Custom Jutsu Submission - III

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Korra.

Sage of Snakes
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Bio with Snakes and paper and poison

( Kiba o Funsai Suru ) - Crushing Fang
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A ( 20 per turn if poisoned )
Description: After biting their thumb the user summons around himself and his opponent a massive venom gland from a giant snake making the gland large enough to surround a short - mid range area. Along with the gland itself they summon the compressor muscle that is usually connected to the gland itself. The moment it is summoned around the compressor muscle begins to squeeze causing the wall of the venom gland to begin closing around the opponent crushing them between the walls of the gland. Additionally the venom gland will be filled with venom, when summoned the feet of the opponent and the user will be inside of the venom with the potential to poison those standing in it. However the user will be immune to this venom as they have to be a poison user to summon the gland. Additionally as the compressor muscle flexes it will cause the gland to produce more poison secreting it from the walls and linings of the gland coating anything in a sticky poison similar to the Starch Syrup Technique. The user is able to control how and when the gland flexes allowing themselves to remain safe. While inside the gland the summoner can use the poison as a source and the gland will produce either med toxin or the users own custom poison making it safe for them to use and touch. Any technique that uses the venom as a source will have a passive +20 to the damage of it.
Note: Can only be used once per battle and cannot use any other summoning ninjutsu in the same turn
Note: Must know Snake Summonings


Declined: the venom will not be a viable source for Dokuton nor will you be able to supplant the snake's venom with either med poison or a custom poison. And to be sure, Dokuton usually will not be applicable for the passive +20 boost.


(Chakura Kyūshū-Shi) - Chakra Absorbing Paper
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (- 30 when used)
Damage: N/A
Description: These special paper sheet are created by Korra and is a combination of paper sheets and Fire/Water/Wind/Earth/Lightning Sealing Method. The sheets are orange in color and have the symbol of her Orange Lantern ring. The sheets are used to absorb incoming jutsus by releasing chakra chains that split up and absorb an incoming jutsu into multiple sheets. The user can than hold 1 jutsu per absorbation and than rerelease the jutsu back at the opponent. The sheets can also passively when attached to an opponent can absorb chakra up to 40 points per turn including senchakra. The user can than have the sheets return to them and restore chakra from the stolen chakra. The user can also have them attach to summoning and absorb the chakra from the summoning to the point they get reversed summon. The user can also instead of releasing the absorb jutsu back at the opponent they could combine it with a paper jutsu combining both jutsu into one attack. This usage requires a 2 turn cool down between uses.
Note: Absorbing/redirecting a jutsu counts as a move and needs a 2 turn cool between uses
Note: The passively stealing/replinshing chakra can only be done once per turn

□ Declined, decide what you want this technique to achieve. Is it an absorption technique for techniques, then why does it also release techniques back? And the other parts of the technique can be separated to make another technique entirely. □

updating
(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like
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Approved- made edits to clarify the limits of this.
(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: A Rank
Range: Short
Chakra: N/A
Damage: N/A (+ 20 to Paper Ninjutsu)
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and are made with snake scales. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag. Due to the paper being made of scales they can stay on the field even if rain is on the field or not be bother by the user's water jutsus due to the same chakra being mixed.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like
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□ Declined. Keep the original, and that added +20 to Paper Nin is unnecessary, and also wouldn't stack with the +20 from explosive tags anyway. □

Using Sage bonus to submit an extra basci field
Link to jutsu cause cant quote

(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn) (+30 senchakra per turn)
Damage: N/A
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. When first used the user gets 80 senchakra to start off with so they can enter SM faster. If already or once in Sage Mode the rain provides the user + 30 senchakra per turn to help prolong the user's Sage Mode. When the rain stops so does replinshing of senchakra. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 2 times a match
Note: Lasts 3 turns
Note: Requires a 2 turn cool down between uses
Note: ONLY USABLE BY KORRA

□ Update Approved. Edits made. □
 
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Method

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Last two subs have been basically written out again.

Shikotsumyaku: Shinda hone no seicho| Dead Bone Pulse: Dead Bone Growth
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: An all purpose Kaguya technique created to augment both offensive & Defensive capabilities of a Kaguya to an incredible scale. The user begins to channel chakra across their skeletal structure, manipulating their bone to create minuscule spikes that extend & protrude through the skin & merge over the exterior creating a thin layer of bone, this takes on an armor like effect, covering the user's entire body or a selected part of it. The bone though high in density is made flexible around the joints to leave the user's movements unhindered. Even though thin, the density of the bone is extremely high, Thus the user gains a high physical resistance to matter based techniques of A rank & below (of elements that are weak to Shikotsumyaku; B-Ranks for elements that are neutral to it). While this technique is active the user also gains an increased immunity to basic Taijutsu related techniques of A rank & below, & a high resistance to B rank Chakra infused Taijutsu techniques; not including Elemental based versions. It offers no defensive abilities against non-matter based elements. Dead Bone Growth does not increase the user's strength while active, but does increase the damage output of their taijutsu based attacks by +10. This is due to the density of the bone being stronger than steel itself, making it very difficult for opponent's to defend against head on.

Due to the incredible rate a Kaguya is able to regenerate bone tissue, any damage that is caused to the bone is able to be repaired in mere seconds, if not instantly, all depending on the amount of damage the bone takes. To perform this the user must utilize one of three moves a turn to repair the bone. The user is able to sustain the technique by offering +10 chakra each turn. The user is able to perform Elemental jutsu of A rank & below while this is active. The image below depicts a similar look but the bone covers the entire body unless otherwise stated.

- Can be used twice
- Cannot use Kaguya techniques of A Rank & above for the following turn
- Taught by Method
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‡ Approved ‡ You left certain parts ambiguous so I had to clarify them for you.
Updates to fit better along new health rules, while still not affecting the old ones. Alongside other changes.

Shikotsumyaku: Shinda hone no seicho| Dead Bone Pulse: Dead Bone Growth
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: +15
Description: An all purpose Kaguya technique created to augment both offensive & Defensive capabilities of a Kaguya to an incredible scale. The user begins to channel chakra across their skeletal structure, manipulating their bone to create minuscule spikes that extend & protrude through the skin & merge over the exterior creating a thin layer of bone, this takes on an armor like effect, covering the user's entire body or a selected part of it. The bone though high in density is made flexible around the joints to leave the user's movements unhindered. Even though thin, the density of the bone is extremely high, thus the user gains an increased physical resistance to matter based techniques of A rank & below, reducing damage taken by 40 (following the S&W's of Shikotsumyaku). While this technique is active the user also gains an increased immunity to basic Taijutsu related techniques of S rank & below, & a high resistance to A rank Chakra infused Taijutsu techniques, reducing damage by 40. Elemental infused Taijutsu techniques are reduced by 30 damage from physical harm. The user, while being able to resist physical damage from Fire & Lightning Taijutsu techniques, is still harmed by the effects of each element following the S&W's of Shikotsumyaku. It offers no defensive abilities against non-matter based elements. Dead Bone Growth does not increase the user's strength while active, but does increase the damage output of their taijutsu based attacks by +15. This is due to the density of the bone being stronger than steel itself, making it very difficult for opponent's to defend against head on.

Due to the incredible rate a Kaguya is able to regenerate bone tissue, any damage that is caused to the bone is able to be repaired in mere seconds, if not instantly, all depending on the amount of damage the bone takes. To perform this the user must utilize one of three moves a turn to repair the bone. The user is able to sustain the technique by offering 15 chakra each turn. The image below depicts a similar look but the bone covers the entire body unless otherwise stated.

- Can be used twice
- Cannot use Kaguya techniques of A Rank & above for the following turn after this technique ends
- Cannot be used consecutively
- Taught by Method

Meiton: Reizu no daitai sentaku| Dark Release: Wraith's Alternate Choice
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A release ability which requires the user to channel chakra across their entire body & continue to manipulate it to merge with them. This initiates a transition where the user is able to form into a pure mass of Dark chakra, devoid of any solid properties until they revert back, either by force or willingly. This technique is to provide an increase in the user's manoeuvrability while completely sacrificing any offensive capabilities while active. While in this form, the user is seemingly immune to all attacks, this is due to their body being made up of pure Dark chakra, carrying no solidified form & based on it's S&W; elements such as Lightning, Fire & Wind & those related to the three are unable to effectively damage the user. Moderate sized techniques created through Earth or Water release techniques would be ineffective as solid objects would simply phase through the user, though Larger scale attacks regardless of rank could target or confine their entire being & be able to force the user to revert back to their original form while taking half the damage from the opposing technique.
Wraith Form: When transforming into the technique's Wraith form, the user transitions into a gaseous dark purple form, while their head & facial features are manipulated to seem intact, the remainder of the body lacks any form whatsoever, simply a mass of chakra that hovers over the ground. While in this form the user gains an increase in movement speed; An initial burst that is twice as fast as the user's base speed, though only extends up to 2 meters, thereafter limited to an increase above that of a Taijutsu Specialist. While in this form the user hovers just above the ground, leaving them unaffected by techniques that create swamps or pits as they are able to glide over them. As the transition is rapid this is best used in Close Range situations when attempting to avoid an attack or swiftly retreat from a situation. While in this form the user is limited to absorption abilities of Dark release only.
- Can be used 3 times
- Last a single turn
- Taught by Method

Declined - this is a bit much, being immune to so much as you're just chakra really, can't allow that.

Meiton: Rīpā no dasshutsu| Dark Release: Reaper's Escape
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage:
Description: A release type ability which requires chakra to be contained within the user's Dark mark. The user channels chakra across their entire body, manipulating it to merge with them. This initiates a transition where the user is able to form into a pure mass of Dark chakra, devoid of any solid properties until they revert back, either by force or willingly. The user transitions into a gaseous dark purple form, while their head & facial features are manipulated to seem intact, the remainder of the body lacks any form whatsoever, simply a mass of chakra that hovers over the ground. While in this form the user gains an inital increase in movement speed; A burst that is twice as fast as the user's base speed & allows the user to swiftly evade an incoming attack, this burst of movement speed allows the user to move up to a short range distance from the original position. While in this form, the user sacrifices any offensive capabilities, while gaining an immunity to seemingly all attacks. This is due to their body being made up of pure Dark chakra, carrying no solidified form & based on it's S&W; elements such as Lightning, Fire & Wind & those related to the three are unable to effectively damage the user. Moderate sized techniques created through Earth or Water release techniques would be ineffective as solid objects would simply phase through the user, though Larger scale attacks regardless of rank could target or confine their entire being & be able to force the user to revert back to their original form.[/b] While in this form the user hovers just above the ground, leaving them unaffected by techniques that create swamps or pits as they are able to glide over them. However this is upon activation only. As the transition is rapid this is best used in Close Range situations when attempting to avoid an attack or swiftly retreat from a situation.

□ Declined. Needs better restrictions, and becoming completely immune is still a no. Immune, to a certain extent, and define that extent in simple terms instead of saying "Large scale techniques" etc. Ambiguity often causes confusion. □

Meiton: Don'yoku no mugen no shokuyoku| Dark Release: Gluttony's Infinite Appetite
Type: Offensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: An advanced Dark Release technique which carries absorption properties upon release. A subtle technique which heavily relies on contact with it's target to perform, this is achieved by channelling chakra across the user's Dark Release mark & upon placing the dominant hand on the surface of it's target a mirrored image of the mark appears to form against the exterior. The marking can be placed on either clothing or preferably skin contact, & though subtly is reliant on the user's approach, the marking would be very difficult to perceive when created. On placement of the marking it lays dormant until it's host begins to channel chakra to which it begins to react & glow a dim purple colour, it siphons moderate amounts of chakra as the opponent attempts to perform a technique, enough to lower the jutsu by a single rank each time growing in size as it spreads across the surface. If so desired, the user can perform a single handseal which in turn causes a reaction from the symbol as it continues to siphon chakra from the opponent while they channel it. Virtually this would allow the mark to absorb the entire amount of chakra required to perform the opponent's jutsu. This however would not stop the technique from being performed but would simply prolong it's creation due to the opponent continuously channelling chakra to initiate it. The mark enlarges each time it absorbs 30 chakra & the total amount of chakra it can contain reaches to 200 chakra, which would have the mark grow & cover a vast majority of it's surface. The user at any point during the battle is able to take control & manipulate the mark placed on their target, one being an absorption manipulation while the other a release manipulation.
Absorption: They must first perform the Bird - Horse handseals. The chakra violently rips out from the surface, spreading out as a thick mist that rapidly travels toward the user's markings. This can be done almost instantly, without the need of handseals if the user simply places his hand on the target, absorbing the mark completely in the process.
Release: They perform the Bird - Dragon handseals. The mark on it's target begins to brightly glow purple, soon after exploding into a burst of dark chakra that severely damages the point of impact. Depending on the amount of chakra held within the mark the damage varies greatly; at 0-50 the mark only grows slightly, causing no real damage on release other than minor burns to the area affected. 51-130 the opponent suffers a moderate amount of damage, increased damage to the skin, broken bones around the area of the mark & unable to manoeuvre at normal pace. 131-200 & the opponent suffers a great deal, almost on the brink of death due to the mark covering a large portion of the target's body & the mass amount of chakra that explodes around the affected area. Of course if marked in fragile places, regardless of the severity of the explosion, damage done to the specific area could be dire.
Regardless of the choice between the two, the user can only do so by sacrificing on of the 3 moves a turn.
- Can be used twice
- Can only be used once at a time
- A period of three turns between each use
- Taught by Method

Declined - as you're esscentially placing a seal it would require fuuin.

