

Note: Only one of each active uses (Offensive/Offensive) can be done in any one turn. If Augmentation is used in any form, this technique goes on a turn cool down.
(Hoshi no Tensai) - Starborne Phenom
Type: Offensive, Defensive, Supplementary
Rank: A-S
Range: Short
Chakra: 30-40 (-5/-10 per turn)
Damage: 60-80
Description: A technique accessible only through the Ōtsutsuki bloodline, Starborne Aura allows the user to manifest a unique application of chakra that behaves unlike any other ever seen in ordinary shinobi. The chakra is of a red glowing state which showcases great malleability and durability like that of Kinshiki's Creation Tools At Will technique. The user will enshroud parts of or their whole body in this chakra to gain not only an otherworldly appearance reminiscent of their extra terrestrial heritage but also its properties to be used in and out of combat. Physically, there isn't much change to be seen in the user's own appearance apart from the constant billowing upward of their clothes and hair along with white, emissive eyes, and occasional flickers of 'red flames' from their skin as the chakra evaporates per turn (all cosmetic). The armor's very activation and sustenance showcases just how different the Ōtsutsuki are. Upon creation, it siphons activation chakra from the user and stores it within itself, to be used per turn at a rate of -10. This means, the S ranked version of this technique can only last 4 turns with each use unless more chakra was used to activate it in any way, or chakra is supplied externally to maintain it. This unique disassociation between user and armor is still facilitated by physical contact and even this can evolve deeper than what is traditionally known. The armor is able to move away from the user's body or select parts (like just around the arms, legs, etc) to act autonomously. If the armor comes completely free it can be observed as an ancient Ōtsutsuki standing over eight feet tall complete with horns, ancient armor, and three eyes. It is able to move up to mid ranged of the user, surviving only off of the chakra it had been given upon birth and is capable of free form attacks (carrying the accompanying damage of the rank used). When separated from a select body part(s) though, it allows for the user to use said limb(s) to attack while the armor itself attacks at the same time. An example of this would be the user striking an enemy, while the armor delivers a second hit at the same time. Whenever the armor comes in contact with a target (or if willed) it releases violent, localized blasts of chakra that serve to repulse and destroy the target(s) with force while relieving any chakra found within, showcasing the same principles of the S ranked variant of (Tensei Kyū) - Reincarnation Sphere. Upon its final turn left on the field, or when the user wishes, the armor can can erupt in a localized explosion spanning up to mid ranged from its location in an effort to dish out massive damage on its last breath. When covering the user, this explosion is aimed outward and can come from a single point or everywhere at once. When separated from the user, the explosion can be controlled in a myriad of ways to ensure the user or any allies present remains unharmed by friendly fire. The lesser, A Ranked version to this technique can also be used by the user but is devised for his puppets foremost, carrying the same abilities mentioned above but with less power (sans the autonomous, full body separation in the case of puppets) and a rate of -5 per turn .

Note: For the S ranked variant, upon willed or timed deactivation, the user will be unable to perform Ōtsutsuki related techniques above A ranked for a turn after, and for the A ranked variant no other Ōtsutsuki related techniques can be performed in the same turn after its activation. Both ranked variants can performed only twice, each.


All Auto-declined: must first undergo Ōtsutsuki training prior to submitting CJ for the field.

 
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(Fūinjutsu: Ārohirohi) - Sealing Arts: Ārohirohi
Type: Supplementary
Rank: D-A
Range: Short
Chakra: 10-30 (-10)
Damage: N/A
Description: Ārohirohi is a technique that creates an invisible barrier around the body of the user. The barrier can have a variety of functions depending on the need of the user. The barrier is made to affect the perception of the user, specifically through the basic five senses. The barrier can erase the scent of the user, make their movements silent, turn his chakra flow invisible, make their touch unfelt, and lack any distinguishing taste. Per each rank the user can apply an additional single effect, meaning at D rank the user can apply one effect, whereas at A rank all five can be applied. Naturally the more effects are in action the less the overall duration. If all five effects are applied then the barrier would last three turns, and for each rank below an additional turn is added per rank. So a C rank usage would last five turns for instance. To reiterate and expand on the effects and their usefulness, each effect would make any form of sensory through that method redundant. For instance, while the barrier would not make the user invisible, it would make their chakra flow invisible, thus preventing Dojutsu user's from seeing the user's chakra flow. Scent would make Inuzuka's sensory useless as well, whereas muffling sound would make those with increased hearing incapable of detecting the user. Additionally, the created barrier would be in constant 'flux' in accordance to the user's movement, allowing for the user and subsequent movements to not trigger sensory based on those criteria, such as the boundary barrier technique, or sound user's Inner Sonar Skill. This is due to the 'flux' of the barrier that allows it to blend in with it's surrounding. As for the taste, it prevents user's of the Gamni clan and similar from sensing the user. Lastly, when the barrier hides the user to touch, it allows physical attacks of the user to have a slight delay between the actual contact and the damage being dealt. This momentary delay would allow the user's strike's to not break illusions cast on the opponent for one additional timeframe slot. Upon usage of the A rank version, the user can not use seals above A rank for the turn it is used in and the turn it deactivates, while the B rank version carries a similar restriction but on S ranks and above. Usable four per battle, with only a single A rank usage allowed.

