Custom Jutsu Submission - III

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Delta

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Cant quote cause im banned from that thread, so link to approval

Long Sword of the Demon Blacksmith (Muramasa no tachi)
Type: Weapon
Weapon rank: S
Range: Short
Chakra cost(s):
-30/turn the sword is unsheathed.
-30/Quickdraw used
Damage Chart:
Quickdraw(Short range)-A rank, 60
Quickdraw with a movement enhancing technique-S rank. 80
Description: Muramasa no tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern ninjutsu & kenjutsu techniques to generate effective strikes with overwhelming damage output.

The sword is a “Tachi” not a Katana, with chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from lightning release, but may involve other elements if used with a Custom jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The blade is also able to freely control energy that comes from the outisde, such as energy based jutsu, but this requires a seperate jutsu.The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of lightning chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade. Because of this, Muramasa grants all Kenjutsu techniques used with the blade a flat +40 damage. This only applies to slashing techniques, not to air waves or medium to long range techniques such as "Slicing Crimson Wave". This means that any technique that doesnt have Muramasa come directly in contact with the opponent will not receive the damage boost. This counts towards the users active damage boost, and while Muramasa is drawn, the user Cannot activate another damage boosting jutsu unless the blade is sheathed.

However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.
Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge.
-Appearance: & .

(Riker's Check) Declined. I dunno what “damage chart” is. Fix this to follow the CJ template; you can’t modify that. Second, condense this. See if you can make the wording shorter and more concise for what you’re trying to do. No to the a +40 boost, I may allow a +30 boost to one Kenjutsu technique per turn in exchange for no other boosting techniques being allowed at the same time, and being unable to alter outside energy in that turn as well.







(Meirusutorōmu)Maelstrom
Type: Offensive
Rank: A-S
Range: Short-Mid
Chakra: N/A
Damage: 60/80
Description: Maelstrom is a technique created by Grimmjow after altering Muramasa slightly. By adding an Additional switch to the hilt, Grimmjow was able to add a new feature to Muramasa, The Purge. The Purge is an ability to purge all the chakra from the blade in one rapid fire action, creating a Maelstrom blast of chakra from the blade, hence the jutsu name, Maelstrom. Maelstrom works by using Muramasa's ability to channel and store abnormal amounts of chakra in the blade. While the blade is fully charged with chakra or any element, the user is able to flick this switch on the hilt, and purge all the chakra in one blade, creating a blast of chakra from the entire length of the blade which explodes outsides into an AOE blast of whatever element is currently flowing through Muramasa. Maelstroms damage is dependant on how much chakra is already stored inside Muramasa(must be stated at the start of each battle), this also corresponds to how large the attack is. If only A ranked chakra is stored, Maelstrom will only reach up to Short range from the intial striking position, before dissipating into the air. If S rank chakra is stored inside Muramasa when Maelstrom is activated, the blast will reach up to Mid range.

Restrictions:
S rank version can only be used twice per battle, While A rank can be used three times.
Muramasa needs a minimum of One turn before being used again, going up to Two turns if Maelstrom is used more than once..
Chakra Amount stored inside Muramasa must be stated at the start of a battle, and deducted each time, requiring either 30 or 40 chakra to be inside the blade before Maelstrom can be activated.
Muramasa, as per the sword, will always have 30 chakra inside it when charged, as the blade also drains -30 per turn.

□ Declined. Only elemental chakra? This also doesn't need to be multi-ranked, choose one rank and stick to it. What do you mean already stored inside, from previous fights or? □​

(Muramasa Himitsu: Kyūshū/Henkō)Muramasa's Secret Technique: Absorb and Deflect.
Type: Offensive/Defensive
Rank: D-S
Range: Technique Dependant
Chakra: N/A
Damage: Technique Dependant
Description: A secret art created by the user to use Muramasa's ability to store and hold energy based chakra to a new height. Using this ability of Muramasa, the user has created a way to absorb or deflect an enemies jutsu using Muramasa's unique ability. The technique is broken into two parts.

Absorb: The more basic part of Muramasa, is its ability to store energy based chakra. This part takes it to a new height, instead of using the users chakra to charge Muramasa, the user will use the opponents chakra instead. While Muramasa is uncharged, the user will activate Muramasa's ability to absorb energy based chakra, and point the blade at an enemies technique. When the blade comes into contact with the jutsu, Muramasa's ability to store energy will kick in, absorbing the entire technique into the blade and charging it with that element up to that elements chakra. If Muramasa absorbs a C rank jutsu, it will have 15 chakra inside it, ect. After doing this, Muramasa will be charged with that element until purged. When Muramasa absorbs a jutsu, the cost of keeping the sword out of its sheath is reduced by the amount of chakra stored, so if a C rank is absorbed, the sword will only drain 15 chakra from the user while being out of the sheath, however, if an S rank is absorbed, the sword won't drain chakra from the user during that turn, but will drain -20 the next turn. Due to Muramasa's ability to store energy, the chakra type doesnt matter to the blade, as it can hold any amount of chakra at one time, whether the users chakra or another.

Restrictions:
Muramasa can only activate this ability every other turn up to B rank. When using A-S, can only be used every two turns.
S rank can be used Twice per battle, A rank 3 times, B rank 4 times, and C and below unlimited.
Can only absorb Energy based elements, as Muramasa lacks the ability to remove solids, so Earth and Water would have the chakra absorbed, but the actual mass itself would continue. Due to this, Muramasa only works on Lightning, Wind and Fire, and elements derived from those that as classed as "Energy" and don't have mass.
Absorb is based on Chakra not Damage, so as long the technique has 40 chakra or less, Muramasa can Absorb it.

Deflect:Deflect is the other part of this ability. Once again, using Muramasa's ability to absorb energy, the user will use Muramasa to absorb an opponents jutsu, similar to the first part of this technique, however, Deflect adds a new element to it. Once the jutsu is absorbed, the user will swing Muramasa, and release that same jutsu straight back at the user in the form of a sword slash. This deflection holds the same chakra and damage of the original technique, while also keeping the same element. This is a quick deflection, absorbing and then sending back in one fluid motion, allowing for the jutsu to be sent back very quickly. The Original jutsu won't keep its form, As Muramasa will reshape the jutsu, creating a sword slash of chakra.

Restrictions:
Muramasa can only activate this ability every other turn up to B rank. When using A-S, can only be used every two turns.
S rank can be used Twice per battle, A rank 3 times, B rank 4 times, and C and below unlimited.
Same with Absorb, this only works on Energy based elements, that Muramasa can come into contact with.
This jutsu also works based on Chakra not Damage, but will send the jutsu back at its base power, not enhanced. Therefore, an Enhanced S rank wont be sent back at its enhanced damage, but the base 80 damage, as Muramasa cannot replicate damage boosts, only chakra.
Deflect cannot be used in the same turn as Absorb, Nor can it be used when Absorb is on cooldown. Vice versa applies to Absorb, as it cannot be used while Deflect is on cooldown.

□ Declined. While I like the concept, you are adding abilities to an existing CW to the extent that it changes the entire CW. One, either make a new weapon or completely resub the CW with new bonuses like this. Right now, Muramasa is completely different with Purge and this Absorb and Deflect abilities added. □​
(Resubmitting based on the edits to Muramasa Above)
(Muramasa Himitsu: Kyūshū/Henkō)Muramasa's Secret Technique: Absorb and Deflect.
Type: Offensive/Defensive
Rank: D-S
Range: Technique Dependant
Chakra: N/A
Damage: Technique Dependant
Description: A secret art created by the user to use Muramasa's ability to store and hold energy based chakra to a new height. Using this ability of Muramasa, the user has created a way to absorb or deflect an enemies jutsu using Muramasa's unique ability. The technique is broken into two parts.

Absorb: The more basic part of Muramasa, is its ability to store energy based chakra. This part takes it to a new height, instead of using the users chakra to charge Muramasa, the user will use the opponents chakra instead. While Muramasa is uncharged, the user will activate Muramasa's ability to absorb energy based chakra, and point the blade at an enemies technique. When the blade comes into contact with the jutsu, Muramasa's ability to store energy will kick in, absorbing the entire technique into the blade and charging it with that element up to that elements chakra. If Muramasa absorbs a C rank jutsu, it will have 15 chakra inside it, ect. After doing this, Muramasa will be charged with that element until purged. When Muramasa absorbs a jutsu, the cost of keeping the sword out of its sheath is reduced by the amount of chakra stored, so if a C rank is absorbed, the sword will only drain 15 chakra from the user while being out of the sheath, however, if an S rank is absorbed, the sword won't drain chakra from the user during that turn, but will drain -20 the next turn. Due to Muramasa's ability to store energy, the chakra type doesnt matter to the blade, as it can hold any amount of chakra at one time, whether the users chakra or another.

Restrictions:
Muramasa can only activate this ability every other turn up to B rank. When using A-S, can only be used every two turns.
S rank can be used Twice per battle, A rank 3 times, B rank 4 times, and C and below unlimited.
Can only absorb Energy based elements, as Muramasa lacks the ability to remove solids, so Earth and Water would have the chakra absorbed, but the actual mass itself would continue. Due to this, Muramasa only works on Lightning, Wind and Fire, and elements derived from those that as classed as "Energy" and don't have mass.
Absorb is based on Chakra not Damage, so as long the technique has 40 chakra or less, Muramasa can Absorb it.

Deflect:Deflect is the other part of this ability. Once again, using Muramasa's ability to absorb energy, the user will use Muramasa to absorb an opponents jutsu, similar to the first part of this technique, however, Deflect adds a new element to it. Once the jutsu is absorbed, the user will swing Muramasa, and release that same jutsu straight back at the user in the form of a sword slash. This deflection holds the same chakra and damage of the original technique, while also keeping the same element. This is a quick deflection, absorbing and then sending back in one fluid motion, allowing for the jutsu to be sent back very quickly. The Original jutsu won't keep its form, As Muramasa will reshape the jutsu, creating a sword slash of chakra.

Restrictions:
Muramasa can only activate this ability every other turn up to B rank. When using A-S, can only be used every two turns.
S rank can be used Twice per battle, A rank 3 times, B rank 4 times, and C and below unlimited.
Same with Absorb, this only works on Energy based elements, that Muramasa can come into contact with.
This jutsu also works based on Chakra not Damage, but will send the jutsu back at its base power, not enhanced. Therefore, an Enhanced S rank wont be sent back at its enhanced damage, but the base 80 damage, as Muramasa cannot replicate damage boosts, only chakra.
Deflect cannot be used in the same turn as Absorb, Nor can it be used when Absorb is on cooldown. Vice versa applies to Absorb, as it cannot be used while Deflect is on cooldown.

Declined, as the Muramasa submission that allows this was as well.

(heavily simplified the jutsu)
(Meirusutorōmu)Maelstrom
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: N/A
Damage: 60
Description: Maelstrom is a technique created by Grimmjow after altering Muramasa slightly. By adding an Additional switch to the hilt, Grimmjow was able to add a new feature to Muramasa, The Purge. The Purge is an ability to purge all the chakra from the blade in one rapid fire action, creating a Maelstrom blast of chakra from the blade, hence the jutsu name, Maelstrom. Maelstrom works by using Muramasa's ability to channel and store abnormal amounts of chakra in the blade. While the blade is fully charged with chakra, the user is able to flick this switch on the hilt, and purge all the chakra in one blade, creating a blast of chakra from the entire length of the blade which explodes outsides into an AOE blast of whatever element is currently flowing through Muramasa.

Restrictions:
Can only be used 3 times per battle with a One turn cooldown between usages
Muramasa, as per the sword, will always have 30 chakra inside it when charged, as the blade also drains -30 per turn. This chakra that is stored inside Muramasa is the chakra used for Maelstrom.

(Riker's Check): Declined. Same reason as above.
 
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Shinta

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Summoning Animal: Kingfisher
Scroll Owner: Shinta
Other Users who have signed contract: ,
Summoning Boss if existing: Will be added later
Other Summoning Animals tied to contract: , ,
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry up to three people on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.
Being known to have particularly good, binocular eyesight, with their eyesight, their tracking and thus reaction abilities are on par with a Taijutsu Master.

As well as signing the contract, a Tattoo will be placed on the Bio as proof that they have signed the contract. The tattoo is able to be used by those with fuuinjutsu, to instantly summon any of the Animals tied to the contract.
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Update Approved: but the innate ability isn't going to fly as is; that being said, a contracted animal can be submitted with the same core concept as long as its "field" is basic ninjutsu, fūinjutsu, etc.. Of course, it can't have access to all fūinjutsu. The other ability has been omitted given that the sentence pertaining to it is a non sequitur.


Fūton: Kiatsu no Henka - (Wind Release: Pressure Change)
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: With an understanding of atmospheric pressures effects on the strength of wind, the user is able to drastically lower the air pressure along the path of a wind jutsu to strengthen the force of the wind jutsu. Wind travels from High to Low pressure and is strengthened by a larger difference between the two pressures, using this knowledge the user is able to apply their wind chakra along the path of a wind jutsu, increasing the pressure around themselves and lowering the pressure along the path to their target to either boost the damage of the wind by 20 points or raise the rank of the wind jutsu by one rank up to S-rank. This can be done in the same time-frame as the one of the users wind jutsu, though only works on non-streaming, projectile attacks. Alternatively, the user can increase the pressure along the path of an opponents wind jutsu, reducing its damage by 20 points or 1 rank, but no lower than B-rank.
Notes:
- Can be used three times per match
- Can not be used in successive turns
- Can only be taught by Shinta

□ Approved. Edits made. □
 
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Imperfect

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Resubmitting to make shorter, more concise, and more usable;

(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: Created by an elusive "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a hybrid defensive and supplementary Taijutsu technique which focusses on the concept of "Shock Absorption", and it's usage to enhance the user's own Taijutsu. Usually the first thing that comes to mind when a "shock absorber" is mentioned is some form of plush material, like a cushion, or a material that can "push back" get force is exerted on it, but the human body also has it's own natural Shock Absorber. The body's muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they contract. For example, if the user defends from a standard punch using their open hand, catching it in their palm, the triceps contract to absorb the shock from the force exerted by the incoming fist. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control the majority of their body's muscles in such a way that they can contract the muscles in any given area that is being attack, and contract the surrounding muscles in a way that they can completely absorb it, in addition to "diverting" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their fist, contract the muscles in their hand and arm, down their torso, and into their leg, absorbing the shock and diverting the incoming force to their leg. Naturally this technique is more beneficial for users with a "Mesomorphic" build/ body type, or in other words have large amounts of muscle mass, however, even users with an "Ectomorphic", or those with a lankier build/ body type, build can greatly benefit from this Jutsu, and the potential application of absorbing and redistributing shock from a physical attack.

Note: This technique can be performed a max of 4 times per battle. Additionally, the user must wait at least 1 turn between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Approved ‡
(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive
Rank: B-Rank - S-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Created by a "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a defensive Taijutsu technique which utilizes the concept of "Shock Absorption" to negate physical damage. Typically when a "shock absorber" is mentioned, some form of plush material comes to mind, like polystyrene, but the human body also has it's own natural Shock Absorber. The muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they absorb shock by contracting. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control their body's muscles in such a way that they can contract the muscles in any given area that is being attacked, as well as the surrounding muscles in such a way that they can "divert" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their palm, contract the muscles in their arm, then their torso, and finally their leg, before releasing it into the ground beneath their feet, neutralizing it. [SUP][ ][/SUP]

Note: A-Rank can be performed a max of 4 times per battle, S-Rank can be performed 2 times per battle. Additionally, the user must wait at least 1 turn between usages of A-Rank or higher.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Note: This only works on physical force. Residual damage, like electricity/shocking from a lightning ball, sharpness from a wind blade, or heat/burning from a fireball would still inflict damage.

(Riker's Check): Approved. Added a note.

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Parent technique approval: .

(Nintaijutsu: Sentō Shōkan - Teiku Ōbā) Ninja Body Art: Combat Summoner - Take Over
Type: Supplementary/ Offensive
Rank: E-Rank/ B-Rank
Range: Self
Chakra: 5/ 20
Damage: N/A/ 40
Description: The user starts by drawing blood across the tattoo(s) on the area(s) they wish to affect with this technique, and channelling Chakra into those tattoo(s). By doing so, they partially summon the corresponding parts of their chosen Summoning Animal, but, unlike the parent technique, this summoning isn't utilized for standard Taijutsu applications. Instead, during the brief window that their Summoning Animal's corresponding body part materializes, the user performs the technique, merging themselves with the partially summoned animal. The resulting technique has two virtually identical variations, the first being a cosmetic application that has a low Chakra cost and can last indefinitely, but has no combat applications. The second is more combat orientated, which still causes cosmetic changes to the user, but also deals damage with every physical strike with the affected part(s), and thus naturally consumes more Chakra, and has a defined duration. Additionally, the user can receive other misc beneficial traits, such as increased durability, mobility, survivability, etc through their summons. For example, the user could gain the the inherent durability from a snake's scales, or the ability of flight through an avian summons' wings, etc.

Note: B-Rank application lasts a max of 4 turns, and once it ends, can't be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

(Riker's Check) Declined. Is this custom finished? You need to be more descriptive on what is achieved with each variation and what are the actual limits for both. Given that you seem to be trying to apply this to any and all summoning creatures with their vastly different anatomies, you’ll need to find a way to specify what kind of applications are possible and what’s limited to properly encompass this.

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Vayne

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Removed double speed
(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: B
Range: Dependant
Chakra: +20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling said shadow technique's own speed. The shadow would erupt into a multitude of small that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques defensive power. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.