Meiton/Fuuinjutsu: Don'yoku no mugen no shokuyoku| Dark Release/Sealing Arts: Gluttony's Infinite Appetite
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A Dark release ability which requires the user to first absorb chakra to perform. This technique requires the user to come into contact with their target, placing the hand which holds the Dark mark against it. Upon contact the user, through their knowledge of Fuuinjutu, creates a seal which replicates the Mark & stamps it onto the target. On placement of the marking it lays dormant until it's host begins to channel chakra to which it begins to react & glow a dim purple colour. As it glows the seal begins siphoning the chakra being channelled by the opponent, absorbing it into the mark & effectively cancelling the technique before it can form. Absorptions can only be done once per turn & absorbs the entire amount of chakra from a single technique. The mark can be hidden on the opponent without their knowledge, depending on how it is placed on them by the user. Due to the seal being connected to the same void as the user's original mark, the user is able to manipulate the absorbed chakra to perform Dark related techniques.
Alternatively, the user is able to manipulate the seal into exploding into a fiery of Dark chakra, Damaging the target. This would require the user to perform a handseal, while the damage is calculated by the amount of chakra stored within the seal. For example; 30 chakra would result in an explosion causing 60 damage & 40 chakra would result in 80 damage. This is limited up to S rank. This can only absorb a single technique a turn
- Lasts for 4 turns
- Can be used 2 times
- Cannot be used Consecutively
- Can have no more than a single seal on the target
- Taught by Method.

□ Declined. I believe placing a seal on someone requires Medical Ninjutsu knowledge. □

Meiton: Eien no kyōdai shibari |Dark Release: Eternal Sibling Bond
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+10)
Damage: -
Description:
The user is required to have absorbed & converted an opposing chakra source into dark chakra through the required means. The user continues to manipulate the chakra & release Dark chakra from within the diamond mark placed on their hand. The chakra splits apart & takes form as two humanoid sentient beings, one being a male figure while the other, a female. Both lack any facial features & simply consist of dark chakra but to an almost solid form. Each entity holds a single diamond mark on either hand; one being controls the ability to absorb techniques, with the mark located on the left hand, while the other being is in control of the release ability & has the mark on the right. Though both are able to switch marks freely, neither is able to control them at the same time.
Having been made from the user's chakra, the marks are all connected to the same chakra network dark users hold unique to them. Due to this, the three are able to share chakra that may have been absorbed from one of the single entities or the user himself. A simple example being the user absorbing chakra & one of the entities releasing it through their release mark.
As sentient beings they are not restricted to just the user's commands & are able to move freely through their own will & are neither restricted in distance, able to travel long distances apart from each other. Though the user cannot perceive through them, he is able to be made aware of their surroundings if there is a lack of vision on his own part. Both entities are able to perform up to S rank Dark jutsu but are limited to a selection of techniques depending on which mark they hold at the current time. Both being made up of pure Dark chakra still abide by the strengths & weaknesses of Dark release. The user is free to perform other jutsu while active as long as he has supplied chakra to the entities
- Each entity is made up of Dark chakra up to A Rank.
- If one falls during battle, the user is required to recreate it within the next turn otherwise the remaining will dispel at the end of the next turn.
-This technique originally requires +10 chakra each turn for two turns to stay active. To sustain for a longer period requires the entities or user to absorb Chakra equivalent to A rank.
- Can be used twice

‡ Declined ‡ Requires the use of Fuuinjutsu.
Meiton/Fuuinjutsu: Eien no kyodai shibari |Dark Release/Sealing Arts: Eternal Sibling Bond
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (+10 each turn active)
Damage: -
Description: After having converted a valid source into Dark chakra, the user releases & manipulates the chakra into two seperate forms of humanoid, sentient figures. One morphs into a male figure, while the other into a female figure. Both lack any facial features & simply consist of dark chakra, condensed to behave as solids while occasionally releasing embers of light blue flames from their bodies. Through the user’s knowledge of Fuinjutsu each figure has a replica Dark mark printed on their hands upon creation. However, each is limited to a single mark; one which absorbs while the other releases. For example, the male figure initially holds the absorb mark on it’s left hand and the female figure holds the release mark on their right hand. The replicas can be passively switched between the figures, however, neither can hold both marks simeltaniously. Due to the seals being replicas of the original, all 3 are connected to the same space chakra is absorbed into. This grants each seal access to the same absorbed chakra. Being granted sentience, just as clones are, the two figures are able to act outside of the user's control when necessary. The user is able to percieve the surrounding of the two through thought, however not visually. Both are able to perform up to S rank Dark release techniques available to them (if Dark chakra is available), though each would be limited to the techniques which correspond with their seal at that time. This technique must still abide by Dark's S&W, with each figure treated as a B rank. If a single figure is destroyed, the user can recreated it by spending 20 chakra & one move slot, though they must be recreated within two turns of it being destroyed.
The figures originally last up to two turns, however, this can be increased by channelling existing Dark chakra within the mark into them. This requires a minimum of 20 chakra each figure.
- Can be used three times.
- Cannot be used consecutively

□ Declined. Nice technique, I just need you to restrict it better. This can be potentially dangerous, due to the mobility of these figures, so restrictions need to be a bit tight if you want it approved. I'd make it usable twice, as well as them only being able to use up to A rank Dark, from themselves. Sensing through them is a bit much. □
 
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(Sūpā Gōsuto Kamikaze Atakku) - Ninjutsu Art: Super Ghost Kamikaze Attack
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 20 per Ghost
Description: This technique is very unique, those that use it are regarded as goofy and childish but also very tactical and intelligent in battle. The user first begins by manipulating their core chakra, taking up to 10 small bursts from it to travel to the mouth to where the user will then transform the chakra in their mouth into a ghost resemblance of themselves then expel them having the ghosts float around the user. These ghosts are controlled by the user, although they've been considered to have consciousness they can either guard the user or fly off to harass or even commit a kamikaze offensive to the opponent. When performing their kamikaze attack they'll rush down the opponent, no matter where they're, once coming into contact with the adversary they'll explode causing 20 damage per explosion that touches the opponent. When guarding the user they'll also explode but will only deal damage to those that have enough confidence to rush down the user into close range. These ghosts will last the full match if not touched, however due to the way they're used its highly unlikely they'll last more than five turns.

□ Declined. First of all, fix the damage. It can't be 20 per ghost, the technique is A rank, so in total, it can deal 60 damage in total. So each division would divide the power of the ghosts, so one ghost would be 60 damage, two would be 30 each, and three, 20 each, 4, 15 each, etc. Nonetheless, are the ghosts just made of chakra? So they function akin to a Shadow Clone Explosion? Also, the ghosts won't last the whole time, it needs a turn limit duration and usage limit. Lastly, it won't be up to Long range, Mid range at most. □

(Omamori Seishin Gādian) - Summoning Technique: Guardian Spirit Talisman
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique is a very unique Ninjutsu tag that is utilized with the art of summoning beasts from the other realm. It is known that those who wield this tag is seen as a skilled user in both shinobi weaponry and Ninjutsu, famous for their ability to reach within the realms of the beasts and yokai more often than those of regular ninja. Stored within this tag is the same mechanisms and traits of summoning animal contracts which makes it rather easy for any shinobi to utilize this tag, a small blood spot of the user will be placed pre-battle across each tag carried for future usage. Taking out the tag and holding it with two fingers, preferably between the pointer and middle fingers, the user will flow their chakra directly into the tag then thrusting their hand either forward or downward it'll summon a temporary summon of a singular signed animal contract for 2 turns. During the 2 turns the animal is summoned for they're only allowed to perform one action, either it be offensive or defensive. What makes this tag unique is that this technique is a bypass alternative to reducing the required chakra usage amount to summon signed animal contracts, at the same time it bypasses any summoning limit restrictions, however due to the limitations of the talisman it balances this technique perfectly.
➟ 3 tags max
➟ 1 turn cooldown
➟ Must be mentioned in the users bio
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Declined: it's a simple no to a tag that "bypasses any summoning limit restrictions." And for future reference, please don't include things like "beasts from the other realm" or "yokai"; to be sure, such things are not acceptable ways to describe any contracted animals and alluding to something else/more isn't going to fly either.


(Genshō Sokudo) - Ninjutsu Tag: Decreasing Speed Seal
Type: Supplementary/offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This seal is similar to the default red rectangle tag seals that every shinobi uses, however this seal is a few inches longer, blue in coloration, and has some different kanji written upon the paper. The tag upon activation with a singular ram hand seal will explode within short range; expelling a small conjuration of thick blue smoke that'll fade within just a few seconds. If the adversary gets caught within the explosion of the tag their speed will decrease down 2.0% for 5 turns.
➟ 2 tags max
➟ 5 turn cooldown
➟ Must be mentioned in the users bio

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Decline: to be honest, the CJ above was iffy but this one is even more so. To begin, seals by and large fall under fūinjutsu. This is also significant due to there being no tangible reason for why the smoke decreases one's speed for anywhere near as long as it does. Also, please don't refer to any change in speed via percentages.

(Sūpā Gōsuto Kamikaze Atakku) - Ninjutsu Art: Super Ghost Kamikaze Attack
Type: Offensive
Rank: A
Range: Short - Medium
Chakra: 30
Damage: 60 by 1, 30 by 2 (divided x number of ghosts)
Description: This technique is very unique, those that use it are regarded as goofy and childish but also very tactical and intelligent in battle. The user first begins by manipulating their core chakra and forming three hand seals. Then, taking up to 10 small bursts from it to travel to the mouth to where the user will then transform the chakra in their mouth into a ghost resemblance of themselves then expel them having the ghosts float around the user. These ghosts are controlled by the user, although they've been considered to have consciousness they can either guard the user or fly off to harass or even commit a kamikaze offensive to the opponent. When performing their kamikaze attack they'll rush down the opponent up to Mid range, once coming into contact with the adversary they'll explode causing x number of damage divided by ghosts per explosion that touches the opponent (total being 60 damage). When guarding the user they'll also explode but will only deal damage to those that have enough confidence to rush down the user into close range. These ghosts will last 3 turns if not touched, acting as a Shadow Clone but not utilizing it the same way, due to this they're not able to perform any jutsu. This technique can use immense amount of stamina from the user, because of this the technique can only be used a maximum of three times per battle after a single turn break.

□ Approved, Edits made. □

(Idainaruken: Hadō 41) - Moonlight Mode: Path of Destruction 41st Technique | Outer Heaven
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - 80
Description: Using the (Idainaruken Gekkō) Moonlight Greatsword in moonlight mode the user will hover their blade outwards from them, moving the blade downwards slowly the blade will produce a maximum of four static chakra slicers that'll, upon creating the seal of confrontation, will form into spears and shoot swiftly towards the combatant with great speeds. Anytime during flight the user may manipulate the shape of them, making them either explode as well or redirect them.

(Idainaruken: Hadō 66) - Moonlight Mode: Path of Destruction 66th Technique | Shield's Haven
Type: Defensive
Rank: A - S
Range: Short - Long
Chakra: 33 - 43 (A-ranked Slicer: 33CP / S-ranked Ultimate: 43CP)
Damage: N/A
Description: Using the (Idainaruken Gekkō) Moonlight Greatsword in moonlight mode the user will project large medieval western knight shields made of layered and folded over chakra making these shields immensely more powerful than any regular Hadō technique. These shields are almost solid, thick, and emitting a large light from them due to the many folds of chakra, because of these many overlays chakra needed is increased to 3+ for each version of slicer. The shields are meant to block offensives and still remain unbroken for only the next offensive to which it'll finally break. Each shield, of the maximum 1 per turn, 2 maximum on field, and 4 maximum usage rules, will emit a large amount of light from them thus using this as a light source is extremely viable.

