Custom Jutsu Submission - III

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Kai NB

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Bracelets of Submission
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 15 - 40 (-5 Per Turn for Pantheon's Armory)
Damage Points: 30 - 80
Description: The Bracelets of Submission are a unique pair of armbands bestowed only to the most worthy and powerful of warriors. The bracelets, created by the patron Hephaestus from remnants of the legendary Shield of Aegis, are were designed to both empower the user's defensive capabilities, while providing additional offensive capabilities. Thanks to their source being one of the most powerful shields in legend, the bracelets have notable abilities. Due the quality of Hephaestus' forging, the bracelets are completely immune to damage, but a single powerful attack (F-Rank) will shatter the bracelets.

Aegis’ Protection — The most obvious capability of the bracelets are to defend from incoming attacks. Whether it be matter or energy based, the bracelets will protect the user by blocking attacks as well as resisting dangerous things like extreme temperatures or shock. This makes it ideal for easily blocking small attacks such as from kunai, or swords. Interestingly, the bracelets can defend from much larger attacks too. By crossing the bracelets together, they can actually form an ethereal chakra shroud of the original shield of Aegis. This extends as a protective wall or chakra shroud around the user's form when blocking from larger attacks and collateral damage. Physical attacks can only be deflected, never redirected back at an enemy. Energy-based attacks are momentarily absorbed but released a moment later in raw form, though it can be expelled out directionally. (Refer to Notes)

Victory Force — A sort of offensive application of the bracelet’s incredible defensive capabilities. Using the super-durable material against itself, the bracelets can create a golden concussive force when struck against one another. The force can be either omnidirectional as a sphere that emanates from the user up to mid-range or as a forward facing wave that can reach up to long-range. The attack is on par with elemental chakra. This is not ninjutsu, but rather high level Tai/Buki jutsu that creates an incredible physical wave. (Refer to Notes)

The Pantheon’s Armory — From the bracelets, the user can passively expel weapons. While drawing it out, the weapons as raw chakra. When fully expelled, it takes on a physical, tangible form. As they are formed from the chakra, they can combat and interact with any chakra-based attacks, whether matter or energy, though they are still as strong as ordinary weapons. However, it can not combat ethereal attacks like spirits or pure natural energy. Only a single weapon can be drawn from the bracelets at a time and per turn, and keeping said weapon in possession takes away constant energy.

Berserker Rage — The most dangerous function of the weapon. Despite it’s already impressive defensive capabilities, the user is actually at their strongest without the weapon. The bracelets act as inhibitors that normally restrain chakra flow in a confined space. However, the removal of the bracelets results in the inhibitors being lifted, forcibly flooding out all the stored chakra back to the user. This results in an surge of chakra that forcibly places the user in a "Bersker Rage". As a result, all other abilities of the bracelets are lost completely. On top of that, the user's chakra flow intensifies, increasing their attacks by a factor of +20 Damage Points, but the state constantly drains 40 chakra points per turn. What's worse is that, even with exceptional chakra control, a user can not manage to maintain a sane states and their sense of reason becomes slowly lost, resulting in more brute and less strategic attacks, basically forcing a constant head-on approach until the job is done. The drain in energy also completely leaves the bracelets inert for the remainder of the battle.​

Note: Berserker Rage lasts 3 turns
Note: Can only be used on Tai/Ken/Buki specialists
Note: Can only use Aegis' Protection OR Victory Force once per turn
Note: Using Aegis' Protection OR Victory Force at above B-Rank level counts as a move and requires a one turn cool down after use
Note: Chakra Cost/Damage Points for Aegis' Protection and Victory Force are equal to the countered technique and amount of chakra put in respectively

□ Declined. Nice CW, just need to know, shall I edit in the fact that the defense can only defend up to S rank, and of course, below? Because your last note says that it is equal to the countered technique in terms of chakra and damage, just wanted to make sure you know its capped at S rank damage of 80 and a defense of S rank. Nothing above that. If that is what you intended, VM me or send me a message on Discord. Rest of the CW is fine, and Beserker Rage also needs a limit of 1 or 2 uses (If 2 uses, then lasts 2 turns with a breather between uses). □
Bracelets of Submission
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 15 - 40 (-5 Per Turn for Pantheon's Armory)
Damage Points: 30 - 80
Description: The Bracelets of Submission are a unique pair of armbands bestowed only to the most worthy and powerful of warriors. The bracelets, created by the patron Hephaestus from remnants of the legendary Shield of Aegis, are were designed to both empower the user's defensive capabilities, while providing additional offensive capabilities. Thanks to their source being one of the most powerful shields in legend, the bracelets have notable abilities. Due the quality of Hephaestus' forging, each of the bracelets are completely immune to damage, but a single powerful attack (F-Rank) will shatter the bracelets.

Aegis’ Protection — The most obvious capability of the bracelets are to defend from incoming attacks. Whether it be matter or energy based, the bracelets will protect the user by blocking attacks as well as resisting dangerous things like extreme temperatures or shock. This makes it ideal for easily blocking small attacks such as from kunai, or swords. Interestingly, the bracelets can defend from much larger attacks too. By crossing the bracelets together, they can actually form an ethereal chakra shroud of the original shield of Aegis. This extends as a protective wall or chakra shroud around the user's form when blocking from larger attacks and collateral damage. Physical attacks can only be deflected, never redirected back at an enemy. Energy-based attacks are momentarily absorbed but released a moment later in raw form, though it can be expelled out directionally. Defense up to S-Rank or 80 Damage Points (Refer to Notes)

Victory Force — A sort of offensive application of the bracelet’s incredible defensive capabilities. Using the super-durable material against itself, the bracelets can create a golden concussive force when struck against one another. The force can be either omnidirectional as a sphere that emanates from the user up to mid-range or as a forward facing wave that can reach up to long-range. The attack is on par with elemental chakra. This is not ninjutsu, but rather high level Tai/Buki jutsu that creates an incredible physical wave. Offense up to S-Rank or 80 Damage Points (Refer to Notes)

The Pantheon’s Armory — From the bracelets, the user can passively expel weapons. While drawing it out, the weapons as raw chakra. When fully expelled, it takes on a physical, tangible form. As they are formed from the chakra, they can combat and interact with any chakra-based attacks, whether matter or energy, though they are still as strong as ordinary weapons. However, it can not combat ethereal attacks like spirits or pure natural energy. Only a single weapon can be drawn from the bracelets at a time and per turn, and keeping said weapon in possession takes away constant energy.

Berserker Rage — The most dangerous function of the weapon. Despite it’s already impressive defensive capabilities, the user is actually at their strongest without the weapon. The bracelets act as inhibitors that normally restrain chakra flow in a confined space. However, the removal of the bracelets results in the inhibitors being lifted, forcibly flooding out all the stored chakra back to the user. This results in an surge of chakra that forcibly places the user in a "Bersker Rage". As a result, all other abilities of the bracelets are lost completely. On top of that, the user's chakra flow intensifies, increasing their attacks by a factor of +20 Damage Points, but the state constantly drains 40 chakra points per turn. What's worse is that, even with exceptional chakra control, a user can not manage to maintain a sane states and their sense of reason becomes slowly lost, resulting in more brute and less strategic attacks, basically forcing a constant head-on approach until the job is done. The drain in energy also completely leaves the bracelets inert for the remainder of the battle.​

Note: Can only be used on Tai/Ken/Buki specialists
Note: Berserker Rage lasts 3 turns and can only be used once
Note: Can only use Aegis' Protection OR Victory Force once per turn
Note: Using Aegis' Protection OR Victory Force at above B-Rank level counts as a move and requires a one turn cool down after use
Note: Chakra Cost/Damage Points for Aegis' Protection and Victory Force are equal to the countered technique and amount of chakra put in respectively

❦Approved.❦
(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] Due to the high level of chakra control, this is makes the coating on par with Element Ninjutsu of the same rank. Also, as this a mere application of charka manipulation, and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) RejectionAfter the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) AcceptanceAfter the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, etc. Additionally, it can also be used more precisely to have buried objects placed below a surface rise to the top and be extracted. This can be used to remove blades stuck inside the user's body or to pull away specific objects hidden in a pile. This can also be used against chakra based Ninjutsu, allowing the user to literally pull the chakra out of a technique. For example, the user can pull the chakra from an earth wall, causing it to crumble. However, the user must use the same amount of chakra as the opposing technique to cancel it out. This does not allow the user to absorb chakra however, merely expel it out. The rate at which chakra is expelled is not entirely quick, which makes it so this technique can only effectively be used on stationary attacks relative to the user and ineffective to head-on projectiles or streams.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu

Declined: This goes beyond the realms of an update, it’s an entirely new technique. Also, the fact that the chakra control is precise wouldn’t make this neutral to elemental techniques, as there’s no advanced manipulation of shape (like Rasengan or Rotation). And, finally, this technique reads a LOT like a Gentle Fist tech.
(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, etc. Additionally, it can also be used more precisely to have buried objects placed below a surface rise to the top and be extracted. This can be used to remove blades stuck inside the user's body or to pull away specific objects hidden in a pile. This can also be used against chakra based Ninjutsu, allowing the user to literally pull the chakra out of a technique. For example, the user can pull the chakra from an earth wall, causing it to crumble. However, the user must use the same amount of chakra as the opposing technique to cancel it out. This does not allow the user to absorb chakra however, merely expel it out. The rate at which chakra is expelled is not entirely quick, which makes it so this technique can only effectively be used on stationary attacks relative to the user and ineffective to head-on projectiles or streams.​

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu

❦Declined. I debated this a bit since I love the idea, but I don't think the part about pulling out chakra is gonna fly. You'd need an ability beyond simple chakra control to remove chakra from other objects like this, such as chakra absorption, Fuuinjutsu, or straight up a Hyuga bio. I'm fine with you "peeling" away at things like armors and flesh through release of chakra during strikes, so the second half of this can stay. First half is fine. I should also note that this wouldn't be able to pull something that's deep underground out or items that are unable to be removed from the wielder's person because of a special ability.❦
 
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Vegeta

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( Katon Kenjutsu - Shakunetsu no u~ēbu ) - Fire Style Sword technique - Scorching Wave
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: N/A (Chakra used from related techniques applies)
Damage: 40-80
Description: After using Fire Release: Scorching Rage/Berserker/Demoniac the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden chakra into a slicing wave of fire short range in length and solid enough to cut, able to hit targets Long range away. Can also be used to defend/attack from attacks of equal rank or lower with-in reason following S/W. The blade's fiery aura would reflect the strength of which jutsu was active when used. In addition, the fiery aura can be drawn onto a weapon upon creation instead of forming around the user allowing this to be created passively in the same time frame as the technique used to power this jutsu(projectile slash will still count as an active usage).
-Notes-
- Lasts for the duration of which technique was active when used and ends when it would have, and would cost equal chakra to maintain and follows the same restrictions as the technique used before activation (Rage/Berserker/Demoniac)
-If using S ranked version, the duration before Scorching Rage could be used again is increased by 1 turn
- If used for A rank, No fire jutsu above S rank in the following turn, if used for S rank, no fire jutsu above A rank in the following turn


❦Approved, edited back in those restrictions that were added last time with other edits in bold.❦

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resub:
(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 second turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura, it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp as the golden fiery chakra aura grows outwards and upwards 2 more meters, surrounding the user to 2 1/2 meters around/above, it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun just nowhere near as intense, and will hinder their vision for one turn. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters.
-Notes-
- Lasts 3 turns
- Can only be used 3 times per battle
- Scorching Rage can not be used again for 2 turns
- Can be activated in the same time frame as Scorching Berserker passively, however doing so will make the aura last 1 turn less and also increase the time till Scorching Rage can be used by 1 turn
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.
- Must be taught by Vegeta
- Firing off the fireballs or stream will use up the entirety of the cloak/aura

❦Approved, like above, edited in back a restriction from previous version.❦
 
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Jᴀʏ

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(Same Kuchiyose: Gustaf) - Snake Summoning: Gustaf
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: A simple yet incredibly powerful summons: Gustaf is a relatively ordinary sized snake, with two blue streaks on his left and right side. Gustaf is a lightning specialist capable of utilizing any S rank and below lightning technique the user knows. Additionally, Gustaf is capable of transforming his body into a paper thin coating, Gustaf will then wrap himself around the summoner, essentially merging with the user. Aesthetically it will appear has though the user themselves has scales. These "scales" emit an electrical field capable of passively defending A rank and below techniques in accordance with Raiton's strength and weaknesses. The initial merging requires a move-slot, but lasts indefinitely afterwards.

Note: There cannot be any summons on the field, in order to summon Gustaf. Lasts four turns. Can only be taught by Jᴀʏ

❦ Declined. I like this, but it needs a few more restrictions for an S-ranked summon. Gustaf can only be summoned once, the merging lasts as long as Gustaf does, and you're gonna need more restrictions to passively destroy A-rank and below and potentially S-rank when including certain weaknesses. Maybe limit what kind of jutsu you can use or something, otherwise I'm gonna have limit this to B-rank passively with some type of active usage A-rank and up with just these restrictions❦

(Fuuinjutsu: Kavacha, Katorīna no Yoroi) - Kavacha, Armor of Katrina
Type: Defensive/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Armor of Katrina is a technique that takes a unique take on most Barrier Ninjutsu and Fuuinjutsu, while defensive in nature it also retains some offensive purposes. After concentrating their chakra, the user will use their chakra to cover the entirety of their body. This chakra condenses and conjures a skin-tight, light violet barrier that does not impede on their movement in any fashion. On this barrier on would be five different types of seal littered across their person. Each seal would be a representative for the five basic elements, fire, water, wind, lightning, and earth. The armor remains dormant until hit with an elemental technique that includes one of the five mentioned previously. Once hit, dependent on what chakra nature interacted with the barrier, one of the seals will activate. This armor works in correspondence with the enemies' chakra, their elemental signature will cause for a seal that represents the opposite chakra nature (ex, a fire technique interacting with the barrier would cause for the water seal to activate) to activate and not only nullify the attack in question, but to replicate it and send it back. Though each of these replications, depending on their nature come with a unique ability. The water seal releases water obscured by a thick mist that acts in a parasitic fashion. This mist is capable of leeching on the chakra of anything it comes in contact with, decreasing it's durability and strength by twenty damage. The lightning seal releases lightning much brighter than it's regular counterparts, looking at it directly will cause for blindness for a single turn. The fire seal releases ash similar to the Ash Burning Pile technique, this ash is capable of concealing the user's position and should enemies enter the ash they will suffer twenty damage per turn while in the smog. The wind seal releases a burst of wind, that after being released surrounds the user's body, at any point during the battle the user is capable of utilizing this wind in order to redirect A rank and below techniques directly back towards enemies. Lastly the earth seal is capable of releasing a thick mud capable of absorbing the enemy technique, empowering the user's next technique by 1 rank or 20 DMG.

Note: All the seals rely on their respective strengths and weaknesses, individual seals are instantly and passively activated however the initial activation requires a move-slot. A seal can be active for a maximum of three turns, at which point there is a two turn cool-down before reuse.

❦ Pending. I'm not sure about this one yet, seems like a bunch of different customs tacked together, including ideas that have been done before. I'll talk with the others about it and should get back to it ASAP ❦

(Futon: Wāmuhōru) — Wind Release: Wormhole
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Wormhole is a rather unique wind technique similar to that of the "Lightning Blades Levitation" technique, while launching a technique or weapon the user will veil their wind chakra over it. This can be performed for techniques expelled from one's mouth, launched from one's hands or spawned on the field. Simply through the addition of a single hand-seal, the user will veil their wind chakra over said entity, this chakra will initially be invisible and dormant and upon reaching a certain distance the user can click their teeth activating the chakra (or choose to activate it the instant it is created). The activation will enable the user to propel the technique, boosting it's speed and altering it's trajectory in order to around an enemies counter, or simply fool the opponent into launching a technique in a certain direction. The user can choose to redirect the affected entity in whichever direction they please, and can continue to change the direction as long as the affected technique is not destroyed. This technique basically enables the user to manipulate entirely not only the trajectory of the technique, but how this technique moves. The user is essentially telekinetic-ally controlling it, this jutsu can be applied to an allies weapons/jutsu as well, and the wind in no way contributes to the techniques overall power, it simply serves to propel it giving the applied technique a +5 level boost in regards to the user's speed. The wind veil in no way is able to alter the malleability of a technique, meaning in the case of something like a rising earth pillar, the wind veil will be unable to direct it's trajectory. This does not mean this technique is unsuitable for all earth techniques (earth projectiles can be redirected/boosted). This technique works best on projectiles/streams/blasts.

Note: This technique can be used a maximum of four times per battle. Technique can be applied to any basic element (KG/HA/AE/CE as well) as long as it works logically. Can only be taught by Jay.

❦ Declined. The +5 thing is unfortunately gonna be a no(Asked other mods about it). Wind doesn't really have the ability to amplify the speed of things like this. While just a B-rank, this thing has no real restrictions. Add something minor, and you're good otherwise❦

(Fuuinjutsu: Shifuto Shio) - Shifting Tides
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Shifting Tides is an advanced fuuinjutsu technique that is to be used in conjunction with another technique, be it elemental, or basic ninjutsu anything that requires chakra. By adding an extra to seal to an existing set, the user will focus their chakra around an attack, or defense. This chakra solidifies itself into an extremely malleable barrier capable of taking on any shape the user desires. The barrier, when first formed is invisible, and can only be seen when the user applies one of the functions of this technique. As a result of this shift, the technique encased by this barrier can do one of two things. The first would be to condense it's shape and size. An example of this would be condensing a colossal fireball, into an single arrow composed of the flames. This allows the encased moved to be come more compressed and focused, giving it a rank in strength and durability at the cost of it's area of effect. The second usage would be to expand it, allowing it to cover ground at the cost of a single rank, in this case the user could transform a blast of water into a tidal wave.

