Custom Jutsu Submission - III

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Pyro NB

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

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

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

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

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

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

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

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

The poison chakra creates a deadly poison that combines with the soil on a chemical level rapidly killing off any plant life such as wood, plants, roots, or mushrooms and makes it harder for plant life to grow from the ground. This happens over a two-turn period and not instantly in the turn it is used. This is because the substances that are created in the ground are a mixture of a deadly insecticide and a herbicide poisoning plants and creatures indiscriminately. Summoning creatures poisoned in this manner immediately reverse summon, whereas the summons associated with Summoning Ninjutsu Techniques die off slowly over the course of two turns. Insects and bugs excluding Aburame bugs die off just as quickly dying the turn after exposure. Upon the first turn of becoming poisoned a person will notice minor visual and auditory hallucinations similar to heat mirages alongside noises that are usually distracting. Things outside of short range will seem distorted and blurry as the eyes begin to water making it hard to see accurately at a distance. Upon the second turn of being poisoned their reactions will suffer slightly due to this as the hallucinations become more prominent with colors and lights twisting and warping the landscape techniques will seem out of place skewed a few meters away from where they actually are making it harder to judge distance and depth perception. This causes a reduction in reaction speed of three ranks; the symptoms do not worsen beyond this point.

Additionally, this poison absorbs and restricts the nutrients in the soil, in turn, it changes the soil from a soft loamy quality into a rocky dirt-clod like consistency devoid of moisture and almost acidic in nature. It doesn't do this through being acidic in nature but a process called soil acidity wherein elements such as calcium and magnesium are leeched from the ground thus causing the soil to change its pH. This change in soil makes it harder for plant life to thrive reducing the rank and damage of such techniques by 20 dmg and one rank it also drastically lowers the ph of the soil making the soil acidic to plant life, insects, summons, and people found in the ground, above the ground, and traveling through the ground poisoning them directly. This process is mentioned above. It specifically affects plant nutrient availability by controlling the chemical forms of the nutrients poisoning them directly making the ground itself toxic to the touch allowing it to poison anything or anyone who touches it excluding the user as they are immune to the poisonous effects. This can be used to stop the use of plant, mushroom, or wood like jutsu that originate from the ground as well as make the growing of roots, wood, and plants underground harder. This also reduces the power of earth techniques that originate from the ground forcing them to partially crumble and break away when formed thus they lose 20 dmg and one rank. This is because the earth is weakened due to its course weak consistency.

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


Approved: just omitted the bit about supplementing it with another poison; however, you are free to do so outside of this CJ.


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

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

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

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


Declined: state a reason for the poison being so hot and set a limit on how many portals there can be.
(Kuchiyose/Dokuton: Sutikusu kawa) - Summoning/Poison Release: River Styx
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user slams their hands upon the ground or stomps their foot causing a summoning rift to open at least 5m above their target. From this rift flows a rushing column of volatile, hot, bubbling red poison able to extend up to twenty meters in height. The torrential column has a short range radius and has enough force to throw an object 10m away scalding it profusely causing second to third-degree burns to a human or a creature. The reason this poison is hot and volatile in nature is it is based upon the compound tert-butyllithium a pyrophoric substance meaning that it easily catches fire on exposure to air. However, due to the diluted nature of the substance being mixed with additional poisonous substances and dokuton chakra, it is slightly more stable needing a trigger to catch fire making it predictable enough for the user to supplement and attack with.

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

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

Notes:
~Only one to three portals can be created and the poison that escapes can be used as a source
~Can only be used twice per battle once per turn with one turn cool down
~The user cannot use any other S rank poison release techniques in the same turn
~Can only be taught by Pyro NB


Approved: edits annotated in pink—like most other techniques akin to this CJ, it'll only be from above.


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

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


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

(Springhare āto: Dangan janpu) - Springhare Art: Bullet Jump
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: N/A
Description: The user draws blood and places it into the palm of a hand whilst performing the seal of confrontation with said hand. Similar to its parent technique Leg Enhancement( ) the user channels chakra into their legs enlarging their muscles dependant on their needs. The user then crouches and once a location is picked they spring into action launching themselves to said destination in the blink of an eye. With the C-Ranked enhancement, the user can jump anywhere within short range, with B-Ranked enhancement the user can jump anywhere within mid-range, with A-Ranked enhancement the user can jump anywhere within long-range, and with S-Ranked enhancement the user can jump from one landmark to the next touching Landmark but severely fatigues the muscles if done. The other way this technique can be used is by releasing bursts of chakra from the feet whilst mid jump creating platforms for auxiliary jumps. This allows the user to maneuver freely and rapidly within a 3m zone(1.5x current speed). This can be combined with a jump but at a cost.

Notes:
~ Must be a signer of Contract
~ Can only be used 3x per battle
~ D-C 1 turn cooldown before the technique can be used again
~ B-A 2 turn cooldown before the technique can be used again
~ S causes a 5 turn cooldown/can only be used once per event
~ S bypasses the wait limit to enter new Landmark
~ When combining auxiliary and regular jump you add a turn cooldown(1 becomes 2 etc.)
~ Can only be taught by Pyro




Declined

There's no need for this to be multi-ranked. Pick a single rank and assign a single maximum jumping distance to it according to the rank; add restrictions to reflect the new rank. No to jumping entire landmarks.

 
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Zatanna

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Odori ga Hasu: Ne Kogeki | Dance of the Lotus: Root Strike
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
Dance of the Lotus is a fluid style of fighting designed around flexibility and soft movements, well suited towards women, although it is not unheard of for men to master this style of fighting. Root Strike is the Lotus technique of bending a knee while stepping forward to duck under an opponents technique and while striking with an uppercut or rising strike, to channel earthen chakra into the ground behind them forming a fist to mimic the strikes moment into the blind spot of the opponent.


Declined

Too generic, and fundamentally reminiscent of several basic taijutsu/NB tai techniques.


Odori ga Hasu: Saku | Dance of the Lotus: Bloom
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
Enhancing ones taijutsu by gathering chakra around the users body, they then focus it into the palm of their hand and using shape manipulation along side with shape manipulation, produce from their hand while striking the shape of a flower, with petal made from chakra to explode upon contact with the target. Additionally, if the target is out of range, the user can punch their hand forward launching forth 5 petals from their palm up to mid range either simultaneously in the shape of a blooming flower, or one at a time.
Notes:
One turn cooldown between each use
No other Taijutsu A rank and above this turn


Approved, with edits





Summoning Animal: Hares
Scroll Owner: Zatanna
Other Users who have signed contract: na
Summoning Boss if existing: na
Other Summoning Animals tied to contract: na
Description and Background:
Leporidae are a family that fall under mostly Hares and Jackrabbits, Hares tend to be larger than rabbits, with longer hind legs and longer ears with black markings. While rabbits' fur stays the same color year-round, hares change color from brown or gray in the summer to white in the winter. Hares mostly excel in close quarters combat thanks to their powerful hind legs which give them a passive +10 boost to leg based taijutsu.
Tattooed show as
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Contract Approved & Added: be wary of overlap with regards to CJ given that there is also a rabbit and a springhare contract.

 
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Shinta

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Bijutsu: Rinpen Chūnyū - Tailed Beast Skill: Scales Injection
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: N/A (+20 to technique)
Damage: N/A
Description: Utilising her ability to utilise a reflective Scale Powder, Fū is able to combine them with her Wind Release jutsu to grant them the same blinding effects of the Scale Camouflage technique. Fū is also able to grant this infusion to the other basic elements, whether it be by coating the technique with the scales, or infusing the scales within the jutsu itself. If infused within a jutsu, the scales will not be visible until the containing jutsu's destruction which would release the scales and blind anyone looking at it in a similar way to looking directly at a flash bomb. In the instance Fū opts to coat a jutsu with the scales, they would reflect light to again temporarily blind any target, but would make tracking the coated jutsu very difficult due to the blinding effects.
Notes
-Only usable by Fū
-Usable four times per battle
-Cannot use Secret Technique: Scale Camouflage in the same turn
-This technique can be done in the same Time Frame as the jutsu it is being infused with.


Declined

This would make countering your infused techniques (especially certain ones) very difficult for those without a form of sensory.

Took out the coating ability to allow the jutsu to appear as normal, until they are hit by another jutsu/countered etc.

Bijutsu: Rinpen Chūnyū - Tailed Beast Skill: Scales Injection
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: N/A (+20 to technique)
Damage: N/A
Description: Utilising her ability to produce a reflective Scale Powder, Fū is able to combine them with her Wind Release jutsu to grant them the same blinding effects of the Scale Camouflage technique. Fū is also able to grant this infusion to the other basic elements, by infusing the scales within the jutsu itself. When infused within a jutsu, the scales will not be visible until the containing jutsu's destruction which would release the scales and blind anyone looking at it in a similar way to looking directly at a flash bomb, essentially turning her attacks into flash bombs themselves. If the infused jutsu clashes with a technique it is equal in strength with, strikes its target or strikes any other obstacle that would cause the jutsu to normally disperse, the scales will disperse in a short-range radius from the point of impact releasing a temporarily blinding light. If the infused jutsu is over-powered by a countered jutsu, the infused scales will be harmlessly consumed by the stronger jutsu, thus not producing the flash-bomb-like effect.
Notes
-Only usable by Fū
-Usable four times per battle
-Cannot use Secret Technique: Scale Camouflage in the same turn
-This technique can be done in the same Time Frame as the jutsu it is being infused with.


Approved

Nice job. Much more reasonable.

 
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Alyx

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(Inku Fuinjutsu: Soriddo Sukuriputo) Ink Sealing Technique: Solid Script
Type:
Offensive. Defensive
Rank: C – S Rank
Range: Short – Long
Chakra: 15 - 40
Damage: 30 - 80
Description: Based on the parent technique Fūinjutsu: Koshi Tandan, the user will either draw a work of art, have it prepped as a temp body tattoo or even on a scroll. The art being usually an animal of some kind but is not limited to this as it may take form in any desired (sometimes even taking the form of words then into its actual form like “tiger” then forming into a tiger), will take to life and rush towards the desired technique and once in contact with it – the sealing formulae hidden within the body of the familiar will immediately activate. This script seals the enemy techniques away within the formulae while keeping the work of art in tact as it continues to rush at the enemy to strike them. This technique is able to seal up to the rank of the work of art applied, while only being able to seal up to one technique per familiar in which the user may create up to four though the sealing power/rank is divided (i.e using the S rank version but splitting it into two makes two A ranks thus each familiar/object can seal one A rank). The art may also have elemental chakra infused into them to further increase the potency in which this case, when clashing with techniques normally, the S &W of the infused elemental is applied. S rank variation can only be used twice per battle, needing a cool down of three turns while being unable to use Ink/Fuinjutsu up A rank and below in same next turn.


Declined: This won't be multi ranked. This will only be on a scroll. Don't know how I feel about this continuing at full strength after absorbing something.



(Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink as it is laced with the user's own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down, potentially drowning while also restraining them, preventing them from moving properly. The amount of ink released only spans out enough leaving a two meter gap between the user in order to avoid self infliction, while being able to use this technique three times per battle with a two turn cool down. This technique carries the same s/w of regular Ink.


□ Approved. Edits made. □

(Inkupo/Taijutsu: Kaosu Dansaa) Ink Art/Body Arts: Chaos Dancer
Type:
Offensive, Supplementary, Defensive
Rank: B - Rank
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: 40 (+10 in conjunction with Taijutsu)
Description: This technique takes a unique twist on the concept of Taijutsu and Ink Ninjutsu, where the user will through the use of ink, create long vector arrow shaped tattoos along the body. These tattoos run from arms, down to the hands going all the way back down to the legs , feet and even around the back of the user. These tattoos are semi permanent in nature, allowing for them to exist on the skin of the user for very long periods of time, but when ready they can lifted off the skin though not completely. The ink is being controlled by the user, in which the arrows are being used as a sort of weapon - being sharp at the tip these vectors are proven to be dealing in close quarter combat, being able to stab deep, attacking from differing angles making the user a tough opponent. The ink’s structure is solid enough to provide a defense against basic weapons, as well as lift the user off the ground when needed. The unique trait of this technique is through the focus of imitation, the user is able to produce animal like limbs on the ends of the arrows in which by move towards the hands, will expand and form actual claws around them. This is much like its parent technique Ninja Art Beast Imitation these animal parts act much like their real life counterparts, meaning such as creating bear claws would allow the user a powerful slashing strike, creating lion heads in order to pin down enemies etc. This technique when activated remains active so as long as the user desires, but can only be maintained should they have efficient chakra to do so, while being able to only activate it three times per battle. The vectors when no longer in use, will simply merge back with the skin into a dormant state. While active however, only five vector arrows can be active at a time.

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□ Declined, DNR. There exists a CFS based on this, and I believe it would directly clash with it, even if the method of creation is different. □

(Inkupo: Kakikae) Ink Art: Rewrite
Type:
Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Per Technique)
Damage: N/A (+20 Per Technique)
Description: Rewrite is a unique Ink Ninjutsu technique that can be applied before hand to certain techniques drawn on scrolls or when proceeding to draw the technique. Normally as seen with Sai, he is capable of creating his own explosive notes through the drawing of the tag with his ink and infusion of chakra in order to store the explosive nature of the technique within it. What Rewrite does is when the user is proceeds to draw their creation, they will swiftly draw the same kanji on the paper, while infusing chakra into it. Once the drawing comes to life, it will carry the kanji “爆 Baku” meaning explode. This allows for the user to add an extra amount of destructive power to their creations, allowing for them to explode on command of the user or when near foreign chakra. When applied to supplementary techniques, the technique gains offensive power and deals damage based on the rank of the technique, i.e. A rank dealing 60 damage but when it is applied to an already offensive technique, it adds a +20 damage boost to the technique. Due to the nature of this technique, acting similar to aN infusion technique, it can be performed within the same time frame of another technique. While it requires no chakra to apply to a pre drawn technique, it will still cost the extra amount of chakra in order to detonate it but through this method this technique simply needs to be posted as a reference and thus doesn’t count as a move. This technique can only be used five times per battle, needing a two turn cool down before being used again.

Reference to Sai Drawing Explosive Notes:

□ Pending. I'll have to discuss this first. □

‡ Declines ‡ Infringes on Bakuton.
(Inku Fuinjutsu: Kakikae) Ink Sealing Technique: Rewrite
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Per Technique)
Damage: N/A (+20 Per Technique)
Description: Rewrite is a unique Ink Ninjutsu technique that can be applied beforehand to certain techniques drawn on scroll, when proceeding to draw the technique, on a tattoo or even a Fuinjutsu script by controlling the chakra produced “ink”. Normally as seen with Sai, he is capable of creating his own explosive notes through the drawing of the tag with his ink and infusion of chakra in order to store the explosive nature of the technique within it. What Rewrite does is when the user is proceeds to draw their creation; they will swiftly draw the same kanji on the paper, while infusing chakra into it. Once the drawing comes to life, it will carry the kanji “爆 Baku” meaning explode this is akin to the ( Fūin Wana Bakuhatsu ) – Sealing Trap Explosion technique as well. This allows for the user to add an extra amount of destructive power to their creations, allowing for them to explode on command of the user or when near foreign chakra. When applied to supplementary techniques, the technique gains offensive power and deals damage based on the rank of the technique, i.e. A rank dealing 60 damage but when it is applied to an already offensive technique, it adds a +20 damage boost to the technique. Due to the nature of this technique, acting similar to an infusion technique, it can be performed within the same time frame of another technique. While it requires no chakra to apply to a pre drawn technique, it will still cost the extra amount of chakra in order to detonate it but through this method this technique simply needs to be posted as a reference and thus doesn’t count as a move. This technique can only be used five times per battle, needing a two turn cool down before being used again.

Reference to Sai Drawing Explosive Notes:
Permission to resubmit:


Declined



Despite the incorporation of Fuuin and the reference to Sealing Trap, this still treads too closely to Bakuton, particularly Deidara's clay variation, which sees the creation of malleable objects that carry explosive properties.




(Bijuutsu: Maboroshihi) - Tailed Beast Technique: Phantom Fire
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 Chakra Each Technique Infused)
Damage: N/A
Description: Derived from the usage of Tailed Beast Technique: Duality, the Jinchuriki of the Nibi applies the usage of the “Positive Black Chakra” variant of the technique into their fire techniques exclusively – allowing the infusion to occur naturally should the user desire such an effect. This allows all the user’s Katon based techniques to gain universal neutrality due to the unique infusion. What makes this technique more unique from the original is due to the flames of the Nibi being partially infused into the flames generated by its Jinchuriki are part of its body thus producing a more easier and precise version comes with practice. This can only be used by a Jinchuriki of the Nibi, being passive in nature and not costing a move. It must however be in the user’s bio or mentioned before hand. Cannot be used in consecutive turns.

Original Technique:


Approved, with edits






 
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Xicer

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(Taijutsu: Houkyuubi) Body Arts: Pay Day
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The user either takes a running start or just initiates (if in range) a low kick to the opponent's coin purse/ninja bag, spilling 5% of the Ryo they are carrying. Either player can then spend a move to pick it up, or leave it sitting, where it would become covered by dust from battle in 5 turns. If the battle is decided before the 5 turns are up, the winner may pick up the Ryo as it sits.

Note: Can only be used in NW
Note: Can only be used 5 times per arc
Note: Must be taught by Xicer




(Taijutsu: Sunawachi Mai Saifu, Hon'in Bekarazu Kimiwa!) Body Arts: That's My Purse, I Don't Know You!
Type: Defensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: In response to someone attempting to steal an object from them, or attack an items in their possession from short range, the user will kick the opponent in the testicles, while screaming "THAT'S MY PURSE! I DON'T KNOW YOU!". This precise breathing motion allows for a fluid solid kick to the groin leaving the opponent stunned, or in other words, if the words are not screamed exactly as described, the technique will fail. This would stop their immediate movements, while also slowing their speed and reactions by 50% for the next 2 turns.

Note: Can only be used against male biographies
Note: Can only be taught by Xicer


Both Declined

Techniques that revolve around the theft of Kumi/Ryo are not approvable.

 
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Priest

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Kuchiyose no Jutsu: Mesh - Slug Summoning : Mesh
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
Mesh is a small slug roughly one fourth the size of the summoner. His appearance however is quite different from the generic slugs as he's yellow compared to the white color of Kasuyu and her clones. Upon summoning, Mesh would appear fused with the user as most of his abilities are mutual to a host. He is able to fuse to the user and if it makes contact with any one(allies or opponents), fuse with them too. Mesh is able to communicate telepathically with anyone he is fused with.
Mesh is an expert in chakra control. This gives him the ability to sense chakra and due to to his fusion with the user, this makes the user's body his body and his body the user's body. This results in him able to receive damage instead of the user. However, he can only receive up to the damage the user is capable of receiving after which he stops receiving damage for the user. Upon storing a received damage, Mesh could merge with an opponent and transfer the stored damage in the form of a toxic chakra inside the opponent. Lastly, mesh while merged with the user, continually secrets acidic saliva that passively oozes and coats the user's entire body over a thin layer of chakra. This augments the user's touch or physical attacks by +20 damage, however the user has control over how much the saliva coats the skin, the area it covers or even command Mesh not to secret it at all.

Summoning lasts four turns
Can only be summoned 1x per battle.


Declined: to start, the bit that goes "this makes the user's body his body and his body the user's body" is awkward and lacks any basis as is. And the wording for its damage conversion ought to be changed as toxic usually implies something like poison or venom.


Kemono no Shinjō, Keiji - Creed of the Beast, Revelation
Type: Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A(+20)
Description:
This ninjutsu requires one to have the and have stored the substance from the summoning. Due to the ability to passively summon the substance from the infinite seal, the user is able to use this jutsu passively to coat is physical techniques, both taijutsu and ninjutsu(originating from the user's body) with the substance, adding a unique form of extra damage depending on the substance in question. The user would not be affected by the substance.
Usable twice every three turns.


Declined: just be aware that this CJ is bereft of any reason for the substance(s) to not affect the user.

 
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Venom

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(Fuuinjutsu/Taijutsu: Absu Hercules) - Sealing Arts/Body Arts: Protection of Hercules
Type: Supplementary | Defensive
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: Often times in the midst of battle Taijutsu users would find it difficult to combat certain techniques. Such as fire or lightning that would certainly do damage to them if they attempted to counter with Taijutsu. For this same reason Venom created a special barrier fuuinjutsu to aid him when combating ninjutsu with taijutsu. Instead of having to channel chakra when within short range to combat these deadly techniques, Venom can simply use a body art motion to combat them. Whenever the user faces an obstacle that might do damage to their bare skin when using taijutsu, a barrier may passively form over the body (or limb being used to counter) that would protect the body. The amount of chakra needed for this barrier to form will reflect the incoming technique +10 to overpower/absorb it. Energy base techniques such as fire or lightning will be 'absorbed' into the barrier and harmlessly exit in another direction. On the other hand, solid techniques such as earth would be shattered after the barrier's chakra quickly spreads over the technique and crushes it under immense pressure upon contact. The barrier passively siphon's chakra from the user. This is why it may be used in conjunction (same timeframe) as another technique. The user doesn't need to manually channel chakra for it. What makes it become active is when foreign chakra enters short range of the user. If the user doesn't move, the barrier would simply cover the entire body. But if he so chooses to perform a taijutsu motion (such as a punch or kick) in the direction of the incoming technique, the barrier will form in between the limb and incoming technique to deflect/absorb the foreign attack. While giving the user ample time to continue his attacking motion.