□ Both Declined. You need to link techniques that you refer to in your techniques (In this case, the Moonlight Greatsword I assume). □​
 
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Vegeta

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Fuuinjutsu: Do~ūmu no bodi (Sealing Arts: Body of Doom)
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A
Description: This seal may be passively applied to the users bio, or it can be applied in the form of the Kanji for "Repeat" forming on the user's body in mid battle. When this seal is applied it remains active until the end of the battle. When active, it forms an almost skin tight barrier over the user and any weapons he may holding at the time, the color of such barrier being dependent on the user. This barrier is basically dormant and does absolutely nothing until 2 conditions are met. The first is that the user must be using a taijutsu or kenjutsu technique. The second is that while using the aforementioned type of technique, the user is touching a chakra or elemental technique made up of another being's chakra. When these two conditions are met, the barrier will absorb 10 chakra (note that this doesn't mean it takes anything away from its rank or power) from the jutsu it is touching and immediately use that chakra to passively infuse itself with whatever type of chakra that it absorbed. It should be noted that this gives the barrier no inherent power nor defenses, but what it does do is combine the chakra absorbed with the power of the Taijutsu or Kenjutsu move in order to give it an infusion, making it play on equal terms with the whatever chakra it is touching at the time. This will also allow the users Tai/Ken techniques to interact with an opposing jutsu without the user getting hurt, as again, the raw power of these types of techniques from the user now have the same chakra infusion as a type of coating over them against the technique they would be used against. For example, due to having an elemental coating over it, the user could the D rank Slap technique to slap a D rank fire ball out of the way. And again, the barrier is merely providing protection, the users tai or kenjutsu is providing the power to truly compete. If the barrier absorbs chakra from an opposing technique, it will negate the cost of 10 chakra for that turn due to the chakra absorbed fueling it. To clarify, the barrier itself does no damage and provides no defense. It only coats the users taijutsu and kenjutsu techniques in the same opposing chakra that the user is touching at the time, allowing the user to interact equally with a jutsu he normally wouldn't be able to using those fields without being hurt. Without a taijutsu or kenjutsu move used with this barrier, the barrier is pretty much useless.
-The activation may be passively done alongside Taijutsu/Kenjutsu techniques
-Only works on the Basic Five Elements and Raw Chakra
-Can only be used four times per battle

□ Approved. □

( Fuinjutsu: Intāseputoshīru ) - Sealing Arts: Intercepting Seal
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( damage redirected )
Description: A reflexive seal created by placing the seal for intercept either on the body or an object like a kunai, sword, or gauntlet. When a hostile individual goes to touch the user or the object the seal moves to intercept their touch making it so the seal is what is touched instead of the users body or the object creating a temporary buffer. Rapidly and almost instantly the seal takes in all of the concussive force of the strike or blow absorbing the potential damage before a second later releasing all of that built up force and damage back upon the hostile individual. Depending on the strength of the blow this can have varying effects for example if the damage of a light slap or punch about the power of a D rank is absorbed all that is redirected is a light concussive wave enough to move the attacking limb away. However if something like an incredibly forceful blow similar in power to an S rank is redirected it has the potential to cause crippling damage to the intercepted limb for example a straight punch to the jaw dealing eighty damage would have enough concussive force pulled into the seal and then released abruptly back upon the limb to crush the bones in the attacking limb leaving the hostile individual severely hurt. Due to the nature of fuuinjutsu even the force and damage of an S rank taijutsu techniques can be redirected. It has no use against anything but taijutsu being unable to seal away and redirect the damage of an elemental ninjutsu technique. After redirecting the force the seal breaks. Using the seal costs a move but can be done alongside another technique as its main objective is to create an opening to exploit when the opponent believes they have struck a killing blow.
Note: Can be used twice per battle and can be placed during or before combat

□ Declined. Similar to Imperial Guardian and Soter's. □
 
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Ryóma

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(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.

(Hyouton: Nankyoku no Keiken) Ice Release: Antarctic Experience
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+5 to keep active)
Damage: N/A
Description: Making one hand seal, the Ice user makes the surrounding environment colder by 10 degrees, into long range. So when Ice techniques are performed, they themselves are colder too, making them cooler to the touch. This causes these techniques to thus hurt more (by 1 rank) upon contact with the enemy. Although this technique can not be performed in the same timeframe as another Ice technique, it can be sustained in later turns, making affected ice techniques stronger. This technique lasts for as long as the user desires, although one has to spend 5 chakra points in each turn to keep it cold. Ice techniques up to A-Rank are increased by 1 rank, and S-Rank techniques receive an additional 20 points of damage to them. Also, it can be used thrice per battle, with a cool down of 2 turns between each usage.
Note: Can only be taught by Ryóma


Declined: this reads like an attempt to justify Extra Glaze despite being bereft of any tangible logic. First of all, the temperature for any given LM is not specified as far as I'm aware but putting that aside, a 10° drop in temperature is largely negligible. Of course, that is regardless of whether it be in Celsius or Fahrenheit (specify). In addition, a CJ like this would not cause ice attacks to hurt more, as is.


(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 performs a series of 2 hand seals and 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. Also, the damage from that will depend on the rank of the ice technique in question. For example, if used on the Greater Ice Technique (A-Rank), the damage will be 60 instead of 80. 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. Can be used twice per battle, with a cool down of two turns between each usage.
Note: Can only be taught by Ryóma

□ Pending. This feels like it has been done before, I'll go make sure and get back to this. □

(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/Ice user can manipulate the density of the water in their body, making it extremely heavy, which can be applied to their water techniques. This is done by decreasing the water to near it’s freezing point. 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. Enough of similar boosting techniques exist, this isn't unique enough and has been tried and done differently (less well written) in older customs. □
 
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Bloo

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(Hyouton: Yuki no Tomodachi) - Ice Release: Snow Friend
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The user will first perform two hand seals, then they will either create or manipulate existing snow into a massive ten meter tall golem of snow. Being made of snow the golem can increase the length of his arms making it so he can reach up to mid range, and each strike with these arms can cause B rank damage. Once per turn the golem can unleash a giant blast of snow and ice from its mouth, this blast will level anything in its path while causing massive blunt damage to any thing; this ability is A rank in strength. Also, while the golem is active any jutsu requiring snow can be used though the golem.

- Usable once.
- Lasts three turns.
- Only water, wind, and ice are usable while active.
- No S rank Ice the turn its summoned or after.

□ Approved. □



(Senpo: Detoroito Sumasshu) - Sage Art: Detroit Smash
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The user will channel natural energy into their fist and perform a downward punch. While simple in nature this punch is able to change the wind pressure around the epicenter of the punch due to the natural energy. With the sudden change in wind pressure an updraft is created, which in turn creates a massive swirling vortex of wind and natural energy, which expands to reach up to short range away from the epicenter becoming an effective barrier. Due to the natural energy both the updraft and the vortex can play on equal terms with most elemental jutsu while having advantages against some; with the updraft gaining an advantage against liquids and gases being able to disperse them and send them away from the body, thus being able to counter up to S rank liquids and gases. While the vortex having a rotation to it has an advantage against lightning being able to counter up to S rank Lighting. Against everything else it is neutral.

- Usable two times.
- Two turn wait between uses.
- No Sage Arts A rank and above next turn.

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□ Approved. Edits made. □
 
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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.

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 him form a symbiotic bond with the summoner's body. This results in him able to direct a damage meant for the user to himself 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 bond with him, while transferring the stored equivalent damage in the form of corrosive acid 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: the CJ is bereft of an explanation as to how the slug is able to redirect damage.


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 his 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 as the substance is summoned outwards over a layer of chakra that makes the substance directly not make contact with the user's skin or clothes etc. The user could at his own risk, let the substance directly touch his body should he want a form of interaction with the said substance.
Usable twice every three turns.


Declined: when looking at this CJ again, the +20 either needs to be omitted or be reworded. Take for example those substances such as a snake's venom or med nin's custom poison do not have a rank and ergo, should not have a flat damage value ascribed to them.


Removed:
-The boost
-The snake ninjutsu having to take on the fluid shedding properties. Dunno if I should remove snake completely since its part of non-elementals.
+ would make both into a standalone tech, should this be approved.

Sēji Taieki Suika no Jutsu - Sage Body Fluid Hydrification Technique
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40(-10 per turn)
Damage: N/A (80 for physical attack when solidified)
Description:
This is an advanced form of hozuki's hydrification technique, combined with Kabuto's signature body fluid shedding technique and Kabuto's jugo's dna make up. Kabuto is able to enter into an advanced and special hydrification state. The transformation is similar to the generic hydrification technique, albeit the liquefied form is made up of Kabuto's sensing inhibiting chakra infused body fluid and natural energy saturated liquefied Jugo cells. The user is able to at the same time or later on, passively transform his tools, weapons and anything he possesses, to assume the same form as him and can passively return them back to normal. While in this form, the user is immune to physical damage and is able to assume any shape, extend his form up to mid-range, while also able to harden/solidify his form at will. The user is able to the use their body as a source of water for water jutsus or jutsus that may require a water source, making them able to come out from any point of his body. Every jutsu released from the user's body would have chakra inhibiting properties like the body fluid shedding technique, thus every jutsu would have a trace of the user's innate chakra, which would continue to linger so far a trace of the jutsu is left, making doujutsu and chakra sensory unable to pinpoint the user from his chakra signature.
The embedded sage chakra makes the user not prone to lightning damage unless the lightning technique is higher in power than the user's form. This is due to the sage chakra from Jugo cells, removing every impurities present in the user's form which could be a source for easy conduction of electric current. The user is able to end this technique at will and return to his formal self. While in this form, the user would only be able to release from his body, jutsus that require water source, non-elemental jutsus and snake ninjutsu.
- Techniques used from the user's form counts as moves as normal, except the technique itself states otherwise.
- 2x per battle
- Lasts while the user has chakra to fuel the jutsu though the cost of sustenance of the form doubles every 4 turns
- Only techniques that can originate from the user's body are those that require a water source, non-elemental techniques and snake ninjutsu.
-Only usable by Advanced Kabuto Bios.

□ Declined. Almost approve-able, you just have restrict it better and also remove Snake Nin, and make sure other things used through this is not enhanced by the Jugo chakra (just make a note of it). Leave behind passive transformation of tools or being able to extend to mid range and harden/solidify at will. One of the two needs to go/cost a move. □



Pending

Leaving for L.
Removed body extension and snake ninjutsu. Also added that no boost from Jugo chakra.

Sēji Taieki Suika no Jutsu - Sage Body Fluid Hydrification Technique
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40(-10 per turn)
Damage: N/A (80 for physical attack when solidified)
Description:
This is an advanced form of hozuki's hydrification technique, combined with Kabuto's signature body fluid shedding technique and Kabuto's jugo's dna make up. Kabuto is able to enter into an advanced and special hydrification state. The transformation is similar to the generic hydrification technique, albeit the liquefied form is made up of Kabuto's sensing inhibiting chakra infused body fluid and natural energy saturated liquefied Jugo cells. The user is able to at the same time or later on, passively transform his tools, weapons and anything he possesses, to assume the same form as him and can passively return them back to normal. While in this form, the user is immune to physical damage and is able to assume any shape, while also able to harden/solidify his form at will. The user is able to the use their body as a source of water for water jutsus or jutsus that may require a water source, making them able to come out from any point of his body. Every jutsu released from the user's body would have chakra inhibiting properties like the body fluid shedding technique, thus every jutsu would have a trace of the user's innate chakra, which would continue to linger so far a trace of the jutsu is left, making doujutsu and chakra sensory unable to pinpoint the user from his chakra signature.
The embedded sage chakra makes the user not prone to lightning damage unless the lightning technique is higher in power than the user's form. This is due to the sage chakra from Jugo cells, removing every impurities present in the user's form which could be a source for easy conduction of electric current. The user is able to end this technique at will and return to his formal self. While in this form, the user would only be able to release from his body, jutsus that require water source and non-elemental jutsus. Jutsus release from the user's form are not boosted by Jugo's chakra.
- Techniques used from the user's form counts as moves as normal, except the technique itself states otherwise.
- 2x per battle
- Lasts while the user has chakra to fuel the jutsu though the cost of sustenance of the form doubles every 4 turns
- Only techniques that can originate from the user's body are those that require a water source and non-elemental techniques.
-Only usable by Advanced Kabuto Bios.

□ Approved. Edits made. □
 
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Pyro NB

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(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.

(Springhare āto: Dangan janpu) - Springhare Art: Bullet Jump
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
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. Another 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
~ A 2 turn cooldown before the technique can be used again
~ When combining auxiliary and regular jump you add a turn cooldown
~ Auxiliary jumps are passive if used in the same turn as activation, use after that cost a move
~ Can only be taught by Pyro NB

□ Declined. Creating platforms for jumps already exist as a standalone technique. □
 
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Urda

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(Yōton: Dansei) - Lava Style: Elasticity
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (+10 boost to Earth or Lava Jutsu)
Description: Yōton: Dansei is a ninjutsu that utilizes the Lava Element to allow the caster to endow the properties of elasticity. After performing three hand-seals, chakra is gathered and channeled through solid objects (including the earth) - with a slam of a palm on the ground, in the air - with a gesture or wave of the hand - or applied it to their clothing (or ally) or on the targets clothing - with a simple touch or direct contact, preventing them from being knocked off balance or to repel the opponent. All those touched by this ability, morph into a trampoline-like form, allowing the caster to move around by bouncing or weaken the foothold of the target(s), limiting their mobility. The alternative usage is releasing the elasticity as raw chakra, which becomes visible to the naked eye in the form of a square, circle, or rectangular barrier. The pink, raw chakra erects, becoming a springboard or stack into a pile of five upwards into the air to crush the target(s) below. It can also become a shield to repel Earth, Fire, Water or Wind Jutsu, weapons, and projectiles such as swords, shuriken (etc.), or chakra-like blast of sorts, unto the target. This ability can be augmented to other vulcanize rubber or Earth Jutsu to strengthen or fortify them.
Note: Only usable by Custom Rubber and Dodai Biographies

~ Usable 5 Time per battle
~ Can repel A-rank Fire, Earth, Wind and Water and below. Cannot repel combination Jutsu such as Wind/Fire Jutsu of equal rank.
~ Only taught by Zarus


Declined: the "morph into a trampoline-like form" bit needs to be changed as you won't be permitted to use it on others as is and the implications with regards to clothing is hard to say unless a clear example can be provided. Moving on, how is the user "releasing the elasticity as raw chakra"? If the user is first creating a construct of raw chakra and then applying the elasticity via Lava, a technique that only does the latter is better suited. Not to mention that raw chakra is weak to elemental attacks.