□ Declined. What speed is that? Let the shards deal the damage of the rank of the technique and not what its derived from (otherwise you have a B rank technique dealing 80-100 damage, I see you b). □

(Kuchiyose no Jutsu: Muses No Frey) - Summoning Technique: Muses the Frey
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Muses the Frey is one of the legendary snake summons of the Ryuchi cave, acting as one of the secret defenders of the land, and potentially the strongest and fastest (20 speed level) amongst her brethren. Muses is of half the size of Aoda, resembling it's distant cousin in colour with additional pigmentation on it's scales. Muses is highly regarded as Vayne's favoured summoning, as they share the ability to utilise Ink ninjutsu. But whereas Vayne was limited in terms of ink utilisation, Muses was much more skilled and adept, as she passively infused ink with her natural snake venom, allowing for her ink techniques to carry paralysing effects on contact, and with extended contact total organ failure.(Only if it enters the opponents body through any means, lacerations, inhalation, ingestion, etc) Essentially, her ink techniques carried a passive boost of twenty, and the ability to paralyse for one turn upon entering the opponent, and locking off advanced fields in the second turn of continuous exposure(Kinjutusu, Fūin, KG/KT/HA/Advanced Elements) while prolonged (3 turns) exposure lead to total organ failure, resulting in death.( Due to extensive training with her summoner(s), said individuals would be immune to the natural effects of the snake's poison.(Immunity if they are med nin, other users would have a turn delay on the effects of exposure.) Furthermore, Muses constantly releases her ink 'from her body'(achieved through the pigmentations on her skin that are actually ink blobs attached to her body through chakra usage) allowing her summoner's to utilise the ink for their own techniques if the need arrises.(User must pay additional 20 chakra to utilise the techniques in order to overcome the summons own chakra) If the user were to be atop Muses, she could control the areas the ink is released from, enabling the user to easily stand on her. However, if Muses were to use thirty chakra points, the ink could have one of two effects; either being unleashed in an omnidirectional blast of ink that could reach thirty meters away due it's massive size. The ink would carry sixty damage points, and the user, while immune/resistant to the inherent abilities of the ink, could fall prey to the ink itself, although the ability to manipulate said ink would typically come into play, allowing the user to save himself. Alternatively, the ink, for a similar cost of thirty, could be used to cause physical attacks aimed at the snake to slide off, leaving her completely safe. These abilities can only be performed once per turn, and only one variation per turn. Lastly, Muses's combat abilities are augmented by it's ability to use snake ninjutsu techniques, even techniques that are restricted to basic summons, such as the Spinning Snake Thorn. Muses can last four turns on the field, and can only be summoned by those capable of utilising ink ninjutsu.


Declined: the passive boost to ink ninjutsu still isn't going to fly like that. But more importantly, the turn two effect of the snake's venom being able to block the victims' access to certain fields appears to infringe upon El Alucard's medical-nin poison, "The Shapeshifter Poison." As an example, a couple of sentences were written like: "4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements."



(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is passively usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. Mostly for cosmetic reasons. If used to blind, it lasts for 1 turn.
-Usable 3 times per battle with a turn interval between use.
-Lasts for 3 turns.

□ Declined, keep the original. □
(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: A
Range: Dependant
Chakra: +30
Damage: 60
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speed 1.5x the users base speed. The shadow would erupt into a multitude of small that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be of A rank strength.Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed 4 times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.

(Riker's Check) Declined. You say the technique erupts at 1.5x base speed; is this the speed the shards travel or how fast it takes for the eruption to occur? Resub and specify or VM me to be edited in. Also, if you want to keep that speed boost, reduce this to 3x per battle with a one turn cooldown and no S-rank or above shadow techs in the same turn




(Hijoujitaitaishokeikaku Kei) - Contingency Plan
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: To be utilised during the performance of a S/T barrier related technique, Contingency Plan allows for the effective countering of techniques that are stream line based, sentient, or similar. When a barrier is used to counter a streamed technique, Contingency plan allows for the transportation of the entire opposing technique. Normally, the S/T barrier would be unsuited to counter stream techniques, however through this technique, once contact is made between the barrier and the streamed technique, a sealing formula of the flying thunder god would spread on the streamed technique, allowing it to be transported 'as a whole' into a marked location. The sealing formula would spread regardless of the nature of the technique, as it would only be a temporary etherial one in a sense. The streamed technique would be effectively cut at it's point of origin, not affecting the original source of it. Upon transportation, the opposing technique would explode into a blast equal to it's strength, covering a short range radius. When a S/T barrier is used to counter a sentient non-living creature, the formula would spread on the creature's body, sending it to a marked location, with the sealing formula lasting until removed. Finally, when used against living creatures/humans, a sealing formula would be placed on the creature, while also transporting them to a marked area. This sealing formula would only last for 3 turns before it wears off, unlike the normal one that lasts indefinitely. The seals would instantly form(S/T instant). Usable once every two turns, and only during a S/T barrier or variant of it.

□ Declined. I understand the concept, but what if the technique is still streamed, will it transport it whole, while the person using the streaming technique is still technically, streaming? As you say it doesn't affect the original source, that being, the person streaming. Why would it explode into a blast when transported (never explained). Issa no for sentient creatures, and it lasting indefinitely would be a no too, anyway. This needs an actual restriction on usage (not once every two turns, where it lasts 3 turns with no usage limit and no restrictions). □


(Kage Fūinjutsu: Battoman To Junbi Jiksn) - Shadow Sealing Arts: Batman With Prep Time
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of , as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to four tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 4 tattoos, the user can create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing three or all four costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique. Pre-set tattoos also have a reaction ability which is dependent on the shadows strength. When an opposing technique of sufficient strength meets the shadow to completely neutralise or overcome it, the tattoos would be automatically released in the direction the technique came from, clashing with it and interacting based on s/w. Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography or the beginning of a battle. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio, or at the beginning of the battle.

□ Declined, you're basically trying to make a Shadow version of what you achieved with Body of Creation, but I just don't see it being applicable with shadows in the way you want it to be. It's kind of a reach. □


(Kage: Sono Nagai Naito) Shadow Sealing Arts: The Long Night
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Created for the dichotomy between Fūinjutsu and Shadow techniques, The Long Night offers the user the ability to unify both fields in order to accomplish unprecedented feats, namely in the realms of allowing up to three tag/scroll based techniques to be used through the shadow, with the shadow acting as the reference point instead of a tag/scroll, enabling a more swift execution suitable to those of the Nara clan. Naturally the techniques must be mentioned beforehand in the user's bio/start of battle. Utilising the technique would naturally cost a move, however controlling the shadow in order to release the techniques through it would be passive, costing 5 chakra points. The Lone Night has one additional function that is directly related to self sustenance. Whenever a technique that aims to disrupt the integrity of the shadow, in any fashion, or the techniques applied to it(prior to release), an intangible barrier would instantly be formed, preventing the opponent from tampering with them. This is mainly done to counter techniques that aim to seal away the shadow. This extends to techniques that aim to rob the shadow of chakra, disrupt it, or simply manipulate it in an overall negative fashion. The barrier would essentially act as a counter seal, one that simply prevents other seals/techniques from influencing the shadow, allowing for it to last for the 'Long Night'. The barrier, at the very least would cover the entirety of the shadow and an area short range all around it, allowing for it to be suitable to defend even against underground based techniques. If need be, the barrier's range can extend to meet the opposing technique if it was beyond those parameters. (For instance a Fūin based dome that seals shadow/techniques from a long distance) The barrier carries enough strength to counter-act and seal away opposing techniques of S rank nature. The barrier would automatically be released whenever a disruptive technique comes within 5 meters of it, except in the aforementioned case of longer ranged barriers and similar, where the barrier would be released when the technique comes into play. However, in these cases double the chakra usage must be paid. Per a single use of 'The Long Night', two barriers can be used, with the potential of a dealing with forbidden ranked techniques, at double the chakra cost. In the case that a total of a forbidden ranked opposition is sealed away, then the technique must be used again in order to regain the uses of the barrier, however a turn break must pass before this is done. The technique is usable four times per battle, and it can not be stacked upon itself, as in the maximum number of techniques used through the shadow instead of a seal/scroll must never exceed three, and the barriers can not exceed the aforementioned capabilities.

□ Pending. Leaving for Vex. □

Declined: DNR. I'm not allowing tag/scroll based techniques to be utilized through shadows. The barrier and tag/sealing functions have no relation to one another, and should be separate techniques. I'll tell you right now though, that barrier won't be applicable in terms of normal elemental clashes.
Just resubmitting the barrier portion, though under same name.

(Kage: Sono Nagai Naito) Shadow Sealing Arts: The Long Night
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Created for the dichotomy between Fūinjutsu and Shadow techniques, The Long Night offers the user the ability to unify both fields in order to accomplish unprecedented feats. The Long Night allows the user to place a dormant seal on his shadow. Whenever a technique that aims to disrupt the integrity of the shadow, in any fashion, an intangible barrier would instantly be formed, preventing the opponent from tampering with them. This is mainly done to counter techniques that aim to seal away the shadow. This extends to techniques that aim to rob the shadow of chakra, disrupt it, or simply manipulate it in an overall negative fashion. The barrier would essentially act as a counter seal, one that simply prevents other seals/techniques from influencing the shadow, allowing for it to last for the 'Long Night'. The barrier, at the very least would cover the entirety of the shadow and an area short range all around it, allowing for it to be suitable to defend even against underground based techniques. If need be, the barrier's range can extend to meet the opposing technique if it was beyond those parameters. (For instance a Fūin based dome that seals shadow/techniques from a long distance) The barrier carries enough strength to counter-act and seal away opposing techniques of S rank nature, and anything below that decreases the effectiveness of the barrier for future clashes, all in proportion to the opposing techniques/seal strength. (Not Necessarily rank. For instance against a B rank tech that seals S rank shadows, then it counts as S rank sealing). The barrier would automatically be released whenever a disruptive technique comes within 5 meters of it, except in the aforementioned case of longer ranged barriers and similar, where the barrier would be released when the technique comes into play. However, in these cases double the chakra usage must be paid beforehand when applying the seal. Per a single use of 'The Long Night', two barriers can be used, with the potential of a dealing with forbidden ranked techniques, at double the chakra cost. In the case that a total of a forbidden ranked opposition is sealed away, then the technique must be used again in order to regain the uses of the barrier, however a turn break must pass before this is done. The technique is usable four times per battle, and it can not be stacked upon itself, as in the barriers can not exceed the aforementioned capabilities. Additionally, when applying the seal, the user's shadow must be in a tangible state. The user can pay 5 chakra points to momentarily solidify his shadow to apply the seal. The barrier does not come into play against normal elemental clashes, such as a physical shadow fist against a earth wall. However, if the wall had sealing/absorption properties for instance, then the barrier would activate.

Riker's Check: Declined. Not allowing a B-rank Fuuin to seal S-rank or F-ranks. At B-rank, only allowing it to seal one A-rank or below technique per usage. At A-rank, one S-rank or below per usage. Not allowing it to seal F-rank techniques at all.

Also, you lost me here: “The barrier carries enough strength to counter-act and seal away opposing techniques of S rank nature, and anything below that decreases the effectiveness of the barrier for future clashes, all in proportion to the opposing techniques/seal strength. (Not Necessarily rank. For instance against a B rank tech that seals S rank shadows, then it counts as S rank sealing).”

This makes it seem like the barrier can seal a technique while adorned to a shadow, and then continue on sealing techniques after that. Not allowing that; your barriers can seal one technique per usage before it dissipates from the technique entirely. You’ll also need to specify that spending five chakra points to solidify a shadow doesn’t count as a move or separate technique, or you’d encounter problems like those seen in the tournament.


(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.

♪ Approved ♪

□ Pending. Leaving for Vex. □




(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type:
Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through a two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 75 chakra points. With every 50 chakra points taken, the duration of the shadow technique increases by one turn. The user is capable of ignoring the draining/sticky effects of the water. The technique can be performed in the same timeframe of a physical shadow technique, and can be used five times per battle. Being tied to a shadow means that it lasts as long as said technique. If the shadow hits multiple targets at the same time the chakra draining is split between them.

□ Declined. I'm down with it taking around 40 chakra for it being a B rank technique, and every 80 it can increase the technique with a single turn. It needs a usage limit, go with 3 times. □

(Suiton/Kage: Zoo II) - Water Release/Shadow Arts: Abhorrence II
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through a two hand seals, the user would imbue any physical shadow technique with water, mainly to counter speedsters and fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 75 chakra points. With every 50 chakra points taken, a viscous sticky mist that casts a shadow on the entire field is released. The mist reduces visibility past mid range, but clings onto the clothes/bodies of those present in it(barring user), reducing their speed by two levels each turn. The mist costs 40 chakra points to activate/spread, and costs 15 chakra points to sustain. The chakra must come from that absorbed by the water. Furthermore, the mist can also be stopped/countered upon the destruction of the shadow. However, it's effects on speed progressively disappear at a rate of regaining 3 levels per turn after it's dispersal. The technique can be performed in the same timeframe of a physical shadow technique, and can be used five times per battle. Being tied to a shadow means that it lasts as long as said technique. If the shadow hits multiple targets at the same time the chakra draining is split between them.

□ This can't have the effect of the former technique, plus the mist. Only the mist needs to be a technique, and then I'll actually check that as a technique. □
Made it also a sealing technique.
(Fūin/Suiton/Kage: Zoo) - Sealing/Water Release/Shadow Arts: Abhorrence
Type:
Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through a two hand seals, the user would imbue any physical shadow technique with waterand a seal, mainly to counter fire based techniques that are commonly used against shadow techniques, while providing an edge against opponents.. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 40 chakra points. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is capable of ignoring the draining/sticky effects of the water. If the targets are in contact with the shadow for two consecutive turns, they lose access to F rank techniques, for three S rank, for 4 A ranks, etc. The technique can be performed in the same timeframe of a physical shadow technique, and can be used 3 times per battle. Being tied to a shadow means that it lasts as long as said technique. If the shadow hits multiple targets at the same time the chakra draining is split between them though the sealing qualities remain the same.

(Riker's Check) Declined. This seems like two separate techniques tacked on together. Not sure why you put Fuuin to seal chakra and water to counter fire, two unrelated aspects, onto the shadow technique. I suggest going back to the prior submission, simply imbue the shadow with water chakra of the same nature as the Grudge Rain/Syrup Trap to facilitate chakra absorbing properties and the reisistance to fire. As it is, the two aspects are two unrelated to warrant it all being in one technique.
 
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Lord of Kaos

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New Cycle: 11/04/2018 - 18/04/2018

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

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. All other threads will open later today, so keep this in mind when submitting.
 

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Fuinjutsu: Seijirirīsu - Sealing Art: Sage Release
Type: Supplementary
Rank: B
Range: Close
Chakra: 20
Damage: N/A
Description:
This is a jutsu that is used concurrently with gathering sage chakra. The user marks himself with a seal with a kanji saying "Nature". The user could have the seal placed beforehand but only one seal can be place at a time. The user would activate this seal before gathering sage chakra. Gathering sage chakra would take the normal process of staying still, etc as the only reason for the seal is to seal and store the converted sage chakra instead of immediately using it to initiate sage mode. Depending on the amount of time used for meditation, the sage chakra converted would be stored accordingly. For example, if mediation is done for two turns, 20% of the user's chakra is converted to sage chakra and the 20% sage chakra is stored in the seal. The maximum amount of turns for meditation can not be exceeded however. Once the sage chakra is stored, the user is able to at any time, collect the sage chakra from the seal by releasing the seal with a confrontation handseal. Releasing the seal is instantaneous and can be used in the timeframe of another technique but the user would spend a move slot. By releasing the seal, the user would initiate sage mode.
Placing and activating the seal is passive, releasing the seal takes a move slot but can be used in the same timeframe as another jutau. Usable 3x per battle.



This was not checked so resubmitting.

□ Declined, re-check. Alright, the idea is better structured than the previous time. Sealing Sage chakra into a seal, to use it later for getting Sage Mode. However, this needs to be restricted better. Two usages from it, as well as a break between it. Make sure to state the highest percentage of Sage chakra that can be "stored". Placing the seal will cost a move, same with releasing it. It sealing Sage chakra at the same time as you gather it is fine, however. It should be a standalone technique, while I understand the concept is to help gain more chakra, make it separate from being a boost yet again. Also make sure to note that only those with Med training can use this, since the seal is placed on you. □

Weapon for
Ilai - Eli
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
There are so many holy relics in the old times, one which was Eli. It was said that Eli fell with the fallen angels but nonetheless, its purpose was never well utilised. However, Eli embodies a seal that secretly absorbs chakra from its past wielders for years until the time for its true purpose is brought to light. Eli is a special golden crucifix that is worn around the neck. It is able to passively morph into a skin tight elastic underwear vestment. As a failsafe, Eli would respond to foreign chakra aiming to infuse or permeate it by sealing it. This chakra can then be poured out around the wielder to form a translucent defensive barrier with power equivalent to the chakra absorbed. Eli has special affinity for lightning nature, seeing that large amount of chakra has been stored within it for a very long time, while he's able to change the nature of the chakra to that of lightning at will. With this afinity, wielding Eli passively boosts the wielder's lightning related techniques by +20 damage(if offensive) or by one rank(if not offensive). Apart from the general ability above, special abilities comes with different forms of Eli.

Crucifix
Eli can only be used offensively while in crucifix form and can be wielded either when it is worn around the neck or held on the hand. Once per turn, Eli could charge up the sky and without forming thunder clouds, call down a lightning bolt from the sky. This is done by collecting negative electric charges in mid-air, compressing and shaping them into a lightning bolt in a matter of seconds. This however can only be sent towards the target from at least mid-range away. The power and density of the lightning bolt depends on the chakra leeched from the user and the width could reach up to 5m radius. Eg: if 30 chakra is leeched from the user, then the lightning bolt would be A-rank in power. Forbidden ranked lightning bolt can be made once per battle though this would disable the use of lightning bolt ability for 4 turns. S-rank lightning bolt can only be called one every two turns. The second ability of the crucifix is that it is able to form lightning animal familiars, forming them by collecting negative electric charge in the air. Unlike the lightning bolt that is sent towards a location and cannot change path, these familiars are able to move/act on their own, though they can only be created atleast short range away from their target, except the user is within short range of the target. Familiars can only take the form of animals and depending on type of animal, they exhibits the physical trait accordingly. Their size depends on their rank, where S-rank could reach the size of a boss summoning. Forbidden rank familiar can be made one time per battle but this would disable the creation of familiars for 4 turns. S-rank familiars can only be made once every 2 turns. In the case more than one familiar is made at the same time, their individual power is divided accordingly to the single chakra leeched from the user. E.g: making 2 familiars at the same time while leeching 30 chakra from the user would make each familiars to be B-rank.