□ Declined, DNR. This can be horribly abused and is just badly restricted. □

(Fūinjutsu: Kiyomeru) - Sealing Arts: Purge
Type: Supplementary
Rank: B-A
Range: Short - Long
Chakra: 20-30
Damage: N/A
Description: By erecting a translucent green barrier that instantly spreads to the allowed range, the user would be capable of sealing off any conditions applied/existing to the terrain, regardless of nature. For instance, sealing off rain clouds and preventing the rain, or sealing off a dust storm. While conditions naturally occurring or preset in the terrain can be countered without limitations, at B rank the barrier can seal off a single technique up to and including S rank(or multiple as long as they do not collectively exceed S rank). At A rank however the user can seal up to two S ranks, or one forbidden rank, or a collective that results in a sum of an F rank. Purge is exceptionally well with countering non-solid based conditionings, as it would completely seal them off. As for solid and similar, the barrier acts to negate any and all chakra present within them, while also imbuing them with chakra of the user, preventing others from manipulating them if viable. Depending on Purge's rank, the user can imbue the elements with chakra up to forty, in B rank usage, or fifty, in A rank usage. This not only prevents the opponents from re-manipulating the techniques(unless user's chakra output is exceeded) but also allows the user to break down the technique to a rudimentary form based on it's components if viable, with the user's chakra still within them. For instance an ice lake could be turned into a lake of water, or a a typhoon to harmless wind. However it doesn't allow the user to break down a Kaguya's bone into calcium for instance. Essentially, only substances/techniques that the user has at least one of the components can be broken down. Upon usage of the A rank version, the user can not use seals above A rank for the turn it is used in and the turn it deactivates, while the B rank version carries a similar restriction but on S ranks and above. Additionally, the barrier can be made before the any modifications occur, allowing for it to be used as a preemptive deterrent technique. In this case it could last up to three turns, with each turn requiring ten chakra points. Usable thrice per battle.

□ Declined. It seals off conditions, fine. But try and stay consistent with that you want the technique to do, now suddenly it can be imbued with elemental chakra to break down the opponents' techniques into rudimentary form. What? If anything, that clashes with a lot of Kisei stuff as you well know. This technique is just weird, and some things don't fit here. □

(Fūinjutsu: Monogatari sono Itachi) - Sealing Arts: Tale of the Weasel
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: By erecting a fast expanding barrier, the user would aim to target opponents in the vicinity, specifically their chakra flow. Once the barrier makes contact with the opponents it would momentarily cut off their chakra flow, but not harming them in any way. The barrier would engrave an ethereal seal for weasel on the bodies of the targets, indicating that they have been affected by the technique. The flow of chakra of the opponent would be stopped through means similar to those demonstrated by Chakra Draining Seal and Sealing Tag, albeit in a more modified manner. The momentarily stop of chakra would lead to the deactivation of any techniques of the opponents that have a chakra cost, such as modes. However the technique would not affect techniques that do not have a chakra cost such as Rain Tiger at Will. Additionally, the user would have the option to infuse the now unmaintained techniques with his own chakra, allowing for him to take control of them, as long as the user has the capabilities of controlling said techniques. For instance the user won't be capable of taking control of an ice technique if they did not have the ability to control ice. The user would need to pay double the amount of chakra for Tale of the Weasel in order to control opposing techniques, as the barrier would affect the techniques themselves as it expands. Usable thrice per battle, with a turn interval between uses.

□ Declined, DNR. This is just a no. □

(Fūinjutsu: Katame no Manji) - Sealing Arts: Head of the Octopus
Type: Supplementary
Rank: A
Range: N/A
Chakra: +20 to applied technique
Damage: -
Description: Based on the Four Violet Flames Battle Encampment seal, this technique enables the user to imbue sealing techniques with the violent flame nature of the aforementioned technique. When this is applied to seals, it would bolster the seal's defence against those who attempt to counter it. For instance if applied on the Sealing Tag, it would not harm the opponent in any additional manner, unless they attempt to remove the tag through physical contact. If that is the case, then the opponent would be burned in a manner similar to that of the FVFBES. If it is applied on a barrier type techniques, then it give the edges(both interior and exterior) of the barrier traits of the FVFBES technique, allowing for it to burn those that come into contact with it. The rank of the effects would be dependant on the rank of the barrier, and the effects would only take place once the barrier has expanded, not before that, thus preventing it from being an instant hit with barriers that form immediately. Additionally, the technique would actively seek out to destroy any seals present on the opponents body. This function itself does not harm the targets, but merely burns away their body seals(or similar) while causing slight irritation. This function is entirely dependant on the size of the technique it is applied to, so it would be better when used with barriers and forcing the opponent to go through said barriers. Usable thrice per battle with a turn interval between uses.

□ Declined. Again, a technique that goes for one thing, then suddenly aims at achieving another means. If this is a technique for supplementing barriers, then it has been done before in a similar manner, but also burning away seals on the opponent's body, how? Do the flames just know where the seals are? Or? Kinda confused on that. These techniques need to be either re-written or just structured better. □
 
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Namekuji Kuchiyosei: Serenere - Slug Summoning: Serenre
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage:N/A
Description:
This is a small slug of approximately a meter tall. She could be mistaken for one of Katsuyu's clones however, she's gray in color. Her personality is somewhat different from Katsuyu, albeit still quite polite and gentle, she's rather quick in thinking and quite intelligent. Serenre is able to instantly merge and unmerge with the user and while in any of the state, she could perform her abilities without hindrance. She's able to speak normally while unmerged but while merge, she has no way of speaking but communicates with the user telepathically. While Serenre is merged, she is virtually one with the user and inaccessible to the outside world thus would not be affected by jutsu that affects summoning as a separate entity. Her jutsu released, if thrown and offensive, would eject from the body of the user as if the user was the one performing them. She is able to offensively use acids like all slugs. Serenre's ability to control chakra in an advanced level makes her able to sense chakra and use any medical ninjutsu the user knows thus while merged or unmerged, She can heal the user by releasing her chakra directly into the user.
-Last 4 turns
-Can only be summoned once


Declined: I failed to say that as this contracted animal can use medical ninjutsu, it must be submitted as a med CJ.