 
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(Komainu Kuchiyose no Jutsu: Taiju) Guardian Lion Dog Summoning Technique: Taiju
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Taiju, the Guardian Komainu of the Lightning Mountain Shrine. This monstrous individual stands at roughly fifty meters tall, but has a unique ability to reduce his size in between that to the size of an average human. Taiju is an extremely powerful hand to hand combat fighter, capable of using Taijutsu up to S rank, while gaining a +20 damage or rank increase (up to A rank) due to the sheer force of his attacks. He’s also adapt at moving on all his four legs but has trained to stand on his hind legs in a near anthropomorphic style – allowing him to easily strike enemies with is hardened paws. Despite his intimidating appearance, bearing horns and a majestic mane – he is a gentle giant, helping others whom have gotten lost in the mountains find their way down and has an strong bond with those who sign a contract with the Komainu. His’s Sentinel’s Ward ability allows him to consume consume one type of technique in which his case – he consume the first elemental nature he makes contact with in the battle (i.e if he consumes a water technique he’s bounded to this for the rest of his duration). Like all other Komainu, he has a pearl that he is attuned to him – in which he gives multiple copies to all signers for them to summon him into battle much more quicker. He can only be summoned once per battle and remains for four turns.
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Resubmitting with Permission for Golden Eagles and Hawks shown being on Canon Contract List

Summoning Animal: Raptors

Scroll Owner: Jakai

Other Users who have signed contract: N/A

Summoning Boss if existing:N/A

Other Summoning Animals tied to contract: N/A

General Description of the Animal in Real Life:
DISCLAIMER
Refer to Article , , , &
This is merely to show it is a successful animal.

Raptors are not an actual bird, rather, the term Raptor is used to describe Birds of Prey (e.g. An eagle, hawk, falcon or owl) The actual animal that is tied to this contract is a recently found hybrid bird of prey. It is a hybrid between a Harris Hawk and Golden Eagle, effectively making it the first bird of prey that is cross-species. This special bird has yet to be truly named, simply being labeled as the Harris Hawk X Golden Eagle Hybrid. Other names my be used such as Harris Eagle, or Golden Harris Hawk, etc. For this reason with the lack of an official name, I have decided to use the term "Raptor" in it's place as it relates to both species. (NOTE – This is in no way to be able to patent all birds of prey, only this new cross-species hybrid.)
Due to being a hybrid between two different species, this new animal has effectively earned it's own unique species, and is therefore not related to the others. The case is fundamentally the same with Ligers and Tiglons and even Mules. A Harris Hawk's genus is Parabuteo. A Golden Eagle's genus is Aquila. The fact that they both are different make this animal have a new unique genus.

These Raptors share traits from both Harris Hawks and Golden Eagles. The birds plumage colors are much like a Harris Hawk but much more dense like an Eagle. One of the benefits for this is that cold weather is no issue at all for them. This bird has slightly longer feathers down the leg, with the feathering looking much more like a Golden Eagle's, down to the base of the foot. The biggest difference is the immense power of their feet. The foot is heavier, virtually Harris Hawk-like but thicker like a Golden Eagle. Its interesting to note they appear to be much larger than their flying weights. Also, this cross species seems to have an innate hunting nature, where it would hunt rabbits very naturally, and would rather hunt along with other's than fly to a fist. Naturally, this bird has excellent vision, a common trait amongst hawks and eagles.​

Background and General Information in the RP:


During ancient times, the skies were a battlefield of mass destruction. Hawks, Eagles, Falcons, and Owls waged wars on one another to prove their dominance. The battles were brutal and endless. Each side faced several casualties. The 4 birds each had something to prove. As all were Birds of Prey, it was only natural for them to find out which one was superior. So the ensuing battles led to horrible events on every side, even causing some of their kind to go endangered, or even extinct.

And just like any other cliched movie about war and separation, two special birds of prey met one another on the battlefield: a Harris Hawk, and a Golden Eagle. Tired of the constant war of the skies, the two began a romance and learned of the other's nature, traditions, customs. As the time grew, their bond grew, and their distaste for war did as well. In time, the two Raptors were exposed, and brutally exiled from each of their lands.

The only bright side, was that the two were now together. And so, the two lived together, and in time, and what was thought to be impossible, the two bore a child. The child become the two birds' beacon of hope. The child was taught of the traditions of both of his heritages. And in time, he learned specialized Hawk and Eagle techniques, and effectively managed to utilize his own adept version. Using the strength he was taught, and the wisdom he had gained, he led a group of all other Raptors, whether they be hawks, eagles, falcons, or owls, into the war and overcame the differences that rode over the skies.

And in the aftermath, each of the birds of prey had developed truces. In time, many of the groups began to work alongside one another, and even managed to grow their own families. And the legacy grew on. The Child continues to this day to teach his wisdom about the unity of the Raptors. He now leads the entire group of Cross-Species Hybrids of Hawks and Eagles.

The general habits of these Summoning Animals are as best described as nomadic who hunt on their own. The Raptors have several bases, located throughout the entire Ninja World, with at least one base in each of the great lands. Due to their new mixed customs, not much is actually known of them. Due to the open and peaceful relations that these new species have with the other birds of prey, the have open travel between the skies, having no set defined area.​

Those who sign the Raptor Summoning Contract must receive either a tattoo through which they Summon the animals from the contract or a scroll to summon the animal, like almost all other Summoning Contracts. This will be provided during training, and an image is provided in the spoiler below. The tattoo is placed in the center of the signer's chest or on the user's back. Blood does not need to be placed on the tattoo however to complete the summon.

Raptor Tattoo
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‡ Approved ‡
Updating to include actual traits that were there but never placed with in game effects
Link to taking Contract Ownership again [ ]


Summoning Animal: Raptors
Scroll Owner: Kai
Other Users who have signed contract: Ryoma & Roy
Summoning Boss if Existing: N/A
Other Summoning Animals Tied to Contract: N/A [Within Current Submission]
General Description of the Animal in Real Life:

DISCLAIMER
Refer to Article , , , &
This is merely to show it is a successful animal.

Raptors are not an actual bird, rather, the term Raptor is used to describe Birds of Prey (e.g. An eagle, hawk, falcon or owl) The actual animal that is tied to this contract is a recently found hybrid bird of prey. It is a hybrid between a Harris Hawk and Golden Eagle, effectively making it the first bird of prey that is cross-species. This special bird has yet to be truly named, simply being labeled as the Harris Hawk X Golden Eagle Hybrid. Other names my be used such as Harris Eagle, or Golden Harris Hawk, etc. For this reason with the lack of an official name, I have decided to use the term "Raptor" in it's place as it relates to both species. (NOTE – This is in no way to be able to patent all birds of prey, only this new cross-species hybrid.)
Due to being a hybrid between two different species, this new animal has effectively earned it's own unique species, and is therefore not related to the others. The case is fundamentally the same with Ligers and Tiglons and even Mules. A Harris Hawk's genus is Parabuteo. A Golden Eagle's genus is Aquila. The fact that they both are different make this animal have a new unique genus.

These Raptors share traits from both Harris Hawks and Golden Eagles. The birds plumage colors are much like a Harris Hawk but much more dense like an Eagle. One of the benefits for this is that cold weather is no issue at all for them. This bird has slightly longer feathers down the leg, with the feathering looking much more like a Golden Eagle's, down to the base of the foot. The biggest difference is the immense power of their feet. The foot is heavier, virtually Harris Hawk-like but thicker like a Golden Eagle. Its interesting to note they appear to be much larger than their flying weights. Also, this cross species seems to have an innate hunting nature, where it would hunt rabbits very naturally, and would rather hunt along with other's than fly to a fist. Naturally, this bird has excellent vision, a common trait amongst hawks and eagles.

Background and General Information in the RP:

Lore
During ancient times, the skies were a battlefield of mass destruction. Hawks, Eagles, Falcons, and Owls waged wars on one another to prove their dominance. The battles were brutal and endless. Each side faced several casualties. The 4 birds each had something to prove. As all were Birds of Prey, it was only natural for them to find out which one was superior. So the ensuing battles led to horrible events on every side, even causing some of their kind to go endangered, or even extinct.

And just like any other cliched movie about war and separation, two special birds of prey met one another on the battlefield: a Harris Hawk, and a Golden Eagle. Tired of the constant war of the skies, the two began a romance and learned of the other's nature, traditions, customs. As the time grew, their bond grew, and their distaste for war did as well. In time, the two Raptors were exposed, and brutally exiled from each of their lands.

The only bright side, was that the two were now together. And so, the two lived together, and in time, and what was thought to be impossible, the two bore a child. The child become the two birds' beacon of hope. The child was taught of the traditions of both of his heritages. And in time, he learned specialized Hawk and Eagle techniques, and effectively managed to utilize his own adept version. Using the strength he was taught, and the wisdom he had gained, he led a group of all other Raptors, whether they be hawks, eagles, falcons, or owls, into the war and overcame the differences that rode over the skies.

And in the aftermath, each of the birds of prey had developed truces. In time, many of the groups began to work alongside one another, and even managed to grow their own families. And the legacy grew on. The Child continues to this day to teach his wisdom about the unity of the Raptors. He now leads the entire group of Cross-Species Hybrids of Hawks and Eagles.

The general habits of these Summoning Animals are as best described as nomadic who hunt on their own. The Raptors have several bases, located throughout the entire Ninja World, with at least one base in each of the great lands. Due to their new mixed customs, not much is actually known of them. Due to the open and peaceful relations that these new species have with the other birds of prey, the have open travel between the skies, having no set defined area.
Raptors effectively reap the benefits of both Hawks and Eagles. Thanks to their feather plumage being thicker like the Golden Eagle, they are much more resistant to cold and temperature shifts. Their talons are also extremely sharp and much more resilient than normal. This make them able to easily fly unhindered in cold or hot places, being able to fly at the same speed without difficultly. Additionally, the inherited traits of the Harris Hawk gives it much greater speeds than the slower Golden Eagle (150mph verse 32mph). This allow the generic summons with no abilities to fly at ×3 the default Kage base speed, which is comparable to the advanced speed Crows move at. Submitted Summons though are only ×2 default Kage base speed with some exceptions. As per their eagle heritage, they have incredible vision, having what can be described as a "telescopic" vision on top of night vision. This allows Raptors to see up to 1 landmark away in the NW even in full darkness. Night vision is not to be confused with thermal vision. The first simply lets raptors see something even if there is very little light reflecting off of it, while the latter can actually allow the eyes to detect the heat within things, allowing concealed objects from being noticed. Night vision doesn't allow for this.

Those who sign the Raptor Summoning Contract must receive either a tattoo through which they Summon the animals from the contract or a scroll to summon the animal, like almost all other Summoning Contracts. This will be provided during training, and an image is provided in the spoiler below. The tattoo is placed in the center of the signer's chest or on the user's back. Blood does not need to be placed on the tattoo however to complete the summon.

Raptor Tattoo
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Update Approved: comments.


(Moukinrui no Kuchiyose: Shinatobe) – Raptor Summoning: Shinatobe
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shinatobe is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner to ride atop of her. Shinatobe is a specialist of the wind element, being capable of using all wind techniques the user knows up to and including S-Rank by merely flapping her wings or releasing them from her beak. Shinatobe is also capable of cladding her entire body, or simply parts of it in razor sharp wind chakra, capable of cutting her target as well as defending her from incoming techniques. The armor has a power equal to that of an A-Rank wind technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Shinatobe.
Note: Shinatobe can only be summoned once per battle.
Note: Shinatobe remains on the field for four turns.

‡ Approved ‡ Removed the fan bit.
(Moukinrui no Kuchiyose: Shiranui) — Raptor Summoning: Shiranui
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shiranui is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of her. Shiranui is a specialist of the fire element, being capable of using all fire techniques the user knows up to and including S-Rank by merely flapping her wings or releasing them from her beak, at the same speed as a ninja with a primary specialisation would have. Shiranui is also capable of cladding her entire body, or simply parts of it in hot fire chakra, capable of burning her target as well as defending her from incoming techniques. The armor has a power equal to that of an A-Rank fire technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Shiranui.
Note: Shiranui can only be summoned once per battle.
Note: Shiranui remains on the field for four turns.


Approved: omitted the one sentence about the raptor having telepathy and sensory, and I'll be using this post here as a platform to elaborate why, in a more broad context. With sensory now being categorized as AN and contracted animals able to acquire such a skill if one also has it included in their bio(s), there was a personal need to sort of reevaluate this checking process. And having discussed it with another mod, an element up to S-rank in addition to the sensory AN is too much at this time. This ought to prompt more attempts at contract passives and the like (which are fine when within reason and if the contract isn't all that developed), as well as the making of contracted animals that use basic ninjutsu. With the latter, yes, a summoning that opts to have that field can also have sensory but again, with the added caveat that it be useable only by bios that also have sensory. This is just my line of thought going forward and the basis for it is trying to keep sensory more consistent with the other AN.


(Moukinrui no Kuchiyose: Mizuchi) — Raptor Summoning: Mizuchi
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mizuchi is a male raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of him. Mizuchi is a specialist of the water element, being capable of using all water techniques the user knows up to and including S-Rank by merely flapping his wings or releasing them from his beak, at the same speed as a ninja with a primary specialisation would have. Mizuchi is also capable of cladding his entire body, or simply parts of it in water tornadoes, capable of attacking his target as well as defending him from incoming techniques. The armor has a power equal to that of an A-Rank water technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Mizuchi.
Note: Mizuchi can only be summoned once per battle.
Note: Mizuchi remains on the field for four turns.