Vestment
Eli is mostly used defensively and supplementary while in this form. The first ability is physical enhancement which is the supplementary aspect of the vestment. Eli passively responds to body movement and muscle contractions to react. This would make Eli flush lightning chakra to the point of movement for the duration of the movement. This works in two ways; the lightning chakra would enhance taijutsu when a punch is thrown in a special way that lightning explosion occurs at the point of impact. By releasing a dense unstable lightning chakra to the moving limb, when the taijutsu is executed, it causes an electric explosive aftermath that can reach up to mid-range though directed away from the user, causing extra damage of +20. The other way this explosive lightning works is through body movement. A typical example is when the user begins his movement to run, Eli would quickly respond to the initial muscle contraction of the limbs and send constant unstable lightning chakra to the sole of the feet, so that with every step, a sharp soundless explosion is directed into the ground, causing the user to move faster and take wider steps that before. This would equally increase running and jumping speed 2 folds. For this ability(1st and second), Eli would leech 10 chakra from the user every time its used. For the running/jumping aspect, the 10 chakra is deducted for moving from a position to when the user stops moving. The defensive ability of the vestment is experienced when the user is directly hit by a target or technique. This is an S-rank ability and can only be done once every two turn. Eli would instantly respond to slight inward distortion of the user's body and release lightning chakra into the object causing the distortion. If the object is physical in nature, the lightning would serve to pulverize it completely by breaking through its physical lattice similar to how lightning tear through the earth. If the cause of the distortion is energy, the lightning would be in the form of an unfocused energy and serve to push the foreign energy back so far it existed. Mind you, this defense would only be truly effective is the cause of the distortion is S-rank and below though elemental strength and weakness still holds.

NOTE
Eli can be damaged and disabled with above A-rank techniques however, the user can with 40 chakra points, repair Eli, making it usable once again, the next turn after repair.
If anyone apart from Kirei tries to wield Eli, it would electrocute them instantly.
Can only be taught by Priest.
Weapon for
Ilai - Eli
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
There are so many holy relics in the old times, one which was Eli. It was said that Eli fell with the fallen angels but nonetheless, its purpose was never well utilised. However, Eli embodies a seal that secretly absorbs chakra from its past wielders for years until the time for its true purpose is brought to light. Eli is a special golden crucifix that is worn around the neck. It is able to passively morph into a skin tight elastic underwear vestment. Eli has special affinity for lightning nature, seeing that large amount of chakra has been stored within it for a very long time; with this affinity, wielding Eli passively boosts the wielder's lightning related techniques by +20 damage up to A-rank (if offensive) or by one rank (excluding S-ranks) if defensive. Apart from the general ability above, special abilities comes with different forms of Eli.

Crucifix
Eli can only be used offensively while in crucifix form and can be wielded either when it is worn around the neck or held on the hand. The ability of the crucifix is that it is able to form lightning animal familiars, forming them by collecting negative electric charge in the air. These familiars are able to move/act on their own, though they can only be created at least short range away from their target. Familiars can only take the form of animals and depending on type of animal, they exhibits the physical trait accordingly. Their size depends on their rank, where S-rank could reach a size slightly smaller than that of a boss summon. S-rank familiars can only be made once every 2 turns. In the case more than one familiar is made at the same time, their individual power is divided accordingly to the single chakra leeched from the user. E.g: making 2 familiars at the same time while leeching 30 chakra from the user would make each familiars to be B-rank.

Vestment
Eli is mostly used defensively and supplementarily while in this form. The first ability is physical enhancement which is the supplementary aspect of the vestment. Eli passively responds to body movement and muscle contractions to react. This would make Eli flush lightning chakra to the point of movement for the duration of the movement. This works in two ways; the lightning chakra would enhance taijutsu when a punch is thrown in a special way that lightning explosion occurs at the point of impact. By releasing a dense unstable lightning chakra to the moving limb, when the taijutsu is executed, it causes an electric explosive aftermath that can reach up to short-range though directed away from the user, causing extra damage of +20. The other way this explosive lightning works is through body movement. A typical example is when the user begins his movement to run, Eli would quickly respond to the initial muscle contraction of the limbs and send constant unstable lightning chakra to the sole of the feet, so that with every step, a sharp explosion is directed into the ground, causing the user to move faster and take wider steps that before. This would equally increase running and jumping speed 2 folds. For this ability(1st and second), Eli would leech 10 chakra from the user every time its used. For the running/jumping aspect, the 10 chakra is deducted for moving from a position to when the user stops moving. Both of these supplementary usages can only be performed twice per battle. The defensive ability of the vestment is experienced when the user is directly hit by a target or technique. This is an S-rank ability and can only be done once per battle. Eli would instantly respond to slight inward distortion of the user's body and release lightning chakra into the object causing the distortion. If the object is physical in nature, the lightning would serve to pulverize it completely by breaking through its physical lattice similar to how lightning tears through the earth. Mind you, this defense would only be truly effective is the cause of the distortion is S-rank and below though elemental strength and weakness still holds.

NOTE
If anyone apart from Kirei tries to wield Eli, it would electrocute them instantly.
Can only be taught by Priest.


Approved
Edited considerably. Contact me if you're unsatisfied with them and I'll decline it; feel free to do the same if you'd like to discuss the reason behind the edits as well.




This was not checked too

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.

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 released 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. 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.
- 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.

□ Declined. You're going to have to tone this down, severely. First of all, this techniques tries to do a lot all at once. The idea is good, but all the passives and boosts really need to be structured better, or removed. Fine, you want to apply the ability to weapons and yourself, adding in Sage chakra enhancements as well as chakra inhibiting properties from the body fluid technique as well, and the Lightning strength are too much. No hand seals for techniques released from the body? Lasts while fueled? Too much, man. Tone it down severely. □
 
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Skorm

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Revamped CW;

(Sangurasuiyaringu: Furakkusu & Shinjitsu) - Sanguine Earrings: Flux & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu). When any genjutsu or other mind-influencing technique is cast upon the wielder of this earring, their consciousness gets swapped and inserted into the earring where it remains un-affected by foreign chakra. The earring then sends out an equal amount of the users chakra into their chakra system to restore their chakra flow. The wielders consciousness then gets swapped back as their chakra system is restored to normal. Doing this costs a move and the user cannot have their consciousness elsewhere on the field when using this perk. Even though their consciousness is in the earring, the wielder doesn't become immobilized due to the connection between the two.

This is convoluted genjutsu break. You could achieve the same result by injecting foreign chakra or simply using kai. By switching your consciousness twice between the earring and the user, you'd waste more time breaking the jutsu and the opponent could attack you in the mean time.

Suggestion; split your consciousness in two and let one remain dormant in the earring. When you're put in genjutsu, swap consciousness' between the earring and the body. This will work once per battle and allow you to even use this against high grade gen like Yin or Forbidden like you were looking for. Obviously you'll need to come up with drawbacks for splitting your consciousness in two, but this is far more useful.


[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances spiritual, genjutsu, Yamanaka and Yin techniques by either one rank or +20 damage passively. A Yamanaka also gains one more spiritual rank in battle prior to their initial one based on their ninja rank(an S-class Yamana becomes Sannin in terms of Yamanaka holding/casting). This makes the wielder of this earring that much more a force to be reckoned with. All potential wielders needs to have genjutsu and/or Yin-release as their specialty in order to have the damage potential increased to said field. Otherwise it only affects the Yamanaka abilities.

Note: The powers of the earrings are passive and doesn't need a move to activate(with the exception of Flux's ability to cleanse genjutsu). However, must be stated in the opening post of a battle.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Can only be used by Skorm.

☷ Declined ☷

(Taiton: Kabaru) Typhoon Style: Cabal
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Cabal is a jutsu that manifests on the destructive capabilities of the typhoon release. The user will channel a great amount of typhoon chakra in the ground by performing three handseals. This summons a gigantic typhoon under their target. This typhoon will "eat" up the ground underneath and look like a huge power-drill that completely shreds the ground underneath. When a target falls in, they face a barrage of jagged rocks and the brute force of the typhoon, which in turn will toss the target into the ground walls like a ragdoll. The typhoon can also be extended upon by reaching well beyond the ground level and "drag" the target down to the pit by forming a large typhoon around the pits perimeter. The size of the pit can vary greatly, from a meter across to 30. The reach of the typhoons suction ability above the pit will extend to mid-range from the pits perimiter and after that, have little to no effect.

Note: Usable 4 times per battle, a 2 turn cool-down between uses is required.
Note: Can only be taught by Skorm.

For Detective L


(Yamanaka: Taken) - Yamanaka Style: The Taken

Type: Supplementary
Rank: A
Range: N/A(Genjutsu mid-range)
Chakra: 20
Damage: N/A
Description: The taken is a summoning/clone jutsu that manifests the spiritual abilities of the Yamanaka clan. When a Yamanaka(in battle or intel) has gathered enough information about their target(via mind-switch-body for instance) they can create up to four spiritual beings known as the taken. These beings are made purely out of spiritual chakra and will take the form of people, summons or otherwise living creatures from the targets past or present. This could be family members, senseis, summoning contracts etc. None of the taken will by any means have any of the abilities of the individuals but will have a conscious link with the Yamanaka. The means of the technique is that it confuses the target to the point of him/her/it not wanting to destroy the taken since they have taken the shape of one of their relatives or otherwise. (In our meta, this is unrealistic since you cannot powerplay an opponent's bio and the opponent can decide what their character does) Battle-wise, a taken can perform any spiritual jutsu the Yamanaka knows(this includes Yamanaka abilities and genjutsu). If a taken swaps consciousness with a target, the Yamanaka themselves aren't affected by the negatives of the technique and the targets mind gets swapped into the takens body. If that happens, the body of the taken will auto-lock itself, preventing the swapped consciousness from moving, however they can use chakra up to A rank. The clones are made up of A ranked spiritual chakra and can only be destroyed by A ranked ninjutsu or higher in that regard.
As spiritual entities, the taken are able to use a unique genjutsu that they will inflict on a target(spending a move). This genjutsu makes the taken appear differently, having a black/white aura and disappear/reappear completely random through space and time. However, this is just a genjutsu and is not what really happens. Instead, the taken will remain the same form as when they were created and move normally. The genjutsu can be used once per taken entity and affects up to mid-range. This genjutsu can never be used by the Yamanaka though, it's completely restricted towards the taken entities.

Note: Can only summon up to four taken per battle and up to two per usage. Requires a two-turn cooldown.
Note: Can only be used by Yamanaka's who have seen into the mind of their target at some point(could be before battle or in it).
Note: Can only be taught by Skorm.

☷ Declined ☷
There is too much going on here. First you can't influence your opponent's actions just by having these spiritual entities replicate those close to them. Therefore everything that this technique is and tries to acomplish can be done with clones, with the exception of the genjutsu and the locking mechanism that you try to implement when one of these entities switch bodies with a target. The genjutsu/locking mechanism should be the focus of the technique and not creating clones. Try to make those work in the jutsu.

(Sangurasuiyaringu: Furakkusu & Shinjitsu) - Sanguine Earrings: Flux & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu). Half of the wielders consciousness will remain dormant in the earring and upon impact with a high level genjutsu or other mind-altering techniques the earring will swap the affected consciousness with the unaffected one in the earring. However this has a few drawbacks, it can fend off any type of genjutsu and mind-altering jutsu but only once per battle (at the users' discretion). Even though their consciousness is split in half, the earring and the Yamanaka wielder will have a special bond with each-other and thus the dormant consciousness cannot be affected by foreign jutsu unless it's swapped in battle and put under another influence jutsu. (Redundant and unnecessary. This doesn't add anything to the technique, take it out) In that case, both the Yamanaka's consciousnesses are affected but also split and thus puts the wielder in a very bad spot. This means that the Yamanaka cannot break free from genjutsu above B rank for 2 turns after using the ability of the earring as their consciousness(s) are both affected. After 5 turns however, the Yamanaka can break free from genjutsu normally again. (This doesn't make sense, if you can't break B-rank and above for 2 turns how does it take 5 turns for you to break genjutsu normally? After using this weapon's ability, you can't break genjutsu above B-rank for 3 turns. That's what you'll add. Also work the wording)

[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances spiritual, genjutsu, Yamanaka and Yin techniques by either one rank or +20 damage passively (up to S-rank). A Yamanaka also gains one more spiritual rank in battle prior to their initial one based on their ninja rank(an S-class Yamanka becomes Sannin in terms of Yamanaka holding/casting). This makes the wielder of this earring that much more a force to be reckoned with. All potential wielders needs to have genjutsu and/or Yin-release as their specialty in order to have the damage potential increased to said field. Otherwise it only affects the Yamanaka abilities.
(Take this out, this is too much with the current rules)

Note: The powers of Truth are passive and doesn't need a move to activate. However, Flux counts as a move to activate(swap of consciousness)
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Can only be used by Skorm.

☷ Declined ☷
Close to approval



(Approval of contract [ ]
(Kuchiyose no Jutsu: Nahla) Summoning Technique: Nahla
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nahla is the biggest, oldest and wisest of the vampire squids and also the boss summoning of the contract. Stretching out 80 meters long, she can dwarf most aquatic summons and her eyes are as big as a large boulder. Her main abilities are using the generic vampire squid techniques which are varying from water techniques and using their blinding musk. Her gigantic tentacles along with the cap is able to cover huge grounds and being hit by said thing will be considered lethal. Since her skin is very quite durable and thus she cannot be harmed by lightning, water, earth B-rank and below but can be damaged by fire, lightning, and wind above B-rank. She is capable of using all water jutsus that the user knows(including customs and with a +20 damage bonus) as well as the signature disorienting Vampire Squid mucus that she would shoot out from her tentacles. The musk is extremely sticky and on touch will sting quite a lot. However if it gets into the system(mouth, eyes, ears etc) it causes nausea and leaves the victim blind for up to two turns. On physical contact it will remain very sticky and as previously mention give the user a sticky sensation. Like all Vampire Squids, Nahla possesses water pressure sensory. This is an asset that only works when submerged under water and lets the Vampire Squids feel pressure from up to Long-range and thus detect movement. Her main weaknesses are fire and wind, while her skin lets her tackle on most physical attacks as well as lightning, though strong variations considered doesn't make her invulnerable to physical attacks in the long-run.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by her tentacles or crushed under her body counts as S-ranked blunt damage.
Note: The mucus can be burned away or blown away by fire and wind with quite minimal effort (at least B-rank), but if inserted into the system or physically touched the effects remains. Musk also counts as S-ranked techniques.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm


Approved: edits annotated and omitted the boost.

Also, note that this species' mucus cannot be given all sorts of effects or properties without good reason.


(Taiton: Supirittoabatā) Typhoon Style: Spirit Avatar
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Spirit Avatar is a technique that is influenced on the black wind clone technique but instead of summoning clones, an avatar of typhoon release is summoned on the field. The user performs a sequence of three handseals and creates the entity. The spirit may vary in size stretching down to the size of a stone golem. Being made by the typhoon release itself, the spirit avatar can tank anything that S rank typhoon release can tank. Albeit being very similar to the black wind clones, the avatar spirit has a very unique feature except its size variation and strength and that is that it can inhabit the user by merging with their body or that of a summoning they control. This will coat the affected body with the chakra the avatar spirit is made by and while at the same time giving the affected body the same resistance as the spirit avatar, also being controlled by the user of the technique. In combat, the avatar spirit may perform all wind/typhoon techniques based on wind and even custom fighting styles based on wind that the user knows up to A-rank. The spirit avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the spirit avatar (S-ranked typhoon chakra).

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the typhoon release up to S rank.
Note: No Typhoon release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.


Approved, with edits







(Genjutsu/Yamanaka: Taken Konton) Illusionary/Yamanaka Arts: Taken Chaos
Type: Offensive
Rank: S
Range: Short-mid
Chakra: 40(-10/turn)
Damage: 80
Description: The taken is an advanced form of genjutsu which incorporates the Yamanaka abilities(spiritual ninjutsu with mind-altering focus). When a target is influenced by the "Taken" genjutsu their minds race to the skies as they will start seeing appearing and disappearing shadow forms of real-sized humans. These entities are known as the taken and will randomly appear and disappear in a vast number all around the target. Although not dealing any physical harm to the target, it will create a lot of stress and as they keep appearing and disappearing, the target will suddenly feel a loud screeching sound that makes them ultimately go deaf. At this point the taken will have appeared and disappeared so frequently that the mind cannot take it anymore and everything goes completely dark. After being encapsulated by the genjutsu for more than one turn the real neurological damage starts to happen as the brain goes absolutely haywire from the stress of the genjutsu itself. At this point, the user of the technique can, through the means of spiritual connection with the target constrict their means of resisting the genjutsu by inflicting stomach ache, burning muscles and migraine. While constricting the target, the user themselves must be in absolute focus and remain concentrated on their target at all times. The constricting affect can only take place after one turn of the technique being active and means the target cannot mould chakra above A rank due to the neurological damage and stress from the genjutsu. But this also goes for the user, who cannot mould chakra above A rank while constricting the target. The damage value remains the same however and so does the means of breaking free. The user takes on a big toll after using the technique and cannot perform any genjutsu until 3 turns after using this technique. Nor can they perform jutsus above S rank for 2 turns.

Note: Must have completed genjutsu+yamanaka abilities up to S rank.
Note: Can only be used by Yamanaka bios.
Note: Can only be used once per battle.
Note: Can only be taught by Skorm.


☷ Declined ☷
There is still no Yamanaka component to this. This is purely genjutsu. Inducing physical aliments to an opponent is not what Yamanaka do, they control the target's body through force of will. As for the genjutsu component, most of the beginning is purely filler and does not add to the technique's explanation of its ability. Also the premise seems unoriginal. This needs a lot of work and re-evaluation. If you want this to be a Yamanaka technique, figure out what you're going to do within the scope of the skill or completely remove it from the technique all together, otherwise this may be a DNR since it's far from being functional.


 
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RuckenTM

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(Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type:
Weapon
Rank: N/A
Range: Short
Chakra Cost: N/A (-5 Per Turn)
Damage Points: N/A (-5 to User per Elemental Ninjutsu Used)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered, and made only by the Uchiha prodigy. The suit is highly complex and its contemporary superior mechanisms cannot be taught. The skeleton mask contains red translucent lenses (allowing eye contact between individuals). When placed on the user, the rest of the hooded cape appears along with a dark gray, tattered coating. This cloak is created from molten scales of Obi, the personal snake contact summon of the Uchiha. The skull mask immediately draws chakra from the user when worn. The glowing red lends symbolizes the weapon's activation. Additionally, the user suddenly dons a dark optical camouflage mantle coating from head to toe. The coating possesses unique natural scales with an uneven microscopic weave, which allows for a complex camouflage mechanism. The attire is flame/wind resistant (B-rank and below), but is NOT fire proof. The whole attire is quite durable and extremely hard to rip apart. Even the skull is very difficult to break.