Namekuji Kuchiyosei: Serenere - Slug Summoning: Serenre
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage:N/A
Description:
This is a small slug of approximately a meter tall. She could be mistaken for one of Katsuyu's clones however, she's gray in color. Her personality is somewhat different from Katsuyu, albeit still quite polite and gentle, she's rather quick in thinking and quite intelligent. Serenre is able to quickly merge and unmerge with the user and while in any of the state, she could perform her abilities without hindrance. She's able to speak normally while unmerged but while merge, she has no way of speaking but communicates with the user telepathically. She is able to offensively use acids like all slugs. Serenre's ability to control chakra in an advanced level makes her able to use a special kind of chakra transfer technique. By passively transferring 20 chakra into the user every turn, Serenren is able to bolster one of the user's technique per turn. This would make the technique it is applied to, either taijutsu or ninjutsu increase in damage by +20. In addition, Serenren is able to use Secret Technique: Sealing Release on up to A-rank seals.
-Last 4 turns
-Can only be summoned once


Approved: omitted some things and edits annotated in pink.


Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Dscription:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi, Crona substitutes her lack of ability to wield the kusanagi by knowing how to wield other weapons or objects the user may posses, though she'll need to collect them from the user thus the user won't be able to use it as Crona may use it in their stead. If this weapons are special weapons that requires the user's chakra then Crona would still be able to wield them but leech the user's chakra to fuel the weapon according to the weapons requirement. Crona is unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she's able to give a very small portion of her nature energy to her summoner (20 per turn, increases by half the next turn). This would not normally, add any augmentation to the user nor would it increase the user's domestic chakra but if the user is in sage mode or has a dna make up to accept nature energy, the chakra would be stored as sage chakra. Crona nature energy gives her and her snakes conjured from snake ninjutsu, natural durability to A-rank and below ninjutsu, except for snakes that have higher durability. Her snake ninjutsus can also be used while merged, though then the snakes would seem to emerge from anywhere on the user's body. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu in the turn after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the 2nd turn after the venom is injected. Death in the 4th turn after the venom is injected.

Using active snake ninjutsu counts as move.
Last 4 turns
Can only be summoned 1x per battle


Declined: while reading up on SM, one note under the restrictions section really stood out to me, which is "techniques that prolong Sage Mode by collecting Natural Energy only pertains to Imperfect Sage Mode." While it's very much possible that I have misconstrued that note, I do believe that you have no way of utilizing a CJ such as this at present. But aside from that, the perk that "gives her and her snakes conjured from snake ninjutsu, natural durability to A-rank and below ninjutsu" is just too much. Such a thing would effectively be boosting even the weaker snake ninjutsu (e.g., D/C/B-ranks) moves to much higher parameters and ergo, bringing them up to par with actual A-rank moves. And even then, that's not taking into consideration that all the moves would also become neutral to the basic five elements.

Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi. Crona is also unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy , a sage and able to use snake sage techniques, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she can only communicate telepathically with her summoner and she's able to give a very small portion of her nature energy to her summoner (20 per turn). This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage, boosting it by +20. However, this can only be done on one technique per turn. This boost is regarded as a passive boost as its done irregardless of if Crona wants it when she is merged. Crona's nature energy gives her natural durability to C-rank and below ninjutsu. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu two turns after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the third turn after the venom is injected. Death in the 4th turn after the venom is injected.

Using snake ninjutsu and snake senjutsu count as moves.
Boosting the user's senjutsu two turns in a row will have the second instance count as a move.
Last 4 turns.
Can only be summoned 1x per event.


Approved: omitted a few things and edits annotated in pink. Added a note too.


Senpo/Fuinjutsu: Meisō Fuin - Sage Arts/Sealing Arts: Meditation Seal
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description:
This is a special fuinjutsu seal. The user brands himself with a seal with the kanji "still". The seal works in place of the user's meditation for gathering natural energy. What the seal does is, upon activation, the seal would begin to gather natural energy and convert the user's innate chakra into sage chakra while storing them. This makes it so that the user needs not to stay still and meditate to enter sage mode. Depending on the amount of the user's chakra percentage the user wants to convert, the seal would convert and gather sage chakra into the seal before pouring it back into the user to make him enter sage mode. The process is nothing less of the traditional sage meditation and instantaneous initiation of sage mode, albeit the user is free to move and use chakra while he's gathering sage energy through the seal. The drawback however, is that gathering sage chakra with the seal is same as normal gathering. This means, the amount of chakra converted depends on the amount of turns the seal stays active. This means if the seal is active for 2 turns, the user get 20% of sage chakra conversion, 3 turn, then the user gets 30%. Once the user enters sage mode, the seal stops working and vanishes. The seal would not vanish until the sage chakra within it has been used to enter sage mode. This means even when the seal has stopped gathering sage chakra in the amount of turns needed, if the user decides not to enter sage mode yet, the seal would stay dormant until the sage chakra within it is collected and then it vanishes.
- Seal lasts until the user enters sage mode after the set amount of sage chakra conversion the user wants, though conversion can not exceed the maximum amount.
- Application of seal counts as a move though can be used in the same timeframe as another jutsu.