Note: This technique can only be used a maximum of for times per battle. This technique can be used in the same time-frame as the technique being empowered however, it will still consume a move-slot.

❦Declined. Are you trying to say that this increases the power of a jutsu by one rank when you decrease its size and decreases the power of a technique by one rank when increasing its size? I'm fine with the concept of the former, but I'ma need you to explicitly state that instead of trying to use slick wording. As for the latter, how would you increase the area of a technique beyond its normal volume by putting a barrier around it? If you have enough water for a blast the size of a person, you wouldn't be able to stretch that out into a tidal wave just because you put a barrier around it, you'd need to actually add more material, so that portion doesn't make any logical sense.❦

(Fuuinjutsu: Burakkusandā) - Sealing Arts: Black Thunder
Type: Defensive/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Black Thunder is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Hiding in Camouflage". The user upon using an offensive or even a defensive technique, will simultaneously lace this jutsu in a seal with the kanji for hide. The technique will than seemingly disappear, when in reality the seal simply manipulates how light is reflected around the jutsu, the seal also effectively erases the techniques shadow and scent, exactly like that of the Hiding in Camouflage jutsu. This technique can be initiated just as the offensive of defensive technique is being formed so as to not leave any moment in time where the technique being utilized is visible. The technique despite being invisible will still retain all of it's properties, such as audibility, and after coming in contact with an enemy technique or jutsu will become visible.

Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn


❦Approved, edits made.❦
 
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Lord of Kaos

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New Cycle: 24/04/2018 - 01/05/2018

RULES
1. Submit your Customs 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 Customs 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 custom 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.
 

Skorm

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(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

(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, Yamanaka, spiritual techniques). Half of the users consciousness will lie dormant and sealed inside the Flux-earring and respond to the user's will when foreign chakra is influencing the user. In other words, it's purpose is giving the user the opportunity to swap their affected consciousness with the one lying dormant in the earring. Doing this spends one move and makes the wielder to bypass any genjutsu and mind-altering technique. After swapping, the user becomes unable to break genjutsu above B-rank for 3 turns. The swap can only be used once per battle.


[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, and Yamanaka by either one rank(up to S rank) or +20 damage passively. If the user is to have these passive traits of Truth, they need to specialise in genjutsu to have the damage boost included to them. The Yamanaka will always have the boost active for their hidden abilities.
Note: The powers of Truth are passive and doesn't need a move to activate. However, Flux counts as a move to activate.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Because of the user splitting their consciousness in 2 for Flux, their individual power is weaker and thus, the user is incapable of multi-casting genjutsu within the same time frame.

☷ Approved /w Edits ☷
Flux can be used once per battle, but it is essentially your "get out of jail free" card for ridiculous high tier genjutsu, so be mindful of that use. Truth won't affect Yin Release, jutsu are already too powerful as it is. Drawback from everything is that you cannot use multi-casting within the same timeframe because of the earrings.

(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will focus their typhoon chakra to create an invisible barrier around them made out of pure typhoon chakra. The barrier is shaped around the user and is 1mm thick but extremely dense. The purpose of the barrier is to create an absolute defense against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can withstand. The barrier is self-repairing and if breached will patch itself together passively with the cost of extra chakra. The biggest downside with the barrier is that the user cannot perform elemental ninjutsu other than wind and typhoon although regular ninjutsu, genjutsu and non-elemental ninjutsu is not affected. Two other rather unique features with the barrier is that it can make the user invisible to the naked eye as well, just like typhoon and wind being able to refract light. This costs a move though. The other feature is that the barrier can make the user very light, infact light enough to make the user able to fly in the air. This, however has proven to be very difficult and requires extra focus and restricts the user from performing ninjutsu overall. The point of the "flight mode" is to avoid ground-based techniques, out-live a very dangerous mode or just retreat from a battle. Unlike other techniques that let's the user fly, the Aeronout doesn't make the user necessarily light himself/herself but removes air-resistance and uses the typhoon chakra to propeller themselves upwards. When the user is back on the ground, they are retaining their abilities to use wind/typhoon or other non-elemental ninjutsu while keeping the Aeronout active. The flight-speed is reaching as far as twice as fast as the users running speed.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.


Declined

Awesome idea, awesome name. A little too much going on with it however. Remove the highlighted portions; the invisibility and regenerating part isn't going to fly. Other than that, it's good to go.


(Taiton: Arashi no Kokoro) Typhoon Style: Storm Heart
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10/turn)
Damage: 80(+20 to kenjutsu)
Description: The user will focus their typhoon chakra to create an invisible barrier around any physical object that they touch. This barrier will make the object weightless, invisible and able to withstand anything that S-rank typhoon chakra can withstand. If the user would slap their hands on the ground and use the technique, they could coat the ground around them with typhoon chakra and thus forming a "minefield". The chakra will respond very aggressively in both scenarios when foreign chakra or physical contact is happening. On impact, the typhoon chakra will expand and create a huge typhoon that deals blunt damage (80) to anything that touches it besides the user of the technique. It can be used to coat weapons, kunais or other structures around the user to give it these properties. When used on blunt weapons or swords, their strength is increased and kenjutsu techniques gains an additional +20 damage due to the fact the weapon becomes so much lighter and easier to handle. The user cannot coat themselves with the technique though.
Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.


Declined

Typhoon release doesn't provide for some of the effects that you're claiming it does in your recent submissions (weightlessness and invisibility). This also doesn't need to be S rank, and seems to be two separate concepts for techniques combined into one (the minefield bit and the object coating are unrelated). Decide how you want to proceed; either go with the concept of coating objects, or the other bit. If the former, it'll be A rank at most, and if the latter, hand seals will be needed.



(Taiton: Kōri no Taifū) Typhoon Style: Ice Typhoon
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10/turn)
Damage: 80
Description: The user will summon a huge typhoon from a large water source after performing three hand seals and use the freezing capabilities of wind to create microscopic ice patterns in the air that it affects. The typhoon will have a temperature of -50 degrees and being caught inside the storm will result in death within two turns. The first turn will result in major frostbite. The ice particles that are wrapped up in the typhoon will also create cutting wounds, along with any debris that is caught inside of it. As the temperature is so dropped, everything will move much slower and running speeds are directly affected by the cold. This results in everyone caught in the storm is limited to walking-speed at max while they will try to counter it. The user themselves are in the eye of the storm, unaffected by the cold and cutting forces of the ice typhoon. They can maintain the typhoon for 3 turns but in the same instance are unable to utilise any ninjutsu other than typhoon and wind as the ice typhoon is taking a large toll to maintain. In the storm, elemental jutsu is also affected by the cold. Water techniques will freeze instantly and lightning techniques are just nullified of the winds intensity. The ice typhoon requires a watersource before use or can be used in conjunction with a large-scale water jutsu. All effects of the ice typhoon are nullified in the eye of the storm, regardless of if you're the user of the technique or not.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.


Approved, with edits



 
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Bloo

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(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. □
(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 and because of this the opponet will feel a huge amount of pressure around the wound before it is forced open. This technique can enlarge a wound up to three times its size.

- Usable twice
- Two turn wait between uses.

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Pretty wild technique lol, a trigger for something like this would require physical contact with the opponent.

(Sode no Shirayuki) - Sleeved White Snow
Type: Puppet
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
This puppet is made of pale wood, has pale lavender hair, which is partially tied up in the back in a long bun and falls behind her shoulders while a strand falls between her eyes, and is parted on the left side of her head by a blue, star-shaped hair clip. She wears a white kimono with large sleeves and a long hem, and has a pale yellow-green obi wrapped around her waist which is attached to a large, pale purple bow on her back. As a puppet Sode no Shirayuki has many compartments that hold various weapons and ninja tools.

Icy Maiden - Sode no Shirayuki is surrounded by a chilling aura short range all around her. This causes all weaker, C rank and below, water justu to instantly freeze. This version isn't strong enough to affect living creatures other than giving them a slight chill. Sode no Shirayuki can also increase this effect to a much greater scale. This more powerful version can freeze up to A rank water jutsu but still only affects short range around her.

Ice Cannons - In each palm Sode no Shirayuki has two tubes much like Sasori. From her left palm, she can unleash a stream of icy wind, this wind is highly pressurized and carries a myriad amount of tiny sharp pieces of ice. From her right palm, she can shoot out three meter long icicles. The icicles are shot out with enough speed that they can pierce solid objects with ease. Both of these attacks reach up to mid range.