Coating — The scales of the coat passively scatter incoming/reflect light, allowing it to manipulate light from passing. This allows the user to conform irregular shaped objects and render them partially or fully invisible to the naked eye. This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages. This can only be done within it's range. At closer ranges, the weapon makes whatever it's camouflaging appear darker than their surroundings, acting as a dead giveaway to the concealment. The camouflage feature also hides scent to match the surrounding area and muffles short-range sound around the user.

Lens — The user will be able to see passively chakra through the red lenses, in what appears to be like chakra infrared vision. They'll be to tell the amount of chakra within that given place in time. Users also, through observation, can make a hypothesis to accurately predict the strength/rank of a jutsu. These lenses, however, only see chakra as it radiates off of an object (which can be used to track). This means it doesn't allow the user to see through thick exteriors; if for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses, and indicate to user that someone may be carrying a chakra item.

Skull — The M.O.C is powered with the user's cerebral chakra, and the user’s nervous system becomes under great stress. Their entire chakra flow is regulated against change through this skull set up. This leaves the user feeling so disengaged from their surroundings that they wonder whether or not they're actually in their body. This out-of-body effect is so powerful that they'll be experiencing a state of mind which is like they're actually someone else, watching their body walk through life, while they're like-floating in it much like a ghost trapped in a body of another. Being in that state has its advantages though, for the user becomes immune to Genjutsu up to and equaling an S-Rank. Sadly, this toils the user's health, making them suffer from severe migraine headaches. Additionally, whenever the user executes elemental ninjutsu, the mask releases a cooling steam from the skull, this helps remove the sweat within the mask, in an attempt to ease headaches.

Note: Wearing/Removing the mask takes 1 move slot
Note: Dojutsu users will hinder themselves from using specific chakra vision skills, while active.

Declined: Firstly, remove some of the coding in the "analogy" section beneath the spoiler.

"-No submission that uses font or formatting alterations such as underline, bold, allignement, color, size, spoilers, etc will be checked. The only exception is that you are allowed to Bold or underline the title of each technique you submitt and you can use spoilers for videos or images you need to post for references."

Besides that, there is entirely too much going on here. Firstly, how do concealment scales make you smell like your environment? Remove that.

"This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages."

You need to explain this more as well, what exactly does this accomplish? Does it decrease the opponent's tracking? Make it harder to follow movements? Etc.

Finally, the genjutsu immunity won't be approved. It's not only poorly explained, but the restriction you placed on it is also entirely cosmetic.


Analogy:
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When perceived through the eyes of a Doijutsu user, they'll be able to see that their opponent's chakra follow is irregular as of someone within a Genjutsu. Farther to complicate things for the opponent is that they'll be two forms of colors if that user has through the sharingan. However, when forming elemental ninjutsu that user will see a straggle within their chakra flow as through their going against a natural flow of their chakra.​
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As they're in stress, even when casted a Genjutsu upon or after an elemental jutsu, This action will always occur as long as they have the skull on.​

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Whenever they can to choose they can appear/disappear on will, However, it seems to hold a delay and if the opponent is a doijutsu user this is rendered more-less a waste of a move.

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What the users see through the chakra-thermal concentration lenses, it appears as their area's chakra is displayed not as like the sharingan vision.​
(Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: S
Range: Short
Chakra Cost: N/A (-5 Per Turn)
Damage Points: N/A (-5 to User per Elemental Ninjutsu Used)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered, and made only by the Uchiha prodigy. The suit is highly complex and its contemporary superior mechanisms cannot be taught. The skeleton mask contains red translucent lenses (allowing eye contact between individuals). When placed on the user, the rest of the hooded cape appears along with a dark gray, tattered coating. This cloak is created from molten scales of Obi, the personal snake contact summon of the Uchiha. The skull mask immediately draws chakra from the user when worn. The glowing red lends symbolizes the weapon's activation. Additionally, the user suddenly dons a dark optical camouflage mantle coating from head to toe. The coating possesses unique natural scales with an uneven microscopic weave, which allows for a complex camouflage mechanism. The attire is electric, flame, wind resistant (C-rank and below) as the whole attire is quite durable and extremely hard to rip apart. Even the skull is very difficult to break.

Coating — The scales of the coat passively scatter incoming/reflect light, allowing it to manipulate light from passing. This allows the user to conform irregular shaped objects and render them partially or fully invisible to the naked eye. This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages. This lowers various counter actions and when their opponent should decide on the countering their attacks (opponent's tracking lowered by -1.5). This can only be done within it's range. At closer ranges, the weapon makes whatever it's camouflaging under light appear darker than their surroundings, acting as a dead giveaway to the concealment.

Lens — The user will be able to see passively chakra through the red lenses, in what appears to be like chakra infrared vision. They'll be to tell the amount of chakra within that given place in time. Users also, through observation, can make a hypothesis to accurately predict the strength of a jutsu, but cannot differentiate between different chakra natures. These lenses, however, only see chakra as it radiates off of an object, which can be used to track (adding .5 to user’s tracking speed). This means it doesn't allow the user to see through thick exteriors; if for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses, and indicate to user that someone may be carrying a chakra item.

Skull — Finally, the M.O.C is powered with the user's cerebral chakra, and the user’s nervous system. Acting as a passive shell of protection against genjutsu its mechanism becomes in sync with its user's chakra flow, detecting the fluctuation in the user's chakra. This happens as once as the user places on the skeleton skull, it counter-clockwise their chakra flow to allow it, the access in any changes in the regulated chakra flow. Due to that, it gives the user painful headaches when the user forms elemental ninjutsu (-5 damage to User per Elemental Ninjutsu). Genjutsu by altering the balance between physical and spiritual energies by disturbing physical energy it induces pain, however, through psychogenic pain (pain that's not with a physical cause) in form of migraines. This translates into the ability to consciously combat genjutsu up to A rank at the cost of 30 chakra through user input. The migraine can be induced twice per battle.

Note: Activating/Deactivating the mask takes 1 move slot.


Analogy:
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When perceived through the eyes of a Doijutsu user, they'll be able to see that their opponent's chakra follow is irregular as of someone within a Genjutsu. Farther to complicate things for the opponent is that they'll be two forms of colors if that user has through the sharingan. However, when forming elemental ninjutsu that user will see a straggle within their chakra flow as through their going against a natural flow of their chakra.
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As they're in stress, even when casted a Genjutsu upon or after an elemental jutsu, This action will always occur as long as they have the skull on.

You must be registered for see images

Whenever they can to choose they can appear/disappear on will, However, it seems to hold a very small delay and if the opponent is a doijutsu user this is rendered more-less a waste of a move.

You must be registered for see images


What the users see through the chakra-thermal concentration lenses, it appears as their area's chakra is displayed not as like the sharingan vision.


Approved, with edits

Edited the genjutsu portion heavily. No need to make it so complicated.

 
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Howard

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(Furuburingu) - Fullbring
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 ( La Muerte ) ( +20 to poison techniques )
Description: Fullbring is a set of gauntlets made of that has the potential to absorb kinetic energy. It is normally liquid in nature similar in form and function to mercury with a more solid form when pulling upon the wielders chakra flow. It is like a permeable membrane allowing the users own chakra through but not others this is because it is made of inorganic chemical cells which mimic organic cells. These cells are unable to produce their own source of energy thus the wielder can create a symbiotic relationship between the wielder and the gauntlets that feed on and use the chakra of the wielder to act on the command and thoughts of the wielder. Without this relationship the gauntlets would just be metal gauntlets. This allows it to seemingly appear out of nowhere as long as it is carried with the wielder in someway as they are a liquid metal in their default form. It is a non-living, pseudo-symbiote with the wielder creating a link between the inorganic cells of the construct and their own chakra system allowing the inorganic cells to pull on it using it to repair and change shape at the will of the user having no true sentience. It is able to do this because it is a shape-memory alloy. This is similar to the metal used in Kubikiribōchō but instead of reconstructing when in contact with the iron found in blood it rebuilds and reforms merely through contact with chakra. Something trivial about the metal is that it can change it's color or size dependent upon the user and their chakra system as every shinobi has different chakra. If the wielder shape-shifts for any reason the weapon changes shape with them.

Right Arm of the Giant - This guard can take two forms a defensive form which appears as a large shield roughly half the size of the wielder or an attack form a form fitting arm guard with the ability to create needles or blades anywhere upon the guard. This guard focuses upon the defensive and shape-memory abilities of the alloy. This guard is great for defensive purposes in short range combat such as close range taijutsu with the ability to defend against most taijutsu passively within reason. It can passively defend against thrown objects such as kunai, shuriken or bladed weapons quite easily. The metal is also very good at absorbing and redirecting kinetic energy allowing it to absorb the force of explosive tags. The metal itself is able to absorb the wielder's chakra directly from his chakra reserves infusing their punches with the chakra similar to Chakra Enhanced Strength but the user won't have to focus on the chakra level. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch The punch is not so much driven by muscle power but by the chakra that is infused into the punch. La Muerte is roughly an S rank attack dealing appropriate damage it counts as a technique and can only be used three times per battle but not in the same turn. It can cause destruction similar to Chakra Enhanced Strength with the potential to create massive craters with a short range diameter. The guard can also defend from a single S rank or similar damage twice per battle by forcing additional chakra into the guard while doing so even empowered techniques can be blocked by increasing the chakra cost by half that of the damage negated. Blocking a technique with Right Arm of the Giant counts as a technique but can be done alongside another technique in the same timeframe.

Left Arm of the Devil - The guard has unnoticeable spikes protruding from the tips that have the potential to slowly release liquid poison like hypodermic needles. They can passively create multiple torrents of poison to spray out up to mid range. This has the potential to poison an individual. This guard focuses more upon the toxic heavy metal aspect of the metal. It has the potential to poison anyone touched by it excluding the user. It does this by releasing poisonous heavy metal into the air that when breathed in or when it touches the skin enters the bloodstream and eventually binds to neural pathways creating a mental imbalance in the body. It also sticks to mucous membranes in the nose, throat, eyes and lungs acting as a tearing agent. The first thing a person will notice after being contaminated is their speech becomes slurred and their vision becomes blurred making seeing and speaking harder. The turn following their mental acuity becomes slowed with them being unable to form rational thoughts at a fast pace. Their reactions and speed are slowed by three ranks. Once per turn three times per battle at the cost of a move the user can force the guard to create a short - mid range dust cloud of toxic heavy metal particles. This ability is A rank and deals appropriate damage. Additionally this ability can be imparted upon any poison technique the user creates and has the potential to increase the strength, size and rank of the technique. This is because the user will lace into the poison technique the toxic heavy metal dust imparting the effects onto it further manipulating the poisonous effects of a specific technique or poison. This works up to A rank granting a rank and +20 damage to any poison technique, it counts as a move but is done in the same timeframe alongside the other technique. The poisonous symptoms can be imparted upon an S rank without the damage and rank increase. This ability can be used four times per battle, with a one turn cool down.


Declined: reword this to be much more succinct. That can be done, in part, by making use of traditional chakra metal imbued with your unique chakra signature and poison ninjutsu. It behooves you to stick with either things found in the real world or fictitious things that are already part of the Naruto series. That is, assuming, the "malleable toxic heavy metal" isn't a real thing. Also, please extricate all the restrictions from the description paragraphs and use notes instead.

(Furuburingu) - Fullbring
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (La Muerte) (15 per turn while being imbued upon)
Damage: 80 (La Muerte) (+20 to poison techniques)
Description: Fullbring is a set of gauntlets made of chakra metal that has the potential to absorb kinetic energy. It is normally liquid in nature similar in form and function to mercury with a more solid form when the user imbues upon it either their basic or dokuton chakra. Making it similar to traditional chakra metal allowing it be in tune with the users natural chakra signature. This allows it to seemingly appear out of nowhere as long as it is carried with the wielder in someway as it is a liquid metal in it's default form and a more solid variation when imbued with the users chakra. It is also able to repair itself and reform from damage. It is able to do this because it is a shape-memory alloy. This is similar to the metal used in Kubikiribōchō but instead of reconstructing when in contact with the iron found in blood it rebuilds and reforms merely through contact with chakra. Something trivial about the metal is that it can change it's color or size dependent upon the user and their chakra system as every shinobi has different chakra with the metal being tied to the imbuing process of each individual. If the wielder shape-shifts for any reason the weapon changes shape with them.

Right Arm of the Giant - This guard can take two forms a defensive form which appears as a large shield roughly half the size of the wielder or an attack form a form fitting arm guard with the ability to create needles or blades anywhere upon the guard. This guard focuses upon the defensive and shape-memory abilities of the alloy. his guard is great for defensive purposes in short range combat such as close range taijutsu or kenjutsu with the ability to defend against most taijutsu or kenjutsu passively within reason. It can passively defend against thrown objects such as kunai, shuriken or bladed weapons. The metal is also very good at absorbing and redirecting kinetic energy allowing it to absorb the force of explosive tags. The metal itself is able to be imbued with the users chakra thus infusing their punches with the chakra similar to Chakra Enhanced Strength but the user won't have to focus on the chakra level. The imbued chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch. It can cause destruction similar to Chakra Enhanced Strength with the potential to create massive craters with a short range diameter (S-rank). The guard can also defend from a single S rank or similar damage.

Left Arm of the Devil - The guard has unnoticeable spikes protruding from the tips that have the potential to slowly release liquid poison like hypodermic needles. It can passively create multiple torrents of poison to spray out up to mid range. This has the potential to poison an individual. This guard focuses more upon the ability to imbue the metal with dokuton chakra. It has the potential to poison anyone touched by it excluding the user. It does this by releasing poison dust into the air that when breathed in or when it touches the skin enters the bloodstream and eventually binds to neural pathways creating a mental imbalance in the body. It also sticks to mucous membranes in the nose, throat, eyes and lungs acting as a tearing agent. The first thing a person will notice after being contaminated is their speech becomes slurred and their vision becomes blurred making seeing and speaking harder. The turn following their mental acuity becomes slowed with them being unable to form rational thoughts at a fast pace. Their reactions and speed are slowed by three ranks. Once per turn three times per event at the cost of a move the user can force the guard to create a short - mid range dust cloud of toxic heavy metal particles. This ability is A-rank and deals appropriate damage. Additionally this ability can be imparted upon any poison technique the user creates and has the potential to increase the strength, size and rank of the technique. This is because the user will lace into the poison technique the poison dust imparting the effects onto it further manipulating the poisonous effects of a specific technique or poison. This works up to A-rank granting a rank and +20 damage to most poison techniques and can be done in the same timeframe alongside the other technique. The poisonous symptoms can be imparted upon an S-rank without the rank increase only gaining ten damage.

Note: Each ability is useable thrice per event with a two-turn cooldown (individually), and counts as a move to initiate.


Approved: edits annotated in pink.


(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (+40 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x2 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Extend adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat causing them 5 damage spread out over their body causing muscle pain. This isn't substantial damage just muscle wear and tear.

Engine; Recipro Burst: By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x3 but this deactivates the transformation forcing them to return to their previous state after it's deactivation this doesn't effect other sage transformation techniques or transformations leaving them unaffected. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Burst adds 40 damage to any taijutsu action. After the deactivation of Recipro Burst the Sage Transformation user takes 10 additional damage as their muscles cramp slightly from being overworked. This reduces their speed by 1 rank for the next turn.
Note: Recipro Extend can last for five turns and can only be used twice per battle
Note: Recipro Burst can only last for two turns and deactivates Recipro Burst after those two turns
Note: No other Sage Transformation techniques can be used the turn this is activated


Update Declined: in short, due to insufficient drawbacks.


(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+40 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x2 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Extend adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat causing them 10 damage spread out over their body causing muscle pain. This isn't substantial damage just muscle wear and tear.

Engine; Recipro Burst: By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x3 but this deactivates the transformation after it's usage limit forcing them to return to their previous state after it's deactivation this doesn't effect other sage transformation techniques or transformations leaving them unaffected. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Burst adds 40 damage to any taijutsu action. After the deactivation of Recipro Burst the Sage Transformation user takes 20 additional damage as their muscles cramp slightly from being overworked. This reduces their speed by half their base speed
Note: Recipro Extend lasts for up to four turns and is useable twice per event, but only once per battle. It also cannot be used within two turns of Recipro Burst.
Note: Recipro Burst lasts only the turn in which it's activated and is useable twice per event, but only once per battle..
Note: No other Sage Transformation techniques can be used the turn this is activated or the turn following


Approved: edits annotated in pink and most notably, to the notes.


(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( user regains 150 chakra per creature )
Damage: 80 ( also heals 80 to the user per creature )
Description: The Sage Transformation clan has already shown the ability to absorb other human cells no matter their origin and convert them into usable cells for their own body healing it and gaining chakra from their target. This works on that exact principle but on animals instead of humans namely summoning creatures either summoned by the user or even their opponent if they are weak enough. The Sage Transformation user by using this technique absorbs the flesh, muscle, bone, blood, organs, and chakra from the creature molding the tissue and bone into usable tissue and bone for their own body. The user doesn't need to completely absorb the creature if they're large enough just a small portion will do, and depending on the size and strength of the creature it may not harm them excessively. In doing so they alter the structure of their body with the newly acquired structures intuitively mimicking them and applying them to their own body. This is done by extending one, or multiple needle like growths out of their body and puncturing flesh, or making direct contact with the creature and can be done in the same time frame as a summoning technique as long as direct contact is being made between the summoner and the summon. This allows them to gain a heightened form of sensing on the level of that creature doubling their reaction speed due to their new found sensing abilities for example if a snake is absorbed the user is able to gain heat sensing, brill that block visual genjutsu A rank and below, tough flexible scales that can block A rank and below ninjutsu and S rank taijutsu once similar to how snakes can shed their skin. If for example a bird was absorbed they gain enhanced sight and large wings granting flight. A frog-like creature or a creature with strong leg muscles would create the ability to jump long distances and increase taijutsu damage by 20 damage, a cat-like creature or a clawed beast would grant nightvision and claws allowing for modified taijutsu granting an additional 20 damage to taijutsu. Two separate summoning creatures can be absorbed to gain different traits by creating an amalgamation of the creatures and the Sage Transformation users own previous form but damage buffs cannot be stacked. The Sage Transformation clansmen doesn't gain inherent traits from the specific creature absorbed just their overarching species traits like wings, claws, talons, eyes or brill, muscle structures, bone structures etc. If they absorb a creature with venom producing glands, they can mimic the venom producing glands of that animal long enough to augment a poison technique. This allows them to gain an additional rank to poison ninjutsu up to A rank with S rank gaining 20 damage instead of a rank augmenting a single poison technique per creature absorbed. These glands last until the user uses a poison technique, and after this the glands breakdown returning to the body. Absorbing two creatures allows for the augmentation of two poison techniques, after the glands vanish from the body. This technique cannot be used on people or other bios though and can only be used on summoning creatures.
Note: The user is unable to use any other healing based Sage Transformation techniques the following turn
Note: Can consume two creatures per use, those creatures cannot be summoned again for the rest of the battle
Note: Can only be used two times per battle and the senses lasts four turns per use


Declined: to start, reframe the initial CJ description as a derivative of the newly added "Cellular Regeneration Absorption." Moreover, the boosts to be yielded from this ought to be more succinct and ironclad. And in order to do so, reword this so that the user gains only the physical traits and their associated boost(s) as per each each contracted animal's description. That being said, speed boosts via this move may or may not be allowed. And to be sure, this'll only be useable on one summoning at a time and any target of this CJ is likely going to lose access to whatever is absorbed by the user, which makes a strong case for their dispelling after the matter.