□ Declined, DNR. □

Sēji Taieki Suika no Jutsu - Sage Body Fluid Hydrification Technique
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40(-10 per turn)
Damage: N/A (80 for physical attack when solidified)
Description:
This is an advanced form of hozuki's hydrification technique, combined with Kabuto's signature body fluid shedding technique and Kabuto's jugo's dna make up. Kabuto is able to enter into an advanced and special hydrification state. The transformation is similar to the generic hydrification technique, albeit the liquefied form is made up of Kabuto's sensing inhibiting chakra infused body fluid and natural energy saturated liquefied Jugo cells. The user is able to at the same time or later on, passively transform his tools, weapons and anything he possesses, to assume the same form as him and can passively return them back to normal. While in this form, the user is immune to physical damage and is able to assume any shape, extend his form up to mid-range, while also able to harden/solidify his form at will. The user is able to the use their body as a source of water for water jutsus or jutsus that may require a water source, making them able to come out from any point of his body. Jutsus used from the user's water source would passively be augmented by the jugo cells contained in the user's anatomy. They would increase in offensive or defensive power with damage increase of +20 or requiring 20 more damage to overcome. Due to the saturation of natural energy, the jutsus released from the source would take on the strength and weakness of sage energy. Every jutsu released from the user's body would have chakra inhibiting properties like the body fluid shedding technique, thus every jutsu would have a trace of the user's innate chakra, which would continue to linger so far a trace of the jutsu is left, making doujutsu and chakra sensory unable to pinpoint the user from his chakra signature.
The embedded sage chakra makes the user not prone to lightning damage unless the lightning technique is higher in power than the user's form. This is due to the sage chakra from Jugo cells, removing every impurities present in the user's form which could be a source for easy conduction of electric current. The user is able to end this technique at will and return to his formal self. While in this form, the user would only be able to release from his body, jutsus that require water source, non-elemental jutsus and snake ninjutsu. The snake ninjutsus release from the user's body would take on the properties of the hydrification form at will though only if they are connected to the user and not released as a projectile. The user is still able to perform other forms of jutsus, as long as he is not releasing them from his body. Jutsus released from the user's body would require no handseals whatsoever.
- Techniques used from the user's form counts as moves as normal, except the technique itself states otherwise.
- 2x per battle
- Last while fueled, though the user is unable to use lightning techniques that originates from his body.
- Only techniques that can originate from the user's body are those that require a water source, non-elemental techniques and snake ninjutsu.
-Only usable by Advanced Kabuto Bios.
 
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jagged

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(Raton:Naku shita mono) Storm Release: Lost One
Type: Offensive/Defensive
Rank: B
Range: Short-Mid
Chakra: 25 (+10 per turn to maintain) (+20 To rebuild)
Damage: 40
Description: With this technique the user Creates black clouded clones utilizing the chakra absorbing nature of storm release, each clone can absorb chakra from incoming attacks or people it comes into contact with up to the rank of the move, all of the clones can be no bigger than the user in height and width and retain basic features of the users form(Feet, Hands, Head). Should a clone meet its max capacity for chakra it can disperse it in the form of an electrical beam towards the opponent that reaches mid range with a 1 foot diameter Or as another option the user can absorb the clones chakra into his body replenishing his chakra with whatever chakra of the opponents the clone has stored within its body, Because of the smoke like nature of the clones they phase through physical attacks however they cannot do any physical attacks of their own.

Note:
- Due to their smoke like nature Clones can be blown away with Wind jutsus of the same rank
- User can Spawn up to 3 clones Per use
- User can only spawn Clones within short range of himself
- Once a jutsu has all of its chakra absorbed it dissipates


(Raton:Rōdoshīsu) Storm Release: Lords Sheathe
Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 25 (+10 Per Turn to maintain) (+20 to rebuild)
Damage: n/a
Description: With a Gesture the user summons 4 basket ball sized rounded black clouds that the user can move around freely if he wishes too. These clouds can absorb chakra up to B rank and are primarily used to block uncoming chakra attacks by absorbing there chakra and completly disapting them, Once a ball has absorbed chakra it swells to the size of a cannon which the chakra inside could then be used to empower a jutsu used through the orbs. The user retains the ability to use Lightning/Storm Release justsus through the orbs at any time, should the orbs be destroyed they can be reformed though this will take a move slot.

Note:
- This technique can only absorb up to one B rank,
- other techniques can be used through these balls of clouds using the chakra trapped inside them for the chakra cost of said technique.
- These Clouds can be dissipated with a wind technique of equal or more rank
- Because of the intagibility of clouds these orbs are not affected by physical attacks
- Once a Jutsu has all of its chakra absorbed it dissipates
-Chakra trapped inside the balls can be used to increase the damage output of other chakra techniques by +20 however has to be explicitly stated when your doing that.