Approved: like above, the one sentence about telepathy and sensory has been omitted.

Updating these 3 as 1 because the first was submitted while I was owner and shouldn't have been approved. Second and Third are also the exact same and taking up slots but are essentially the same, so looking to combine into one...

Link to Contract [ ]

(Moukinrui no Kuchiyose: Ten'nen) — Raptor Summoning: Ten'nen
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ten'nen is a male raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of him. He is the twin of Ten'nin. Ten'nen is a unique Raptor, which is unnaturally in tune with the elements. He has a unique black streak that goes along his back. However, this streak is also an identifier of his "nature" or his primary affinity. When summoned, his streak takes on 1 of 5 colors (Red - Green - Yellow - Brown - Blue), each representing the primary affinity he takes on. When Ten'nen flies, he leaves a shining streak of light along his flight path, in this case whatever color streak is currently on him. The streak color also affects his personality, to humorously drastic degrees.

Five Color Armor
Ten'nen is a specialist of the element he takes on, being capable of using all of said respective elemental techniques the user knows up to and including S-Rank by merely flapping his wings or releasing them from his beak, at the same speed as a ninja with a primary specialisation would have. Once per turn, Ten'nen is also capable of passively cladding [/B]or turning[/B] his entire body, or simply parts of it into whatever element he takes on, capable of attacking his target as well as defending him from incoming techniques. The armor has a power equal to that of an S-Rank technique. While in this state, Ten'nen can not perform any other elemental techniques.

The nature he takes on is dependent on element the user infuses into the summoning. Simply by focusing the summon along with an element, that is the nature Ten'nen will take on. Ten'nen has no control over this and the user can only infuse chakra during the summoning, leaving Ten'nen stuck with whatever affinity he is brought with for the duration of his summon.

Note: Ten'nen remains on the field for five turns
Note: Ten'nen can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Ten'nen


Declined: well, the gist of it is that most contracted animals are limited to just a single field with some exceptions. This particular CJ tries to work around that limitation but in doing so, makes it far too versatile and ultimately, like a five-in-one contracted animal as the intent to merge multiple preexisting ones would indicate. And those Maned Wolves that got away with it (NK?) should not be imitated.


(Moukinrui no Kuchiyose: Ten'nin) — Raptor Summoning: Ten'nin
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ten'nin is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of her. She is the twin of Ten'nen. Ten'nin is a unique Raptor, which is unnaturally in tune with the elements. She has a unique black streak that goes along her back. However, this streak is also an identifier of her "nature" or her primary affinity. When summoned, her streak takes on 1 of 5 colors (Red - Green - Yellow - Brown - Blue), each representing the primary affinity she takes on. When Ten'nin flies, she leaves a shining streak of light along his flight path, in this case whatever color streak is currently on her. The streak color also affects her personality, to humorously drastic degrees.

Five Color Zone
Ten'nin is a specialist of the element she takes on, being capable of using all of said respective elemental techniques the user knows up to and including S-Rank by merely flapping her wings or releasing them from her beak, at the same speed as a ninja with a primary specialisation would have. Ten'nin is also capable of passively creating certain geographical and weather effects depending on her nature affinity. Her elemental chakra emanates up to mid-range, infusing with already present elements and releases, causing the geographical or weather effects while simultaneously strengthening or weakening it certain releases.

— Red creates a heatwave and causes Fire Release gain a rank, while Wind Release lose a rank.
— Green creates hurricanes and causes Wind Release to gain a rank, while Lightning Release loses a rank.
— Yellow creates lightning storm and causes Lightning Release to gain a rank, while Earth Release loses a rank.
— Brown causes earth tremors and causes Earth Release to gain a rank, while Water Releases loses a rank.
— Blue causes rainstorms and causes Water Release to gain a rank, while Fire Release loses a rank.

In any of these states, Ten'nin can only use Elemental Techniques matching her nature up to and including A-Rank.​

The nature she takes on is dependent on element the user infuses into the summoning. Simply by focusing the summon along with an element, that is the nature Ten'nin will take on. Ten'nin has no control over this and the user can only infuse chakra during the summoning, leaving Ten'nin stuck with whatever affinity she is brought with for the duration of her summon.

Note: Ten'nin remains on the field for five turns
Note: Ten'nin can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Ten'nin


Declined: this CJ is subject to much of what was noted in the above CJ plus its unique ability. Also, four turns at most.



Permission to Submit Similar Summon to Shady's Tiglon - Momo [ ]

(Moukinrui no Kuchiyose: Ekushīdo) — Raptor Summoning: Exceed
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Exceed is a small, yet exceptional Raptor. Exceed is the size of an ordinary raptor, with no aesthetic differences from average aside from a single silver feather in between it's golden feather on its tail. He commonly rests on the summoner's shoulder or head. He's capable of speech and flight, and can perform only non-elemental Ninjutsu and Universal Abilities the user knows aside from Leg Weights and NB Tai.

Abilities
Exceed, being a Ninjutsu specialist, is able to perform techniques up to S-Rank without handseals, but has no skill in elemental usage, Genjutsu, Taijutsu. On top of that, he has a unique mastery of Chakra Transferring that allows for passive chakra transference on whoever summons him while in contact with him. As a result, techniques gain a passive +10 Damage Points. Despite this, due to the constant transference of chakra into the summoner, their chakra network is constantly disrupted, preventing the use of Genjutsu to and from their chakra network, unless both are simultaneously affected or work in union. Additionally, Exceed has the ability to merge with the user's back, not dissimilar to the Amphibian Mode that Elder Toads utilize, hiding his body behind the summoner and only spreading his wings out. [SUP][ ][/SUP] This method allows Exceed to effectively carry summoners to fly, despite his size. Flying does not allow the user to avoid techniques through freeform though.​

Note: Exceed remains on the field for four turns
Note: Exceed can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Exceed


Declined: the last line of the first paragraph implies that in addition to basic ninjutsu, this one bird would also be able to use those universal abilities like med ninjutsu, fūinjutsu, and kinjutsu.


(Chakura Issui) — Chakra Overflow
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: This is a state that reinforces the pinnacle display of Chakra Control which can only be utilized in conjunction with the release of the White Strength Seal. Due to the amount of stored chakra focused in a singular point on the body suddenly being pumped back into the body, chakra flow is greatly increased. As a result of this, natural bodily functions exceed their normal capacity for the duration of the seal's release. However, the seal only augments natural bodily process like muscular strength and allowing the user the ability to improve their cell division and other healing processes depending on the level of release. This technique works alongside the seal, but focuses on augmenting the capabilities of Chakra Enhancement techniques, going beyond their normal capabilities. The overflow of chakra being pooled in coupled with the enhanced resilience they gain allows users to pour in more chakra than normal within their Chakra Enhancement techniques, increasing the effectiveness of each technique. The augmentation of the techniques are dependent on the level of this technique active.

Level 1 — Only accessible with Level 1 Release of the White Strength Seal. This level enables the user to go beyond what is normally capable of Chakra Enhancement techniques and optionally add up to an additional 10 Chakra Points to their Chakra Enhancement techniques. This chakra cost increases increases stacking damage proportionally, meaning 10 more chakra points adds 10 more damage points for both boosts and buffs, but multipliers only increase by 1 stage.

Level 2 — Only accessible with Level 2 Release of the White Strength Seal. This level enables the user to go beyond what is normally capable of Chakra Enhancement techniques and optionally add up to an additional 20 Chakra Points to their Chakra Enhancement techniques. This chakra cost increases increases stacking damage proportionally, meaning 20 more chakra points adds 20 more damage points for both boosts and buffs, but multipliers only increase by 2 stages.​

As this is a paired technique with (Byakugō no In) — White Strength Seal, each level of this technique automatically activates alongside the matching Level Release of the White Strength Seal, being passively applied within the same timeframe slot. Due to the strain of the influx of chakra, the user is left strained after, severely limiting their chakra control.

Note: Can only be used by Tsunade and Sakura Bios
Note: Once activated, lasts the duration of each designated Level
Note: After the release and when its duration expires, like with the White Seal, the user's chakra control will be severely weakened. For 3 turns she cannot use Chakra Enhanced Strength and it's variations.
Note: Because Sakura's efficiency of Yin Seal is greater than Tsunade's, she can more effectively use this technique when compared to her as well, being able to add an additional +10 to Chakra Cost for each level.
 
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( Irumina, Sabireta Hāpu ) - Illumina, the Deserted Harp
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-5 each turn active)
Damage: N/A
Description: Illumina is a distinct custom weapon entirely different in composition, attributes and abilities from every and any random weapon in the Narutoverse. Though an iota of similarity exists but its not enough to attach towards another weapon. Nicknamed as "harnesses", it resembles a large slug-like organism capable of movement on its own though it requires a host to survive and perform effectively. Without a host, it is normally stored in a fluid-filled tank. A host is restrained nearby while the Harness is sent down a chute and is guided onto the host and attached. Once in position the head of the harness reveals a "mouth" like structure full of sharp teeth that clamps down into the victims neck. When the organism's needles penetrate the host's spine "they soften and grow roots to become part of the host's nervous system cultivating to become a part of the chakra system. It is a pseudo-sentient organism in the sense that it could act on its own accord and also act based off its host's control. The spikes that resided imparted several abilities that included enhanced strength ( translating to a meagre +5 boost to physical attacks ) such as being able to lift boulders with ease and better agility such as being able to jump from a rooftop without injury. These include curing any disabilities or illnesses such as bad eyesight etc.
The spikes/teeth is filled with an engineered bio plasma with this serum being the means for the quick passive regeneration in the host. Just like
Apart from the physical capabilities, Illumina also boasts of spiritual abilities which relates to the host possessing heightened spiritual presence for Yamanaka-related skills where it doubles the rank and damage of the techniques utilized up to and including A rank ; S rank techniques adopts no boosts as techniques of this category can be considered threatening enough. This Yamanaka boost doesn't just formalize without reason, as explained earlier that Illumina is psuedo-sentient mind altering organism, it mainly rejoices in infiltrating enemy's minds - so as the user performs any Yamanaka related ability, it seems like Illumina would reciprocate said technique again on the victim (in the same timeframe as the original, passively) like cloning the effects on the victim every time. Illumina is deadly because of one thing, in a conflict, if its host is able to infiltrate a target(s) mind just once, it would place a little portion of its consciousness in the individual like a small node which develops over time, reducing the individual's spiritual resistance (rank wise) each turn it is active. The node's growth and development is solely determined by how much and how well the victim uses his chakra after the infiltration. Every two turns that this node remains active and is well fed, the victim's spiritual resistance drops by a single rank till they become utterly defenseless against spiritual/mind assaults. Illumina gifts its host a form of defense just in case the host were to fall victim of any unknown attack from his blind spot, it is capable of releasing tendril like vines from the sides that can wrap around the host like a cocoon or a full bodied suit that can not be damaged/scratched by free form/low ranking physical attacks, basic weapons, explosive tags etc. This defense system boasts of complete immunity to B rank and below techniques of all sorts, requiring at least two A ranks to damage and destroy it, permanently. The versatile thing about the defense system is that it can be activated by will of either the host or whenever Illumina sees it fit to have it activated. This defense system in no way affects normal body actions and movement. Having an independent will and consciousness of its own ( to a degree ), it provides the user with a portable and an efficient reaction to mind altering / illusion / mind manipulation techniques in its own unique way. When its host is caught in an illusion or any technique along the lines of the above, Illumina is able to switch/exchange consciousness between itself and the host - an it is at this few instances that it is able to control the wheel or take the driver's seat. This can be done twice only for S rank and above Mind altering / Mind manipulation / Illusionary techniques, thrice for A ranks and as many times as the chakra allows for E-B ranks. The chakra cost solely depends on the rank of the category expunged.
✜ This weapon has to be medically/surgically implanted on to the Host's spinal cord system in the NB Hospital before use.
✜ Due to the weapon leeching off the host's chakra, there is a constant sacrifice of (-5) chakra every turn.


Pending
Leaving for Reborn.



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


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




Resubmitting "Mind over Matter"


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


☷ DNR ☷
Telekinetic control over weapons and objects issa no

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

☷ DNR ☷
Similar to Kisei clan's Legillemens technique
Just don't delete this..
I'm resubmitting nevertheless.
( Irumina, Sabireta Hāpu ) - Illumina, the Deserted Harp


□ Uh, not really sure what is going on here. □
 
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Detective L

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New Cycle: 22/07/2018 - 29/07/2018

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.
 

Kai NB

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Permission to Submit Variation of Rucken's Cyberdyne Advancement Summoning Technique [ ]

(Yōso Kuchiyose no Jutsu) — Elemental Summoning Technique
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: +10 to Summoning Cost per Summon
Damage Points: N/A
Description: By combining the original Summoning Technique with an elemental affinity, users can summon animals of their summoning contract with temporary infusion of elemental chakra. Summons brought forth through this method have their natural abilities and are additionally enhanced due to the integration of some elemental trait. As a result, they gain the same Elemental Strengths & Weaknesses applied to them and their abilities as their infused element. So if Fire Release was infused to the summon, it would be take more damage from Water Release, but less damage from Wind Release. Likewise, the summon’s natural abilities would gain access to the element and it’s respective techniques up to the rank of the summon, though if it already has access to the element it is infused with, it gains a boost of +20 Damage Points or 1 Stage increase to it’s elemental abilities only (whichever case applies depending on descriptions). Additionally, two summons can be summoned with this technique at the same time, though it will cost total chakra of the summons, both hands to summon (one hand for each summon), and the element must be the same for each, unless the user can manipulate two elements simultaneously.