- A rank version of Icy Maiden counts as a move and is usable twice.
- Icy stream is B rank, usable three times and counts as a move
- Icicles is A rank, usable twice and counts as a move.
- This puppet can only be used by Ice users.

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Priest

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Removed Soul protect and added surge since its related to Em’s spiritual abilities.
Added several restrictions too


The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: N/A
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
The Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. The user who has Jugo's dna and constantly saturated with natural energy would now have double the infusion due to those from Ar and Em. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. The user's taijutsu gains +20 damage. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns. Having used Sake Kata, one would be unable to perform above A-rank taijutsu the next turn.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy(20 per turn), gotten from the passive absorption of natural energy via Jugo’s DNA and convert them to refined sage chakra, storing it within itself and may be added when the user enters sage mode. Alternatively instead of adding it to sage chakra pool, 20 chakra points can be deducted from Em to boost any ninjutsu technique of the user by one rank or +20 for S-rank and above. This can only be done once in two turns. Once the user initiates sage mode however, sage chakra conversion could not be used to add sage chakra to the user again, however, the converted chakra could still boost ninjutsu. Conversion leeches 5 chakra per turn from the user's native chakra. Should the user absorb foreign chakra from an enemy, instead of going directly into the user, Em stores it. While the chakra is within Em, half of it would be corrupted, converted to sage chakra while the other half would remain normal chakra which can be collected into the user's innate chakra at any time. For example, if 50 chakra is absorbed, 25 would remain in Em as sage chakra while 25 would be absorbed into the user. Actively, Em can be used to break genjutsu up-to S-rank once every two turns. Instead of channelling the chakra to boost a ninjutsu, the chakra can be actively channelled into the chakra system, acting as a surge to free one from genjutsu and the likes. This would take a move slot though can be used in the same timeframe as another jutsu since the user is not directly using his chakra for the surge.

NOTE
Sage Kata and Surge are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would siphon their entire chakra and lastly, petrify them.

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Declined ☪​
Between the two bracelets, this one custom weapon provides the following: Passively doubles your speed and reaction time, increases taijutsu damage +20, and literally everything listed under Em barring the last two sentences are suggested to be a passive abilities. You can see what L was referring to in his previous check; it wasn't just for a lack of restrictions. Having two items doesn't mean you can have this many abilities between the two of them, this is still one custom weapon at the end of the day. Pick one passive to keep from each bracelet and remove the rest of the passives. We'll go from there.


Removed Taijutsu Boost, Removed the second passives of Em too.


The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
The Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns twice per battle. Having used Sake Kata, one would be unable to perform above A-rank taijutsu the next turn.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy (10 per turn), gotten from the passive absorption of natural energy via Jugo’s DNA and convert them to refined sage chakra, storing it within itself and may be added when the user enters sage mode. Once the user initiates sage mode however, sage chakra conversion could not be used to add sage chakra to the user again. Conversion leeches 5 chakra per turn from the user's native chakra. Actively, Em can be used to break genjutsu up-to S-rank once every two turns twice per battle. Instead of channeling the chakra to boost a ninjutsu, the chakra can be actively channeled into the chakra system, acting as a surge to free one from genjutsu. This would take a move slot though can be used in the same timeframe as another jutsu since the user is not directly using his chakra for the surge.

NOTE
Sage Kata and Surge are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would petrify them.

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Approved, with edits






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. □

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". 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. i.e: 30% Max for imperfect sages, 40% Max for perfect sages etc. Just like the default. 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 counts as a move, releasing the seal takes a move slot but can be used in the same timeframe as another jutsu. Usable 2x per battle, with a 2 turn break in between.
Must be a medical ninja to use

□ Approved. Edits made. □

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 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. □
Removed the "jutsu taking the strength of sage jutsu"
Removed the no handseals
Increased the amount to fuel the jutsu to double every four turns.



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. 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.
- Techniques used from the user's form counts as moves as normal, except the technique itself states otherwise.
- 2x per battle
- Lasts while the user has chakra to fuel the jutsu though the cost of sustenance of the form doubles every 4 turns
- 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. I don't think you got it the last time, the part of Jugo's cells enhancing the techniques being done through you, whether coupled with Sage chakra or not, still retains the +20 damage to overcome, which was the initial issue. Getting the passive tools formation and reformation approved is already a bit tough, but to push in the added damage, and basically make it impossible to sense you, and use Snake techniques through you, makes it a bit more difficult to rectify and approve. This technique can be split into alone standing techniques, it's still trying too much. □
 
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Zatanna

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Kaiten suru Hanabira | Rotating Petals
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (+10 per turn)
Damage: 60
Description:
Using the ability to manipulate paper within short range of oneself, the user will release paper from their body and begin rotating it around themselves in a whirlwind like style. This paper will cut and slice anyone walking through it, or protecting from projectiles etc. The user is able to actively expand the jutsu up to long range creating a rotating shredding wall of paper which ends the jutsu.
This jutsu can be kept active taking up one move slot and 10 chakra per turn, however restricting the user to only paper jutsu.
Notes:
Keeping it active requires 10 chakar per turn and costs one moveslot per turn
Expanding it out to long range costs a moveslot and ends the jutsu.
Can only be sustained for two turns at a time.



Approved, with edits




Futon: Ryuu ga waga teki wo kurau | Wind Release: Dragon Eat my enemies
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: N/A
Damage: 80
Description:
The user forms two seals and gathers up wind chakra into their dominant arm. Punching forward, the wind chakra is released and shaped into two serpentine dragons that rotate around each other as they travel forward. With a wave of the users hand, they can control the trajectory of the dragons.
Notes:
No Futon same turn
Cannot be used again for 2 turns.


Declined
This has been done before.


 
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Kai NB

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(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away.

(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, etc. Additionally, it can also be used more precisely to have buried objects placed below a surface rise to the top and be extracted. This can be used to remove blades stuck inside the user's body or to pull away specific objects hidden in a pile. This can also be used against chakra based Ninjutsu, allowing the user to literally pull the chakra out of a technique. For example, the user can pull the chakra from an earth wall, causing it to crumble. However, the user must use the same amount of chakra as the opposing technique to cancel it out. This does not allow the user to absorb chakra however, merely expel it out. The rate at which chakra is expelled is not entirely quick, which makes it so this technique can only effectively be used on stationary attacks relative to the user and ineffective to head-on projectiles or streams.​

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu
❦Declined. I debated this a bit since I love the idea, but I don't think the part about pulling out chakra is gonna fly. You'd need an ability beyond simple chakra control to remove chakra from other objects like this, such as chakra absorption, Fuuinjutsu, or straight up a Hyuga bio. I'm fine with you "peeling" away at things like armors and flesh through release of chakra during strikes, so the second half of this can stay. First half is fine. I should also note that this wouldn't be able to pull something that's deep underground out or items that are unable to be removed from the wielder's person because of a special ability.❦
(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, pull away specific objects hidden in a pile, etc. Against chakra based Ninjutsu, the user can use this to mold the shape of the Ninjutsu like clay. For example, the user can hold the chakra in an earth wall and mold it to create an opening, make shapes out of it small projectiles, or split a head-on projectile or stream to break apart around them. [SUP][ ][ ][ ][/SUP] The degree to which a user can mold Ninjutsu is dependent on their output of chakra. In order to have the molded ninjutsu retain it's shape even after the user is out of range, the user must overpower it. Merely matching the same strength/rank will only allow the user to mold the technique while in range, and have it's shape revert back to normal once out of range.

Only ninja with access to the Chakra Transfer Technique (Hyuga, Canon Bios, etc.) are able to take each of these two maneuvers further by literally expelling out the chakra from the target. This means they can use "Rejection" and "Acceptance" to dissipate or weaken an attack by respectively pushing or pulling out the chakra inside of it and use. For example, the user can pull the chakra from an earth wall, causing it to crumble. The amount of chakra expelled from the target is equal to the chakra used in this technique following S/W.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu

⛧Approved.⛧
 
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Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the userThis technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as the user can sprint or faster depending on the time of day (being twice as fast at dusk and dawn). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 3 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.

Jiton - Jihikō | Magnet Release - Magnetic Flight
Type:
Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20 (+10 per turn)
Damage: N/A
Description: Using the Magnet Release chakra and a half-tiger seal the user produces a repulsive force between the user and the earth's natural magnetic field. By controlling these forces, the user is able to achieve flight allowing them to go very long distances at varying speed for long amounts of time when traveling. In battle, the user is restricted to short intervals due to the amount of concentration and chakra required to maintain the technique.
Note:
-Last a max of 3 turns.
-Usable twice per battle, must wait two turns between usage
-Only usable by Magnet Release specialists.