□ All declined. Link Storm training (checked, couldn't find it, if you haven't started yet, declined for that reason). □
 
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Shinta

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(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild, strengthen or temporarily become poison )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporises into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
Alternatively while enshrouded in poison the user can turn portions of their body into poison momentarily if a technique or an attack passes through their defence with the potential to strike them directly. This costs a move and the user can temporarily become poison for an entire turn before reverting to normal with this ability only being able to be used once every other turn. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below.
The cloak can additionally be used to attack an opponent by forming it into weapons such as blades, spears, nets, waves, or gusts and releasing a portion of it as an A rank attack allowing it to travel up to mid range. This is similar to poison creation where the user proliferates the source to attack or defend. Or they can use it to attack in short range as an S rank construct with it being able to travel up to five meters from them in any direction creating tentacles and hands that whip out and strike at their opponents this is passive and just requires the user to manipulate the cloak to attack. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at double their current running speed. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects.
Note:
Can be used twice per battle lasting four turns per use


Declined: there's too much going on in this one CJ. Starting with the first part of it, a high-rank armor of liquid or gaseous poison is able to be made that can also be repaired. Okay. But then the next part has you being able to convert your very body into poison; that's a whole different ability, which ought to be a standalone CJ on its own. Moving on, the third and last part does read like an S-rank version of the canon Poison Creation technique, but beyond just being stronger, it also grants wings enabling flight at twice your current running speed. I simply won't allow all of this in one CJ, especially when it can last up to four turns and not even taking into account all the effects of your custom poison.

(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporizes into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.
Note:
Can be used twice per battle lasting three turns per use
Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation
Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.


Approved: Made slight edits.

□ Pending. Leaving for Vex. □

(Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 ( when used to attack )
Description: A poison user concentrates poison chakra all throughout their body or into a specific part of their body and by using this poison chakra they can turn portions of their body into poison. If a technique or an attack strikes this form with the potential to strike them directly depending on it's strengths and weaknesses some techniques can be completely negated while others can be partially negated. This is because not only does the user literally turn their body to poison they proliferate this poison creating an additional buffer of poison allowing the "body of poison" to take on far more damage than the users natural body. This costs a move and the user can temporarily become poison for at maximum three turns before reverting to normal. This ability can only be used once every other turn and if used to negate damage the user reverts to normal upon taking enough damage to take out the poison. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below for things neutral to the form of poison the body is converted into. Alternatively it can negate an S rank technique of something that form of poison is strong to.
The whole body can be converted to poison but to do so the user must perform a single hand seal. If instead they only turn a portion of their body to poison they are able to do so without a seal. Whole limbs, or portions of the body such as the head, neck, shoulders, stomach, fingers or chest can be converted to poison relatively easily. However as mentioned above the form of the poison dictates it's strengths and weaknesses. While this technique is primarily a defensive technique it can be used offensively by for example turning an arm to poison and grappling an opponent. Limbs converted to poison can be extended up to mid range away and can be destroyed without harming the user because as mentioned above it is not their natural body but instead poison proliferated from the poison they converted their body into.
Notes:
- Can be used three times per battle with transformations lasting for three turns at max
- Can be used once per turn with a two turn cool down

□ Approved. □

(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +30 to another poison technique )
Description: The user moulds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash or the poison released from smoke bombs but can even be just inert poison that is on the battlefield.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. This will also half the opponent's speed as long as the poison remains on the opponent due to it's sheer weight and stickiness nearly doubling the opponents weight due to the poison's weight. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank while also adding 30 extra damage up to S rank where it merely gains an additional 30 damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- The strengthening ability can be used once per turn with a one turn cool down
- This can be used with a custom poison but requires it to be a liquid

♪ Declined: Increasing poison techs by one rank AND adding +30 damage? Nah. Techniques can get a one rank boost up to S rank - wherein they'd simply have their damage increased by 10 (to Forbidden rank). Where are you finding inert poison on the ground from before a battle has taken place? Provide an example of what you mean by that, the wording is a bit confusing. You talk about reducing the opponent's speed and reactions by three ranks, but then later you talk about his speed being halved immediately because of the poison's weight/adhesiveness, does that only take place after turn 5? Or from the beginning? And, finally, I'm not keen on allowing this to be usable with smoke bomb poisons, seems like a reach to be able to solidify them/increase their viscosity to that extent -- especially from a gaseous form. ♪

‡ Pending ‡ Vex got this.
(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +10 to another poison technique )
Description: The user moulds poison chakra to create poison (from his body), or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash but can even be just inert poison that is on the battlefield. Inert poison refers to poison on the battlefield created by the user that no longer retains chakra. An example, poison created by something like Poison Creation that is left on the battlefield from before. This is similar to Earth Release or Water Release ie, mud left from previously used Earth Techniques or Water left from previously used water techniques. These substances would be inert, just chakra-less substances but would be usable by forcing chakra into them such as the B rank (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave technique. For a more specific example for poison release itself Poison Creation or this technique itself could be used to create a source of poison by manipulating the users own custom source creating a large amount of liquid poison leaving behind a massive amount of inert poison. It becomes inert because it's no longer being manipulated so it's just there on the field. This would obviously need the user to create poison beforehand as there wouldn't just be poison lying around on the ground like natural water that can be found for water release.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank up to S rank where it merely gains an additional ten damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- Poison creation/manipulation can be used 4 times, with a one turn cool down.
- The strengthening ability can be used once per turn with a one turn cool down (three times total)
- This can be used with a custom poison but requires it to be a liquid

Approved, made edits.