Notes:
-Must specialize in Taijutsu and have NB taijutsu mastered (Restricted not included)
-Must have Fuuinjutsu
-Despite this being passive, it takes up a move slot
-May only be used x4 per fight
-No above A rank Fuuinjutsu within the same or next turn upon successfully using this technique.

⛧Declined. There's really nothing that distinguishes this from multiple other CJ.⛧
 
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Ryóma

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Updating first 3 techniques.

(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Suplementary
Rank: B - Rank
Range: Short - Mid
Chakra: 20 (Activation), 300 (Base Chakra)
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to B-Rank elementals, while also retaining the ability of using Ink Ninjutsu up to S-Rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for four turns before the ink falls. All jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size while the creation has a base 300 chakra pre-made for it.


Update Declined

This would act a little too much like a Y/Y creation with this update.




Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to short range, A ranks can scale up to mid range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. Lasts 3 turns when used in Battle Arena, where as in WSE the created terrain may remain for as long as needed.


Update Declined






(Inkupo: Arusu Shasuuru) Ink Arts: Ars Chasseur
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A ( +10 Infusion)
Damage: N/A
Description: A rather unique technique that naturally has no inherent offensive nor defensive power - but rather is a tool utilized by those who are capable of utilizing Ink Ninjutsu. This selective brand of ink is different from the others used, as it's intention is to capture the true essence of an animals predatory sense - in which the ink has the ability to form invisible works of art. This isn't to be confused with true invisibility but rather a contribution of the ink's ability to retract light away from it due to the translucent coloration and a minor infusion of chakra. Once the ink is used, the creation is formed, preventing the enemy from being able to see said work of art and thus is ideal for stealth attacks though it should be known that when within short range of the opponent, the creations cameo is easier to see due to distortions in the air or even from moving along the ground causing prints to appear etc.

The user is able to also apply this to his/her ink techniques within scrolls by simply having it pre-drawn or even conceal ink created tattoos on their body in which the user simply has to pay an extra infusion of chakra to "activate" the effect. Must be posted in user's bio or at the start of battle, though this only pertains in carrying the ink where as the infusion requires a move. The cameo affect only lasts for three turns before naturally a wearing off.


Approved




(Inkupo Fūinjutsu: Arusu Rooza ) Ink Arts: Ars Rosa
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 ( -10 to sustain)
Damage: 80
Description: Arusu Rooza utilizes a unique application of controlling ink once it takes form by drawing it right on the spot. This causes a vast array of thorny whips with roses to grow and rampage across the ground as the ink soaks into the surface and resurfaces from below the ground. It's range is wide, devastating the terrain fifteen meters in front of the user whilst also reaching up to five meters in altitude. The user can also infuse the ink with fire chakra in order to cause the thorns to deal burning damage upon contact with the target (user can interact with it without suffering any adverse effect while also following the S/W of Fire). This can only be used twice per battle, remaining active for two turns while being unable to use S Rank and above Ink/Katon in same and next turn. Fire infusion isn't mandatory, leaving it up to the user's choice. They may also control the whips via hand movement for more precise strikes.


Approved, with edits



Updating

(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Suplementary
Rank: B - Rank
Range: Short - Mid
Chakra: 20 (Activation)
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to B-Rank elementals, while also retaining the ability of using Ink Ninjutsu up to S-Rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for fourturns before the ink falls. All jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size while the creation can have up to a base 200 chakra pre-made for it and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 clones that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be.


Update Approved, with edits




New:

(Hyouton: Yobunna Uwagusuri) Ice Release: Extra Glaze
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: The Ice user infuses an extra 10 chakra points into any Ice technique in order to increase it’s rank by one. This is due to the strengthening of the Ice technique as the additional chakra serves to make the ice in the technique more rough/ragged, thus causing more pain. With techniques based on snow, the cause is due to the snow becoming denser, thus making it more solid and stronger. Ice techniques up to A-Rank are increased by 1 rank, and S-Rank techniques receive an additional 20 points of damage to them. This technique can be performed within the same timeframe as the technique it is applied to, although it uses up a move. Also, it can be used four times per battle, with a cool down of 2 turns between each usage.
Note: Can only be taught by Ryóma


Declined

This has been done before.


(Hyouton: Samui Sesshoku) Ice Release: Cold Touch
Type: Offensive
Rank: S
Range: Short - Long
Chakra: N/A (+20 Infusion; +5 to keep active)
Damage: 80
Description: Whilst snow falls from the sky, either naturally or through the user’s doing, the Yuki channels chakra into the falling snow, making it extremely cold; colder than normal. Due to it’s extremely cold properties, this snow creates cold burns upon contact with the enemy. However, being a Yuki, the user is more immune to the cold, and so this does not affect him. If applied on snow created by the user, this technique can be applied in the same timeframe, although it uses up a move. This effect can last as long as the user wishes, although it uses up chakra with each turn. The user can stop fuelling this whenever they want, stopping the burning effect.
Note: Can only be taught by Ryóma


Declined

Restrictions? No handseals? If this is going to be applied to snow techniques as an alternative, it needs a specific damage boost value as well.


(Suiton: Ekitai Jūryō) Water Release: Liquid Weights
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A (+10 Infusion)
Damage: N/A (+1 Rank)
Description: The Hōzuki can manipulate the density of the water in their body, making it extremely heavy, which can be applied to their water techniques. If made heavy, any water techniques performed by the user will increase in rank by 1, due to the greater force behind it. Upon contact with the enemy, the enemy will become ten times heavier than normal due to the heavy water. These effects only occur if the user molds the water to become heavier in a specific location for release, like the mouth or the limbs. But if the water is made heavy throughout the whole body, the user themselves will become very heavy, which can actually be used to their advantage. Techniques up to A-Rank are increased in rank by one, and S-Ranks receive an additional 20 points of damage. This technique can be applied up to 2 water techniques in one turn, requiring a two turn cool down before usage again. It can be used four times per battle and requires an infusion of chakra into the technique it is applied to.
Note: Can only be taught by Ryóma


Declined

Increasing the density of water can only be done by either mixing it with a soluble solution, decreasing it to near it's freezing point, or pressurizing it to shrink it's volume. Besides this, once again, there are too many infusion techniques of this same nature running around. It's starting to become almost routine for submitters to try and submit something like this for each particular ability.

 
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Geezus

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Kugutsu no Jutsu - Ransōtengai | Puppet Technique - Heavenly Wild Puppet Suit
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (+5 per turn to maintain)
Damage: N/A
Description: Developed as a technique for the puppeteer who found themselves unable to move on the battlefield and thus preventing them from controlling thier puppets. The user will release a surge of a large amount of chakra around their bodies and shape it into countless chakra threads. These threads will then wrap around the user's body before becoming invisible. Each of the chakra threads created is controlled by the user's brain and allows them to control and move their own body parts freely regardless of any form of paralysis, broken limbs, or any other force which would impede normal movement. The user's body will move very similar to a marionette also allowing them to avoid some techniques within reason. If needed, the user can freely attach these threads to objects within mid-range, allowing the user to perform a myriad of task up to the user imagination depending on the object. This technique lasts as long as the user has chakra to maintain it.
Note:
Only usable by puppeteer bios.
Usable once per battle.


Declined: do not resubmit; there is evidently a that already does this.


Ranbirisu - Lampyris, Butterfly Shield
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40 (+10 per turn to maintain)
Damage: N/A
Description: Having developed the ability to utilize Magnetism, Otsutsuki Gwendolyn searched for a way to make the power her own. Like those before her, she found inspiration through the Shukaku's usage of the element to manipulate sand. Learning that the Third Kazekage had developed his own version by using Iron Sand, and the same with the 4th Kazekage's Gold Dust, Gwen set out to forge a weapon she could truly call her own. That creation was the Lampyris, a weapon that allowed Gwen to channel and effectively utilize her newfound power. When not active, Lampyris appears as a simple black bracelet worn on the user's dominant hand. However, once activated, Lampryis forms into a gauntlet around the user's hand and countless metal shards are released from the weapon which begin to float short-range around the user. The activation of Lampyris happens passively but requires the weapon to siphon some of the user's chakra to activate. Once active, the gauntlet acts as a focal point for the user's magnetism and allows the user to control the shards via hand movements and/or gestures. Individually the shards don't pack much power, capable of causing only minor cuts to a target individually inflicting +2 damage per shard. But, by reacting with each other, the shards can create a wide range of offensive-oriented constructs limited to the user's imagination. Lampyris also grants the user extensive defensive capabilities through the formation of shields, tendrils or domes; however, the larger the construct, the thinner the defense allowing elements with high penetrative ability to overwhelm them. These constructs are similar to an A-ranked jutsu in terms of strength with multiple constructs capable of being created at a time, the power dividing evenly between them. Though, no matter how many constructs are created, it counts as a single move. The total size of the constructs may also not exceed more than 3 times the user's size. The magnetism can also be exploited to attract a target after shooting shards into their body or be made to wrap around a target in an attempt to overwhelm them. The actions the user can take with this weapon are all limited by their imagination but each action actively using this weapon counts as a move and only extends up to mid-range. Furthermore, this weapon has vast supplementary capabilities, mainly by magnetizing objects the shards may come in contact with.
Note:
Only usable by Magnet Release users.
The user can't use this weapon for both offense and defense in the same turn.
You must be registered for see images

Declined: the ability to manipulate metal shards as this CJ intends would require an Iron Sand and Gold Dust bio.


Detonētā: Igunisu - Detonator: Ignis
Type: Puppet
Rank: S
Range: N/A
Chakra: N/A (40 to summon)
Damage: N/A
Description: Detonator: Ignis is one of three specially made combat puppets created by Gwen Otsutsuki to act as one of her personal retainers. Ignis appears as a humanoid puppet with a doll-like appearance causing the creation to be referred to as a combat doll rather than a puppet. This particular combat doll stands at 209 cm (6'10") in length and feminine in appearance. Her outfit is similar to that of her counterpart Nirvana, although her hat, collar, and dress are a deep red color. Her eyes are blue in color and have irises, making them more human-like compared to Nirvana’s opaque, pupil-less eyes and seems to have lines running down from both her eyes, in comparison to Nirvana’s one. She has two big golden rings on each side of her instead of one like Nirvana. Ignis’ hands were uniquely crafted with sharp, hooked protrusions on the fingertips and she uses these to a deadly extent when in close quarters. They can be freely ooze in liquid puppeteer's poison to make her even more deadly in close quarters combat. The sharp protrusions add slicing damage to punch based attacks giving non-chakra oriented taijutsu which involve the hands an additional +10 damage. Ignis can also detach her hands as projectiles making them function similarly to Fuma Shuriken. While detached this way Ignis may freely control the movement up to mid-range, but cant use any hand based taijutsu while detached. Gwen's knowledge in mechanical engineering has allowed her to craft a puppet that is highly durable yet maintains it's human-like flexibility. Using the same specially made metal material used to create Chakra Blades, the puppet has enough resistance to withstand B-rank and below elemental techniques. This special metal frame makes her more durable than a standard wooden puppet making her resistant to A-rank and below physical techniques as well. Gwen calls this puppet Detonator because Ignis has many different variations she is capable of using with the offensive variantion of the Puppet Cursing Technique. When using this technique, Ignis can hold the orb in her hands and make it much larger and create larger scale explosions, granting the technique an additional +10 damage. If the technique is used this way, it becomes capable of defending against large-scale techniques. This ability, however, can only be done twice a battle and counts towards the user's total moves during that turn. Ignis can also preform a rapid fire version of this technique once every two turns granting the technique plus +10 damage this way and become capable of defending against equal ranked techniques. Naturally, Gwen has outfitted this puppet with the capabilities to use all standard puppetry techniques, and as a last resort, Gwen has completely filled the inside of Ignis's frame with numerous layers of explosive tags. By using the seal of confrontation, the user can activate the tags inside of Ignis for a large scale explosion equal to S-rank that reaches up to mid-range. This, however, may only be done once per battle resulting in the destruction of Ignis. The user can also be harmed if they are within range of this explosion.
Note:
Only usable by Otsutsuki biographies.
You must be registered for see images

Approved: edits annotated in pink.