Note: Nin specialists can apply this technique with AE & CE
Note: This technique follows the same restriction as the standard Summoning Technique, allowing the user to summon from 1 contract at a time.


Declined: please do not resubmit.


(Moukinrui no Kuchiyose: Shinatobe) – Raptor Summoning: Shinatobe
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shinatobe is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner to ride atop of her. Shinatobe is a specialist of the wind element, being capable of using all wind techniques the user knows up to and including S-Rank by merely flapping her wings or releasing them from her beak. Shinatobe is also capable of cladding her entire body, or simply parts of it in razor sharp wind chakra, capable of cutting her target as well as defending her from incoming techniques. The armor has a power equal to that of an A-Rank wind technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Shinatobe.
Note: Shinatobe can only be summoned once per battle.
Note: Shinatobe remains on the field for four turns.

‡ Approved ‡ Removed the fan bit.
(Moukinrui no Kuchiyose: Shiranui) — Raptor Summoning: Shiranui
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shiranui is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of her. Shiranui is a specialist of the fire element, being capable of using all fire techniques the user knows up to and including S-Rank by merely flapping her wings or releasing them from her beak, at the same speed as a ninja with a primary specialisation would have. Shiranui is also capable of cladding her entire body, or simply parts of it in hot fire chakra, capable of burning her target as well as defending her from incoming techniques. The armor has a power equal to that of an A-Rank fire technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Shiranui.
Note: Shiranui can only be summoned once per battle.
Note: Shiranui remains on the field for four turns.


Approved: omitted the one sentence about the raptor having telepathy and sensory, and I'll be using this post here as a platform to elaborate why, in a more broad context. With sensory now being categorized as AN and contracted animals able to acquire such a skill if one also has it included in their bio(s), there was a personal need to sort of reevaluate this checking process. And having discussed it with another mod, an element up to S-rank in addition to the sensory AN is too much at this time. This ought to prompt more attempts at contract passives and the like (which are fine when within reason and if the contract isn't all that developed), as well as the making of contracted animals that use basic ninjutsu. With the latter, yes, a summoning that opts to have that field can also have sensory but again, with the added caveat that it be useable only by bios that also have sensory. This is just my line of thought going forward and the basis for it is trying to keep sensory more consistent with the other AN.


(Moukinrui no Kuchiyose: Mizuchi) — Raptor Summoning: Mizuchi
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mizuchi is a male raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of him. Mizuchi is a specialist of the water element, being capable of using all water techniques the user knows up to and including S-Rank by merely flapping his wings or releasing them from his beak, at the same speed as a ninja with a primary specialisation would have. Mizuchi is also capable of cladding his entire body, or simply parts of it in water tornadoes, capable of attacking his target as well as defending him from incoming techniques. The armor has a power equal to that of an A-Rank water technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Mizuchi.
Note: Mizuchi can only be summoned once per battle.
Note: Mizuchi remains on the field for four turns.


Approved: like above, the one sentence about telepathy and sensory has been omitted.

Updating these 3 as 1 because the first was submitted while I was owner and shouldn't have been approved. Second and Third are also the exact same and taking up slots but are essentially the same, so looking to combine into one...

Link to Contract [ ]

(Moukinrui no Kuchiyose: Ten'nen) — Raptor Summoning: Ten'nen
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ten'nen is a male raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of him. He is the twin of Ten'nin. Ten'nen is a unique Raptor, which is unnaturally in tune with the elements. He has a unique black streak that goes along his back. However, this streak is also an identifier of his "nature" or his primary affinity. When summoned, his streak takes on 1 of 5 colors (Red - Green - Yellow - Brown - Blue), each representing the primary affinity he takes on. When Ten'nen flies, he leaves a shining streak of light along his flight path, in this case whatever color streak is currently on him. The streak color also affects his personality, to humorously drastic degrees.

Five Color Armor
Ten'nen is a specialist of the element he takes on, being capable of using all of said respective elemental techniques the user knows up to and including S-Rank by merely flapping his wings or releasing them from his beak, at the same speed as a ninja with a primary specialisation would have. Once per turn, Ten'nen is also capable of passively cladding [/B]or turning[/B] his entire body, or simply parts of it into whatever element he takes on, capable of attacking his target as well as defending him from incoming techniques. The armor has a power equal to that of an S-Rank technique. While in this state, Ten'nen can not perform any other elemental techniques.

The nature he takes on is dependent on element the user infuses into the summoning. Simply by focusing the summon along with an element, that is the nature Ten'nen will take on. Ten'nen has no control over this and the user can only infuse chakra during the summoning, leaving Ten'nen stuck with whatever affinity he is brought with for the duration of his summon.

Note: Ten'nen remains on the field for five turns
Note: Ten'nen can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Ten'nen


Declined: well, the gist of it is that most contracted animals are limited to just a single field with some exceptions. This particular CJ tries to work around that limitation but in doing so, makes it far too versatile and ultimately, like a five-in-one contracted animal as the intent to merge multiple preexisting ones would indicate. And those Maned Wolves that got away with it (NK?) should not be imitated.

Link to Contract [ ]

(Moukinrui no Kuchiyose: Ten'nen) — Raptor Summoning: Ten'nen
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ten'nen is a male raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of him. He is the twin of Ten'nin. Ten'nen is a unique Raptor, which is unnaturally in tune with the elements. He has a unique black streak that goes along his back. However, this streak is also an identifier of his "nature" or his primary affinity and changes color if he is summoned through the Elemental Summoning Technique, depending on the element he is infused with. When Ten'nen flies, he leaves a shining streak of light along his flight path, in this case whatever color streak is currently on him. The streak color also affects his personality, to humorously drastic degrees.

Colored Armor
Ten'nen is a specialist of the element he takes on, being capable of using all of said respective elemental techniques up to and including S-Rank by merely flapping his wings or releasing them from his beak, at the same speed as a ninja with a primary specialisation would have. Once per turn, Ten'nen is also capable of passively cladding or turning his entire body, or simply parts of it into whatever element he takes on, capable of attacking his target as well as defending him from incoming techniques. The armor has a power equal to that of an S-Rank technique. If he is not infused with any elemental chakra and summoned normally, he merely has access to raw chakra based techniques and can clad himself in the raw non-elemental chakra that he was summoned with.

The nature he takes on is dependent on element the user infuses into the summoning. Simply by focusing the summon along with an element, that is the nature Ten'nen will take on. Ten'nen has no control over this and the user can only infuse chakra during the summoning, leaving Ten'nen stuck with whatever affinity he is brought with for the duration of his summon.

Note: Ten'nen remains on the field for four turns
Note: Ten'nen can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Ten'nen


Declined: the Elemental Summoning Technique was declined and this will not be approved as is.


(Moukinrui no Kuchiyose: Ten'nin) — Raptor Summoning: Ten'nin
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ten'nin is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of her. She is the twin of Ten'nen. Ten'nin is a unique Raptor, which is unnaturally in tune with the elements. She has a unique black streak that goes along her back. However, this streak is also an identifier of her "nature" or her primary affinity. When summoned, her streak takes on 1 of 5 colors (Red - Green - Yellow - Brown - Blue), each representing the primary affinity she takes on. When Ten'nin flies, she leaves a shining streak of light along his flight path, in this case whatever color streak is currently on her. The streak color also affects her personality, to humorously drastic degrees.

Five Color Zone
Ten'nin is a specialist of the element she takes on, being capable of using all of said respective elemental techniques the user knows up to and including S-Rank by merely flapping her wings or releasing them from her beak, at the same speed as a ninja with a primary specialisation would have. Ten'nin is also capable of passively creating certain geographical and weather effects depending on her nature affinity. Her elemental chakra emanates up to mid-range, infusing with already present elements and releases, causing the geographical or weather effects while simultaneously strengthening or weakening it certain releases.

— Red creates a heatwave and causes Fire Release gain a rank, while Wind Release lose a rank.
— Green creates hurricanes and causes Wind Release to gain a rank, while Lightning Release loses a rank.
— Yellow creates lightning storm and causes Lightning Release to gain a rank, while Earth Release loses a rank.
— Brown causes earth tremors and causes Earth Release to gain a rank, while Water Releases loses a rank.
— Blue causes rainstorms and causes Water Release to gain a rank, while Fire Release loses a rank.

In any of these states, Ten'nin can only use Elemental Techniques matching her nature up to and including A-Rank.​

The nature she takes on is dependent on element the user infuses into the summoning. Simply by focusing the summon along with an element, that is the nature Ten'nin will take on. Ten'nin has no control over this and the user can only infuse chakra during the summoning, leaving Ten'nin stuck with whatever affinity she is brought with for the duration of her summon.

Note: Ten'nin remains on the field for five turns
Note: Ten'nin can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Ten'nin


Declined: this CJ is subject to much of what was noted in the above CJ plus its unique ability. Also, four turns at most.

Link to Contract [ ]

(Moukinrui no Kuchiyose: Ten'nin) — Raptor Summoning: Ten'nin
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ten'nin is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of her. She is the twin of Ten'nen. Ten'nin is a unique Raptor, which is unnaturally in tune with the elements. She has a unique black streak that goes along her back. However, this streak is also an identifier of her "nature" or her primary affinity and changes color if she is summoned through the Elemental Summoning Technique, depending on the element she is infused with. When Ten'nin flies, she leaves a shining streak of light along his flight path, in this case whatever color streak is currently on her. The streak color also affects her personality, to humorously drastic degrees.

Colored Zone
Ten'nin is a specialist of the element she takes on, being capable of using all of said respective elemental techniques up to and including S-Rank by merely flapping her wings or releasing them from her beak, at the same speed as a ninja with a primary specialisation would have. Ten'nin is also capable of passively creating an "elemental zone" with varying effects depending on her nature affinity. Her elemental chakra emanates up to mid-range, infusing with already present elements and releases, while simultaneously strengthening or weakening it certain releases. This zone increases the rank and abilities of the elemental techniques of the same nature she is infused with by 1 stage or +20 Points (whichever it applies to) while corresponding weaker elements, following Strengths & Weaknesses lose ranks and abilities by the same degree only within the zone. In any of these states, Ten'nin can only use Elemental Techniques matching her nature up to and including A-Rank. If she is not infused with any elemental chakra and summoned normally, she merely creates a raw chakra zone, increasing raw non-elemental chakra based techniques by the same degree to make them neutral to elements, but do not weaken anything else within the zone. She is still limited to A-Rank raw based chakra techniques while creating this zone.

The nature she takes on is dependent on element the user infuses into the summoning. Simply by focusing the summon along with an element, that is the nature Ten'nin will take on. Ten'nin has no control over this and the user can only infuse chakra during the summoning, leaving Ten'nin stuck with whatever affinity she is brought with for the duration of her summon.

Note: Ten'nin remains on the field for four turns
Note: Ten'nin can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Ten'nin


Declined: the Elemental Summoning Technique was declined and this will not be approved as is.



Permission to Submit Similar Summon to Shady's Tiglon - Momo [ ]

(Moukinrui no Kuchiyose: Ekushīdo) — Raptor Summoning: Exceed
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Exceed is a small, yet exceptional Raptor. Exceed is the size of an ordinary raptor, with no aesthetic differences from average aside from a single silver feather in between it's golden feather on its tail. He commonly rests on the summoner's shoulder or head. He's capable of speech and flight, and can perform only non-elemental Ninjutsu and Universal Abilities the user knows aside from Leg Weights and NB Tai.

Abilities
Exceed, being a Ninjutsu specialist, is able to perform techniques up to S-Rank without handseals, but has no skill in elemental usage, Genjutsu, Taijutsu. On top of that, he has a unique mastery of Chakra Transferring that allows for passive chakra transference on whoever summons him while in contact with him. As a result, techniques gain a passive +10 Damage Points. Despite this, due to the constant transference of chakra into the summoner, their chakra network is constantly disrupted, preventing the use of Genjutsu to and from their chakra network, unless both are simultaneously affected or work in union. Additionally, Exceed has the ability to merge with the user's back, not dissimilar to the Amphibian Mode that Elder Toads utilize, hiding his body behind the summoner and only spreading his wings out. [SUP][ ][/SUP] This method allows Exceed to effectively carry summoners to fly, despite his size. Flying does not allow the user to avoid techniques through freeform though.​

Note: Exceed remains on the field for four turns
Note: Exceed can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Exceed


Declined: the last line of the first paragraph implies that in addition to basic ninjutsu, this one bird would also be able to use those universal abilities like med ninjutsu, fūinjutsu, and kinjutsu.

(Moukinrui no Kuchiyose: Ekushīdo) — Raptor Summoning: Exceed
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Exceed is a small, yet exceptional Raptor. Exceed is the size of an ordinary raptor, with no aesthetic differences from average aside from a single silver feather in between it's golden feather on its tail. He commonly rests on the summoner's shoulder or head. He's capable of speech and flight, and can perform standard Ninjutsu the user knows.