□ Pending. Leaving for Vex. □
 
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(Fuinjutsu: Akuma no jidai ) - Sealing Technique: Age of Treachery
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user performs a singular handseal and erects an intangible barrier from any section of their body. This barrier can quickly expand encompassing the entirety of mid range or can keep the barrier surrounding short range at the user's discretion. This barrier acts as a "lightning rod" for energy based techniques and as such attracts these energy based techniques to the barrier. The barrier then seals the chakra within the energy based technique and can redirect it to other objects the barrier is in contact with. Thus putting the immense chakra in other object pulverizing it with the force of the absorbed chakra. Age of Trechery can seal techniques up to S rank in strength. No Fuuinjutsu techniques above A rank can be used in the same turn as this technique. Age of Trechery can be performed three times per battle with a three turn cooldown in between usages.

□ Declined, how is this barrier attracting energy techniques? No limit as to how much? No limit as to how long it lasts? Can the barrier be seen? Lmao wild. □

(Fuinjutsu: Jintai no tsume) - Sealing Technique: Bast's Claw
Rank: A
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Bast's Claw is activated by placing one hand over the other so that the user's thumbs are on opposite sides. Doing this will result in a glowing purple seal to be created on the outer most palm, the seal unseals hundreds upon hundreds of explosive tags or whatever replacement tags the person hands on their bio. The user then detonates these seals causing a large explosion or in the case of other tags, whatever effects they allow. The unique thing about Bast's Claw is that, much like the Sealing Tag technique, it can be uncorportated into other attacks by infusing the tags within a technique, however, the technique must be physical in nature meaning it can be applied to Earth/Water based or matter based elemental techniques, Kenjutsu attacks and things of the like. When doing this, Bast's Claw can be used within the same time frame as that physical technique, obviously taking up another move in that turn. Bast's Claw can be used three time per battle with a two turn cooldown in between usages. No Fuinjutsu above A rank can be used in the following turn after this technique is used.

□ Declined, clarification, can all the tags be imbued into techniques like Earth and Water? If so, no same time frame stuff, and it only does 60 damage, or you trynna say they passive? Passive 60 damage? =_=. And please, for the love of all that is sacred, change that filler restriction of no Fuuinjutsu above A rank in the turn after this has been used. Nothing gets approved with those restrictions. □

Royalty
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-15 per turn to wield)
Damage: N/A
Description: After mastering and specializing in the art of Fuuinjutsu for such a long time, Venom created a special weapon to be embedded within his right arm. Basically becoming one with his entire arm. From the finger tips to the shoulder is covered in a indestructible type weapon that seems to be aluminum. It is unknown what material was used to forge the weapon, but it isn't conductible and doesn't rust. It is also strong enough to defend against freeform attacks. Seals that are on the user's right arm can now be displayed above and on the weapon itself. Although the weapon seemingly replaces the user's arm, it still functions normally in terms of feeling, pain and other nerves. Unfortunately Venom is unable to receive blood from this arm. Often times in battle a shinobi may run out of weapons for combat or find it quite annoying and 'un-stealthy like' to have so many items on them. Using a similar concept of sealing and unsealing a weapons, Venom created a weapon that passively leeches chakra per turn so that it may be used to create weapons. The purpose of this is to simply have Venom carry less items during battle and for him to have access to the weapon(s) much quicker, instead of having to dig in his ninja pouch.

This weapon lacks any sort of offensive capabilities and instead is used only to aid the user in combat and substitute for tedious things such as hand seals and helps the user with weaponry (Kunais, swords, scrolls). When it comes to techniques utilizing scrolls (such as the one used for the "Doton: Uitenpen) - Earth Style: Wheel Of Fortune", "Katon: Bakuryūgeki) - Fire Release: Exploding Dragon Strike" or "(Katon Kuchiyose no Jutsu: Hitora Bakufu) - Fire Release Summoning Technique: Fire Tiger Explosion") royalty substitutes them for hand gestures etc (such as slamming one's hand on the ground as if it was on the scroll itself). Techniques that require the user to use weapons (Kunais, swords & spears etc) can be created and formed by chakra. Of course these passive creations won't hold any rank, they'll be used for freeform actions or techniques that require weapons to be formed. The chakra will be molded and take on a solid nature, matching the density of the said creation easily. Royalty's one true special ability comes when the wearer utilizes Sealing Arts, which it was made for mainly. Royalty passively infuses chakra alongside the user's own to increase the rank of the user's Sealing arts techniques. Using a concept similar to that of the chakra transfer technique. Techniques up to S rank will have their restrictions and rank enhance, having them being capable of defending/sealing against techniques 1 rank higher. Once every two turns the user is capable of utilizing this said boost to 1 S rank fuuinjutsu. Unfortunately by doing this, Royalty will be in charging mode for 2 turns while leeching double the chakra cost it usually leaches per turn. This can only be done three times per fight.

□ Declined, clashes with existing techniques. And lol, there's a lot in here that's just a no. □
 
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Raiton: Akai ko no akai hane | Lightning Release: Red Feather of the Red Child
Type: Supplementary/Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The user begins by performing three hand signs and focusing their lightning chakra into the center between their shoulders. Immediately after this happens the lightning will begin to spread out like feathers, the feathers can stretch anywhere from a meter up to the distance of short range. The feathers are intangible at first, but with a simple mental command can take on what looks like a crystallised form of lightning causing them to become tangible. The feathers have specific abilities which the user can use. The first is being capable of using the feathers for close range fighting. The user has free control over how he uses the feathers, whether it be to wrap the user’s body in the feather’s or to use it to attack an enemy head on. The second ability being the most useful and offensive is it’s ranged capabilities. The user spreads the feathers out and manipulates the chakra within the lightning composed feathers. Then upon a mental command the user can release what looks to be crystallised version of lightning almost similar to shards that travel at the speed of a thrown kunai, the user has free reign over how many of these crystals are released and each is ranked accordingly but all compile to being S rank in strength. The user is capable of using these bursts of lightning twice per move. The crystallised lightning has both cutting abilities like most lightning techniques but also explosive properties. If the user wishes they can detonate the crystallised lightning to release pulses of lightning (S rank strength) that are capable of paralysing living things it comes into contact with for up to one turn. The pulses themselves can reach up to short range of where they were detonated from, however if one of the crystallised pieces of lightning impact a living being it is capable of paralysing it for two turns or even death depending on where it struck.
Notes:
Can only be used twice times per battle
Remains active four turns total
Using the abilities counts as a move (Wrapping the body, shooting the lightning etc)