 
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(Shichishitō no Jutsu) - Seven-Branched Sword Technique
Type: Offensive/Defensive/Supplementary
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60 (+20 when used collaboratively)
Description: The user creates chakra rods from their arms or other chakra rods in contact with them which in turn produce more rods, a process that can be repeated indefinitely. Through this process a variety of tools and structures can be formed. The rods can be produced with enough speed and force to impale a person with virtually no resistance. Their inherent durability makes them suitable of being used as a defense against attacks of equal strength. Chakra rods may be merged through contact or severed whenever the user wishes while in contact with them. Multiple users can perform this technique collaboratively to create structures faster and with more mass making them stronger which counts as a single move.
-Only usable by Rinnegan users including linked paths
-Structures retain their strength when separated from the user.
-An A ranked collaborative usage is usable 3 times per battle with a 1 turn cooldown


Approved




(Hidora Geijutsu: Andāwārudo Gundan) - Hydra Arts: Underworld Legion
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user slams their hands on the ground to cause a torrent of Hydra heads to erupt from the ground within short range and extend toward a target to attack them. Weaker attacks that aren’t fire or lightning based cannot weaken this jutsu as destroying the heads any other way will cause them to multiply and regain their lost strength. They can also make a decent barricade due to their tough scales.
-Usable three times per battle
-Must have signed the Hydra contract to use


Declined: edit "a torrent of Hydra heads" to a tangible number (to begin with) and also clarify how large each head is.

(Hidora Geijutsu: Andāwārudo Gundan) - Hydra Arts: Underworld Legion
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user slams their hands on the ground to cause twelve Hydra heads to erupt from the ground within short range and extend toward a target to attack them. Weaker attacks that aren’t fire or lightning based cannot weaken this jutsu as destroying the heads any other way will cause them to multiply and regain their lost strength. They can also make a decent barricade due to their tough scales.
-Usable three times per battle
-Each head is 1 meter wide
-Must have signed the Hydra contract to use


Approved: edits annotated in pink.

 
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Vegeta

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(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud.


Declined

No restrictions or usage limits listed.

Permission to resubmit:

(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn.


Approved



 
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Serpent

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(Kuroki Jushinki Supea) - Chakra Disruption Spear
Type: Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: N/A
Description: The user will release up to three black chakra disruption rods in quick succession from their arm at fast speed like a spear. This is mostly used to counter techniques as the spear will disrupt the chakra within. When being used against intangible techniques like those of wind, lightning or fire. The rods will act as an insulators and cause the attack to dissipate. When facing these type of energy based techniques the rods have a type of "elemental advantage" being able to counter techniques one rank above itself. When being used against intangible techniques like those of earth or water. The rods will need to target structural weak points located with the Rinnegan in order to disrupt the flow of chakra within causing the technique to be destroyed. When facing these type of solid based techniques the rods have a type of "elemental weakness" only being able to counter techniques one rank below themselves.
Note:
-Must have access to Rinnegan to use
-Cannot be used on consecutive turns
-Can only be taught by Serpent


Declined

Going to need a usage restriction. This will only be able to neutralize solid techniques.


(Raiton: Tamaraiko) Lightning Release: Electric Sphere of Ages
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: The user will focus a large amount of Raiton chakra within their body in a near instantaneous speed resulting in a high build up in the fastest possible time. They will then release this chakra as a solid mass of electrical energy as a short ranged sphere that is mostly used for defense ageists attacks of appropriate ranks. This sphere shines bright similar to "Lightning Illusion Flash of Lightning Pillar" and can temporally blind anyone who look directly into it. The user can then manipulate this sphere in one of two ways. The first being a release of the energy outward in all directions, spreading outward as an electrical explosion that spreads out to mid-range. The second being a focused beam of highly condensed lightning that can be more precisely aimed and reach out to long range.
Note:
-Requires a one turn cool down to use Raiton
-Can only be used twice per battle
-Blindness lasts one turn
-Can only be taught by Serpent


Declined

This has been done before.


(Doton/Ninjutsu: Kage Kibou) Earth Release/Ninja Technique: Dancing Shadow Walls
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: The user will focus his chakra and slam his foot on the ground causing multiple walls to rise, rotate and shift back and forth around the user. These walls will seem to dance as they spread around the battlefield. The walls can defend from incoming techniques of appropriate rank. The true nature of this technique however is to mask the movement of the user as the technique is laced with a Genjutsu. As the walls "dance" around they will create the "illusion" of shadows running about. It would appear as though countless Ninja are trailing behind the walls and moving in on the target. The user can use this confusion to mask his movement.
Note:
-Can only be used twice per battle
-Can only be taught by Serpent


Declined

How is this offensive and damage-dealing in any way? Genjutsu portion is flawed as there's no valid method of induction described properly. Instead of referencing what you're trying to achieve as a genjutsu, I would suggest referencing the Haze Clone technique as a basis for the appearance of ninja moving behind the walls; this would also align more with the ninjutsu tag you put in the name.

 
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Detective L

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New Cycle: 19/06/2018 - 26/06/2018

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 . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Goetia

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(Katon: Muspellzheimr Lævateinn) – Fire Release: Harrowing Inferno
Type: Offensive / Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Forming a chain of 3 seals, the user will release an explosive blast from their body in the form of searing flames. This blast is omnidirectional, but it is not simply a short-range burst of chakra intended to combat close-quarters enemies. Rather, it is a huge blast that will continuously expand outwards from the user, acting as a dome which serves as a rudimentary but effective defence, and relentlessly pursuing and consuming anything which is outside of its circumference when released. When released, the user is able to control the state of the flames, meaning that they can manifest as pure energy, which merely flows over the surrounding terrain and incinerates any objects it comes into contact with, or as a tangible substance, allowing it to punch through obstacles. Once released, the dome expands outwards at a speed equivalent to the user’s base speed, and if it isn’t neutralised, it will spread to encapsulate the entire battlefield. In WSE terms, this would mean that the entire landmark would be covered by this dome of seething flames. Using this technique in a landmark would damage it greatly, to the point of burning down and destroying structures (e.g. buildings) and other objects within the area. While this is an effective way of dealing with multiple targets or ranged enemies, this technique does not discriminate in what it burns. The user will be the only one left unscathed by the technique’s destructive capability as it expands outwards. Once this technique expands to fully encapsulate the field it will linger for a few moments before evaporating. After being used, the technique requires one turn of cooldown before it can be used again.

⇒ This technique lasts for the duration of the turn it is used in
⇒ No Fire Release above A-Rank in the turn of use
⇒ Usable 2x

□ Pending. □

(Meiton: Awarena Kokoro) – Dark Release: Ravenous Heart
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 per Dark technique)
Damage: N/A
Description: A passive technique, normally activated before the beginning of a battle. Once active, this technique alters the function of future release-type Dark techniques which are able to absorb. Usually, these techniques simply absorb chakra from opponents or their techniques, and occasionally allow for the Dark technique in question to erupt into a burst or wave of flames. This jutsu would confer a new function where absorbed chakra would go towards empowering the Dark technique. When an absorption takes place, the Dark technique would break down that chakra and immediately convert it into Dark chakra, which it would then integrate into itself, much like how the user’s palm seals break down incoming chakra and convert it into Dark chakra. Should a successful absorption occur, the technique in question would increase in power by one rank, and gain an additional 10 chakra (in cases of S-Rank or above techniques, they would instead gain an additional 10 damage rather than a rank increase). Once this process completes, the appearance of the technique changes, becoming more demonic or intimidating in appearance, though this is merely cosmetic. Additionally, any outlined functions in the technique would experience an increase in power to reflect their greater strength (e.g. A-Rank -> S-Rank, stated chakra amounts would increase by 10, stated damage amounts would increase by 10). It should be noted that any technique which undergoes empowerment through this technique cannot be further augmented through it, meaning that the effects of this jutsu only work once and will no longer apply on the enhanced technique. While this jutsu is active, each Dark technique costs 5 normal chakra points to use, in addition to the cost of Dark chakra.

⇒ Usable 1x per battle

□ Declined, I don't see how this is possible without the mark being there. □

(Bōkyaku Teisei) – Oblivion Correction
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Oblivion Correction is a unique ability pertaining to the natural properties of Dark Release. It has been seen before in the series that different types of chakra are able to seep into the abilities and techniques of the user, altering or enhancing their natural capabilities. Oblivion Correction is an example of this, as the user’s natural disposition towards a component element of Dark Release is able to influence the appearance and function of their Dark techniques. In order for this ability to work, the user must specialise in either one of Dark Release’s component Nature Releases; Fire Release or Lightning Release. This natural disposition in one’s chakra will result in an imbalanced chakra ratio being created when the user attempts to use Dark Release, enough to change its appearance and abilities, but not enough to destabilise and disrupt it. For example, specialising in Fire Release will result in an overbalance of Fire-natured chakra in the element, the same principle applying for Lightning Release. When the user attempts to utilise their Dark Release chakra, it will appear and function somewhat differently to that of normal Dark Release chakra. With two component Nature Releases, two alternate types of Dark Release can be created; the Hadean Flame and Mephistophelian Thunder. Whilst Oblivion Correction is active, the effects of the chosen type will be permanently, and passively applied to the user's Dark Release. Their effects are as follows:

Hadean Flame – The Hadean Flame is born out of the user’s Fire Release specialty causing an imbalance in the chakra ratio of elements that form Dark Release. This type of Oblivion Correction causes the flames to take on a deep, bloody red, with flecks and streaks of black that writhe within the energy. The imbalance of chakra in the Hadean Flame causes the user’s Dark Release to behave similarly to that of Fire Release. With the added thermal energy, the user’s Dark Release is able to contend on equal ground with Earth Release, rather than being naturally weaker than it, though it still has a natural weakness to Water Release. Additionally, due to the chakra being much closer to that of Fire Release than before, the user is able to use their Fire Release-based supplementary abilities on their Dark Release techniques.