(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (replenishes up to 40 chakra)
Damage: 80 (and can heal up to 80 damage)
Description: The Sage Transformation clan has already shown the ability to absorb other human cells no matter their origin and convert them into usable cells for their own body healing it and gaining chakra from their target via (Saibō Kyūin) - Cellular Regeneration Absorption. This works on that exact principle but extends it to animals instead of humans, namely summoning creatures either summoned by the user or even their opponent if they are weak enough. The Sage Transformation user by using this technique absorbs selected organs or flesh, and chakra from a single creature, in turn repurposing the organs, flesh, bones, muscles, etc., for their own body. The user doesn't need to completely absorb the creature if their intent is merely repurposing a a specific part of the contracted animal. In doing so they alter the structure of their body with the newly acquired structures, intuitively mimicking them, and applying them to their own body similar to how they are able to absorb the organs, flesh, bones etc of another person and re-purpose them. This is done by extending a lone needle-like protuberance from their body, which is poised to puncture a targeted piece of flesh. They gain only the physical traits and their associated boost(s) as per each each contracted animal's description. Consequently, the targeted summoning loses access to these abilities and thus, will be dispelled after it's usage. This technique cannot be used on people or other bios though and can only be used on summoning creatures. Additionally like it's parent technique (Saibō Kyūin) - Cellular Regeneration Absorption it can reverse the effects of (Saibō Haishutsu) - Cellular Regeneration Ejection.

Note: Requires a full turn of prolonged contact via the protuberance in order to be successful.
Note: The user is unable to use any other healing based Sage Transformation techniques the following turn
Note: Can only be used two times per event and once per battle, with the effects last up to four turns.


Approved: edits annotated in pink and added a note.


(Senpo: Zen no Hikō ) - Sage Art: Zen Flight
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A ( -10 per turn from the final amount of senjutsu chakra gained while meditating )
Damage: N/A
Description: A purely evasive maneuver with no offensive capabilities the user while in a meditative state focusing on melding and absorbing natural energy will use trace amounts of that same natural energy to hover or glide without breaking their stance or meditation. This is done by manipulating the aura of natural energy surrounding the user and making it tangible enough to lift the user. Then by pure thought alone they are able to move the natural energy aura similar to how the aura of Sage Mode itself can be used along side taijutsu via Sage Kata allowing them to move their body out of the way of danger while remaining in a meditative state. This can be used alongside the meditation process of Sage Mode to evade or move out of the way of a technique allowing the user to continue to absorb natural energy without moving their actual body meaning their muscles etc this would be similar to how a Sage Mode user is able to absorb natural energy even while balancing upon a precarious slab of earth balanced on a spike as shown by Sage Mode users. By moving the natural energy aura the user is able to travel or once per turn the user is able to avoid an incoming technique at the cost of a move slot. Due to the fact that natural energy is being used from the natural energy being absorbed when the user exits their meditative state they will have 10 less senjutsu chakra for each turn the technique was used.
Note: Can be used twice per battle lasting three turns per use but only lasts as long as the user is meditating
Note: While in use it is the only technique that can be used

Appearance: [ ] [ ]


Declined: the intent behind this CJ is easy enough to grasp but "in order to enter Sage Mode, the gatherer must remain absolutely still in order to be one with nature and balance the natural energy with their own physical and spiritual energies. If the user puts too little natural energy into using senjutsu, the technique will not work. Conversely, if too much natural energy is taken in, their body will turn to stone forever" (Naruto wikia page on SM). While it's technically true that the user would remain still, it would seem to come into conflict with the rest of the quoted segment. That being said, this check can be overturned by providing links to other CJ and the like that have similar capabilities with regards to SM or by providing a valid argument for its feasibility.

 
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Bloo

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(Suiton: Kondensu Pawā) - Water Release: Condense Power
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description:
The user will first perform two hand seals and gather up any amount of water from their surroundings, then using their chakra will compress all the water into one single droplet, by compressing the water into the tiniest form possible the droplet becomes as hard as a steel ball. Once the droplet has been formed the user, though simple hand gestures, can control the movement of the droplet with great precision. While moving the droplet, while small, has a tremendous amount of momentum, thus being able to pierce solid objects.

- Can be used 3 times


□ Declined. Similar to existing techniques. □

(Ninjutsu: Sutētasu Puromōshon) - Ninja Technique: Status Promotion
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description:
The technique can only be performed on the opponent once they have sustained an external wound, even the tiniest scratch will suffice. Once that condition is meet the user will then perform two hand seals. Then using their chakra the user will enlarge the external wound. This is not a precise technique, the chakra acts as a wedge and brute forces the wound open. This technique can enlarge a wound up to three times its size.

- Usable twice
- Two turn wait between uses.

□ Declined. The technique is almost good to go, but needs a cue of some sort before it pushes the wound apart, especially in today's meta. □
 
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Typhon

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(Kuchiyose no Jutsu: Pepita) - Summoning Technique: Pepita
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Pepita is a jaguar from the Nakukiurin (Crying Tree Rainforest) who holds the revered title of Spirit Guide. This title is given to the religious leader of the clan who performs the rituals to help the deceased pass safely over to the other side. This role requires a skilled user of illusions, which are triggered through the use of neon colored substance that covers her fur by making different patterns glow. Her signature illusion is named Dia de Muertos which causes the target to see their spirit leave their body, which is left behind in a frozen position, and take on an ethereal form. Usually the illusion is then used to show the person other spirits, particularly of loved ones, to help them pass over. However, Pepita can cause the target to see any number of nightmarish spirit beings should her intentions be malicious. This illusion can reach targets up to mid-range, is A-rank in strength, and is triggered by causing the yellow neon substance on her fur to glow brightly. As a Spirit Guide, she is greatly in tune with the spirits of other jaguars and the signers of the contract, making her capable of sensing disruptions in those people, though not others. She is able to free herself or others from genjutsu by causing her green markings to glow brightly, piercing through the illusion. This can be cast up to mid-range on a single target to dispel up to S-rank illusions, or on multiple people to dispel A-rank illusions as long as everyone is within eyesight. In addition to her skill with genjutsu, Pepita can use the wind element up to A-rank and maintains a constant set of wings. The wind of the wings are mixed with the same neon substance that coats her fur, giving them a more solid and bright appearance. Pepita can release her wind techniques from these wings giving them the same neon coloring, though this only has an aesthetic affect.
-Dia de Muertos can be used once per battle.
-Can only be summoned once.
-Lasts for a maximum of four turns.
-Appearance:
You must be registered for see images

Declined: to start, this contracted animal will not be able to use both genjutsu and wind release, even if the former is no more than a single unique illusion. And should it be chosen, then the bits that involve alterations to her markings will likely need to be omitted–it is bereft of an intuitive reason behind how it works. Lastly, if wind release is selected then the wings will require a rank.

approved contract:

(Kuchiyose no Jutsu: Pepita) - Summoning Technique: Pepita
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Pepita is a jaguar from the Nakukiurin (Crying Tree Rainforest) who holds the revered title of Spirit Guide. This title is given to the religious leader of the clan who performs the rituals to help the deceased pass safely over to the other side. This role requires a skilled user of illusions, which are triggered through the use of various cries. Her signature illusion is named Dia de Muertos which causes the target to see their spirit leave their body, which is left behind in a frozen position, and take on an ethereal form. Usually the illusion is then used to show the person other spirits, particularly of loved ones, to help them pass over. However, Pepita can cause the target to see any number of nightmarish spirit beings should her intentions be malicious. This illusion can reach targets up to mid-range, is A-rank in strength, and is triggered by a fierce roar. As a Spirit Guide, she is greatly in tune with the spirits of other jaguars and the signers of the contract, making her capable of sensing disruptions in those people, though not others. She is able to free herself or others from genjutsu by letting out a high pitched cry while surging her chakra. The cry is painful to hear at short range, freeing those close enough from S-rank and below illusions while costing them their hearing for one turn. This cry is called La Llorona, is A-rank, short range, and can be used twice per summoning (While it is painful for others, does not seem to be for her. If this is A-rank then, at most, she can only release from genjutsu B-rank as a surge method of release. If you make it S-rank she can release A-rank for herself, however those who hear her roar will need to suffer a higher degree of damage since this is a method of pain for others), though it is ineffective if the target is incapable of hearing her. Those capable of summoning Pepita wear a unique summoning tattoo of a jeweled jaguar skull which can be triggered by chakra alone to summon her (What do you mean? Like you don't even need to wipe blood on the tattoo? If so, then no). When summoned through this method, Pepita will instantly use her high-pitched cry, regardless of the circumstance of the summoner (Is this aesthetic or does it have a purpose? If it serves a purpose, remove it, you're not summoning this and letting it use a move out the gate). This requires the usage of two move slots when summoned this way. A third and final genjutsu is rather basic, in which she erases her presence from the target's perception, including sight, sound, and chakra sensing. This technique capable of being maintained, but prevents Pepita from using any other technique while its active, and it is ineffective when Pepita is within short-range of the target. (No)
-Dia de Muertos can be used once per battle.
-La Llorona can be used twice per battle.
-Can only be summoned once.
-Lasts for a maximum of four turns.
-Appearance:
You must be registered for see images

Removed the wind stuff, bye-bye wings. :(
Added a couple more genjutsu and summoning method to make up for it.


☷ Declined ☷
Last genjutsu is a no. Only going to allow you the one and the genjutsu break (total of two)


Leaving for Reborn

(Jyuken: Kudakeru) - Gentle Fist: Crumble
Type: Attack/Defense
Rank: B-S
Range: Short
Chakra Cost: 20-40
Damage: 40-80
Description: This gentle fist technique relies heavily on the visual prowess provided by the Byakugan. By seeing and analyzing the chakra structure of a technique, the user can pin point the exact weak point within it, similar to how (Jūkenpō: Ichigekimi) - Gentle Fist Style: One blow Body uses the Byakugan to target the physical weak point of a technique. This technique uses the gentle fist to directly strike that weak point with a burst of chakra which causes the spiritual integrity of the technique to become disrupted and destroyed. With its "skeleton" destroyed, the technique will collapse on itself. In order for Crumble to work, the opposing technique must have some sort of structure to it. For example, using this on an earthen golem would destroy the chakra within the golem, leaving it a motionless statue. Since this is a direct interaction between chakra, this also works on ethereal elements such as fire, and the result would be the technique dissipating. For shapeless, formless attacks such as a wave of water, or stream of wind, or unfocused lightning, Crumble would have no effect. This technique also does not stop the physical momentum of an opposing technique. If a bullet of water was shot at the user, and they hit it with crumble, the water would lose its shape but it would still hit the user with the same impact. This technique has an interesting affect on other individuals, acting as a "reset" button that momentarily causing chaos across their chakra system. If used on a person using some sort of mode, or sustained technique, that mode or technique would be interrupted. It takes one, two, or three turns for the stricken person's system to return to normal if used as a B, A, or S ranked technique, respectively. During this recovery period they are limited to A-rank and below techniques that do not require advanced shape manipulation. Crumble works on techniques of equal or lower ranks.
-S ranked can only be used twice per battle.
-Requires a cool down of one turn between uses.


Declined: due to the recent update to the canon list there is overlap among other things.

 
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Zatanna

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Katon: Tsuchi ga hi no Sorufurasu | Fire release: Sulfuras Firelands
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will gather fire chakra in their body and then release it through their feet into the ground up to midrange all around them, heating up the earth to incredible temperatures. The earth will crack from being dried so much and release the heat into the surrounding area creating heatwaves. These waves will be so concentrated due to the amount that normal vision will be distorted, making everyone inside the area affected seemingly disappear.

Note: lasts for 2 turns
2 turn cool down between each use


Declined
This concept is reminiscent of a previously approved custom. Nice nod to Warcraft on the name though.


On'Yomi Ninpo: Ame | Slug arts: Rain
Type: Offensive/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using the Slugs ability to split themselves into multiple forms, the user will summon a medium size slug tossing it into the air above and over the opponent. As the slug flies it will rotate and split sending off smaller slugs onto opposite side of the opponent's left and right. As all the Slugs drop, they will release their sticky tooth acid, covering a portion of the battlefield in acid for 1 turn.


Approved, with edits



Boruda Punchi | Boulder Punch
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: N/A
Damage: 40/60/80
Description:
The user will stomp down kicking up a chunk of earth I'm from of them. The the user will punch the chunk of earth towards the opponent. Depending on the strength the user puts into the kick they can either kick up a small chunk the size of their head (B) or a chunk of earth the size of their body (A) or a chunk of earth 3 times the size of their body (S).
Depending on how the user punches the chunk of earth, they can either send the chunk of earth as it is, or shatter the earth as they punch it producing a shotgun like effect.
Notes:
S rank has a 2 turn cool down


Declined
This concept has been done before.


Kami no Nami | Paper Wave
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will will create a large amount of paper from their body or use the paper around them, creating a large wall of paper infront of them. Then manipulating the paper in a fluid like fashion the paper will move forward crashing like a wave till it comes towards it target, crashing down.
Notes:
Two turn cooldown inbetween each use
Takes up two moves turn used.


Declined
This can be achieved through the use of a canon paper technique.

 
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ZandaT

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Moeru Kemuri: Shinjitsu no sōsei-ki | Blazing Smoke: Truth Genesis
Type: Offensive | Supplementary
Rank: A
Range: Mid.-Long
Chakra: 30
Damage: 40 (+20 to Subsequent Lightning Jutsu)
Description: Blazing Smoke is a special ninjutsu art honed by few, that combines fire and smoke style ninjutsu together for devastating attacks. Initiated with 3 hand seals, the user breathes in deep and then release a large 5m fireball intertwined with streams of black smoke throughout its structure outwards at high speeds. Leaving a light, transparent trail of dark smoke behind as it traverses to its destination, the fireball carries physical properties and explodes outwards on contact delivering B ranked fire damage as it releases the thick, black smoke within outwards onto the field shrouding everything within its opaque grasp. The thick, dark smoke spreads rapidly as it encompasses an additional 10m outwards from the impact spot while carrying steamy burning particles within its realm that causes massive irritation to eyes, mouth, and the nose as long as one stays exposed to the deadly smoke. The smoke factor stays on the field for an additional turn at B ranked strength, and can be used as a source for additional smoke techniques as well as a factor of boosting lightning techniques by an additional amount due to the great conductivity from the particles within the shroud.
NOTES
►Can be used 3x per battle
►Has a 1 turn cool-down after Completion or Disruption
►Specialist of Smoke or Fire Style can Use this Tech with 1 Hand Seal

¤ Declined, Smoke Ninjutsu manipulates existing smoke, not create it at the same time as Fire Release. You need to rewrite this so the fire is created and smoke from it is manipulated. The lightning boost is a reach, issa no from me ¤
Moeru Kemuri: Shinjitsu no sōsei-ki | Blazing Smoke: Truth Genesis
Type: Offensive | Supplementary
Rank: A
Range: Mid.-Long
Chakra: 30
Damage: 40 (+20 to Subsequent Smoke Jutsu)
Description: Blazing Smoke is a special ninjutsu art honed by few, that combines fire and smoke style ninjutsu together for devastating attacks. Initiated with 2 hand seals the user breathes in deep and then release a large 5m intangible fireball at high speeds on any linear direction. Leaving a light, transparent trail of smoke behind as it traverses to its destination, the fireball carries physical properties and explodes outwards on contact delivering B ranked fire damage on contact as it consumes everything within its grasp while releasing a thick, black smoke outwards from the explosion spot generated from the flames, with an additional hand seal, that spreads onto the field shrouding everything within its opaque grasp. The thick, dark smoke spreads rapidly as it encompasses an additional 10m outwards from the impact spot while carrying steamy, solid, burning particles within its realm that causes massive irritation to eyes, mouth, and the nose as long as one stays exposed within the deadly empowered smoke. The smoke factor stays on the field for an additional turn at B ranked strength, and can be used as a source for additional smoke techniques which becomes fire/smoke in nature due to the great heat productivity from the burning particles within the shroud.
NOTES
►Can be used 3x per battle
►Has a 2 turn cool-down after Completion or Disruption

□ Approved. □

Panda katto | Panda Cut
Type: Offensive | Supplementary
Rank: A
Range: Short(Mid.)
Chakra: 30
Damage: 60
Description: An quite deadly Akimichi technique unique in the fact that it is able to even cause adverse affects when carried out successfully. Taking on a widened, lower stance with one leg forwards and the other extended behind the user, they will then suddenly expand to their limit of 5ms at blinding speeds becoming a giant with the same stance position but at a wider area of affect in the aftermath. During this rapid expansion the user focuses on striking the user with a lateral thrust primarily aimed for the abdominal area with his hand that increases in size and weight causing a breath taking stunning pain to settle in as the target is hoisted high into the air matching the top level of the user. Not letting up the user would then rise from their lowered stance with an uppercut, using their opposite hand that was used for the thrust , sending the target an additional 5ms upwards above the user's max height. After having taken full damage from this technique the target suffers from a body hampering, mind clouding affliction pain from the blunt trauma that restricts them from using techniques above A rank in their next turn.
NOTES
►Can be used 3x per battle
►Expansion Tech Must be Active
►Has a 1 turn cool-down
►When used with Super Expansion Tech the move covers an additional 5ms in diameter, and also has an additional 1 turn cool-down

□ Approved. Edits made. □
 
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Smirk

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(Gouzen Bakuha) Roaring Blast
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Originally created for overwhelming situations, the user rapidly channels their bakuton chakra through their entire body and forcefully releases the built up energy from their bodies through a loud roar, in which devastates the area capable of leaving a crater within the earth in a 7 meter radius around the user. As the wind/force of the Blast is capable of lifting a large summons off of their feet, launching them backward.