Declined: the core concept of this has been DNR by Scorps in the past. And for the particulars of a magnet release move to be altered, contact with a medium must be maintained. In short, sustained flight isn't actually going to fly.


Jiton - Jiryoku no Tate | Magnet Release - Shield of Magnetism
Type:
Defensive/Supplmentary
Rank: B/A/S
Range: Short/Mid/Long
Chakra: Dependent on Rank (passive drains -5 chakra per turn)
Damage: N/A
Description: This technique is applied to the user bio, or posted at the beginning of a battle and has a passive and active effect. Those who have the ability to use the Magnet Release will constantly exude a small magnetic field around them due to the special quality of their chakra. This field surrounds the user like a barrier and is constantly active as long as the user has chakra. That being said, by consciously manipulating the magnetic field composing the barrier, the user can change both its shape and density to increase its defensive output. Due to the density of the magnetic field produced, the user will be protected from harm automatically. The barrier can repel physical attacks, such as taijutsu, as well as weaponry, and — with a change in magnetic charge depending on the situation — is completely resistant to both other forms of magnetic techniques, as well as electrical maneuvers below B-rank. This technique also will apply a magnetic charge to the user's own weaponry when thrown allowing them to be controlled after being thrown through the usage of other Magnet Release techniques. By controlling the barrier with their hands, therefore willingly, the user can strengthen a certain area of the shield to reinforce it. With further added chakra the barrier can be expanded to protect large areas and can be used to defend the user against several things. This large scale variation cannot be maintained long, however, due to increased chakra consumption. The true danger in this ability, however, lies in its secondary trait. Anything or anyone who directly comes into contact with the barrier becomes magnetized, thereby leaving them open to a counter attack from the user's arsenal of magnetic techniques.
Note:
-The passive application can only resist up to B-rank techniques, the user will need to apply more chakra to defend against higher-ranked techniques counting towards the user's move count.
-Only usable by Magnet Release specialists.
-S rank version only usable once per battle reaching to long range.
-A rank version usable two times per battle reaching to mid range.


Auto-Declined: please conclude your magnet release training before submitting CJ for the field beyond B-rank.

This technique was never checked -

Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. This technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as a standard Kage shinobi or faster depending on the time of day (being twice as fast at dawn and midmorning). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 2 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.

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Cool jutsu.

Updating From:
Doton: Daichi Dasshu (Earth Release: Ground Dasher) -
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: A fissure opens up under the enemy. Causing them to fall in the user then does a handseal that will sends wave after wave of spikes that puncture enemies.
(Usable 3 Times)
(No Earth Next Turn)

Suiton| Shinsui - [Water Release| Flood] -
Rank: A
Type: Attack/Defence
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user focuses water chakra underground and has it burst forth in waves away from his epicenter, blocking techniques with ease and continuing on in a attempt to harm the opponent.
(Only 3 Waves may form at any given time.)
Note: Can only be used 3 times.
Updating To:

Doton: Gurandodasshaa (Earth Release: Ground Dasher)
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After performing a series of two hand seals, the earth beneath the opponent lowers rapidly beneath forming a triangular fissure beneath that could swallow the target whole. As the opponent falls in, stalagmites burst from all sides of the fissure juggling the opponent in the air before ultimately burying them beneath the rubble. The scale of this technique is proportional to the size of the target.
Note:
Usable twice per battle.
No other earth jutsu in the same or next turn.

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Please bold any changes in the updated version of the technique. Also, please post the original version in quote tags, even if it can't be direct-quoted. Also, note that both of these techniques would require 4 handseals, not just two.

Suiton| Shinsui - [Water Release| Flood Waters]
Rank: A
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique can be used to create a water source underground and is performed by slamming one's palms to the ground, using a weapon as a medium or by creating three hand seals. The user focuses their water chakra beneath them creating a large underground source of flowing water laying dormant for future usage. With the seal of confrontation, the user can cause this water to burst forth in a 360-degree wave around the user shielding him from oncoming attacks and flooding the area expanding to mid range of the user sweeping objects and people up in the process. If a water source is already present, the user can simply perform the confrontation significant reducing the time needed to perform the technique.
Note: Can only be used 3 times.

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Same as above.
 
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Howard

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(Katon: Saiha Ba-suto) Fire Release: Blazing Blade Burst
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of katon chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the katon into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the katon chakra and continually feeding it the user releases the katon chakra with swift punching or kicking motions from these punching or kicking motions multiple fair sized blade like projectiles are formed and sent out. These can range in size from as small as a kunai to as long as a full length Claymore. They are able punch through dense earth (A rank and below), and when coming in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off, and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire, the fire burns until it's put out by an opposing force.
Notes:
-Can only be used twice per battle
-Can only create five (5) blades ranging in size from small to large per use
-Can't use A rank and above katon the same turn this is used, and only A rank and below katon the next turn (along with other chakra natures and such)
-The user cannot use handseals the same turn this jutsu is used due to the pain of the severe heat

________________________________________________
 Approved 
(Katon: Saiha Ba-suto) - Fire Release: Blazing Blade Burst
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of fire chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the fire into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the fire and continually feeding it the user releases it with swift punching or kicking motions from these punching or kicking motions multiple blade like projectiles are formed and sent out with the maximum being five. These can range in size from as small as a kunai to as long as five meters. They are able to pierce through dense earth A rank and below. When they come in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire. The fire burns until it's put out by an opposing force.
Note: Can be used twice per battle
Note: The user is unable to use S rank fire techniques in the same turn

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I agree that the restrictions were a bit harsh, but that's not really any reason to make this senselessly neutral to earth lol.
 
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-Broly-

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(Herusukēto) Hellscape
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An exoskeleton designed to fit perfectly with the user's armor and weapons, Hellscape is designed to be the perfect aid to Jason's combat ability. The primary power of Hellscape lies within the multiple seals located on it, all of which give different effects. The ingenius design of Hellscape makes it so that, despite being such an intrictate piece of equipment, it resembles a jacket with a hood that just fits over the users body easily. Hellscape also includes a seal that bonds it to the user's body, making it incapable of falling off in the heat of battle without the user willing it.


Silent Kill Protocol (Passive): Hellscape is marked with a seal bearing the kanji for "Silence" on it. This seal is in similar chakra structure and makeup to the chakra used in the "Silent Homicide" technique. Due to this, the user and his armor and weapons usage will generate no sound at all when moving or idle. The user becomes able to fully utilize their assassination skills with this, and due to the lack of sound generated the opponent's tracking ability of the user is lowered by 30%

Holster Protocol: There are seals on near the wrist of Hellscape that are specifically for the user of withdrawing and using the user's tools and weapons similar to "(Kuchiyose: Raikō Kenka) - Summoning: Lightning Blade Creation". From these seals, once per turn, the user can withdraw basic weapons such as swords and knives from these marks at a cost of 5 chakra per weapon, up to 10 weapons total. He may also use these seals to hide and withdraw his Scientific Ninja Tools.

Superhuman Protocol: The final seal on Hellscape bears the Kanji for "Nature" and can be precharged for 1 use before battle. This seal's only function is to constantly draw in natural energy from the surrounding enviroment, and takes 3 turns to fully charge for 1 use. Once it reaches this, the user is able to either release the natural energy into his body for a quick burst of superhuman speed, agility and strength or to use the built up energy to give himself 75 points of Sage Chakra before it needs to be built up again. When going for the superhuman option, the user becomes able to dodge opposing techniques (at the cost of a move slot) within the normal improvements on strength and speed that accompany sage mode, once per turn. If the user is in Sage Mode already of already has natural energy in his body, he is able to drain 20 Sage Chakra points (if this drains the remainder of the sage chakra in the user's body at the time, it will negate the effects of that technique/end sage mode afterwards) to be able to dodge early, but must do this with atleast 1 turn in between usages. This seal has a max of 3 usages normally, but utilizing Senjutsu can grant an additional 2 turns solely from that option.


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Cw for this bio


Declined

You should submit this as a PCCJ for Mandalore. You'd be able to add some more tech-based features to it this way as well.

 
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Shinta

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(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 ±±

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: 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 all 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.