Mephistophelian Thunder – This type of Dark Release is made possible by the user’s Lightning Release specialty disrupting the balance of chakra natures when forming Dark Release. This form of Oblivion Correction causes not only the color of the chakra to change, but also its natural form. The chakra would take on a white color, and rather than flames, it would closely resemble the electrical energy characteristic of Lightning Release. This also allows the chakra to behave similarly to Lightning Release, meaning that it can now be conducted through Earth and Water Release. Effectively, Dark Release will have elemental advantage over Earth Release and Water Release, as they will easily conduct the Lightning-like Dark Release, allowing it to easily bypass their tangible defence and absorb their chakra. However, due to this substantial change in chakra nature, Fire Release will now become elementally neutral, and Wind Release will become a weakness. The user is also capable of applying their supplementary Lightning Release-based abilities to their Dark Release.

⇒ This ability is posted in the user’s biography, with the specific type they wish to use being stated or highlighted. The user may only utilise one type and its effects at a time, which must be indicated in the user’s biography. Even if the user specialises in both elements, only one type can be chosen
⇒ This ability only affects the S&W of release-type Dark Release techniques, not the palm seals themselves, even if a technique requires absorption through the palm seals to initiate or perform the technique


Declined: in most cases, S/W isn't to be altered like this CJ tries and in this particular instance, that was agreed upon.


Resubmitting:

Shinryūō: Haimudaru, Iruminēta ♚ True King: Heimdallr, The Illuminator
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By stringing together a sequence of 4 handseals, the user will release a large mass of lightning from their body. Shape manipulation will be utilised to form it into a large mass of solid, pale electricity, in the shape of a 30 ft tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core, which is pure Lightning Release. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate this familiar, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. It should be noted that if any layer of the technique (the shell or the core) is only partially damaged, it will passively regenerate within the turn. However, regenerating an entire layer from scratch (e.g. the whole shell is destroyed) will cost a move. This obviously cannot be done with the core as once it is destroyed the jutsu ends. Because of this electrical composition, Water techniques of the user can be directly enhanced by this jutsu, since Water merely acts as a conductor to Lightning and doesn’t inhibit any of its natural properties or power. In such a case, Heimdallr is able to freely stream himself through the Water jutsu in question, giving it +20 damage whilst it is in contact with the technique. Otherwise, it follows the standard S&W scheme of Lightning Release. At any point, Heimdallr can emerge from the stream and return to his original form, and will not disperse once the Water technique it has been streamed through expires. Heimdallr exhibits an extent of sentience that allows it to act with autonomy, though it can still follow the mental command of the user. Its Lightning Release core allows it to use generic A-Rank projectiles and streams of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank Lightning Release jutsu per turn, whilst it is able to use as many A-Rank techniques of Lightning Release as it pleases. In addition, Heimdallr is able to lose its shape and transform itself into a smaller, compressed, bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above (1 S-Rank per turn, unlimited A-Ranks), though still costing a move as stated with a halved chakra cost. Should the user wish to stand on Heimdallr, they must stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air.

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⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 3 turns

□ Declined. First of all, this technique is too long and can be shortened. Secondly, the core of the technique, and the technique in general is S rank, so what rank is the "layer"? Also, passively regenerating is a no. Make this smaller in size, and more concise. Streaming through Water is nice, but it forming into its full size is a bit wild lol. It needs limits on what it can do, in terms of A rank Lightning projectiles, not drastically decreased but just limited? Lastly, 2 turns and 2x per battle and break in between turns. □
Shinryūō: Haimudaru, Iruminēta ♚ True King: Heimdallr, The Illuminator
Type: Offensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By forming 3 handseals, the user will release a large mass of pale-yellow lightning from their body. Through shape manipulation, it will assume the form of a ten meters tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate Heimdallr, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Should the entire shell be destroyed, the core will simply remain stationary, floating in the air and serving no function until it is destroyed or the shell is regenerated. The shell, whether only partially or completely destroyed, can be regenerated to its original strength at the cost of a move, once every two turns. Whilst Heimdallr is in contact with a Water technique, the jutsu gains +20 damage. Heimdallr can also stream himself through and emerge from the Water technique and return to his original form at a size relative to the technique he was streamed through, and will not disperse once the Water technique it has been streamed through expires. Its Lightning Release core allows it to use generic A-Rank projectiles, streams and waves of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank per turn, whilst it is able to use A-Rank techniques twice per turn. In addition, Heimdallr is able to transform itself into a smaller bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. In this form, Heimdallr will move at the speed of a standard lightning technique. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above, though still costing a move as stated. Should the user wish to stand on Heimdallr, they must passively stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air, and requires a turn cooldown before another use.

⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 2 turns

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□ Approved. Edits made. □
 
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(Chikyū no sutairu: Unmei no seiiki) Earth Style/Sealing Arts: Reign of the Conqueror
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40 (-10 per turn)
Damage Points: NA (80)
Description: By first performing three hand seals or slamming their hands on the ground the user causes the land around the enemy form Mid-long range to begin rumbling as four massive earthen arms shoot out the ground. While these arms are in place the user will have complete control over their moment and can extend them up to ten meters. The arms are no larger than that of an Akimichi partial expansion at max length. Upon erupting from the ground the four arms will entrap the target from four directions blocking them in and prevent any form of escape through simply walking. Let it be noted that these arms always emerge at least five meters away from its target. Instantly after the user performs the necessary hand seals for this technique they will perform one extra seal in tandem with the rest and cause for an array of kanji transcripts to appear on the surface of the arms. The transcripts allow the user to manipulate an ability seen with Multiple Infinite Embraces known as force and pressure. When targets are placed inside of Infinite Embraces are faced with a tremendous localized downward force which prevent targets from moving. This seal essentially allows for the user to manipulate Infinite Embraces to another level simply meaning by simply pointing the hands into a certain direction towards an opponent it will be possible for them to emit/radiate a semi barrier that will be able to push around objects forcefully or simply pin them to a single location by allowing the arm to remain in that position. If desired the user can choose to use all of the arms in tandem with each other meaning they can choose to constantly apply a powerful force from multi angles making it difficult for the enemy to recollect themselves. Each individual arm however is only capable of placing the target under a limited amount of pressure equivalent to C-rank and the pressure can extend up to five meters of where it is. So if using two arms which would require to moves, then the enemy will find themselves placed under a force totalling B-rank all together. The main usage of this technique comes into play when the user positions the arms into four distinct locations and at that point will emit a wide scaled magenta colored barrier onto anyone in the vicinity. This spherical barrier is limited to being ten meters in an omnidirectional manner or five meters which is the smallest length. Before the user was only utilizing the barrier in its basic state, but with it now fully protracted they are allowed access its full potential. Once fully active the arms will be placed at four specific locations of the barrier which are: the top, left side, right side, and top. While active the target will be affected by a tremendous force from multiple angles which essentially immobilizes them in their standing position making it near impossible to move or perform hand seals. If desired, the user can choose to explode the inside of the barrier inflicting damaging force upon them equal to A-rank, and the total S-rank damage comes into play when the user manipulates the hands to move in to crush or grab hold of whatever is left of the target. Utilizing the arms in any manner in the beginning will always take up a move slot, and will cost a move for each arm utilized.

Note: Can only be taught by Sasori.
Note: Can only be used twice with a two turn cool down.
Note: Lasts four turns at most.
Note: If used to explode prematurely it will end the technique.
Note: No Earth or Fūinjutsu above B-rank after it ends.

□ Declined, similar to existing techniques. □

(Chikyū no sutairu: Unmei no seiiki) Earth Style/Sealing Arts: Sanctuary of The Doomed
Type: Supplementary/Offensive
Rank: S-Forbidden
Range: Short-Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: NA
Description: By first performing three hand seals the user causes four humanoid earth warriors to instantly emerge from the ground at least five meters around the target. As they are emerging they each will already have their arms extended pointed towards the enemy. Upon them being summoned the user performs an extra hand seal in tandem with the rest causing for kanji transcripts to be written over each earthen soldier. Afterwards the opponent and anything short range of them will find themselves placed inside of a spherical emerald colored barrier. Let it be noted, that this all happens pretty quickly. As the barrier entraps the opponent they will begin to fill a tremendous amount of chakra constantly drained from them; approximately fifty chakra points per turn. The barrier itself is pretty sturdy and durable simply meaning that it is near impossible to break the barrier from inside, but instead require for the user to destroy the earth soldiers emitting the barrier, but it is possible for the barrier to be destroyed by an attack above A-rank, but if still within the vicinity of where the barrier can be protracted then the enemy will simply find themselves entrapped again(at the cost of one of the user's moves). Destroying the soldiers is key to end the technique. If the user is able to break just one of the soldiers the barrier will not be stopped, only weakened. Since the barrier itself is A-rank by destroying one of the soldiers it's strength will be reduced to that of a really strong B-rank and so forth. Each individual soldier will be equivalent to C-rank. Due to the chakra constantly drained it will prevent the opponent from utilizing Jutsu above S-rank. The main part of this jutsu however does not come into play until after the enemy has had their chakra drained from them for at least one turn. Each turn the chakra taken from the enemy will be redirected into the seals source which will be the soldiers. For one turn that this is active then one warrior will be affected and so forth until all have fully filled with chakra. Once affected by the chakra the golem will undergo a metamorphosis thereby increasing its size and strength until it resembles that of the stone golem technique. The golem will now possess that of A-rank strength and durability and can utilize jutsu of any earth Jutsu up to A-rank, and will be controlled according to the user's will. Of course, this technique does not stop until four turns have been reached, but the user can choose to stop/weaken the technique prematurely in order to manipulate their super soldiers. If wanted they can choose to release just one super soldier but as a result the barrier will drop in strength accordingly. This technique is considered Forbidden rank at times because the total rank of all super soldiers on the field is Forbidden ranked.

Note: Can only be taught by Sasori.
Note: Can only be used twice with a two turn cool down.
Note: Lasts four turns at most.
Note: No Earth or Fūinjutsu above B-rank after usage ends.
Note: Super soldiers last four turns at most.

□ Declined, first of all, to have Forbidden Fuuinjutsu, you have to have Advanced Fuuin. Also, this technique is waaaaaaay to strong as it is now. If one of the soldiers are destroyed, the barrier would be broken, dividing it amongst them, and allowing them to gain power after just one turn, is simple too broken when combined with a few existing techniques I think of now off the top of my head. The restrictions are crazy too, considering what you planned to do with this. I don't think this can be approved. □

(Henkan riron) Sealing Arts: Conversion Theory
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A sealing jutsu designed to seal away energy based elements such as a fire and lightning as well as Custom elements based off of these jutsu. Upon an energy based attack coming into short range, the user will perform two hand seals and cause a crimson red barrier to emerge up to five meters around them in all spherical manner covering all directions. Once the attack comes into contact with the barrier the jutsu will be siphoned/sealed away into the barrier. Once the attack is sealed, the user will then release an attack back towards the opponent depending on the technique sealed away. For example, if the technique sealed away was fire based then the user will be able to release in an omnidirectional or pin point expulsion of the sealed away fire technique, but in a different for of energy. This form of energy could be a heat wave or a blinding flare anything is possible if it is a different form of the attack and the user also cannot unseal the same form of attack that was sealed. Another example of this in action would be the user sealing a lightning/electricity technique into the seal and releasing from it a blinding light. It is possible for this technique to seal away any A-rank and below attack and the damage of the unsealed attack is equivalent to the one sealed away and if the one sealed did not have any then it is not possible for the user to unseal an attack that does damage, but instead could be supplementary in nature considering the rank of the sealed technique.