-Note: Must wait three turns between uses.
-Note: Useable Bakuton A-rank and below following turn.
-Note: Taught by Smirk

□ Declined. Similar to existing techniques. □

(Kouseki Chiri) Crystal Particles
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30(15 each turn)
Damage: N/A
Description: The user performs four hand seals releasing small sporadic spurts of glimmering Crystal chakra throughout the battlefield, in which will activate and solidify stopping compatible elements that pass through them, in place.

-Note: Lasts up to three turns
-Note: Additional 15 chakra to maintain each turn.
-Note: Elements strong to Crystal do not activate the particles.
-Note: Must wait four turns between uses.
-Note: Taught by Smirk

□ Declined. Need more clarification of how this works, since it kind of glazes over the aspect of using Crystal to solidify elements. What about individuals, summons, clones? How large is the bursts of Crystal? Can it be made from existing Crystal, etc. A lot of unknowns right now. □


(Kamikaze Bakuton) Kamikaze Poppers
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user performs a single hand seal, instantly creating a clone filled with bakuton chakra, growing from out of their body. The clone is capable of using basic taijutsu and are usually used to restrain targets before blowing up causing severe damage.

-Note: Clones may perform Taijutsu [that dont use chakra] up to A rank.
-Note: Cannot be used in consecutive turns and only up to 2 clones allowed on the battle field at once.
-Note: Each clone takes a quarter of the users chakra, after initial activation of the technique. Users do not recieve chakra back from dispersed Blast Clones.
-Note: Clones have a 3 meter blast radius, exploding on dispersion.
-Note: Taught by Smirk

□ Declined. Similar to existing techniques. □
 
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Skaaar

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( Irumina, Sabireta Hāpu ) - Illumina, the Deserted Harp
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-5 each turn active)
Damage: N/A
Description: Illumina is a distinct custom weapon entirely different in composition, attributes and abilities from every and any random weapon in the Narutoverse. Though an iota of similarity exists but its not enough to attach towards another weapon. Nicknamed as "harnesses", it resembles a large slug-like organism capable of movement on its own though it requires a host to survive and perform effectively. Without a host, it is normally stored in a fluid-filled tank. A host is restrained nearby while the Harness is sent down a chute and is guided onto the host and attached. Once in position the head of the harness reveals a "mouth" like structure full of sharp teeth that clamps down into the victims neck. When the organism's needles penetrate the host's spine "they soften and grow roots to become part of the host's nervous system cultivating to become a part of the chakra system. It is a pseudo-sentient organism in the sense that it could act on its own accord and also act based off its host's control. The spikes that resided imparted several abilities that included enhanced strength ( translating to a meagre +5 boost to physical attacks ) such as being able to lift boulders with ease and better agility such as being able to jump from a rooftop without injury. These include curing any disabilities or illnesses such as bad eyesight etc.
The spikes/teeth is filled with an engineered bio plasma with this serum being the means for the quick passive regeneration in the host. Just like
Apart from the physical capabilities, Illumina also boasts of spiritual abilities which relates to the host possessing heightened spiritual presence for Yamanaka-related skills where it doubles the rank and damage of the techniques utilized up to and including A rank ; S rank techniques adopts no boosts as techniques of this category can be considered threatening enough. This Yamanaka boost doesn't just formalize without reason, as explained earlier that Illumina is psuedo-sentient mind altering organism, it mainly rejoices in infiltrating enemy's minds - so as the user performs any Yamanaka related ability, it seems like Illumina would reciprocate said technique again on the victim (in the same timeframe as the original, passively) like cloning the effects on the victim every time. Illumina is deadly because of one thing, in a conflict, if its host is able to infiltrate a target(s) mind just once, it would place a little portion of its consciousness in the individual like a small node which develops over time, reducing the individual's spiritual resistance (rank wise) each turn it is active. The node's growth and development is solely determined by how much and how well the victim uses his chakra after the infiltration. Every two turns that this node remains active and is well fed, the victim's spiritual resistance drops by a single rank till they become utterly defenseless against spiritual/mind assaults. Illumina gifts its host a form of defense just in case the host were to fall victim of any unknown attack from his blind spot, it is capable of releasing tendril like vines from the sides that can wrap around the host like a cocoon or a full bodied suit that can not be damaged/scratched by free form/low ranking physical attacks, basic weapons, explosive tags etc. This defense system boasts of complete immunity to B rank and below techniques of all sorts, requiring at least two A ranks to damage and destroy it, permanently. The versatile thing about the defense system is that it can be activated by will of either the host or whenever Illumina sees it fit to have it activated. This defense system in no way affects normal body actions and movement. Having an independent will and consciousness of its own ( to a degree ), it provides the user with a portable and an efficient reaction to mind altering / illusion / mind manipulation techniques in its own unique way. When its host is caught in an illusion or any technique along the lines of the above, Illumina is able to switch/exchange consciousness between itself and the host - an it is at this few instances that it is able to control the wheel or take the driver's seat. This can be done twice only for S rank and above Mind altering / Mind manipulation / Illusionary techniques, thrice for A ranks and as many times as the chakra allows for E-B ranks. The chakra cost solely depends on the rank of the category expunged.
✜ This weapon has to be medically/surgically implanted on to the Host's spinal cord system in the NB Hospital before use.
✜ Due to the weapon leeching off the host's chakra, there is a constant sacrifice of (-5) chakra every turn.


Pending
Leaving for Reborn.



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Summoning Animal: Minions
Scroll Owner: Skaaar
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The Minions are basically small (some are big), yellow, cylindrical creatures who have one or two eyes. They are close relatives to the human specie which can be seen through their anatomy and speech. They speak in an incomprehensible language called Minionese which is only understood by the signers of their contracts but also occasionally switch to English. Minions are similar in size and shape but have unique features to tell them apart, such as height, number of eyes, roundness or secondary features such as hair, eye/pupil size or clothing. Minions are yellow and wear black gloves, small black boots, metal goggles accommodating their number of eyes, and blue jean overall with their master's emblem on the fronts. Minions possess few additional physiological characteristics; they can double as glow sticks for activities in the dark while also having acute night vision via their glows. They additionally can survive without air, food and water for as long as possible. Apart from their cute physical appearance, they are weapons of mass destruction capable of instilling chaos and hazards in the blink of an eye. Each one is a specialist in its respective field and excels in them like a pro thus allowing a +10 in damage value to whatever field they specialize in. Contract wise, their strong point is vision, as they are able to locate any chakra source in their range (a Landmark max) and can distinguish between chakra natures based off the colours they emanate. (e.g Fire is Red, Water is Blue etc). Their home is in the sub-urban area of the Land of Marshes.


DNR: contracts can only be made for extant animals and rarely via permission, those of the mythological kind.


( Senshingu no sōshin no Jutsu ) - Sensing Transmission Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage: N/A
Description: This technique involves the user and not more than two other persons (ally or not), clones, summonings, sentient beings (quasi, semi etc) to attain the full capabilities. A Yamanaka clan member will share a portion of his consciousness (like 1/4) or infiltrate the consciousness of another while having his sensory abilities active which in turn causes the user to transmit whatever they are able to sense naturally with other(s) of their choice. A decision which doesn't not hinder the parent "sensing" technique in any way on either parties. Though, it does not require much, it has a drawback of which the technique can only last for a maximum of four turns and can not be used on more than two others. The technique itself can not be used more than twice in a single aggressive encounter - requiring a two turn compulsory cool down after the first use. It works just like the normal and basic sensory technique, having it's flaws, drawbacks, strengths and advantages.

☷ DNR ☷
canon technique

( Mondai-jō no kokoro no Jutsu ) - The Mind over Matter Technique
Type: Supplementary/Offensive/Defensive
Rank: E - S
Range: Short - Long
Chakra Cost: 05 - 40
Damage: N/A
Description: This "Mind Over Matter Technique" is an exclusive variation of the 'Mind Body Disturbance Technique' that primarily targets objects/matters instead of living things/beings. Unlike most Yamanaka clan techniques, this is utilized through the use of hand gestures instead of the traditional signs. These hand gestures usually involves pointing at the object/matter (tools, weapons, solid creations basically matter) before pointing at the location the user wants it to move in (capable of intricate/irregular movements too) with the speed, force and accuracy dependent on the user's prowess. Another application involves the removal of the use of these hand gestures but its only available for Jounin and above ranks. The user manipulates their chakra into their mind and exploits his imagination to an extent where he creates an invisible spiritual link/connection between their mind and the target(s). With this link already active and running, all within the scope of the user's imaginations, the user is able to will these objects/matter(s) to do his bidding(s) without stress. This can be used to seize control over any object/matter within the user's sensing field be it his possession or the enemy's. As long as the user's consciousness is up and running, the technique is not inhibited in any way. Due to its complexity of use, each rank is only available to the corresponding rank class and it plays a factor in the object's control. [ For ex. B rank Mind over Matter is available for S-Jounins alone and can only affect "matter" of B rank and below ]. Though any rank is capable of affecting 'rank less' object(s)/matter(s). The E-C rank application can be used any how while the B rank application can be used five times per battle, the A rank application can be used four times and the S rank can only be used three times. The technique is able to affect up to two object(s) at once per each application.


Auto-Declined: due to an insufficient rank and training level. If S-Jōnin, then B-rank is the cap.


( Yamanaka/Magen : Mucuna Pruriens ) - Yamanaka/Demonic Illusion : Mucuna Pruriens
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A (40 mental damage)
Description: This is a tricky mind-fooling technique often utilized to achieve mischievous ends during normal Roleplaying conversations or battle-oriented encounters too. It is achieved via the blend of the Yamanaka's mind infiltrating actions and the traditional illusion process. This technique focuses primarily on deceiving the victim(s) nervous system and skin while capitalizing on their reactions if such deceit were real. By infiltrating the victim's mind with the user's chakra, the user would cause the victim to experience severe itching and unimaginable discomfort all over the body (or in specific parts) like they had been sprayed with "Mucuna Pruriens" - the Devil Bean Plant. The victim experiences the effect of the plant on a severe scale capable of driving them to total madness. The follow-up procedure (still in the same technique) would have the user utilize his Yamanaka clan ability and cause this feeling to dominate the victim's system for a long while. They are incapable of thinking straight, deciphering situations or any thoughts apart from scratching their body and getting rid of the substance on their bodies. This could lead to the victim tearing off their clothes in frustration or rolling on the floor in desperation and scratches around the skin could cause blood loss and pain. The technique could last a total of two turns and due to the confusion placed on the victim's system they would need two rank's higher than the technique to break free of the illusion/hold.

☷ DNR ☷
Similar premise exists, not a Yamanaka technique, just a genjutsu.
Resubmitting "Mind over Matter"


( Mondai-jō no kokoro no Jutsu ) - The Mind over Matter Technique
Type: Supplementary/Offensive/Defensive
Rank: E-B
Range: Short - Long
Chakra Cost: 05 - 20
Damage: N/A
Description: This "Mind Over Matter Technique" is an exclusive variation of the 'Mind Body Disturbance Technique' that primarily targets objects/matters instead of living things/beings. Unlike most Yamanaka clan techniques, this is utilized through the use of hand gestures instead of the traditional signs. These hand gestures usually involves pointing at the object/matter (tools, weapons, solid creations basically matter) before pointing at the location the user wants it to move in (capable of intricate/irregular movements too) with the speed, force and accuracy dependent on the user's prowess. Another application involves the removal of the use of these hand gestures but its only available for Jounin and above ranks. The user manipulates their chakra into their mind and exploits his imagination to an extent where he creates an invisible spiritual link/connection between their mind and the target(s). With this link already active and running, all within the scope of the user's imaginations, the user is able to will these objects/matter(s) to do his bidding(s) without stress. This can be used to seize control over any object/matter within the user's sensing field be it his possession or the enemy's (though short range of the enemy is not allowed). As long as the user's consciousness is up and running, the technique is not inhibited in any way. Due to its complexity of use, each rank is only available to the corresponding rank class and it plays a factor in the object's control. [ For ex. B rank Mind over Matter is available for S-Jounins alone and can only affect "matter" of B rank and below ]. Though any rank is capable of affecting 'rank less' object(s)/matter(s). The E-C rank application can be used any how while the B rank application can be used five times per battle. The technique is able to affect up to two object(s) at once per each application.


☷ DNR ☷
Telekinetic control over weapons and objects issa no

( Kokoro no haken ) - The Supremacy of the Mind
Type: Supplementary
Rank: C - B
Range: Short - Long
Chakra: 15 - 20 ( -5 per turn for C rank, -10 for B rank )
Damage: N/A
Description: Supremacy of the Mind is a passive ability of the Yamanaka clan designed by the vibrant Kilik Rung. It is an action that involves the user transferring a portion of their subconscious that briskly moves through the tiers of a victim's mind and instinctively make advantage of their result. The thoughts, memories, emotions, beliefs of the victim are related to the user in the split of a second. This technique can be related to the user reading the mind of their victims allowing them to foreknow/predict the target's actions and moves with lucidity in the form of neuroimaging. In the lowest levels (C rank), the user is able to seemingly reads the victim's current thoughts that concerns them at the moment. This is one of the crude forms, after its first activation it lasts until the user wishes to end it. The advanced form permits the user to tunnel through his victim's mind and any available tiers. The C rank version can only be used once every two turns lasting three turns with each use and requiring a two turn break in between B rank use. It can be activated at the beginning of a conflict and/or placed in the user's bio for reference. Obviously, its only available to Yamanaka clan members.

☷ DNR ☷
Similar to Kisei clan's Legillemens technique
 
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Onii Chan

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(Idainaruken Gekkō) Moonlight Greatsword
Type: Weapon
Rank: S
Range: Short - Long (163 cm, 64 inches in length)
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - Lethal
Description: '' This sword, one of the rare dragon weapons, came from the tail of Seath the Scaleless, the pale white dragon who betrayed his own."

"Seath is the grandfather of sorcery, and this sword is imbued with his magic, which shall be unleashed as a wave of moonlight."


A sword of magnificent glory, said to have been from the days of old before even the tree of chakra had even emerged from a seed. A era unknown, said to have been inhabited by deities and dragons. Origin unknown to this Greatsword, however was masterly crafted with a careful yet complex design of steel that cannot be stolen. The handle wrapped with a twin dragon design seemingly crafted by black steel alongside the guard that extends both ways towards the sides. Meanwhile the blade design is almost similarly, a twin dragon design that is shaped inwards with a straight sharp fashion to make it viable in battle. In its base form its of black coloration from pommel to tip of the blade; almost of charcoal design if not black steel. When going into its Moonlight mode the pommel up to the guard turns gold then a sudden burst of Celestial like Chakra will develop around the blade to form a more wider and bulky blade made of what would seem to be a solidified Chakra essence. The Moonlight mode's blade is rather questionable in nature, a odd substance that looks similar to that of chakra, however it is speculated that it may be the same element of the Gudōdama for a hard shell and then within rests a heavy supply of chakra that makes the blade glow in a teal/celestial coloration.

Abilities
The Moonlight Greatsword in its base form is a regular greatsword made of black steel with no unique abilities other than being a greatsword in length and fashion. In the Moonlight mode the wielder can eject/project/shoot wave slicers of chakra sharp enough to cut through A-ranked earth techniques or anything of solidarity. These chakra slicers are limited in range, being only able to reach up to medium range barely and to cast these slicers require a long winded thrust/swing of the sword itself. The chakra slicer will do 60 damage to the adversary and cannot be lethal, however deactivating Moonlight mode the base form of the blade will always be near lethal if not causing massive limb damage. The base form of the blade cannot cut through jutsu nor defend against them, however has a more damaging output than the Moonlight mode does, meanwhile the Moonlight mode has the viability to counter jutsu thus its attacks cannot be lethal. A ''ultimate attack'' can be performed by readying the Moonlight mode blade for a few seconds more before thrusting/swinging the blade outwards that'll create a S-ranked chakra slicer that'll reach long range and do S-ranked DMG with a regular S-ranked chakra cost.

Declined: Okay, the premise is alright but you cannot have the sheathe created of a material "speculated to be the same element as a Gudodama". I realize it's cosmetic, but it still can't be approved. Just say that the sheathe is made of some black metallic material, and remove references to the truth seeking balls. The abilities are alright, albeit generic. Honestly, as it is, I'd allow you to add another ability or passive to the sword so that it's more unique. Because, as it is now, it doesn't actually do much (though if you really want it that badly, just PM me and I'll remove the Gudodama part and approve this).

(Zanzō Bunshin) - Teleportation Art: Afterimage Clone
Type: Supplementary
Rank: A - S
Range: Medium - Long
Chakra: 40
Damage: N/A
Description: This technique is utilized with the Afterimage technique but doesn't require the user to perform it prior to this one, moving around in a specific area (A ranked: medium range | S ranked: Long range) after performing a series of hand seals: Tiger → Dog → Rat the afterimages will act like static Kage Bunshins with illusion properties. These clones are mere permanent projections of the user's afterimage therefore the user may switch between them at will which will only take mere seconds to perform alongside running; acting like a dodge tactic. This technique is considered Ninjutsu, only performed by Shisui Uchiha but isn't the only shinobi that can use it in battle with the same skill.
➟ 5 afterimages max
➟ Shisui Uchiha bios can make 10 afterimage clones
➟ This technique is susceptible to Dojutsu users, being able to determine the precise position of the user

Declined: The canon after image technique was never released. Customs based on it aren't allowed atm.

(Idainaruken Gekkō) Moonlight Greatsword
Type: Weapon
Rank: S
Range: Short - Long (163 cm, 64 inches in length)
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - 80
Description: '' This sword, one of the rare dragon weapons, came from the tail of Seath the Scaleless, the pale white dragon who betrayed his own."

"Seath is the grandfather of sorcery, and this sword is imbued with his magic, which shall be unleashed as a wave of moonlight."