Abilities
Exceed, being a Ninjutsu specialist, is just able to perform techniques up to S-Rank without handseals. On top of that, he has a unique mastery of Chakra Transferring that allows for passive chakra transference on whoever summons him while merged with him. As a result, the summoner's techniques gain a passive +10 Damage Points. Additionally, Exceed has the ability to merge with the user's back, not dissimilar to the Amphibian Mode that Elder Toads utilize, hiding his body behind the summoner and only spreading his wings out. [SUP][ ][/SUP] This method allows Exceed to effectively carry summoners to fly, despite his size. Flying does not allow the user to avoid techniques through freeform though.​

Note: Exceed remains on the field for four turns
Note: Exceed can only be summoned once per battle
Note: Must have signed the Raptor contract to summon Exceed


Approved: edits annotated in pink and omitted the more or less genjutsu immunity.


(Fuinjutsu: Sen'i) — Sealing Arts: Transition
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This technique is not a typical Fuinjutsu, with it's own seal, but rather an application shifting the position or medium of a seal. This is designed to be used in conjunction with other Fuinjutsu techniques, allowing the user to move seals both pre-existing or not onto different objects like their weapons or barriers. For example, a user can take a body seal and move it onto a weapon, or vice versa, allowing them to activate the seal from the weapon as opposed to on the body. Alternatively, take a barrier Fuinjutsu and localize it's effect to a single seal the user can place through contact, or vice versa. As this is merely a movement of seals, this action is passive and can be performed in the same timeframe as the activation of a seal. This doesn't change the effects of the seal, but rather the medium through which they are bound. This method can effectively place two seals together in the same medium, granting opportunity to use either.

Note: Can only be used on the user's own Seals
Note: Only Advanced Fuin users can move seals from or onto hosts
Note: Normal Fuin users can turn seals into Short-Range Barriers, Fuin Specialists can turn seals into Mid-Range Barriers, Advanced Fuin users can turn seals in Long-Range Barriers.

□ Declined. This is a combination of a large variety of existing techniques, and overall, too expansive as a single technique anyway. □
 
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Korra.

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Bio with Snakes and paper and poison

( Kiba o Funsai Suru ) - Crushing Fang
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A ( 20 per turn if poisoned )
Description: After biting their thumb the user summons around himself and his opponent a massive venom gland from a giant snake making the gland large enough to surround a short - mid range area. Along with the gland itself they summon the compressor muscle that is usually connected to the gland itself. The moment it is summoned around the compressor muscle begins to squeeze causing the wall of the venom gland to begin closing around the opponent crushing them between the walls of the gland. Additionally the venom gland will be filled with venom, when summoned the feet of the opponent and the user will be inside of the venom with the potential to poison those standing in it. However the user will be immune to this venom as they have to be a poison user to summon the gland. Additionally as the compressor muscle flexes it will cause the gland to produce more poison secreting it from the walls and linings of the gland coating anything in a sticky poison similar to the Starch Syrup Technique. The user is able to control how and when the gland flexes allowing themselves to remain safe. While inside the gland the summoner can use the poison as a source and the gland will produce either med toxin or the users own custom poison making it safe for them to use and touch. Any technique that uses the venom as a source will have a passive +20 to the damage of it.
Note: Can only be used once per battle and cannot use any other summoning ninjutsu in the same turn
Note: Must know Snake Summonings


Declined: the venom will not be a viable source for Dokuton nor will you be able to supplant the snake's venom with either med poison or a custom poison. And to be sure, Dokuton usually will not be applicable for the passive +20 boost.


(Chakura Kyūshū-Shi) - Chakra Absorbing Paper
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (- 30 when used)
Damage: N/A
Description: These special paper sheet are created by Korra and is a combination of paper sheets and Fire/Water/Wind/Earth/Lightning Sealing Method. The sheets are orange in color and have the symbol of her Orange Lantern ring. The sheets are used to absorb incoming jutsus by releasing chakra chains that split up and absorb an incoming jutsu into multiple sheets. The user can than hold 1 jutsu per absorbation and than rerelease the jutsu back at the opponent. The sheets can also passively when attached to an opponent can absorb chakra up to 40 points per turn including senchakra. The user can than have the sheets return to them and restore chakra from the stolen chakra. The user can also have them attach to summoning and absorb the chakra from the summoning to the point they get reversed summon. The user can also instead of releasing the absorb jutsu back at the opponent they could combine it with a paper jutsu combining both jutsu into one attack. This usage requires a 2 turn cool down between uses.
Note: Absorbing/redirecting a jutsu counts as a move and needs a 2 turn cool between uses
Note: The passively stealing/replinshing chakra can only be done once per turn

□ Declined, decide what you want this technique to achieve. Is it an absorption technique for techniques, then why does it also release techniques back? And the other parts of the technique can be separated to make another technique entirely. □

updating


(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: A Rank
Range: Short
Chakra: N/A
Damage: N/A (+ 20 to Paper Ninjutsu)
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and are made with snake scales. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag. Due to the paper being made of scales they can stay on the field even if rain is on the field or not be bother by the user's water jutsus due to the same chakra being mixed.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like
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□ Declined. Keep the original, and that added +20 to Paper Nin is unnecessary, and also wouldn't stack with the +20 from explosive tags anyway. □

Using Sage bonus to submit an extra basci field
Link to jutsu cause cant quote

(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn) (+30 senchakra per turn)
Damage: N/A
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. When first used the user gets 100 senchakra to start off with so they can enter SM faster. If already or once in Sage Mode the rain provides the user + 30 senchakra per turn to help prolong the user's Sage Mode. The replinishing of senchakra continues till it is either defeated or cancel by the user. When the rain stops so does replinshing of senchakra. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match
Note: Requires a 2 turn cool down between uses
Note: ONLY USABLE BY KORRA

□ Declined. Yeah, this a no. □
(Chakura Kyūshū-Shi) - Chakra Absorbing Paper
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (- 30 when used)
Damage: N/A
Description: These special paper sheet are created by Korra and is a combination of paper sheets and Fire/Water/Wind/Earth/Lightning Sealing Method. The sheets are orange in color and have the symbol of her Orange Lantern ring. The sheets are used to absorb incoming jutsus by releasing chakra chains that split up and absorb an incoming jutsu into multiple sheets. The user can asborb 1 jutsu per turn. The sheets can also passively when attached to an opponent can absorb chakra up to 40 points per turn including senchakra. The user can than have the sheets return to them and restore chakra from the stolen chakra. The user can also have them attach to summoning and absorb the chakra from the summoning to the point they get reversed summon.
Note: Absorbing a jutsu counts as a move and needs a 2 turn cool between uses
Note: The passively stealing/replinshing chakra can only be done once per turn

□ Declined. We almost good, imma need you to remove Senchakra as a possibility to be absorbed and add a rank restriction of what you can seal, you say one technique per turn, but up to what rank. □

New jutsu
(Origami Fuuinjutsu: Majikkushirinda) - Paper Sealing Arts: Magical Cylinder
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (depends on jutsu)
Description: This jutsu was developed by Korra by combining both her Paper Ninjutsu and Fuuinjutsu abilities. The user will do the Ram sign and create two giant cylinders of paper in front of her on both her right and left side. Both cylinders will have sealing marks in the inside of them. When an incoming jutsus (up to S rank) approaches the cylinder on the left will releases chakra chains/markings that asborb the incoming jutsus all into the cylinder completely protecting the user. The cylinder on the right will than use its sealing marks and release the asborb jutsu back in the direction of the opponent seind it back at the full power it was launched at.
Note: Must know Paper Ninjutsu & Fuuinjutsu
Note: Reqires a 2 turn cool down between usages
Note: Cant use any Paper Ninjutsu the same turn as using this.
What it looks like
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□ Declined. Dark Release, is that you?! O_O Anyway, absorbing and releasing issa no and clashes with many existing techniques. □
 
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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.

( 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 roughly a meter long small enough to stand on a shoulder or cling to the body thus making travel easier.

She can move at twice the base speed of a Sage rank bio. 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.

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. She is able to communicate with her summoner either verbally or mentally.
Note: Can only be summoned once lasting four turns


Approved: a few abilities were omitted and edits annotated in pink. Note that while most details with regards to its poison remain intact, there was concern with cancelling out bios' passive health regeneration as is. In short, it seemed as though a bio that was neither a med nin or Yang user could be out indefinitely, which was deemed too much. And if you really want a damage boost for poison, rework it and resubmit as an update.


( 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.

( Suraimutaimu! ) - Slime Time!
Type: Supplementary/Offensive
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. This can only boost the power of poison techniques for four turns and has to be referenced when it does. After those four turns there won't be enough poison on the skin to accomplish this effect only having enough to poison things through contact. It can used in this way twice per battle augmenting any poison technique used for four turns.
Note: Poison spraying ability can only be used twice 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



( Senninka: Saisho no Chi ) - Sage Transformation: First Blood
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: A special property of the Sage Transformation clan is that they passively and biologically absorb natural energy having that natural energy act upon the enzymes of the body. Through this innate functionality natural energy is constantly being forced into the skin, muscles, bones, tendons and other tissues of the body passively nourishing them similar to how a Sage Mode user is able to heal from damage due to the rejuvenation properties of natural energy. This means that a Sage Transformation user will naturally heal faster than a normal individual outside of combat and will be more resistant to trivial damage like taijutsu or weapon based attacks. Thus making the body immune to freeform taijutsu and weapon damage dealing five damage or less. This is best shown when Jugo takes severe, nearly fatal damage from the raikage and is able to merely continue onward. This is because the natural energy they absorb works on a cellular level upping their cellular regeneration and durability allowing the soft tissue of the body to be more elastic and energy absorbent than normal human cells. In the WSE this means that instead of gaining the standard five health per day a Sage Transformation user that knows this technique will heal ten health per day basically cutting their healing time in half. Additionally due to the constant influx of natural energy the body naturally has more vitality and vigor having an outside stream of energy flowing into the body. Meaning the Sage Transformation users health is boosted by twenty affording them additional health beyond the standard health that would be obtained by rank. This is simply because of the way their body is, making it a passive and constant action.
Note: Can be placed in a bio and just referenced to when applicable


Declined: CJ that function to increase base health gained or health regeneration aren't being permitted.


( Fuinjutsu: Sairentoarāmu ) - Sealing Arts: Silent Alarm
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( +3 to the caster when broken )
Damage: N/A ( 60 if an element is sealed away )
Description: A seal that does exactly what the name suggests creating a silent alarm when triggered. The user is able to place a seal upon a surface such as a weapon, a door, a window, a tree, or a circular area within range on the ground that has a five meter radius. Until the seal is broken an alarm alerts the caster whenever a creature touches or enters the warded area. This is similar to techniques like (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique but doesn't require the user remain inside the area of the barrier or seal to know when it detects something. When the seal is placed, the caster can designate creatures that won't set off the alarm including but not limited to allies, summoning creatures, animals etc. The caster can also choose whether the alarm is mental, audible or both. When designated to be mental it will merely return ten percent of the chakra used to create the seal to the user along with all of the information of what has happened in the warded area including things that have entered the area or techniques that have been used. The seal breaks when the alarm is triggered to facilitate this action, and can even be accompanied by a barrage of sealed weapons or a substance such as ink, water, fire, or poison to combat the intruder. If done in this way the user must seal the substance with ( Han'you Fūin ) - Generic Sealing Technique. The seal breaks when foreign chakra, natural energy from a person, or a heat signature not designated enters it's area of effect, but can also be set off by a change in pressure upon the seal from things like ( Hijutsu: Fūinjutsu Kai ) – Secret Technique: Sealing Release or a touch should the alarm try to be nullified. Finally the seal can be used in a more trap-like nature by sealing away the use of a genjutsu trapping them in an immobilizing genjutsu until they break out of it. This minor illusion would just be the seal itself expanding similar to the Tongue Twister Seal and wrapping around the intruder paralyzing them with a similar feeling to the aforementioned seal. This genjutsu would be A rank and would take proper reasoning and proper actions to be broken. This action is passive and is the seal itself placing the genjutsu meaning if the person who created the seal is nearby they could attack in tandem to it. The aim of this genjutsu is to give the seal creator time to react to the intruder.
Note: The user can place and have three alarm seals active but only one can be trap based

□ Declined. I like the idea, and where you're going with it, BUT, there is a but in this case. How would the alarm sound, without the use of an audible sound, through Sound Ninjutsu? How is it mental, unless of course, you carry a specific seal with you that links you, and said seal, perhaps (to make it more feasible?). The adding of things to emerge when the seal is triggered feel a bit far fetched, as well as the inclusion of the Genjutsu. I don't see how the last two can be done, without a separate technique maybe (the eruption of something can be a pre-made seal, while the Gen, that one is a bit off, not sure it'd work like that). □
 
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Bloo

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(Kogane jidai) Wood Release: Golden Age
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A technique created by wood release users in order to create more sturdy and damage resistant puppets. While this technique was created by wood release users it, however, is not limited to only them. Instead of the user creating their puppets out of ordinary wood which can be fragile and unreliable at times, this technique will instead use the wood created from wood release in order to create their puppets. This particular technique is one that the user will utilize beforehand which just means that the user must post it in there in biography along with the puppets that they have created with it and will serve as a passive technique. With this jutsu the user will be able to replace the ordinary and basic wood that puppets are crafted out of and in its place use wood created from Wood release. Essentially, this technique allows the user’s puppets to become more sturdy and damage resistant allowing their puppet to defend up to an additional twenty damage points. In regards to puppets who do not have a damage threshold they will simply be able to defend up to twenty damage points or otherwise obtain a D-rank durability. Puppets crafted out of this wood are able to have their endurance increased because the wood created from wood release is known to be strong, sturdy, and resistant to a lot of attacks hence the reason it is able to suppress even the power of a biju.