Note: Can only be used four times
Note: No A-rank or below Fuin next turn.



□ Declined, similar to several existing Fuuinjutsu techniques. □
 
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(Taiton: Oribia no Uta) - Typhoon Release: Olivia's Song
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50(-20/turn)
Damage: 90(+30 Taiton/Wind)
Description: One of the ultimate treasured typhoon jutsus that are currently only known to Zora Akiyama. By harnessing the strongest currents a typhoon has ever produced and gaining the speeds of it, the user needs to focus extreme amounts of typhoon chakra throughout their entire body to become one with the air around them. The user will transcend into a wind itself but pertain a human posture albeit being able to extend their limbs or infact shape their body into anything they would want. While in this form, the user can take on anything that forbidden typhoon release can take on. Not only that, but they will gain ludicrous speeds are able to travel as fast as the fastest typhoons measured which above a third of the speed of sound. This speed is mostly only used offensively as the user is well shielded and serves well to deliver powerful punches and kicks but also blasts of wind that would shred mountains like butter. The user gains increased power towards typhoon and wind techniques but also custom elements that are composed by wind. However, the user is also limited to only use such elements as well. Two other perks of the jutsu is that once per use/battle it can regenerate and regain full capability if taking on damage that is on par with the technique itself. This must occur in the same turn as the technique is taken down however. This shortens the duration by one turn but could be proven useful in some circumstances. Another perk of the technique is that like other typhoon techniques it erases air-resistance and makes the user practically weightless. This means that the user can pretty much go anywhere on the field not bound by tools or etc to fly or even dig under the earth. The downsides towards this jutsu is that it can only be used once per battle/event and leaves the user drained of chakra to the point they cannot perform S rank and above jutsus for two turns after either deactivating or losing the power of the jutsu. Nor can they use typhoon or wind jutsus above B rank for two turns.

Note: Cannot be used more than once.
Note: Lasts for 4 turns.
Note: Regeneration costs a move and cuts the duration down by two turns total.
Note: Makes the user unable to use chakra above A rank for two turns and B rank taiton/wind for two turns after usage. Even if deactivate on purpose.

□ Declined. Where to start.. This technique is extremely wild made, as it is now. First, the problems, a +30 to both Typhoon and Wind? That'll be a no. Lasting 4 turns, and those filler restrictions. A third of the speed of sound? The speed of sound is 343 m/s. A third of that is 114 m/s, do you know how fast that is in the RP? Taking any form that Forbidden ranked Typhoon can for 4 turns non-stop, and change shape, too, with no restrictions? Even boosts to CEs made of Wind, or Typhoon? Lastly, this is similar to almost every existing I-become-the-element-technique. □

(Yamanaka/Fuinjutsu: Subete no orokamono no unmei) - Yamanaka/Sealing Arts: Fate of All Fools
Type: Supplementary/Defensive/Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A
Description: A very precious gem in the Yamanaka arsenal and only known to the most elite and sacred members of the clan. The fate of all fools is a jutsu where the Yamanaka forces the conciousness of a target to swap places with a marked spot anywhere on the field. The sealed tag needs to be placed beforehand and when the targets mind has been replaced the opponent only has 2 turns to escape or their body will be sealed by yet another seal that the Yamanaka places on their now immovable body(as it is separated from the targets conciousness). The sealing tags are simple but effective and resembles the common sealing tags in the fuinjutsu arsenal. The technique never seals the consciousness permanently though, only the body of the opponent if too much time has been spent. The Yamanaka has to place the seal in which they seal the opponents mind before being able to perform the technique, thus making this move taking up two time frames. The sealed consciousness is stuck in the seal and cannot confine any of their senses as they are trapped in a sealing tag. Their body will fall together on the ground and results in an easy prey for the Yamanaka to seal it away with. Although this technique technically never kills the target, one's their body has been sealed away after their consciousness is still trapped in a sealing tag they will never be able to reclaim it. If the sealing tag is broken with the targets consciousness still remaining inside and their body is sealed away, their consciousness will also be ripped to shreds. If the tag is broken prior to when their body is sealed away it returns back to their body although weakened in power and generally confused. This would limit their chakra disposal to A rank and under for 2 turns. The sealing tags are considered B rank.

Note: Cannot be used twice.
Note: Lasts forever if the targets body is sealed away after two turns or if the seal is broken.
Note: The user becomes unable to perform Yamanaka techniques above B rank after using this technique in a successful execution for 2 turns.

□ Declined, DNR. Don't see how this is possible without being broken, as it is there. □

(Taiton: Zora's no serenāde) - Typhoon Release: Zora's Serenade
Type: Supplementary/Defensive/Offensive
Rank: A-S
Range: Short-Long
Chakra: 30-40(-10/turn)
Damage: 60-80
Description: The technique that defines the mastery of Typhoon style. Zora developed the technique inspired by many other jack-of-all-trades techniques. The user can utilize their typhoon chakra to create tools, pillars, platforms, swords and any sort of structure with this technique and keep it going by constantly fueling it with typhoon chakra. Unless the user is a practitioner of Yin/Yang they lose the ability to use any other elemental techniques while doing so however. There are two levels of the technique, one of which is of a bit less in power and one that is stronger but requires more chakra.

Note: A-variation can be used 4 times, S-variation 2 times per battle.
Note: A-rank can last up to 3 turns, S rank can last up to 2 turns per initial use.
Note: The user becomes unable to perform elemental ninjutsu other than typhoon and wind if they chose to fuel their techniques to keep it going.

□ Approved. Edits made. □

Approval of Contract[ ]
(Kuchiyose no Jutsu: Kano) Summoning Technique: Kano
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kano is a male vampire squid with a completely black skin. He's the most gifted ninjutsu user of the vampire squids and is a water style primary specialist. He gains a passive boost to water style (+20 OR +1 rank/technique) and can perform all regular water style jutsus without the user of extra handseals. His water techniques doesn't even require a water source even when they depend on it. His former master Tobirama Senju was of great influence of teaching him how to master the way of the sea and the water style. Kano has sacrificed his usage of the common vampire squid mucus to achieve his phenomenal strength in the water style. Although he cannot use the mucus, his tentacles are still able to generate quite the punch and gain gripping abilities on hard and even slippery surfaces. Kano means the god of water in japanese and is rightfully so fitting this vampire squid due to his mastery of the release. Although he's not as big as Nahla, he is still quite the beef and is about 70 meters tall including his tentacles. Kano is also a summon that is extremely fast underwater but does not depend on it as he easily can create his own water sources. Kano has a base speed level of 25(taken from speed chart) underwater which increases passively by one ever turn when he's submerged underwater. On land he is slow to move but his tentacles still have very rapid movement when it comes to it. As previously mentioned, vampire squids in general have high resistance to electricity and water but are weak towards fire. Kano can take on up to A rank lightning, water and earth, the latter of which still makes him take on the kinetic force of a technique. He is weak towards fire and can at most take on a C rank hit of fire. Other than that, Kano is so far the only male specimen found in the vampire squid realm. He's very smart and has lived a very long life even though it doesn't really seem like it due to his personality. He's very open to new technology and he, like all the other vampire squids are having their summon land of the Moon Isle.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by his tentacles or crushed under his body counts as S-ranked blunt damage.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm


Declined: omit some of this squid's abilities (like the passive boost) and tone down the speed.

 
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Serpent

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(Kuroki Jushinki Supea) - Chakra Disruption Spear
Type: Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: N/A
Description: The user will release up to three black chakra disruption rods in quick succession from their arm at fast speed like a spear. This is mostly used to counter techniques as the spear will disrupt the chakra within. When being used against intangible techniques like those of wind, lightning or fire. The rods will act as an insulators and cause the attack to dissipate. When facing these type of energy based techniques the rods have a type of "elemental advantage" being able to counter techniques one rank above itself. When being used against intangible techniques like those of earth or water. The rods will need to target structural weak points located with the Rinnegan in order to disrupt the flow of chakra within causing the technique to be destroyed. When facing these type of solid based techniques the rods have a type of "elemental weakness" only being able to counter techniques one rank below themselves.
Note:
-Must have access to Rinnegan to use
-Cannot be used on consecutive turns
-Can only be taught by Serpent


Declined

Going to need a usage restriction. This will only be able to neutralize solid techniques.

(Kuroki Jushinki Supea) - Chakra Disruption Spear
Type: Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: N/A
Description: The user will release multiple chakra disruption rods that are used to counter techniques as the spear will disrupt the chakra within. This technique is only useful against tangible techniques and elements. The rods will need to target structural weak points located with the Rinnegan in order to disrupt the flow of chakra within causing the technique to be destroyed.
Note:
-Must have access to Rinnegan to use
-Cannot be used on consecutive turns
-Can only be used three times
-Can only be taught by Serpent

□ Approved. □

(Shuradō: Jigokuarashi) - Asura Path: Hellstorm
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: Through the Asura Path, the user is able to create a cannon from one of his mecha arms. This "hi-tech" looking weapon is nothing more than a chakra cannon. It shoots a very dense and concentrated sphere of chakra that travels at blazing speeds. The dense concentration of the sphere will then explode outwards releasing countless chakra "bullets" that rain down upon a mid-ranged area littering the battlefield like a Hellstorm. If the user is within range of the hellstorm, they will need to defend from this technique as well.
Note:
-Can only be used by Asura Path or with it active.
-Can only be used twice per battle
-Requires a two turn cool down
-Can only be taught by Serpent
-No jutsu above A rank in the following turn

Approved - made edits
(Shuradō: Jigokuarashi) - Asura Path: Hellstorm
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: Through the manipulation of the Asura Path. The user will manipulate one of their arms into a chakra cannon that It shoots a concentrated sphere of chakra that travels at blazing speeds. The dense concentration of chakra will then explode outwards releasing countless chakra "bullets" that rain down upon a mid-ranged area littering the battlefield like a Hellstorm. If the user is within range of the hellstorm, they will need to defend from this technique as well. The dense concentration of the technique makes it strong enough to play in equal terms to elemental techniques of the same rank.
Note:
-Can only be used by Asura Path or with it active
-Cannot use Asura Path abilities above A-rank next turn
-Can only be used twice per battle
-Requires a two turn cool down
-Can only be taught by Serpent

□ Update Approved. □




(Shuradō: Hibiki) - Asura Path: Sonic Cannon
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30 (-15 per additional turns)
Damage points: N/A
Description: A simple technique used through the manipulation of the Asura Path. The user will manipulate one of their arms into a sonic cannon. This can release a highly focused beam of sonic waves upon a target. These waves do not cause damage, but instead aim to hinder a target. If successfully used on someone, they will become unable to hear or move as a paralyses takes affect over them. This does not prevent the manipulation of chakra only causing them the paralyses for as long as the technique is in use. The user cannot use other techniques during the usage of this technique.
Note:
-Can only be used by Asura Path or with it active.
-Can only be used three times
-Can only be taught by Serpent

□ Declined. Hm, this needs to be better defined. How long does the paralysis last? Does it only work if aimed at the opponent, and within what range. Also, if it is a continuous technique for you, it needs a turn limit as well. □
 
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Zatanna

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Kachinonai | Unworthy
Type: Defensive/Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description:
A simple display of strength, the user can use either one arm or both, to sweep their hand across their body in front of them. Channeling chakra into the arm to give it extra strength, a pressurised sweep of air is blown forward, batting away incoming ninja tools.