□ Declined. Just need clarification on the first part there, twice releasing in one time frame? And also, the pulses won't be S rank, they'll be A rank. The technique in its entirety is S rank. And decided, death or paralysis? □

Genjutsu: Shinokyōfu | Illusion Technique: The Fear of Death
Type: Supplementasry
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user begins by performing a single hand sign as the key if activation to the Genjutsu. Once the hand sign has been made the user will place the target in a Genjutsu, whilst in the Genjutsu the target will watch as the user completely vanishes, almost like a teleportation, only to find the user standing face to face with them, as they feel their own body slow down (by what feels like half their current speed) they can feel the physical feeling of death approach as the user throws a punch straight towards the target. Outside of the genjutsu the target remains completely immobile, almost as if frozen in place. If the user remainds in the Genjutsu until the end of the turn/end of the punch they will collapse from the physical torment the feeling of death imbues on them.
Notes:
Can only be used three times per battle.
Must wait two turns before re-using
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□ Declined, similar to existing Genjutsu customs. □
 
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RuckenTM

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(Katon: Gaia no Hai) Fire Release: Ashes of Gaia
Type:Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: A rather unique technique that capitalized on the interactions of the ash variant of Fire Release and Earth Release. Through the weaving of an additional hand seal; as well as the cost of twenty chakra the user will release a surge of fire chakra immediately after performing a earth based supplementary technique though fast enough to be performed within the same time frame. This infusion seeks to enhance the earth based technique in which the fire chakra will convert the earthen material into super heated ash commonly found in Fire Release: Hiding in Ash Technique. What happens now is that the earth technique loses it's S/W and becomes that of a Fire Based Technique so techniques such as "Earth Release: Mud Wall" which inherently lacks offensive power will gain a new offensive strength. The converted techniques while hot to the touch; don't pose a threat through this alone as the ash is actually highly volatile and capable of exploding. The power of the explosions produced is relative to the original techniques rank; meaning a supplementary earth based technique of B rank will induce a fourty damage explosion; though this isn't always the case as the user can chose to prevent the technique from exploding instead remaining inert. The ash is compact enough to replicate the solid nature of the original technique as well; though it is dangerous to use fire/lightning or even earth based techniques as these could cause technique to explode. Can only be used four times per battle; requiring a cool down of one turn between each use.

□ Declined. Clashes with existing techniques. □

(Katon: Damudo no Hai) Fire Release: Ashes of the Damned
Type: Offensive, Defensive
Rank: A ranked
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will simply weave a set of three hand seals, releasing two pulses of fire chakra. The pulses are harmless by nature, carrying no inheret damage but each serves a purpose for the technique - first pulse as it travels rapidly converts the top layer of the ground (up to three meters below, including earth techniques of the same rank and lower) into super hot ash. The second pulse, which is roughly three meters behind - will act as a pushing force, causing the ash created by the first to raise up and high into the air along with other material along the surface , to come crashing down similar to techniques found within sand release. The waves of ash , which tower over eight meters in high will cascade anyone within range of it - burning them and crushing them under mass blankets of ash. The ash waves travel omnidirectionally outwards into long range, though if the target manages to avoid the wave - the ash will remain upon the top layer of the ground, preventing chakra of the enemy from passing through into the ground unless overpowered (follows S&W of Fire). Can only be used twice per battle, while going on cool down for two turns. The user is unable to use Fire Release above S Rank in the same turn

□ Declined, similar to existing techniques. □

(Katon: Maboroshihi) Fire Release: Phantom Fire
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: N/A (+ 10 per technique)
Damage Points: N/A
Description: Based on the concept of methanol fire, this technique acts as a catalysts in order to emulate one of the unique components of it - giving flames the ability to be invisible. It is commonly known that fire is able to take on differing colors, in such instances being the pitch black flames of Amaterasu. Phantom Fire acts to replicate this, behaving similarly to methanol flames which all have a very bright blue coloration but when in the presence of high amounts of light, such as natural sunlight it becomes "invisible" to the naked eye. This is possible due to fire release having the inherit ability to adapt to new alternative forms outside of just flames, such as producing gas , ash and so forth, and through using chakra to appy it though it should be notedr that being near the flames one can still feel the immense heat from a technique(if any is produced) . This technique doesn't seek to improve nor enhance the user's flames but instead acts a supplement to it instead, leading to many possible combinations such as firing fireballs that naturally cant been seen, thus making it harder to counter. This ability is passive, though it requires an additional infusion of chakra to be applied; it also doesn't work on those who have Dojutsu or Chakra Sensory as they would be able to naturally detect the chakra within - can only be used once per turn, going on cool down for two afterwards

□ Declined, coloration of Fire has been done before. □
 
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Vroqrak

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Hear of Fire approved:

Fire Release: Blooming Chivalry
Type: Offensive, Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Derived from and reliant upon the Heart of Fire technique, Blooming Chivalry is a simple, passive technique which serves to overload the knight created by Heart of Fire with fire chakra. By simply focusing more fire into the already incredibly condensed knight, the user causes it to become volatile, triggering an explosion at the user's discretion. In essence, this explosion emanates from the knight and uses the jutsu hosting the knight as a fuel source as it releases a tremendous amount of explosive fire in a frontal direction of a size and damage based upon that of the original jutsu hosting Heart of Fire itself. The usage of this jutsu will immediately end Heart of Fire.