⛧Leaving for Pekoms.⛧

Sealing Arts: Cyborg disrupting seal - Fūinjutsu: Saibōgu hōkai shīru
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description: Using one's knowledge of advanced fuuinjutsu and medical arts, the user channel chakra into their preferred hand whilst touching a Cyborg target. From this site of contact, the Kanji "阻む" (meaning Disturb) will stream out in repetition all over the Cyborg's body, wrapping around them until covering all limbs. This seal prevents the cyborg access to their cybernetic components, meaning it will have varying effects depending on how modified the target is. This prevents access to any SNT embedded into the Cyborg's body and preventing use of any artificial limbs/attachments/implants/Custsom-Tech they may have for the next four turns.
Notes:
-No A-rank or higher Fuuin in the same turn or next.
-Must make physical contact in order to place this seal
-Can only be used three times and have a five turn cool-down between uses.
-Can only be taught by Shinta
-Requires Advanced Fuuinjutsu



⛧Approved.⛧
 
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Alyx

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(Hiraishin: Fantomu no Suteppu) Flying Thunder God: Phantom Step
Type: Supplementary
Rank: B - Rank
Range: Short - Long
Chakra: 20
Damage: N/A
Description: A rather unique technique in which the user will make an extra single hand seal while performing a ninjutsu of theirs or even that of an ally. This will cause a barrier to form around the technique in question instantly and within the same time frame of it's creation. This acts on the same principles of Space Time Barrier, allowing the user to teleport the ninjutsu to another marked object, be it on a weapon, a surface etc. The user is capable of redirecting the momentum of the technique if it's linear in movement. This allows the user a quick way of moving techniques closer to an enemy without having to travel all of the distance though it cannot be spawned on a FTG marking within short range of an enemy. Can only be used four times per batttle, with a cool down of two turns after use and can only be used by bios with access to Hiraishin no Jutsu.

(Hiraishin/Ninjutsu: Kakuyoku San-Ren) Flying Thunder God/Ninja Arts: Triple-Linked Crane Wings
Type: Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will toss five of their FTG marked weapons at the enemy, though the path is quite irregular as all the bladed weapons will curve outwards until they are within range if the enemy. Initially, four of the blades are used a mere distractions as the fifth blade is coated in chakra instantly upon being drawn and thus unseen due to a similar effect akin to the Meisaigakure no Jutsu. It's trajectory was also different to that of the other's and aimed to curve to be directly behind the enemy. The user will then instantly teleport to the unseen weapon behind the enemy with two more blades drawn in order to cut the enemy down from behind. The blades are also thrown with such skill based on the user's natural fast reflexes and strength that they move akin to thier Body Flicker Technique. Can only be used thrice per battle and only by bios with access to Hiraishin no Jutsu



⛧Both approved.⛧

Updating:

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

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

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

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no S Rank and above Bijutsu in the same and next turn.

⛧Declined. Not allowing a +20 boost to techniques that are above S-rank in damage already, for that I'll allow +10.⛧
 
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ZK

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(Kiranai Ken) – Dark Sister
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Dark Sister is a beautiful, double-edged longsword forged from Hangurian Ore, with a golden, flame-like pommel and a crossguard of the same material and likeness with a round, cut ruby set in the center on both sides. The longsword is imbued with no offensive capabilities; it is in fact known as the sword that does not cut, even though its edge is sharp. Instead, the blade of Dark Sister is intrinsically connected to the Yang nature of chakra. The longsword serves as a conduit for life energy, naturally absorbing it from selected targets within short range in small amounts (-5 per turn) and storing it. The flat side of the blade functions as a lens and by looking through it the user is able to perceive every detail, both internal and external, of the anatomy of whoever they are looking at, even some more indirect details like their natural lifespan and health pool; chakra reserve, affinities, and signature; and future health problems. Through physical contact Medical Ninja are feely able to use the life energy to heal an amount equal to the life energy absorbed and direct this healing energy to where it is most needed. Dark Sister always quickly returns to its wielder if they mentally will it, though this ability cannot be used offensively.
- Can only be used by Zero Kelvin

My second CW, right now for the Sandaime.


Approved, with edits




Vhagar
Type: Summoning
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: Vhagar is a fully grown, female wyvern of considerable size, being 12.2 meters (40 ft) in length from snout to tail, 2.4 meters (8 ft) tall at the hips, with a wingspan of 30,5 meters (100 ft) and weighing nearly seven metric tons. Vhagar’s scales are a deep and dark green, but her spinal crest, horns and wing bones are all shades of white and beige. She has two muscular legs, a powerful, sleek tail and several rows of razor sharp teeth in her huge mouth. Her wings are equipped with a short, thick claw on the carpal bone of each appendage, with several phalanx bones extending from both, which she uses to support herself on land. As a common flying and fire-breathing continental wyvern Vhagar has few special abilities beyond those afforded to all members of her species, save perhaps her extremely good eyes that allow her to see prey on the ground from enormous distances and her endurance. Vhagar’s bite is equal to her rank, as is her fiery breath, which can reach up to long-range but only be used every other turn. Vhagar flies slightly faster than her summoner’s base speed (+3), but is an equal amount slower on land. She shares a mental link with her summoner, allowing them to communicate freely when they are in the same landmark. Vhagar possesses no chakra pool, but for defensive purposes she is capable of dodging incoming attacks within logical boundaries, so long as she is flying and at least long range away from where the technique first appears. This does not cost a move. Vhagar has 100 health points that regenerate at the same rate as her summoner over time.
- Lasts for a maximum of five turns.
- Can only be summoned once per battle.

Link to training:
This is meant to be a permanent summon, so if it would not be approveable as such please do not approve this technique.
 
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Urda

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(Yōton: Ta-shi Keisei) - Lava Style: Multi-Limb Creation
Type: Offensive, Defensive, Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: Ta-shi Keisei is a ninjutsu that utilizes the Lava Element to create additional limbs for an extra body part on one's body, or on the surface of the ground. These limbs are an arm and a hand, and leg and a foot. Elastic and durable, it takes the form of rubber-like material. Apart from appearing as volcanic rubber itself, the appendages mimic the limbs of the caster - albeit not for its appeal. Focusing on the area anywhere on the body or surface the appendage's is incorporate in Taijutsu for greater efficiency, transporting objects, or maneuvering about or reaching far off places. The primary advantage of the limbs is their ability to stretch, resistance against (C-rank and below Taijutsu) and rebounding projectiles, and sprouting multiple copies at once - adding more to that limb. The number of each working part varies on the situation (up to a maximum of four) and can be produced and retracted at will by the caster. In addition to the limb's various use, they can prevent the caster from being blown away by a powerful, harmless gust of wind by creating hands to adhere him to the ground (or objects).
Note: Only usable by Custom or Dodai Biography with the Lava Release variant of Rubber



Approved, with edits

Removed the references to this being able to act as a prosthesis for missing limbs, and being able to sprout from objects.

 
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Goetia

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Resubmitting from last cycle:

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.


Updating:



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.


Katon: Gladsheimr – Fire Release: The Fifth Universe
Type: Offensive / Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-15 per turn)
Damage: 80
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, half a 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 cause burn damage should one make contact with their bare skin (15 damage in moment of contact). 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. 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. 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

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

⇒ No Dark Release above A-Rank while this technique is in use
⇒ Cannot be used in consecutive turns
⇒ Usable 2x per battle


Both Approved






Resubmitting from earlier cycle:

Meiton: Warakia no Yoru - Dark Release: Night of Wallachia
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A (same as chosen technique)
Description: A passive jutsu that is similar in nature to , in the sense of applying specific traits of Dark Release jutsu to specific mediums. In the case of this technique, the application is done to the body. This effectively confers upon the user the individual features and effects of a chosen Dark Release jutsu, transforming themselves into an altered, humanoid form of the technique in question. This jutsu is mainly intended to be used with release-type Dark Release techniques. As such, techniques that are originally armors or appendages bound to the user make this technique's usage unnecessary. Should the user choose a technique that is composed of the element’s signature purple flames, their body will become cloaked in that substance. Likewise, should the technique be composed of tangible Dark chakra, the body will be cloaked by it. Furthermore, this jutsu will also adapt any special features of a chosen technique, e.g. , where the user will also possess a particular form of their choosing as part of the cloaking they adopt when using this jutsu. Effectively, this jutsu can be summarised into 2 parts; the cloaking and the unique features of the chosen Dark Release jutsu. Any Dark Release jutsu chosen to be used as part of Night of Wallachia retains its original strength and rank, and follows the same descriptions and restrictions as if it were used as the standalone technique. It should be noted that the Dark Release cloaking and the jutsu that is to be adapted to the user’s body are one in the same, meaning that the cloaking of the body is simply a medium through which any given Dark Release technique can take form in, with the unique features and effects of specific Dark Release jutsu manifesting as part of the cloaking. As an example, an S-Rank familiar will instead create an S-Rank cloaking and possess whatever unique features exist in the original technique (e.g. tentacles, wings, etc.). When any Dark Release technique is used through Night of Wallachia, another technique cannot be used through it until the current technique is dispelled, forcibly or otherwise. The jutsu being manifested through Night of Wallachia must be mentioned in the user’s move as a reference, but does not count as an additional move with the usage of this jutsu. Whilst this technique is in use, due to its nature, the user is only capable of utilising Dark Release and its composite nature releases.