A sword of magnificent glory, said to have been from the days of old before even the tree of chakra had even emerged from a seed. A era unknown, said to have been inhabited by deities and dragons. Origin unknown to this Greatsword, however was masterly crafted with a careful yet complex design of steel that cannot be stolen. The handle wrapped with a twin dragon design seemingly crafted by black steel alongside the guard that extends both ways towards the sides. Meanwhile the blade design is almost similarly, a twin dragon design that is shaped inwards with a straight sharp fashion to make it viable in battle. In its base form its of black coloration from pommel to tip of the blade; almost of charcoal design if not black steel. When going into its Moonlight mode the pommel up to the guard turns gold then a sudden burst of Celestial like Chakra will develop around the blade to form a more wider and bulky blade made of what would seem to be a solidified Chakra essence. The Moonlight mode's blade is rather questionable in nature, a odd substance that looks similar to that of chakra with a hardened shell; within rests a heavy supply of chakra that makes the blade glow in a teal/celestial coloration.

Abilities​
The Moonlight Greatsword in its base form is a regular greatsword made of black steel with no unique abilities other than being a greatsword in length and fashion. In the Moonlight mode the wielder can eject/project/shoot wave slicers of chakra sharp enough to cut through A-ranked earth techniques or anything of solidarity. These chakra slicers are limited in range, being only able to reach up to medium range and to cast these slicers require a long winded thrust/swing of the sword itself. The chakra slicer will do 60 damage to the adversary and cannot be lethal, however deactivating Moonlight mode the base form of the blade will always be near lethal if not causing massive limb damage. The base form of the blade cannot cut through jutsu nor defend against them, however has a more damaging output than the Moonlight mode does, meanwhile the Moonlight mode has the viability to counter jutsu thus its attacks cannot be lethal. A ''ultimate attack'' can be performed by readying the Moonlight mode blade for a few seconds more before thrusting/swinging the blade outwards that'll create a S-ranked chakra slicer that'll reach long range and do S-ranked DMG with a regular S-ranked chakra cost (S-rank variant can only be used thrice per battle). Furthermore the chakra slicers are of solid nature, although very flexible, being able to transform via shape manipulation once expelled from the blade by performing the Seal of Confrontation.
➟ When in moonlight mode the blade glows brightly which could be used as a light source but not enough to be blinded
➟ Chakra Slicer can be used within succession, interacts neutrally to the basic elements, but costs a move slot upon use



Approved, with edits



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Summoning Animal: Scaleless Dragon / Scaleless Reptile
Scroll Owner: Onii chan
Other Users who have signed contract: None yet
Summoning Boss if existing: Seath the Scaleless
Other Summoning Animals tied to contract: None yet
Description and Background: Seath the Scaleless was made by a immortal identity code named ''Dr. Stein'' within his numerous experiments he breeded himself a scaleless reptile he personally named ''Seath'' to which later famously named ''The Scaleless'' which was later be entitled ''The Betrayer of Dragons'' where he'd help the humans exterminate the majority of his kind all within the age before kaguya. Seath is scaleless, the only one of his reptile kind, because of this his very susceptible to DMG to his body ideally very weak to illness therefore poison release is very effective against him all due to his scaleless body. Although very weak in concept and nature his very fast because of his lack of scales weighing him down similar to that of armor. It is said that although his stature is equal to that of Gamabunta he is equally fast to that of any vipers strike, due to this his able to counter offensives very effectively; when facing other summoning monsters his speed is almost unmatched. His grey due to his soft body with three tails used for standing as a few wing like growths extend outwards from his backside, although it looks like dragon wings within concept its just mere growths due to extensive experiments caused by Dr.Stein. His many ribs can be visibly shown on his chest meaning his very fit physically, with a long neck yet a small head with a wide mouth with sharp teeth. His chakra core or storage is visibly shown from the outside due to his scaleless body, all stored within his crotch or abdomen area; his chakra storage is of great intensity and size, because of this he can perform all the jutsu the summoner knows with a 1000 chakra bank within his 5 post lifespan.
➟ Can only be taught by Onii Chan
➟ Because the CW (Idainaruken Gekkō) Moonlight Greatsword is made from one of his tails Seath can use this weapon with full mastery and can use it with complete skill due to his human like hands
➟ Cannot fly, his wing like growths are mere cosmetic abnormality due to experimentation
➟ His body is very weak to piercing DMG, thus lowering his lifespan limit
➟ Major weakness to poison or illness, thus lowering his lifespan limit
➟ His entitled a Dragon due to his body appearance, however his genetics are a mix of a snake and lizard, although it is merely a scaleless reptile which is a breed within its own right


DNR: major issues seem to blight any chance of this being approved. First, you can't just claim to have had an experiment that resulted in a unique creature, then try to submit a custom summoning contract for it when said creature is already in existence via the . And in any case, this was worded in such a way that it read like an individual contracted animal being submitted inside of the contract submission, which isn't at all feasible. In short, contracts can only be made for extant animals and rarely via permission, those of the mythological kind..


(Idainaruken: Hadō 38) - Moonlight Mode: Path of Destruction 38th Technique
Type: Offensive
Rank: A- S
Range: Short - Long
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - 80
Description: Whilst wielding (Idainaruken Gekkō) Moonlight Greatsword CW within moonlight mode the user will expel a chakra slicer from the blade then after perform the Seal of Confrontation; the chakra slicer will transform into a cage around the combatant thus trapping them inside the solidified chakra square. Then by raising the hand seal directly upwards above their head the chakra cage will then explode, causing DMG to the opponent based on the rank of the slicer.
Note: A ranked variant can only be used thrice per battle, while the S-ranked variant can only be used twice.


Approved, with edits


 
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Goetia

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Katon: Gladsheimr – Fire Release: The Fifth Universe
Type: Offensive / Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-15 per turn)
Damage: 80 (-10 per turn)
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and release it as a mass of ash. The countless particles will tightly pack together and create a gargantuan form. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground. Resembling a large, demonic courtyard and gate, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, 1 meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will constantly radiate heat and cause burn damage to the enemy whilst they are standing on it. However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the original technique e.g. 4 skeletons in a single wave each individually possess B-Rank strength. The final feature of the technique is the largest skeleton, which itself lies dormant when the technique is created. Upon mental command and at the cost of a move, the user may awaken the largest skeleton, allowing it to take part in the battle. Whilst it is active, this skeleton is able to traverse the entire field freely, and gains an extra 10 meters in height. This skeleton, as an A-Rank component of the technique, is able to utilise generic A-Rank blasts, beams, and streams of Fire Release once per turn, in addition to any Fire Release jutsu the user knows up to A-Rank. It possesses the same form of limited sentience as lesser skeletons, but is not capable of exploding by any means, and instead possesses six arms rather than two. Whilst the large skeleton is active, the main structure of the technique can only create up to a maximum of 2 skeletons per turn passively, as opposed to the original 4. The area encompassed by this technique essentially becomes the user’s domain, and as such, they along with their allies are able to traverse and interact with the technique without experiencing the debilitating and harmful effects of the jutsu’s heat, though they are still vulnerable to the explosions and the damage the skeletons can cause. A contingency within the jutsu is that, should an opponent attempt to destroy it before it naturally expires, the entire structure will release a long-range S-Rank explosion, due to the ash being all that prevents the overwhelming heat and fire chakra from erupting forth. Physical contact with other techniques, except for other structures which are made from the ash of this technique, will initiate this explosion, meaning that anybody who is standing atop the structure without adequate defences or means to evade the blast will be killed, or severely injured at least. This ensures that an opponent trapped within the technique is forced to contend with the user and the waves of skeletons for the duration of the technique. Once the jutsu expires naturally, the ash will naturally lose its form and crumble harmlessly, and the user must wait a single turn before using this technique again.

⇒ Lasts 4 turns
⇒ Usable 2x

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Declined

A lot going on here for a single technique. You and your allies wouldn't be inexplicably immune to the effects of the debilitating heat to begin with. I would remove the portion of the technique referencing anything about the radiating heat damage, otherwise you'll have to compromise with damaging yourself over time as well. Highlighted portions are also to be removed entirely.


Raiton: Longinuslanze – Lightning Release: Spear of Destiny
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: This technique is one that follows the example of Kirin, in the sense that the user harnesses natural lightning as a weapon against their foes. It requires a great amount of shape manipulation, as it is not lightning born out of the user’s chakra, and hence harder to control. Similarly to Kirin, a prerequisite of its use is to create thunderclouds in the sky via a long-range Fire Release technique of at least B-Rank strength in the previous turn. Once this is accomplished, the user can call down the present natural lightning to their hand, which will possess a golden color, costing a move slot. Shape manipulation will be utilised to give the lightning the form of a 2 meter spear. The lightning, possessing an aspect of tangibility, will be able to easily clash with, slice and tear through other objects and techniques, based on the S&W of Lightning Release. The user can also throw the spear at a target, and due to its nature as natural lightning, it possesses speed far beyond that of ordinary Lightning jutsu, much like Kirin. It cannot be dodged or defended against by ordinary means, Space-Time or absolute defence Ninjutsu is necessary to ensure one’s survival against it. Being natural lightning, its heat value far exceeds what is typical of standard Lightning Release jutsu, and contact with anyone but the user will result in their body being eviscerated, as the heat and energy of the lightning courses through the target and simply disintegrates it.

⇒ Lasts 3 turns
⇒ Usable 2x


Declined, do not resubmit

Just a different projectile form of the referenced canon technique.


Updating:

Meiton: Kurohitsugi / Dark Release: Black Coffin
Type: Offense/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique is the ultimate pinnacle of Dark usage. Using chakra that has been absorbed from two uses of Inhaling Maw, or Ultimate Inhaling Maw, the user channels all of it into a concentrated orb between the fingers in their hand. Then, the chakra will ripple out as several bolts of condensed, solid dark chakra which will occupy four spots around the enemy in a quadrilateral formation. At which point, the user then manipulates the chakra so that it connects and begins to form a box around the opponent. The formation of the box is quite quick, only taking a moment to complete. Once the box has been created, with the target inside, it will begin to siphon chakra from anything caught inside with extreme power. The force of the suction will cause major physical harm to the opponent, as their body is being violently pulled along with the chakra due to the pressure of the suction. The chakra sapped will be absorbed by the user and immediately converted into Dark chakra. With this property of the box, the target will only be able to use Water and Earth techniques to break the box, as the technique acts as a giant absorption seal. However, it should be noted, that due to the amount of chakra and control required to create the box and employ the suction powers, other techniques cannot be used at the same time, or the jutsu will fail.

Notes

- Can only be used twice per battle
- Must have converted chakra from one use of Ultimate Inhaling Maw, or two uses of Inhaling Maw
- Can only be taught by Rᴜʀūsʜᴜ

‡ Approved ‡
Meiton: Kurohitsugi – Dark Release: Black Coffin
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will channel their Dark Release chakra through the seals on their palms into a concentrated orb, sending the chakra forth as several rippling bolts of condensed, solid dark chakra which will occupy four spots around the enemy in a quadrilateral formation. At which point, the user then manipulates the chakra so that it connects and forms a box around the opponent. The formation of the box is quite quick, only taking a moment to complete. Once the box has been created, with the target inside, it will begin to siphon chakra from anything caught inside with extreme power. The force of the suction will cause major physical harm to the opponent, as their body is being violently pulled along with the chakra due to the pressure of the suction. The chakra sapped will be absorbed by the user and immediately converted into Dark chakra. As the technique acts as a giant absorption seal, it is necessary that the target utilise a sufficiently powered technique to destroy it, following the S&W scheme of Dark Release. The box will remain active for the duration of the turn it is used in, and will continue to siphon chakra directly from the opponent, up to 100 points total.The tangibility of the box means that even if an enemy trapped within is capable of resisting the great amount of force acting on their body, it cannot simply be walked out of, making the use of a sufficiently powered technique necessary to break it.

Notes

⇒ Usable 2x per battle


Update Declined

Add restrictions.


Hadō #92. Kaiten Burēdo / Way of Destruction #92. Revolving Blade
Type: Offensive / Defensive
Rank: S
Range: Short - Mid range
Chakra: 40 (-10 per turn)
Damage: 80
Description: Gathering Dark chakra from their reserves, or by manipulating pre-existing Dark chakra on the field, the user will summon a series of blades composed of solid Dark chakra around their being, which remain anywhere within short-range around the user. These blades will remain stationary around the user, but upon mental command, can be triggered to spin violently around the user at an extremely fast rate, allowing nothing to breach its circumference. The spinning swords will encompass a maximum range of 5 meters around the user whilst spinning constantly, to prevent enemies from getting close and attack from afar whilst limiting close quarters engagement, and will follow the user if they begin to move around the field. Each of these blades can be mentally manipulated freely by the user, allowing single swords to break off from the pattern in order to defend from smaller projectile attacks. Furthermore, the blades can be flung at the opponent at high speeds individually, in groups or as an entire collective. Unless the swords have been destroyed, the user is capable of manipulating them from anywhere on the field, either returning them to their state of surrounding the user, or swarming the enemy with them. Another usage of this technique is to, when a sword(s) is near the opponent, detonate the weapon, releasing a short-range explosion of Dark flames which are equivalent to B-Rank in strength, causing concussive and burn damage.

⇒ No Dark techniques above A-Rank can be used whilst this technique is active
⇒ Lasts 2 turns
⇒ Usable 2 times

□ Approved. Edits made. □
Meiton: Kuroi Ken – Dark Release: Phantom Blade
Type: Offensive / Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10)
Damage: 60
Description: Gathering Dark chakra from their stored reserves, or by manipulation of pre-existing Dark chakra on the field, the user will conjure a series of weapons composed of light blue chakra. Each construct is tangible, and possesses the same absorption capabilities exhibited by Absorption-Type Dark Release jutsu. The creation of a lone construct would be A-Rank in strength, whilst multiple creations would possess a cumulative strength of A-Rank. These constructs range from swords, lances, shields, maces, axes, scepters, throwing stars, and tridents, of various shapes and size. Remaining stationary around the user, at a radius of 5 meters maximum, they can be mentally commanded to violently rotate at high speeds, forming a defensive perimeter. The constructs will naturally follow the user as they travel around the field, allowing the user to move safely and discourage enemies from approaching. The passive mental command exerted over the constructs allows the user to defend from smaller projectiles with individual constructs, or to form a larger defensive wall against a large-scale attack. In terms of attack, the constructs can be sent forth to attack a target(s) in individual numbers or as a collective. Unless the constructs have been destroyed, the user is capable of recalling them from anywhere on the field, allowing the user to establish a sustained offence or defence. Upon impacting a surface, such as a technique or an enemy, the construct(s) in question will release a short-range, concussive blast of flames equivalent to B-Rank strength. In cases of clashing with other techniques, this jutsu will interact with them according to the S&W of Dark Release.

⇒ Lasts 4 turns
⇒ Usable 3x per battle



Update Approved, with edits


 
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Shinta

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( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (15 to maintain)
Damage: N/A (or 80)
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers a long spindle like thread of dense liquid poison. The user is able to choose how many threads for whatever scenario but the number cannot exceed ten (one thread per finger). Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by (Iryō Ninjutsu: Chakra No Ito) - Medical Technique: Chakra Threads.

The threads can be funnelled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponents chakra circulatory system as well as their vascular system. Through this connection the user can pump poison directly into the opponent's body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mould an additional twenty chakra alongside their techniques and if the threads are connected for more than four turns the opponent will lose the ability to mould chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to removed the polluted chakra otherwise it remains in the body circulating through the body.

Alternatively if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S-rank where it merely grants an additional ten damage. Though this has to be a technique that the threads can attach to liquids

Note: Can only be used twice per battle with a two turn cool down
Note: Can only use poison techniques while this technique is being maintained


Approved: edits annotated in pink.


(Kuchiyose: Mizu no Kawasemi Jade) Summoning: The Water Kingfisher Jade
Type: Supplementary
Rank: B
Range: Short Range
Chakra: 20
Damage: 40
Description: After making a blood sacrifice and performing the Snake → Bird hand seals, the summoner will place their hand on the ground or other flat surface, while applying ample pressure and chakra in order to summon Jade. Jade is a moderately large Water Kingfisher with a 1.5 meter wingspan who can not carry humans on her back. She has a short tail and long bill and is coloured oily green above, with white markings on the wings and tail, with a white collar around the neck. Being a Water Kingfisher, Jade has a natural affinity to the water element and is able to perform several water jutsus up to B-rank without hand seals (if any) as listed below. Only the following can be used by Jade as they can be/are released from the users mouth.
Water jutsu usable by Jade:
- Hidding in Mist Jutsu,
- Water Style: Starch Syrup Capture Field,
- Water Release: Water Bullet,
- Water Release: Water Gun,
- Water Release: Water Horn,
- Water Release: Exploding Water Colliding Wave.
Notes:
- Jade remains on the field for 6 turns,
- Jade can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Jade can not carry anyone on her back,
- Each jutsu Jade uses counts towards one of the three usable per turn,
- Jade can be summoned three times per battle with two turns cool down in between each of her summons.

______________
±± Approved ±±

(Kuchiyose: Waraikawasemi no Leach) Summoning: The Kookaburra Leach
Type: Supplementary
Rank: A
Range: Short Range
Chakra: 30
Damage: 60
Description: After making a blood sacrifice and performing the Snake → Ram → Bird hand seals, the summoner will place their hand on the ground or other flat surface, while applying ample pressure and chakra in order to summon Leach. Leach is a Blue-winged Kookaburra who has cream-coloured upper and underparts barred with brownish markings. He has blue wings, brown shoulders and blue rump with a blue tail. Leach is considerably larger than most Kingfishers with a 3 meter wingspan and the capability to carry one human on his back. Leach has an affinity for the Wind element and can perform up to A-rank wind jutsu without hand seals. Leach can only use the following wind jutsus by flapping his wing(s) or by releasing them through his mouth.
Wind jutsu usable by Leach:
By flapping his wing(s);
- Wind Release: Dust Wind Technique,
- Wind Release: Rumbling wind wall,
- Wind Release: Gale Palm,
- Wind Release: Great Vacuum Cannon,
- Wind Release: Gale Surge Technique
By releasing through his mouth:
- Wind Release: Great Vacuum Cannon
- Wind Release: Twister Shot
- Wind Style: Pressure Damage
- Wind Release: Vacuum Sphere
- Wind Release: Vacuum Wave
- Wind Release: Powerful Wind Wave

Leach can also use the Genjutsu Temple of Nirvana Technique
Notes:
- Leach remains on the field for up to 5 turns,
- Leach can carry only one human on his back,
- Leach can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Each jutsu Leach uses counts towards one of the three usable per turn,
- Can only be summoned once per battle.