□ Approved. □
 
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Houdinii

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(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly while providing the advantages of a B rank Sound technique.

Note:
~Can only be used 3 times
~Can only be taught by Houdinii

□ Declined, does this enhance a technique the S/W of Sound, as well? And also, this needs a cue of sorts. □

(Chuumitsu Abura)- Thicc Fat
Rank: B
Type: Defensive/Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description:
This is a unique and passive advantage of the Akimichi's gluttonous diet in which they consume huge amounts of food to build up excess fat for their jutsu. This excess fat is stored beneath the skin and can be taken advantage of when the Akimichi use their techniques. This layer of fat acts like insulation protecting the muscles and vital organs of the user, and assists them when faced with certain techniques.

Specifically when faced with an energy based jutsu such as Lightning or Fire this layer of fat helps to insulate their body and allow them to interact with these jutsu when necessary. Thus this allows Akimichi jutsu to affect these type of threats and even overcome them based on the overall power of both techniques(follows normal damage interactions). This in no way prevents the user from being injured as they will still experience superficial injury to their skin such as burns this simply allows them to come into contact with these techniques without being incapacitated. However due to hampering nature of the insulating fat in regards to the energy techniques they will experience -10 damage when coming into contact with the Akimichi's body as they must expend much more energy to cause actual harm.

Note:
~Must be stated in the users bio or at the beginning of the fight
~Can only be taught by Houdinii

□ Pending. Will come back to this, concept seems familiar, might have seen something approved before. □


~Updating

(Futon: Kon Sureddo)- Wind Release: Soul thread
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
To form this technique the user would simply need to string two extra hand seals onto the
performance of another technique, due to its reliance on other jutsu to function. By doing
so they create ‘threads’ of wind within or connecting an already existing solid jutsu without negatively affecting the original technique, the threads are connected to and laced throughout the entire jutsu. This actually reinforces the inital technique, enabling it to survive damage that would usually destroy it, this can be see as a +1 rank defensive boost as it does not increase the damage of the inital technique at all.

The main purpose of this technique focuses upon when the original jutsu is broken or destroyed, its parts scattered. After this happens the strings will act, contracting violently and drawing the parts that composed the original solid technique to the point at which it was destroyed, forming a harmless ball shape. However the danger of this technique comes during the contraction, as any enemies caught in its path when it contracts would be damaged from the strings cutting them or pieces slamming into them.

Note:
~Can only be used three times
~Note that this technique does not regenerate the original technique,
it just pulls the parts towards the ‘center’ haphazardly
~Can only be taught by xHoudinii

□ Declined. Keep the original. □
 
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KeotsuEclipse

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(Nos Venerabilem) Nos Venerabilem
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: When Keotsu created the technique "(Ani) Brother" it was with the intention of sharing even more of his power with those he was close to; however, he found that even by accepting his comrades into his soul, they were still not capable of harnessing his full might. After much meditation, Keotsu found that the thing preventing his comrades from utilizing all of his strength was himself, in a vain attempt to somehow retain a place among them. Coming to terms that his role was that of one who rendered aid, not one who led, caused Keotsu's soul to attain a state of previously unfreedom and peace. With this change, Keotsu is now capable of augmenting the ritual of brotherhood with those he is close to - by placing his own weapon over the already Ani-blessed weapon in position of his friends, he grants them his full strength, allowing them to use all the powers of his mythical sword Mythos.
*Note: Requires that one also knows (Ani) Brother, which grants usage of Keotsu's Custom Weapon, Mythos, to others.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: Those who Keotsu teaches "Nos Venerabilem" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, including the ability to change shape. This grants access to the Legendary Command Arts, which are normally only usable by Keotsu himself.

(Mikomi) Hope
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Considered by Keotsu to be his ultimate technique, in an effort to combine his most notable fighting styles, the Command Arts and the Infinite One Sword Style, into a single style, this technique applies the principles of the Ani and Nos Venerabilem rituals for Keotsu's personal use. Taking Mythos, Keotsu will spread the blade over the blades of the Infinite One-Sword Style before they are thrown across the battlefield. Doing this makes it such that every single blade is coated in a thin layer of the Mythril that composes Keotsu's legendary sword, and in effect makes every sword Mythos, elevating Mythos from the status of a single blade of legend, to quite literally every sword of legend. Keotsu named this technique after the sword that would eventually become Mythos, handed down to him by a lost hero.
*Note: Cannot be used in battle. This technique is a "pre-battle preparation" done to the swords of the Infinite One-Sword Style technique, though it does require the Infinite One Sword Style set-up technique to be used to see benefit.
*Note: This technique makes it such that every sword spread over the field by the Infinite One-Sword Style set up technique is treated as if it is Keotsu's Custom Weapon, Mythos.




Both Declined, You know these cant be approved lmao
 
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