Fudōsan Mado | Immovable Window
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
The user will gather chakra into their palms, placing the base of each palm together, one hand on top and the other underneath with both wrists touching. Drawing the hand back, the user will then push their hands forward outwards, creating a large square gust of wind to erupt from their hands and expand to short range in a 4m by 4m window.

□ Declined. These two techniques, do they fall under Ninjutsu or simply Taijutsu? You speak of a blow of air, so is it wind? Also, usage limits, even if they are at such a low rank. □

Hattori Hanzo
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-20)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.
Fig. 1
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Fig. 2
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Zatanna's CJ checks (04/10/2018):


Mudo checks:
¤ All Approved, with edits ¤

[Updating/modifying CW]
Hattori Hanzo
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)

Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
The metallic chakra dress has been modified to improve and strengthen ones taijutsu by specifically addressing the gloves and shoes worn. By funnelling (20) chakra into the gloves or shoes while performing a taijutsu manoeuvre, a cone blast of chakra can be produced extending the users attack up to mid range, with the addition of 10 damage
Fig. 1
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Fig. 2
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Zatanna's CJ checks (04/10/2018):



✪ Update Declined ✪



Nousagi Ninpo: Nousagifuu | Hare Arts: Hare-fu
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: +20
Description:
Ninja trained Hares and those that have signed the contracted have been train in Hare-fu, the unique martial arts fighting style that belongs to the Hares. Taking advantage of their stronger legs, Hares and signers can perform all Taijutsu moves with kicks instead of punches, being able to move just as freely as any punch. By concentrating chakra into the users legs, Signers of the contract can strengthen their muscles gaining a +20 to their taijutsu from practicing Hare-fu.

□ Declined. This technique requires restrictions, because as it is now, its indefinite. It also needs to be defined better, as it is now, it doesn't even feel like a fully completed technique. □
 
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Howard

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The following is meant to be a personal summon:

( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's blood stream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is able to change her size relatively quickly shifting between two sizes passively once per turn. First is roughly twice the size of a normal human being about ten meters from head to the end of the tail. Alternatively she can shrink down to a much smaller more manageable meter long size small enough to stand on a shoulder or cling to the body thus making travel easier.
She can move at thrice the summoner's base speed allowing her larger form to be used for travel by the user standing on her back. At either size Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head. Additionally due to the fact that she can innately produce her own poison she only has to lace this poison with chakra to manipulate it meaning her poison techniques have a passive +20 to their damage.
Her poison is Samandarin a toxic substance produced by most Fire salamanders. It's effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breath as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. Each turn after passing out the poisoned individual will take five damage thus negating their natural healing ability leaving them unable to act on their own unless healed from outside sources.
She is able to communicate with her summoner either verbally or mentally and has senses strong enough to sense minute vibrations such as changes in pressure and heat signatures up to one LM away. This is because of several compounding senses first is her sight, Fire salamanders unlike their kin have a flatter lens which can focus over a much wider range of distances so unlike her amphibious kin she is neither near or far sighted having fairly decent vision. On top of this like other Salamander she uses trichromatic color vision extending into the ultraviolet range. Next is her sense of smell, enhanced by a Vomeronasal organ allowing her to sense pheromones and scents over a large distance. Third like most Salamander she has a lateral line organ allowing her to sense pressure differentials in air and water. Finally all salamanders lack middle ear cavities, eardrum and eustachian tubes making her immune to sound techniques that target the eardrum or the middle ear specifically. Additionally she takes half damage and half of the effects of sound techniques in general due to the fact that she lacks the usual organs and faculties targeted by sound release techniques. She is able to passively merge with the user to hide once per turn, or evade damage however she doesn't grant the merged summoner with any abilities only making travel or hiding easier.
Note: Can only be summoned once lasting four turns


Declined: significantly cut down on how many abilities this one contracted animal has—it's altogether way too much.


( Suraimutaimu! ) - Slime Time!
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( 5 per turn to coat the body )
Damage: 60 ( 10 per turn if poisoned )
Description: Salamanders can coat their body in a slippery slime-like substance that they produce this is meant to be a natural deterrent and can be either mucous or toxic excretions from granular glands found under the skin. This mucus coating on damp skin makes them difficult to grasp, and the slimy coating may have an offensive taste or be toxic depending on the type of Salamander using the technique. When attacked by an aggressor, a salamander may position itself to make the main poison glands face the aggressor so that as they are attacked they release this substance outward spraying their aggressor. This slippery substance makes grappling the user incredibly difficult reducing taijutsu damage by twenty as each strike is softened by this slime that causes blows to ricochet or glance off on top of this solid offenses like earth release, and similarly solid techniques glance off reducing their damage as well. Salamanders can have a ridge of large granular glands down their spines which are able to squirt a fine jet of toxic fluid at their attacker and a contract signer can mimic this by releasing the poison in a pressurized jet from the pores of their skin. Alternatively when used by a contact signer they are able to quickly produce poison to accomplish the effect of the mucous or toxin acting in the place of the salamander's natural toxic defense. Obviously they would need to know poison release, but by coating their body in poison they are able to mimic this property getting the same benefit as well as adding twenty passive damage to their poison techniques. This is because excess poison from the body will be forced into these techniques increasing their deadly nature. The user can also halt and start the process at will merely by stopping or starting the chakra flow to the pores of their skin allowing them to use it against enemies but not harm allies.
Note: Poison spraying ability can only be used thrice with a one turn cool down
Note: Producing and coating the body in the mucous or poison is passive and can be stated in a bio or the first move


Declined: neither salamanders nor contract signers are getting a passive +20 to poison that lasts indefinitely.



Updating the following to fit the updated CW

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

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

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

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


Approved: edits annotated in pink.


(Sono Houkou) El Directo
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a large mass of chakra at the top of The Red Right Hand and then releases it while charging the chakra looks somewhat like the flaming exhaust from a car engine. Once released it makes it's way down the arm guard and instead of combining with the user's fist like La Muerta it is sent out as a blast of compressed Chakra. The Chakra blast explodes out on contact to any surface and is strong enough to demolish large walls. The chakra can be compressed down to the size of a basket ball when compressed it has more force and can easily throw the opponent back while breaking bones and rupturing internal organs. As it is just raw chakra the blast can be nullified with Elemental Jutsu one rank lower(A-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chaka blast or walls made of elements) or over powered by Elemental Ninjutsu of the same rank(S-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chakra blast or walls). This jutsu's power comes into play when used in Short Range making a devastating punch from The Red Right Hand much stronger. If the blast makes contact with the chest it can crush the opponent's ribs making movement almost impossible due to the pressure put on the internal organs.
Notes:
-Can be overpowered by Elemental Jutsu of the same rank
-Can be taken out by A rank Elemental Jutsu
-Must be wielding The Red Right hand and it must be active
-Cannot be used in the same turn as La Muerta
-Can only be performed 3 times and never in the same turn
-After the third use the Guard is deactivated(Even if the 6 turn limit isn't up)

±± Approved ±± Again, well done!
(Sono Houkou) - El Directo
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a large mass of chakra at the top of the Right Arm of the Giant and then releases it. While charging the chakra looks somewhat like the flaming exhaust from a car engine. Once released it makes it's way down the arm guard and instead of combining with the strike like La Muerta it is sent out as a blast of compressed chakra. The basic chakra blast explodes out on contact to any surface and is strong enough to demolish large walls. The chakra can be compressed down to roughly one meter cubed and when compressed it has more force and can easily throw the opponent back while breaking bones and rupturing internal organs. As it is just basic chakra the blast can be nullified with elemental techniques one rank lower or over powered by elemental techniques of the same rank.
Alternatively the user can gather a mass of gaseous poison near the top of the Left Arm of the Devil and create a gaseous blast of poison in a similar manner. However instead of being compressed into a sphere it becomes a piercing torrent almost drill-like in nature with the potential to pierce through techniques that gaseous poison is neutral to or strong to meaning it counts as a poison technique when used this way.

Note: Can only be used three times per battle with a one turn cool down
Note: Can only be used once per turn with only one variation per turn
 
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Never

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(Fujitsuboātsu : Uchinaru Akuma) - Barnacle Arts : Inner Demons
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A (-5 each time)
Description:
This technique is only accessible by those who have signed the Barnacle Contract and it utilises Barnacle Larvae that will live within the body, under the skin of the signer. These Larvae can do various things that modify and change the user's body but not to a significant degree, it is a way of adding things to create a variety of options and weapons it also allows for unique cosmetic looks that break certain human like boundaries but not to a huge degree. The Larvae can grow various tools from the user's body into their hand or can have it so the shell simply protrudes from their skin, for example they can grow a couple of calcite shell shuriken/shuriken into the palm of their hand or have Horns grow from their forehead as a new way to melee; or even grow claws from between their knuckles to assist with their punches. Tools created this way will be made out of Calcite Shell laced with Tendrils, meaning they can be the source of follow up Legs/Body of the Thoracica Jutsu however act as normal tools before these jutsu are used. The creation of normal tools like this is passive and counts as freeform, acting as a new way to use an arsenal of ninja tool. Because these Larvae are one with the user they change their skin so that is similar to Barnacle Flesh which allows them to reseal broken skin when tools are made from the user's body, it also allows the larvae to use "Legs of the Thoracica" from the user's very body, however creating extra hands does not allow the user to make hand seals with them. This in no way can be used to heal the user from incoming damage, it can be used to reseal cuts, but the internal damage is still done and is just a way to stop further bleeding, nerves, tendons. organs and everything within the body is still damaged except the skin. Larvae can use Gadget Barnacle from the user's body capable of launching it from a hand for example and even capable of infusing the user with Organs of the Thoracica.