⇒ Usable 3x per battle
Meiton: Warakia no Yoru - Dark Release: Night of Wallachia
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A (same as chosen technique)
Description: A passive jutsu that confers upon the user the individual features and effects of a chosen Dark Release jutsu, transforming themselves into an altered, humanoid form of the technique in question. This jutsu is mainly intended to be used with release-type Dark Release techniques. As such, techniques that are originally armors or appendages bound to the user make this technique's usage unnecessary. Should the user choose a technique that is composed of the element’s signature purple flames, their body will become cloaked in that substance. Likewise, should the technique be composed of tangible Dark chakra, the body will be cloaked by it. Furthermore, this jutsu will also adapt any special features of a chosen technique, such as wings if the technique in question possessed wings or a similar appendage. Effectively, this jutsu can be summarised into 2 parts; the cloaking and the unique features of the chosen Dark Release jutsu. Any Dark Release jutsu chosen to be used as part of Night of Wallachia retains its original strength and rank, and follows the same descriptions and restrictions as if it were used as the standalone technique. It should be noted that the Dark Release cloaking and the jutsu that is to be adapted to the user’s body are one in the same, meaning that the cloaking of the body is simply a medium through which any given Dark Release technique can take form in, with the unique features and effects of specific Dark Release jutsu manifesting as part of the cloaking. As an example, an S-Rank familiar will instead create an S-Rank cloaking and possess whatever unique features exist in the original technique (e.g. tentacles, wings, etc.). When any Dark Release technique is used through Night of Wallachia, another technique cannot be used through it until the current technique is dispelled, forcibly or otherwise. The jutsu being manifested through Night of Wallachia must be mentioned in the user’s move as a reference, but does not count as an additional move with the usage of this jutsu. Whilst this technique is in use, due to its nature, the user is only capable of utilising Dark Release and its composite nature releases.

⇒ Usable 3x per battle

□ Declined. Similar to existing techniques, and no way this would have ever been approved as a passive technique. □



Pending

Leaving for L.

 
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Jᴀʏ

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(Same Kuchiyose: Gustaf) - Snake Summoning: Gustaf
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: A simple yet incredibly powerful summons: Gustaf is a relatively ordinary sized snake, with two blue streaks on his left and right side. Gustaf is a lightning specialist capable of utilizing any S rank and below lightning technique the user knows. Additionally, Gustaf is capable of transforming his body into a paper thin coating, Gustaf will then wrap himself around the summoner, essentially merging with the user. Aesthetically it will appear has though the user themselves has scales. These "scales" emit an electrical field capable of passively defending A rank and below techniques in accordance with Raiton's strength and weaknesses. The initial merging requires a move-slot, but lasts indefinitely afterwards.

Note: There cannot be any summons on the field, in order to summon Gustaf. Lasts four turns. Can only be taught by Jᴀʏ

❦ Declined. I like this, but it needs a few more restrictions for an S-ranked summon. Gustaf can only be summoned once, the merging lasts as long as Gustaf does, and you're gonna need more restrictions to passively destroy A-rank and below and potentially S-rank when including certain weaknesses. Maybe limit what kind of jutsu you can use or something, otherwise I'm gonna have limit this to B-rank passively with some type of active usage A-rank and up with just these restrictions❦

(Fuuinjutsu: Kavacha, Katorīna no Yoroi) - Kavacha, Armor of Katrina
Type: Defensive/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Armor of Katrina is a technique that takes a unique take on most Barrier Ninjutsu and Fuuinjutsu, while defensive in nature it also retains some offensive purposes. After concentrating their chakra, the user will use their chakra to cover the entirety of their body. This chakra condenses and conjures a skin-tight, light violet barrier that does not impede on their movement in any fashion. On this barrier on would be five different types of seal littered across their person. Each seal would be a representative for the five basic elements, fire, water, wind, lightning, and earth. The armor remains dormant until hit with an elemental technique that includes one of the five mentioned previously. Once hit, dependent on what chakra nature interacted with the barrier, one of the seals will activate. This armor works in correspondence with the enemies' chakra, their elemental signature will cause for a seal that represents the opposite chakra nature (ex, a fire technique interacting with the barrier would cause for the water seal to activate) to activate and not only nullify the attack in question, but to replicate it and send it back. Though each of these replications, depending on their nature come with a unique ability. The water seal releases water obscured by a thick mist that acts in a parasitic fashion. This mist is capable of leeching on the chakra of anything it comes in contact with, decreasing it's durability and strength by twenty damage. The lightning seal releases lightning much brighter than it's regular counterparts, looking at it directly will cause for blindness for a single turn. The fire seal releases ash similar to the Ash Burning Pile technique, this ash is capable of concealing the user's position and should enemies enter the ash they will suffer twenty damage per turn while in the smog. The wind seal releases a burst of wind, that after being released surrounds the user's body, at any point during the battle the user is capable of utilizing this wind in order to redirect A rank and below techniques directly back towards enemies. Lastly the earth seal is capable of releasing a thick mud capable of absorbing the enemy technique, empowering the user's next technique by 1 rank or 20 DMG.

Note: All the seals rely on their respective strengths and weaknesses, individual seals are instantly and passively activated however the initial activation requires a move-slot. A seal can be active for a maximum of three turns, at which point there is a two turn cool-down before reuse.

❦ Pending. I'm not sure about this one yet, seems like a bunch of different customs tacked together, including ideas that have been done before. I'll talk with the others about it and should get back to it ASAP ❦

(Futon: Wāmuhōru) — Wind Release: Wormhole
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Wormhole is a rather unique wind technique similar to that of the "Lightning Blades Levitation" technique, while launching a technique or weapon the user will veil their wind chakra over it. This can be performed for techniques expelled from one's mouth, launched from one's hands or spawned on the field. Simply through the addition of a single hand-seal, the user will veil their wind chakra over said entity, this chakra will initially be invisible and dormant and upon reaching a certain distance the user can click their teeth activating the chakra (or choose to activate it the instant it is created). The activation will enable the user to propel the technique, boosting it's speed and altering it's trajectory in order to around an enemies counter, or simply fool the opponent into launching a technique in a certain direction. The user can choose to redirect the affected entity in whichever direction they please, and can continue to change the direction as long as the affected technique is not destroyed. This technique basically enables the user to manipulate entirely not only the trajectory of the technique, but how this technique moves. The user is essentially telekinetic-ally controlling it, this jutsu can be applied to an allies weapons/jutsu as well, and the wind in no way contributes to the techniques overall power, it simply serves to propel it giving the applied technique a +5 level boost in regards to the user's speed. The wind veil in no way is able to alter the malleability of a technique, meaning in the case of something like a rising earth pillar, the wind veil will be unable to direct it's trajectory. This does not mean this technique is unsuitable for all earth techniques (earth projectiles can be redirected/boosted). This technique works best on projectiles/streams/blasts.

Note: This technique can be used a maximum of four times per battle. Technique can be applied to any basic element (KG/HA/AE/CE as well) as long as it works logically. Can only be taught by Jay.

❦ Declined. The +5 thing is unfortunately gonna be a no(Asked other mods about it). Wind doesn't really have the ability to amplify the speed of things like this. While just a B-rank, this thing has no real restrictions. Add something minor, and you're good otherwise❦

(Fuuinjutsu: Shifuto Shio) - Shifting Tides
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Shifting Tides is an advanced fuuinjutsu technique that is to be used in conjunction with another technique, be it elemental, or basic ninjutsu anything that requires chakra. By adding an extra to seal to an existing set, the user will focus their chakra around an attack, or defense. This chakra solidifies itself into an extremely malleable barrier capable of taking on any shape the user desires. The barrier, when first formed is invisible, and can only be seen when the user applies one of the functions of this technique. As a result of this shift, the technique encased by this barrier can do one of two things. The first would be to condense it's shape and size. An example of this would be condensing a colossal fireball, into an single arrow composed of the flames. This allows the encased moved to be come more compressed and focused, giving it a rank in strength and durability at the cost of it's area of effect. The second usage would be to expand it, allowing it to cover ground at the cost of a single rank, in this case the user could transform a blast of water into a tidal wave.

Note: This technique can only be used a maximum of for times per battle. This technique can be used in the same time-frame as the technique being empowered however, it will still consume a move-slot.