______________
±± Approved ±±

Updating

(Kuchiyose: Mizu no Kawasemi Jade) Summoning: The Water Kingfisher Jade
Type: Supplementary
Rank: B
Range: Short Range
Chakra: 20
Damage: 40
Description: After making a blood sacrifice and performing the Snake → Bird hand seals, the summoner will place their hand on the ground or other flat surface, while applying ample pressure and chakra in order to summon Jade. Jade is a moderately large Water Kingfisher with a 1.5 meter wingspan who can not carry humans on her back. She has a short tail and long bill and is coloured oily green above, with white markings on the wings and tail, with a white collar around the neck. Being a Water Kingfisher, Jade has a natural affinity to the water element and is able to perform several water jutsus up to B-rank without hand seals.
Notes:
- Jade remains on the field for 6 turns,
- Jade can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Jade can not carry anyone on her back,
- Each jutsu Jade uses counts towards one of the three usable per turn,
- Jade can be summoned three times per battle with two turns cool down in between each of her summons.


Declined: if there were any changes, they weren't bolded.


(Kuchiyose: Waraikawasemi no Leach) Summoning: The Kookaburra Leach
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: After making a blood sacrifice and performing the Snake → Ram → Bird hand seals, the summoner will place their hand on the ground or other flat surface, while applying ample pressure and chakra in order to summon Leach. Leach is a Blue-winged Kookaburra who has cream-coloured upper and underparts barred with brownish markings. He has blue wings, brown shoulders and blue rump with a blue tail. Leach is considerably larger than most Kingfishers with a 3 meter wingspan and the capability to carry one human on his back. Leach has an affinity for the Wind element and can perform up to A-rank wind jutsu without hand seals. Leach performs wind jutsu via releasing from his mouth or by flapping his wings, also being able to substitute his wings in place of a fan for jutsu that require one. Leach can also use the Genjutsu Temple of Nirvana Technique, releasing actual feathers alongside the illusionary feathers of the genjutsu.
Notes:
- Leach remains on the field for up to 4 turns,
- Leach can carry only one human on his back,
- Leach can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Each jutsu Leach uses counts towards one of the three usable per turn,
- Can only be summoned once per battle.


Update Approved: edits annotated in pink.


Kuchiyose: Raikou no Kawasemi Torotoro - Summoning: The Lightning Kingfisher Torotoro
Type: supplementary
Rank: S
Chakra: 40
Damage points: 80
Description: After making a blood sacrifice and performing the Ox → Ram → Snake → Tiger hand seals, the user will place the hand on the ground or facing the ground below them and release there chakra to create the summoning seal, summoning Torotoro. Torotoro is a moderately sized Tree Kingfisher with a 2 meter wingspan that can carry a human on her back. She has a black crown patch, has an orange head and neck with a black nape patch and white throat. Her upper mantle is olive green on the back, blue-green on rump and with a blue tail and her upper wings are dull green-blue with dark olive-black flight feathers. Torotoro has a natural affinity to the Lightning element and is able to perform Lightning jutsu up to S-rank without hand seals by either releasing it from Her mouth, feet or body. She also has an immunity to all B-rank and lower Lightning jutsu which she can extend to Her rider.
Only the following cant be used by Torotoro as they cant be used with Torotoro's body or released from her mouth.

Lightning jutsu not usable by Torotoro:
- (Raiton: Inazuma ken Fudou ) - Lightning Release: Lightning Blades Levitation
- (Raiton: Shichu Shibari) – Lightning Release: Four-Pillar Bind
- (Raiton: Horyu Raika no Jutsu) – Lightning Release: Discharge Lightning Calamity Technique
- (Raiton: Torunedo Raitoningu) - Lightning Release: Tornado Lightning
- (Raiton: Raiton Kage Bunshin) - Lightning Release: Lightning Shadow Clone
- (Chō Biburāto Raitontō) - Super Vibrating Lightning Release Sword
- (Raiton: Shuriken Seigyo no Jutsu) - Lightning Release: Shuriken Control Technique
- (Raiton: Fusei Shuriken Chidori Jutsu ) - Lightning Release: Rigged Shuriken One Thousand Birds Style
- (Raiton: Jūrokuchū Shibari) – Lightning Release: Sixteen-Pillar Bind
- (Chidori Kireme) - One thousand Birds Breaker
- (Chidori Tokkan) - One Thousand Birds Rush
- (Raiton: Raikō Shishi Rendan) - Lightning Release: Lightning Flash Lion Combo
- (Raiton Chidori: Raijin no sakebi ) - Lightning Release One Thousand Chirping Birds: Cry of the Thundergod
- (Raiton: Raikiri Nibai Raikou Jishin) – Lightning Release: Lightning Blade Double Lightning Quake
- (Raiton: Kirin) - Lightning Release: Kirin
- (Raiton: Raiden ) - Lightning Release: Lightning Chain
- (Raiton: Raikiri Nirentotsu ) - Lightning Cutter Two Sequential Crashes
and any character specific lightning attack.
Notes:
- Torotoro remains on the battlefield for four turns,
- Torotoro can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Torotoro can be summoned once
- Torotoro can carry only one human on her back, extending the lightning Immunity to the rider,
- While riding on Torotoro, the rider cannot use earth or wind jutsu as they would interfere with the lightning immunity,
- Each jutsu Torotoro uses counts towards one of the three usable per turn.

______________
±± Approved ±± Editted.
Updating

Kuchiyose: Raikou no Kawasemi Torotoro - Summoning: The Lightning Kingfisher Torotoro
Type: Summoning
Rank: S
Chakra: 40
Damage: 80
Description: After making a blood sacrifice and performing the Ox → Ram → Snake → Tiger hand seals, the user will place the hand on the ground or facing the ground below them and release there chakra to create the summoning seal, summoning Torotoro. Torotoro is a moderately sized Tree Kingfisher with a 2 meter wingspan that can carry a human on her back. She has a black crown patch, has an orange head and neck with a black nape patch and white throat. Her upper mantle is olive green on the back, blue-green on rump and with a blue tail and her upper wings are dull green-blue with dark olive-black flight feathers. Torotoro has a natural affinity to the Lightning element and is able to perform Lightning jutsu up to S-rank without hand seals by either releasing it from Her mouth, feet or body. She also has an immunity to all B-rank and lower Lightning jutsu which she can extend to Her rider while they are riding on Her back. And during this time, twice per battle, Torotoro is able to boost the rank of any lightning jutsu used by her summoner, by one rank up to S-rank. This will remove the lightning immunity for the next turn and prevent Torotoro from using lightning jutsu on the same turn.
Notes:
- Torotoro remains on the battlefield for four turns,
- Torotoro can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Torotoro can be summoned once
- Torotoro can carry only one human on her back, extending the lightning Immunity to the rider,
- While riding on Torotoro, the rider cannot use earth or wind jutsu as they would interfere with the lightning immunity,
- Each jutsu Torotoro uses counts towards one of the three usable per turn.


Update Approved: edits were made.

Also, there's no need to explicitly state it cannot use character-specific moves as that's already a given.

 
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Urda

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(Yōton: Kūfuku Buta) - Lava Style: Hungry Pig
Type: Offensive, Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60 (+20 damage after augmentation)
Description: Yōton: Kūfuku Buta is a ninjutsu the utilize the Lava Element. After performing a single hand seal, lava underground is converted into rubber to create a giant pig head that emerges to the surface (in front of the user) to consume Fire or Wind Release Jutsu. The absorbed Jutsu augments the power of the pig head (that swells) and with another hand seal, it is fired towards the target, where it explodes with a 5-meter blast radius.
Note: Can only absorb B-rank and below Fire and Wind Jutsu.
Note: Only usable by a Dodai Biography

~ Usable 4 Times per battle
~ Only taught by Anubis

Approved
Updating/Revising:

(Yōton: Kūfuku Buta) - Lava Style: Hungry Pig
Type: Offensive, Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60 (+20 damage after augmentation)
Description: Yōton: Kūfuku Buta is a ninjutsu the utilize the Lava Element. After performing a three handseals, lava underground is converted into rubber to create a giant pig head that emerges to the surface (in front of the user) to consume Fire, Water, Wind or Earth jutsu. The absorbed Jutsu augments the power of the pig head (that swells) and with another hand seal, it is fired towards the target, where it explodes with a 5-meter blast radius.

Note: Can only absorb B-rank and below Fire, Water, Wind, and Earth jutsu.
Note: Only usable by custom lava bios with the rubber variant or Dodai bios.


Update Approved: due to wording issues, I just modified the initial CJ a bit instead.


(Yōton: Haipākyapashiti) - Lava Style: Hyper Capacity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 Each Turn to Maintain)
Damage: N/A (+15 boost to Fire, Wind, or Water Jutsu)
Description: Yōton: Haipākyapashiti is a ninjutsu that utilizes the Lava Element to enhance their lung capacity. After concentrating and focusing lava-based chakra to their lungs, the user inhales deeply, bloating the lungs with air to be stored for successive usage later. It activates at the start of the battle and is sustained throughout the fight by continuously fueling it with chakra and breathing in air. It gives the user a tremendous lung capacity to utilize oxygen very effectively while staying active. In addition, it becomes an enhancement for inhalation techniques like Fire, Wind, and Water Release Jutsu that is expelled from the mouth, which is amplified, producing strong gale force winds, powerful fire attacks, or forceful water streams/blast. Moreover, it can constantly keep the lungs filled to allow the user to hold their breath for an extended period of time to survive hostile gaseous mediums or air deficiency such as poison, drowning etc. The limitations of this technique are while you can survive for a long period of time without breathing, you still need air. Therefore, breathing without air only Last 5 Turns. Although the technique is consciously active, if the target strikes the user's lungs, they will release the technique and the user would not be able to reactivate it due to damage. The technique is rendered ineffective against a suction-like technique as it removes the air from the space.
Note: Only usable by a Custom Rubber and Dodai Biography

~ Must be posted at the start of the battle to be active
~ Passive Activation
~ Only taught by Zuras

□ Declined, I don't see how this is viable for what you want it to be. □
(Yōton: Haipākyapashiti) - Lava Style: Hyper Capacity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 Each Turn to Maintain)
Damage: N/A (+10 boost to Fire, Wind, or Water Jutsu)
Descritpion: Yōton: Haipākyapashiti is a ninjutsu that utilizes the Lava Element to boost their Jutsu. The caster concentrates and focuses lava-based chakra to inflate their lungs, increasing their air supply. It grants the caster tremendous lung capacity to store more, larger quantities of Fire, Water, and Wind, which amplify their powers when spewing the nature through the mouth. Alternatively, it can constantly keep the lungs filled to allow the user to hold their breath for an extended period of time to survive hostile gaseous mediums such as poison, drowning etc. Although the technique is continously active, if the target strikes the user's lungs with a powerful Taijutsu (C-rank and above), they will release the technique and the user would not be able to reactivate it due to damage. The technique is rendered ineffective against a suction-like technique as it removes the air from the space. Steam-like Lightning Jutsu can deactive the Jutsu as well.
Note: Only usable by a Custom Rubber and Dodai Biography

~ Last 5 Turns (or cancelled by the user)
~ Only usable 3 Times per battle with a 1-Turn Cool Down
~ Unable to perform S-rank Fire, Wind, or Water Technique while this Technique is active
~ Only able to perform and boost 1 nature a single Turn.

~ Only taught by Zuras


Declined: this still does not appear to be "viable." Despite it having an intended effect of increasing one's lung capacity, the part pertaining to it being able to "store more, larger quantities of Fire, Water, and Wind" is essentially a non sequitur. After all, the vast majority of jutsu that make use of some chakra expenditure will also have a fixed amount; in addition, consider step five on the very first page of this thread.

 
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(Dokuton: Iridari no hōken) Poison Release: Consecration of the Ilidari
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(+10 to keep producing mist )
Damage: 60(-20 to opponent's techniques that originate from the ground )
Description: The user channels poison chakra into their arms or legs and slams their dominant hand onto the ground or stomps their foot upon the ground. If they use their hand they stab their fingers into the ground releasing poison chakra as they manipulate it lacing the ground with a plethora of poisonous substances that encompasses a 5m-25m radius around the user in all directions as well as deep into the ground itself. This can also be done by merely by stomping their foot upon the ground.

The poison chakra creates a deadly poison that combines with the soil on a chemical level rapidly killing off any plant life such as wood, plants, roots, or mushrooms and makes it harder for plant life to grow from the ground. This is because the substances that are created in the ground are a mixture of a deadly insecticide and a hazardous herbicide poisoning plants and creatures indiscriminately. Summoning creatures poisoned in this manner immediately reverse summon, whereas the summons associated with Summoning Ninjutsu Techniques die off rapidly as soon as they are poisoned. Insects and bugs die off just as quickly dying the turn they are exposed to the poison with the potential to kill even Forbidden rank insects that travel in or around the ground.

Additionally, this poison absorbs and restricts the nutrients in the soil, in turn, it changes the soil from a soft loamy quality into a rocky dirt-clod like consistency devoid of moisture and almost acidic in nature. This change in soil makes it harder for plant life to thrive reducing the rank and damage of such techniques by 20 dmg and one rank it also drastically lowers the ph of the soil making the soil acidic to plant life, insects, summons, and people found in the ground, above the ground, and traveling through the ground poisoning them directly. It specifically affects plant nutrient availability by controlling the chemical forms of the nutrients poisoning them directly making the ground itself toxic to the touch allowing it to poison anything or anyone who touches it excluding the user as they are immune to the poisonous effects. This can be used to stop the use of plant, mushroom, or wood like jutsu that originate from the ground as well as make the growing of roots, wood, and plants underground impossible.

This also reduces the power of earth techniques that originate from the ground forcing them to partially crumble and break away when formed thus they lose 20 dmg and one rank. This is because the earth is weakened due to its course weak consistency. This technique also creates a thick sticky, tar-like film of poison on the ground a few inches thick. This slows any person touching it besides the user who can passively send small amounts of chakra to their feet to walk upon the poison. This causes them to lose half of their speed as movements become harder with their feet or any body part in contact with the ground sticking to it like glue.

Once the poison chakra enters the ground it becomes the chemical poison binding to the soil instead of mere poison chakra, thus making it hard to counter as merely using the earth release techniques will not nullify this process. This technique can be used alongside a custom poison to gain the additional effects of said poison creating a toxic ground that slowly over the course of the next 3 turns the poison evaporates slowly. This creates fumes that rise up from the ground from turn 1 until turn 3 when all of the poison has evaporated these fumes have the potential to poison individuals through breathing it in or it touching the pores of the skin. Alternatively, by performing a single hand seal instead of touching the ground the user can release this poison as a gas cloud that fills up Short-Long range with the poison. It is ethereal in nature when used this way able to be seen through.

Notes:
~Can be used three times per battle
~The toxic ground effect lasts for 3 turns per usage
~ Can only be taught by Pyro NB


Declined: to start, clarify the effects of being exposed to this poison CJ on a turn-by-turn level of analysis; in addition, this will not just immediately kill off all manner of things in a single turn. Also, note that insects are immune to the toxic effects of poison. Continuing on, please do elaborate on the pH bits as it can infringe on neither the canon Boil Release nor the Acid Release CE. As for the speed reduction, it's unreasonable for the user to be able to avoid it in the intended way while a foe cannot do the same thing. Lastly, omit the final paragraph as this CJ already has a lot going on.


-----
Springhare summoning approved:
(Springhare āto: Dangan janpu) - Springhare Art: Bullet Jump
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: N/A
Description: This technique has multiple functions all of which use the signer's leg strength and chakra. For the first application the user crouches and channels chakra into the soles of their feet, once a location is picked they spring into action launching themselves to said destination in the blink of an eye. With C-Ranked chakra, the user can jump anywhere within short range, with B-Ranked chakra the user can jump anywhere within mid-range, with A-Ranked chakra the user can jump anywhere within long-range, and with S-Ranked chakra the user can jump from one landmark to the next touching Landmark but severely fatigues the muscles if done. The other way this technique can be used is by releasing bursts of chakra from the feet whilst mid jump creating platforms for auxiliary jumps. This allows the user to maneuver freely and rapidly within a 3m zone(1.5x current speed). This can be combined with a jump but at a cost.

Notes:
~ Must be a signer of Contract
~ D-C 1 turn cooldown before the technique can be used again
~ B-A 2 turn cooldown before the technique can be used again
~ S bypasses the wait limit to enter new Landmark
~ S can only be used outside of battle and causes a 5 turn cooldown
~ When combining auxiliary and regular jump you add a turn cooldown(1 becomes 2 etc.)
~ Can only be taught by Pyro NB


Declined: the user is human and not a springhare. Ergo, this CJ is bereft of any plausibility and restrictions.


-----
(Kuchiyose/Dokuton: Sutikusu kawa) - Summoning/Poison Release: River Styx
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user slams their hands upon the ground or stomps their foot causing a summoning rift to open either along the ground, directly above the opponent, or near their position roughly five meters away. From this rift flows a rushing column of volatile, hot, bubbling red poison able to extend up to twenty meters in height. The torrential column has a short range radius and has enough force to throw an object 10m away scalding it profusely causing second to third-degree burns to a human or a creature.

This poison can be liquid or gas and in either form is extremely flammable being able to be set off by fire, lightning or even explosive tags and makes for a fairly useful opener to combo into with this technique creating a 20m high column of fire and poison if set ablaze. The user is able to open multiple rifts at different angles aiming them in different directions or towards different things but the power is always shared between them with the total potential being split. The rift can also be opened below the opponent if he is in the air.

By adding an additional two hand seals to the technique the user is able to summon massive amounts of weapons alongside the poison inside of it with the potential to slash and cut the targets altering the damage and allowing for additional combinations to be used. The poison has very little bodily effects it only has the potential to cause blisters and burns on the skin and it can cause respiratory problems restricting the use of ninjutsu that requires being breathed or spit out. Additionally, it can be substituted for Med Toxin or the users own custom poison but will still have a flammable nature to it.

Notes:
~Can only be used twice per battle once per turn with one turn cool down
~The user cannot use any other S rank poison release techniques in the same turn
~Can only be taught by Pyro NB



Declined: state a reason for the poison being so hot and set a limit on how many portals there can be.

 
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