Like with Zombies, the Restrictions of the Barnacle Arts when the Larvae use them apply to them separately as they can act alone with it's own abilities, their number of usages of an Art will not clash with the Users. Because of their limited amount of abilities the use-age of Legs of the Thoracica and Body of the Thoracica gain a rank, but only when the Larvae use them. Stated in the signer's bio there can be various cosmetic applications already active to change the appearance, like horns or spikes protruding off certain points of the body or elongated nails made from shell even a tail made of Barnacle Tendril flesh or tendrils intertwined within the hair, capped sharp teeth or a longer tongue and even if you so wish - pointy ears. Making modifications to the user's body is unranked (Unless Jutsu are used instead ofcourse) and can be done freeform and is limited to the user's creativity.

- Must have Signed the Barnacle Contract.
- Must be taught by LonelyAssassin
- Must be stated on your bio that you posses these.
- The Larvae can use Barnacle Arts independently from the user.
- The user suffers self-inflicted pain like they're being cut when they grow shell from their body.



Leaving for Pekoms

Leaving for NK.

Approved - Nice technique
Updating : Got Rid of Damage because of new Health Rules

(Fujitsuboātsu : Uchinaru Akuma) - Barnacle Arts : Inner Demons
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description:
This technique is only accessible by those who have signed the Barnacle Contract and it utilises Barnacle Larvae that will live within the body, under the skin of the signer. These Larvae can do various things that modify and change the user's body but not to a significant degree, it is a way of adding things to create a variety of options and weapons it also allows for unique cosmetic looks that break certain human like boundaries but not to a huge degree. The Larvae can grow various tools from the user's body into their hand or can have it so the shell simply protrudes from their skin, for example they can grow a couple of calcite shell shuriken/shuriken into the palm of their hand or have Horns grow from their forehead as a new way to melee; or even grow claws from between their knuckles to assist with their punches. Tools created this way will be made out of Calcite Shell laced with Tendrils, meaning they can be the source of follow up Legs/Body of the Thoracica Jutsu however act as normal tools before these jutsu are used. The creation of normal tools like this is passive and counts as freeform, acting as a new way to use an arsenal of ninja tool. Because these Larvae are one with the user they change their skin so that is similar to Barnacle Flesh which allows them to reseal broken skin when tools are made from the user's body, it also allows the larvae to use "Legs of the Thoracica" from the user's very body, however creating extra hands does not allow the user to make hand seals with them. This in no way can be used to heal the user from incoming damage, it can be used to reseal cuts, but the internal damage is still done and is just a way to stop further bleeding, nerves, tendons. organs and everything within the body is still damaged except the skin. Larvae can use Gadget Barnacle from the user's body capable of launching it from a hand for example and even capable of infusing the user with Organs of the Thoracica.

Like with Zombies, the Restrictions of the Barnacle Arts when the Larvae use them apply to them separately as they can act alone with it's own abilities, their number of usages of an Art will not clash with the Users. Because of their limited amount of abilities the use-age of Legs of the Thoracica and Body of the Thoracica gain a rank, but only when the Larvae use them. Stated in the signer's bio there can be various cosmetic applications already active to change the appearance, like horns or spikes protruding off certain points of the body or elongated nails made from shell even a tail made of Barnacle Tendril flesh or tendrils intertwined within the hair, capped sharp teeth or a longer tongue and even if you so wish - pointy ears. Making modifications to the user's body is unranked (Unless Jutsu are used instead ofcourse) and can be done freeform and is limited to the user's creativity.

- Must have Signed the Barnacle Contract.
- Must be taught by LonelyAssassin
- Must be stated on your bio that you posses these.
- The Larvae can use Barnacle Arts independently from the user.


✪ Update Approved ✪






Resubmitting Not a Summon, tis an Art:

(Meiton Fujitsuboātsu : Antei-ka ⇵ Zōkyō) - Dark Release Barnacle Art : Stabilisation ⇵ Augmentation
Type: Supplementary
Rank: A
Range: Short (Self)
Chakra Cost: 30
Damage Points: N/A
Description :
The user swipes blood on his summoning tattoo and summons two "Rhizocephala" type barnacles on his palm in a similar way to how 'Dark Release : Evil Summoning' works they will be covered in a dark purple chakra aura, these are parasitic barnacles that attach onto the user's palm using their tendrils. The user will then channel chakra into his dark marks and the Rhizocephala will link with them, however the barnacle can only link with one square at a time;

Stabilisation
The Barnacle will feed the dark mark with it's own chakra, fuelling it so that the user can use dark release techniques without the need for using "Inhaling Maw" or other absorption based techniques because the chakra is now already there. However the user can only use a a maximum collective of S-Rank dark release techniques with this ability active (Collective of S-Rank means it can be split into two A-Ranks, A-Rank and 2 B-Ranks), if they decide to use another dark release that adds up to more than S-Rank technique then they MUST have used other absorption based techniques beforehand OR they can use one and then this barnacle technique will disperse. Using an F-Rank technique will be allowed but will disperse the barnacle and cause double damage to the user as it will severely burn their forearms.

↿- Switch Using One out of Three Moves -⇂

Augmentation
The Rhizocephala will focus on the Release of the dark marks instead of the absorption, it's tendrils feeding through this diamond on the palm instead - fuelling the output of the dark mark with not their chakra but summoning other Rhizocephala larvae that are created within all Dark abilities. These Larvae feed the dark jutsu with their chakra which will rapidly convert it to dark to a point where they become much stronger, their blue burns brighter and if the attack uses a dark purple aura they'll become a little more blue instead. Strength is increased passively by 1 Rank (S-ranks gain +10), however with this active it means the user still has to absorb jutsu before hand to perform attacks and all augmented dark release techniques cost 10 extra chakra.

- Taught by LonelyAssassin
- Can only be used by Dark Release Users
- Can only be used by Barnacle Contract Signers
- Only one can be active at a time
- Can only be used three times, can only have one active at a time
- Cooldown of Four turns after a Dispersal
- No Barnacle Arts in the same turn and no Barnacle Arts above A-Rank in the next.
- No Dark release A-Rank or above the same turn.


Approved: reduced cooldown by one turn.


Some Technical Updates :


Updating - Clearing up Wording :

(Meiton Fujitsuboātsu : Antei-ka ⇵ Zōkyō) - Dark Release Barnacle Art : Stabilisation ⇵ Augmentation
Type: Supplementary
Rank: A
Range: Short (Self)
Chakra Cost: 30
Damage Points: N/A
Description :
The user swipes blood on his summoning tattoo and summons two "Rhizocephala" type barnacles on his palm in a similar way to how 'Dark Release : Evil Summoning' works they will be covered in a dark purple chakra aura, these are parasitic barnacles that attach onto the user's palm using their tendrils. The user will then channel chakra into his dark marks and the Rhizocephala will link with them, however the barnacle can only link with one square at a time;

Stabilisation
The Barnacle will feed the dark mark with it's own chakra, fuelling it so that the user can use dark release techniques without the need for using "Inhaling Maw" or other absorption based techniques because the chakra is now already there. However the user can only use a a maximum collective of S-Rank dark release techniques with this ability active (Collective of S-Rank means it can be split into two A-Ranks, A-Rank and 2 B-Ranks), if they decide to use another dark release that adds up to more than S-Rank technique then they MUST have used other absorption based techniques beforehand OR they can use one and then this barnacle technique will disperse. Using an F-Rank technique will be allowed but will disperse the barnacle and cause double damage to the user as it will severely burn their forearms.

↿- Switch Using One out of Three Moves -⇂

Augmentation
The Rhizocephala will focus on the Release of the dark marks instead of the absorption, it's tendrils feeding through this diamond on the palm instead - fuelling the output of the dark mark with not their chakra but summoning other Rhizocephala larvae that are created within all Dark abilities. These Larvae feed the dark jutsu with their chakra which will rapidly convert it to dark to a point where they become much stronger, their blue burns brighter and if the attack uses a dark purple aura they'll become a little more blue instead. Strength is increased passively by 1 Rank (S-ranks gain +10), however with this active it means the user still has to absorb jutsu before hand to perform attacks and all augmented dark release techniques cost 10 extra chakra.

- Taught by LonelyAssassin
- Can only be used by Dark Release Users
- Can only be used by Barnacle Contract Signers
- Only one can be active at a time
- Can only be Summoned three times
- Cooldown of Four turns after a Dispersal
- No Barnacle Arts in the same turn
- No Dark release A-Rank or above the same turn.


✪ Update Approved ✪


Signed Barnacle CSC:
Permission to resubmit:
Permission to submit Barnacle Arts:

No bolded parts since the technique was left on pending last time.

(Fujitsuboātsu: Chikara no Sai Kouchiku) Barnacle Arts: Power Reconstruct
Type: Suplementary
Rank: C - Rank
Range: Short -Long
Chakra: 15
Damage: N/A
Description: Power Reconstruct is a specialized technique known to the Barnacles who are considered “communities” among the contract much like Oregon and Arbiter. Due to how their bodies are structured, they are capable of using the innate ability they possess in order to reshape themselves into new forms. Through the manipulation of the tendrils that keeps them together and adjusting of the position of the barnacles they can attain new forms such Oregon changing into the form of a dragon or wolf as opposed to his normal state, allowing for more unique variety and twist among them. They cannot grow taller than they already are though can become shorter in height if needed, while retaining all their original abilities. One unique application of this technique can also be applied if in the instance of a single Acorn Barnacle is existing on the field, through which the user can summon a mass amount of barnacles together allowing for the single barnacle to join together in order to form a new community of barnacle capable of roaming around the battlefield in order to assist the summoner while retaining the ability to use Barnacle Arts much like other like other communities, while the single acorn barnacle acts as the “brain” of the community. This technique can only be used by Barnacles who are considered “communities” while creating new communities can only be done once per turn.
Resubmitting... Again...

(Fujitsuboātsu: Chikara no Sai Kouchiku) Barnacle Arts: Power Reconstruct
Type: Suplementary
Rank: C - Rank
Range: Short -Long
Chakra: 15
Damage: N/A
Description: Power Reconstruct is a specialized technique known to the Barnacles who are considered “communities” among the contract much like Oregon and Arbiter. Due to how their bodies are structured, they are capable of using the innate ability they possess in order to reshape themselves into new forms. Through the manipulation of the tendrils that keeps them together and adjusting of the position of the barnacles they can attain new forms such Oregon changing into the form of a dragon or wolf as opposed to his normal state, allowing for more unique variety and twist among them. They cannot grow taller than they already are though can become shorter in height if needed, while retaining all their original abilities. One unique application of this technique can also be applied if in the instance of a single Acorn Barnacle is existing on the field, through which the user can summon a mass amount of barnacles together allowing for the single barnacle to join together in order to form a new community of barnacle capable of roaming around the battlefield in order to assist the summoner while retaining the ability to use Barnacle Arts much like other like other communities, while the single acorn barnacle acts as the “brain” of the community. This technique can only be used by Barnacles who are considered “communities” while creating new communities can only be done once per turn.


✪ Approved ✪

 
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