❦Declined. Are you trying to say that this increases the power of a jutsu by one rank when you decrease its size and decreases the power of a technique by one rank when increasing its size? I'm fine with the concept of the former, but I'ma need you to explicitly state that instead of trying to use slick wording. As for the latter, how would you increase the area of a technique beyond its normal volume by putting a barrier around it? If you have enough water for a blast the size of a person, you wouldn't be able to stretch that out into a tidal wave just because you put a barrier around it, you'd need to actually add more material, so that portion doesn't make any logical sense.❦

(Fuuinjutsu: Shifuto Shio) - Shifting Tides
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Shifting Tides is an advanced fuuinjutsu technique that is to be used in conjunction with another technique, be it elemental, or basic ninjutsu anything that requires chakra. By adding an extra to seal to an existing set, the user will focus their chakra around an attack, or defense. This chakra solidifies itself into an extremely malleable barrier capable of taking on any shape the user desires. The barrier, when first formed is invisible, and can only be seen when the user applies one of the functions of this technique. As a result of this shift, the technique encased by this barrier can do one of two things. The first would be to condense it's shape and size. An example of this would be condensing a colossal fireball, into an single arrow composed of the flames. This allows the encased moved to be come more compressed and focused, giving it a rank in strength and durability at the cost of it's area of effect: meaning the user is capable of increasing the power of a technique by decreasing it's size. The second usage would be to expand it, the barrier surrounding the technique is capable of mimicking its properties, effectively transforming into the technique itself resulting in a larger technique. This in turn allowing it to cover ground at the cost of a single rank, in this case the user could transform a blast of water into a tidal wave.

Note: This technique can only be used a maximum of for times per battle. This technique can be used in the same time-frame as the technique being empowered however, it will still consume a move-slot.

⛧Approved⛧​


(Futon: Wāmuhōru) — Wind Release: Wormhole
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Wormhole is a rather unique wind technique similar to that of the "Lightning Blades Levitation" technique, while launching a technique or weapon the user will veil their wind chakra over it. This can be performed for techniques expelled from one's mouth, launched from one's hands or spawned on the field. Simply through the addition of a single hand-seal, the user will veil their wind chakra over said entity, this chakra will initially be dormant and upon reaching a certain distance the user can click their teeth activating the chakra (or choose to activate it the instant it is created). The activation will enable the user to propel the technique and alter its trajectory in order to get around an enemies counter, or simply fool the opponent into launching a technique in a certain direction. The user can choose to redirect the affected entity in whichever direction they please, and can continue to change the direction as long as the affected technique is not destroyed. This technique basically enables the user to manipulate entirely not only the trajectory of the technique, but how this technique moves. The user is essentially telekinetic-ally controlling it, this jutsu can be applied to an allies weapons/jutsu as well, and the wind in no way contributes to the techniques overall power. The wind veil in no way is able to alter the malleability of a technique, meaning in the case of something like a rising earth pillar, the wind veil will be unable to direct it's trajectory. This does not mean this technique is unsuitable for all earth techniques (earth projectiles can be redirected/boosted). This technique works best on projectiles/streams/blasts.

Note: This technique can be used a maximum of four times per battle. No S rank or above wind techniques in the same turn. Technique can be applied to any basic element (KG/HA/AE/CE as well) as long as it works logically. Can only be taught by Jay.


Approved: any reference to changes in speed has been omitted.


(Same Kuchiyose: Gustaf) - Snake Summoning: Gustaf
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: A simple yet incredibly powerful summons: Gustaf is a relatively ordinary sized snake, with two blue streaks on his left and right side. Gustaf is a lightning specialist capable of utilizing any S rank and below lightning technique the user knows. Additionally, Gustaf is capable of transforming his body into a paper thin coating, Gustaf will then wrap himself around the summoner, essentially merging with the user. Aesthetically it will appear has though the user themselves has scales. These "scales" emit an electrical field capable of passively defending A rank and below techniques in accordance with Raiton's strength and weaknesses. The initial merging requires a move-slot, but lasts as long is Gustaf is on the field.

Note: There cannot be any summons on the field, in order to summon Gustaf. Lasts four turns. Can only be taught by Jᴀʏ. While Gustaf is on the field the user is incapable of using any F ranks of any technique.


Declined: in short, due to insufficient drawbacks.


(Arashi, Shinseina Uminoken) - Tempest, Sacred Sword of the Sea
Type: Weapon
Rank: S Rank
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description: Although it resembles an ordinary katana, Tempest is everything but. The sacred sword was said to be wielded by a legendary sea-faring king Captain Kidd. The blade is indestructible and as such is in mint condition. The blade itself is unique in that it is composed of a glossy black ore, the hilt of the blade is also black and is attached to a lanyard enabling the user to maintain control of their sword. The name Sacred Sword of the Sea hints abilities & properties repersentative of the nature of the turbulent sea. Water and Wind, both important elements at play in treacherous seas of this world, Tempest enables the user to utilize both these elements to their utmost abilities, while also offering unique applications. Arashi has the ability to release a parasitic mist capable of draining chakra from enemy techniques called “Blanket”, Blanket effectively results in a 20 DMG reduction for reference. This mist is passively released all throughout the battlefield, and is continuously released so as to discourage adversaries from attempting to blow away the mist as it is near instantly restored, however the use of an S or F rank wind technique will enable the enemy to disperse the mist for a single turn. The mist itself being of the user chakra will drain it continuously (-10 CP per turn), however it enables the user to have a greater awareness of his surroundings, the user through the mist will be able to sense enemies and techniques around him wherever the mist is present, as the user is in tune with the molecular bonds of the mist itself. As Blanket represents the dangerous fogs and haze pirates and sailors chance as they journey across the sea, “Barrage” the second ability of Arashi, represents the unpredictability, relentlessness of the harsh sea winds. Barrage enables the user to utilize A rank and below Wind ninjutsu without the use of hand-seals simply by being in contact with the blade. Lastly, representing the turbulent waves that tear apart ships: “Crash”. Crash enables water techniques S rank and below utilized by the user to be enhanced by one rank. All abilities used in conjunction with this sword are passive.

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Note: After being dispersed the user must consume a move-slot to restore Blanket
Note: Can only be used Jay


Declined

Sorry, but this is just an amalgam of already existing concepts bundled up with unreasonable abilities that I won't even bother to list. Although well written and interesting thematically, I don't see this being approvable at all even with edits.

 
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(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. □
(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, due to the foreign chakra (within elements crystal is strong to) interacting with the crystal particles, causing the crystallization process. The crystal particles resemble "glitter" in appearance and size, spreading across the area. These particles have no affect on physical individuals, clones or summons. The particles may be created from existing crystal within the area.

-Note: Lasts up to two 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

□ Approved. Edits made. □

(Kouseki Doragon Oashisu) Crystal Dragon of the Oasis
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40[20 to maintain]
Damage: 80
Description: By performing a set of five hand seals and exerting chakra immediately around their own bodies, the user may instantly create their ultimate defense, a large purplish Crystal Dragon(100 meters tall with both individual wing span reaching 50 meters) in which the user is protected within the solid reinforced chest of the Crystal dragon. The dragon has sets of useable sharp crystal shards protruding from various points of its body and the dragon breaths a purple flame like mist fueled by its crystal chakra nature causing all it touches to become encased in crystal(physical or not), containing individuals, techniques or even turning the surroundings into usable crystal playground . The Dragon may use its wings to fly in order to evade or travel as well as using each wing as an individual defense to block incoming threats.
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-Note: Each wing defense alone is that of A rank
-Note: Flying to evade cost a turn and the Crystal Mist Breath ability may only be used 3x’s each battle.
-Note: Physical freeform attacks such as tail whips and smashes against opponents do s rank damage and take a move slot.
-Note: Only up to two crystal shards may be fired in a turn each shard being a rank, or one shard being s rank.
-Note: Due to crystal being strong to Earth, the crystal dragon is immune to earth based techniques and while the user has this technique active, they may only use crystal based jutsu.
-Note: Lasts four turns and is only usable twice per battle.
-Note: Taught by Smirk


Declined

Too much going on here. Reduce the size of the construct. The mist-like attack you describe isn't an inherent property of crystal and will need to be re-worded; perhaps change it so that it can release a stream of sharp projectile crystals instead. Being able to crystallize living beings is a no go, that ability is found within the canon F ranked technique so it won't be allowed with this. Not sure why you think because crystal is strong to earth that this would be "immune" to all earth techniques. Remove that.




(Kouseki Katai) Crystal Colossus
Type: Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mastering the Crystal arts, the user keeps dormant crystal chakra within every pore of their body, providing them an immediate defense for dangerous situations in order to ensure survival. With contact against the user, which may potentially be threatening, the users crystal chakra will instantly react causing a layer of solid crystal to form around/from the users(skin) entire body and or around a specific body part, protecting them. Once the user is sure of their safety they’ll disperse the layer of crystal where ever it has formed and must wait before being able to use it again in order to supply the dormant chakra back into their pores.

-Note: After deactivation of the specific body area or entire body use of this application, the user must wait five turns for the dormant crystal chakra to be placed back into their pores.
-Note: May not be used in consecutive turns.
-Note: Technique only remains active for one turn before dispersing.
-Note: While this technique is active even if isn’t for the full body use, the user is restricted to crystal based techniques until deactivation/dispersal.
-Note: Taught by Smirk



Declined

This is simply an empowered variant of the canon crystal armor technique.

 
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