Note: The creator of this technique can use the wood in up to four puppets, but it is still possible for the user to pass the wood onto ordinary puppet users who do not have wood release, but if doing so they will only have enough wood to place inside of two puppets.


Declined: this CJ is only approvable if one has a puppeteer bio able to use Mokuton.

 
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Skorm

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(Fūinjutsu: Garasu no bōruto) Sealing Arts: Vault of Glass
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The vault of glass sealing formula is designed specifically for sealing properties of value. It has no effect on people and only works on shut buildings. The seal is placed anywhere on the surface of the complex. When placed, a formula and several repeating kanji signs appear and soreads out to cover the complex. At the same time, a door is created to let the user in and out. When the door has taken its hape(any shape really), the user bites their thumb and smeaes blood on it. This makes the door capable of only open for the user of the technique. No exceptions. The barrier can be placed multiple times to ensure even more protection of the complex. However, since the seal is designed only for this basic job it will still require an anti-sealing technique of S rank to remove it. Double layered will require Forbidden and so on. This seal can only be placed on four complexes at the same time, or two places with double locks. A double locks safety mechanism is also not just sensitive to the users blood but also their mind and chakra. Unless a normal chakra flow is present in the user of the seal it will not open. This is to ensure that no matter if the user dies and their blood gets used to try open the door it wont. Neither if they’re under the influence of genjutsu/mind-control. This mechanic needs double seal though.

Note: Needs completion of regular Fuinjutsu.
Note: Can only be taught by Skorm.

□ Declined, similar to existing techniques, and extremely overpowered. You should try and restrict your techniques better, especially an advanced field like Fuuinjutsu. □

(Yamanaka/Fūinjutsu: Maindoburasuto) Yamanaka/Sealing Arts: Mind Blast
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80(per turn)
Description: Mind Blast is a special sealing tag that is placed upon the target. When placed, the seal will activate and the kanji "爆" - Blast will appear on the sealing tag a moment before it seamlessly merges with the targets skin. The tag is infused by the Yamanaka's chakra and will confuse the target by messing with their nerve systems. All their senses will become useless, even chakra sensory. The confusion will then grow into a panic state where the target gets so dizzy that they straight out panic and try to flee in any direction. Since their nerve system is in the state of potato, they cannot control their limbs very well and will most likely fall and trip multiple times. All of this deals mental damage to the opponent per turn. The sealing tag lasts for 4 turns unless sealing mastery through medical school is available to the Yamanaka user. After one turn, the target loses all their senses and becomes completely disoriented. After two turns, they lose their memory post battle and all their intentions with it. After three turns the target is so dizzy that they will try rip their eyes out just to escape the blistering disorientation. After four turns, the target falls into a coma and after having taken this much mental damage they cannot be awoken unless advanced medical ninjutsu is applied. While under the influence of the tag, the target cannot mold chakra above A ranks, this drops to B rank if the technique is enchanced a level. The Yamanaka can also not use Fuinjutsu above A rank while the tag is active unless they are advanced sealing masters of med school. In that case they can use fuinjutsu up to S rank.

Note: Needs completion of regular Fuinjutsu.
Note: Lasts up to 4 turns.
Note: User becomes unable to use fuinjutsu and yamanaka techniques above A rank while seal is active.
Note: Can only be used twice per battle.
Note: Can only be taught by Skorm.

□ Declined. Not something I would approve. Placing seals on individuals require Medical training (if you have it, for another submission, you should link it, so its known), as well as that this technique actively clashes with that of a Medical technique. It is also ridiculously overpowered. □

(Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(per tag)
Description: Prometheus is a pair of tags that works in conjunction with eachother. One seal is always active on the user and must therefore be stated in the bio. This seal has the kanji "プ" - Pro inscribed to it and must be placed inside one of the users hands, like a dark mark. This seal will work with up to two other seals that the user carries with them in person. These two seals can be placed anywhere. The trick is that the user will then create either a pushing torrent of typhoon chakra or a suction vortex in their other hand and then press it towards the other hand with the sealing tag applied to it. This chakra will then be transferred into the other remotely placed seals and the typhoon chakra will be blasted out of those tags that are marked with the kanji "メ" - Metheus. Since there are two applications of this technique, a suction and a pushing the suction type lets the user control a remote vacuum cleaner and suck up anything up to mid-range from the remote tag and ultimately seal it inside of the tag like a fuin fuda technique. Anything with a mass is affected and the force is of S rank. The same deal is for the other application, only this time it pushes anything with a mass away from the sealing tag with S ranked typhoon force. These tags can be placed right next to eachother or up to long-range away from eachother. However, they both corresponds to the same applied function of the torrent. Meaning one tag cannot use suction force while the other uses push. These tags will be destroyed after been used twice but the user may replenish the tags for another battle. The user becomes unable to use fuinjutsu and typhoon techniques above A rank while using the technique.

Note: Needs completion of regular Fuinjutsu.
Note: Needs completion of regular Typhoon.
Note: Each tag can only be used twice per battle, but after that they can be renewed by the user for another battle.
Note: User becomes unable to use fuinjutsu and typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

□ Declined. Nice idea, but lessen it a bit. Up to Long range down to Mid, as well as the rank itself, would work better and be more efficient as a A rank technique (because your explanation would need to be edited if it were to stay S rank, S rank means the Typhoon aspect is A rank and the Fuuinjutsu aspect is A rank, combined making it S rank. That means, the Typhoon aspect can't be S rank on its own, if you understand what I mean). Also, it'd be better suited to suck in everything around a short range area of the seal, but alright >,> And restrict it better, please. □

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.



Removed extra water abilities such as they don't require water sources. Also removed the speed boost increasing effect/turn.
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 can perform all canon suiton techniques. His water techniques will require a water source but after the first turn summoned, he will have passively generated a water source up to short-range for use. 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. He can swim as at twice the base speed of a Kage rank bio (x2). 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 B-rank damage with ease. 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

□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink plus omitted the damage boost.

 
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Sasori

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(Osore) Fear
Type: Puppet
Rank: S
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: After deciding it was time he made some major updates to his core body, Sasori created Fear. Fear is essentially another host body for Sasori to use as he pleases hence the reason why it can only function while he is inside. Once inside, the user’s core will be positioned inside of Fear’s chest. Unlike Hiruko, which served the purpose of being a protective armor, Fear instead will serve the purpose of acting as an enhanced main body. Appearance wise, Fear is composed of some of the most endurant and sturdy puppet materials available, giving it a metallic look and allowing it to sustain up to S-rank damage. On its body, it has two pairs of arms giving it a total of four arms. Other noteworthy characteristics of this puppet, would be that it has a tail emerging from its rear and a pair of horns on top of its head. The most noteworthy characteristics, however, would be how Sasori’s main body now resembles that of a grotesque monster. While in this form Sasori will be able to passively hover above the ground with the help of chakra being poured out of his feet and is active as a battle starts. When moving around in this form, the user is only as fast as his base speed, and if wanted the user can passively deactivate it. Additionally, on its head is a compartment that the user is capable of opening and allows the user to produce One Hundred Chakra threads which allow Sasori to utilize any techniques that require them, but still follows the same rules and stipulations for the technique. Additionally due to Fear’s unique body structure it does not possess ordinary human body parts which makes it difficult for the opponent to discern which parts of him they are looking at.

Abilities:
One of the main abilities of Fear is how, due to its wide body it is possible for there to be channels inside of its body. These channels serve the purpose of moving around Sasori’s heart container. By utilizing a sealing tag that will be placed inside of Fear, Sasori will be able to move his heart container around whenever his heart is about face a pinpoint strike. For example, when an attack, such as a sword, is about to strike his heart container, the seal will activate and release a surge of chakra that will push his heart container down one of Fear’s channels. The channels are essentially, Fear’s limbs such as his head, legs, or arms which are all places the user can send his heart. Let it be noted, that this ability counts as a move and drains the user of ten chakra points each time. Also, due to Fear’s inhumanoid body and its grotesque features it becomes difficult for someone to look Fear in eyes. This simply means that it becomes difficult for someone to discern which parts of its facial features is its eyes. This feature can become useful when it is necessary for the opponent to make eye contact with the user. Offensive wise, Fear has several scrolls on his body similar to Sasori’s flamethrowers, and with these scrolls the user will be capable of releasing a concentrated elemental blast from anywhere on their body up to Mid range with A-rank damage. This ability can also be used to release up to four projectiles of the designated element which can be as small as a senbon otherwise they are the same width of Sasori’s flamethrowers. Additionally, the element can be any base five element or any Custom element the user knows.

Note: Fear can be destroyed by a S-rank attack, and if the puppet suffers an S-rank attack and is destroyed, Sasori can still retract the pieces of the body as long as his core is intact, but if doing so the reconstructed puppet could be destroyed or hurt by any ranked attack. This functions just as Sasori core body mainly does.
Note: Must be stated in the user’s biography or the beginning of a battle if the user is choosing to use this as his replacement of his main body.
Appearance:
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Declined: lower its durability and pick two elements/CE to be stored. And the hovering ought to have a chakra upkeep.


(Gaia no hogo) Earth Style/Puppet Arts: Gaia’s Protection
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: A passive technique that the user must post in their bio in order to use. Gaia’s protection is essentially a technique that serves the purpose of increasing the endurance and durability of the user’s puppets and wooden techniques that involves them. Gaia’s protection is based on a technique seen before in the anime known as the Earth Spear Technique. This technique was able to increase the user’s skin to a steel like nature and allow them to increase the damage of their attacks while also increasing the users durability and endurance. Beforehand, the user’s will infuse all of their puppet materials with earth chakra and cause all of their materials to be increased dramatically, similar to what the earth spear technique does. This infusion of chakra will be done before battle, therefore it serves as a passive boost that gives the user’s puppets and their attachments the ability to defend up to twenty additional damage points or the ability to attack with increased force. Essentially, the user’s puppets durability will be increased significantly, but it is important to note that this boost only applies to puppet material that has some sort of wooden base. For example, this technique can be applied to a wooden puppet in order to give it increased durability, but it cannot be used on an elemental stream from the puppet. It can, however, be used on weapons/attachments of the puppets that are physical in nature and give them instead a boost from the power of the earth technique.

Note: Must be posted in the user’s biography.


Declined: this is a passive, persisting Earth Release: Earth Spear Technique that lacks any merit to exist as is.

Note: You said to I could keep the durability if I removed the other note.
(Osore) Fear
Type: Puppet
Rank: S
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: After deciding it was time he made some major updates to his core body, Sasori created Fear. Fear is essentially another host body for Sasori to use as he pleases hence the reason why it can only function while he is inside. Once inside, the user’s core will be positioned inside of Fear’s chest. Unlike Hiruko, which served the purpose of being a protective armor, Fear instead will serve the purpose of acting as an enhanced main body. Appearance wise, Fear is composed of some of the most endurant and sturdy puppet materials available, giving it a metallic look and allowing it to sustain up to S-rank damage. On its body, it has two pairs of arms giving it a total of four arms. Other noteworthy characteristics of this puppet, would be that it has a tail emerging from its rear and a pair of horns on top of its head. The most noteworthy characteristics, however, would be how Sasori’s main body now resembles that of a grotesque monster. While in this form Sasori will be able to passively hover above the ground with the help of chakra being poured out of his feet and is active as a battle starts and costs five chakra points each turn to sustain. When moving around in this form, the user is only as fast as his base speed, and if wanted the user can passively deactivate it. Additionally, on its head is a compartment that the user is capable of opening and allows the user to produce One Hundred Chakra threads which allow Sasori to utilize any techniques that require them, but still follows the same rules and stipulations for the technique. Additionally due to Fear’s unique body structure it does not possess ordinary human body parts which makes it difficult for the opponent to discern which parts of him they are looking at.

Abilities:
One of the main abilities of Fear is how, due to its wide body it is possible for there to be channels inside of its body. These channels serve the purpose of moving around Sasori’s heart container. By utilizing a sealing tag that will be placed inside of Fear, Sasori will be able to move his heart container around whenever his heart is about face a pinpoint strike. For example, when an attack, such as a sword, is about to strike his heart container, the seal will activate and release a surge of chakra that will push his heart container down one of Fear’s channels. The channels are essentially, Fear’s limbs such as his head, legs, or arms which are all places the user can send his heart. Let it be noted, that this ability counts as a move and drains the user of ten chakra points each time. Also, due to Fear’s inhumanoid body it does not possess a normal human face, more specifically, it does not possess human eyes. Its face or rather its head is simply an agglomeration of puppet materials assembled to resemble a head. This makes it impossible for someone to look Fear in the eyes and Sasori does not suffer from this since his chakra is still flowing through the puppet and he basically sees things through openings in Fear’s head that acts as a sort of screen. This simply means that it becomes impossible for someone to make eye contact with Fear. Fear also has the passive ability to close all parts of its body similar to closing a vent and this will prevent any sound from entering the user’s body. This ability allows the user to become immune to sound based techniques that depends on the user hearing them, but comes at the cost of the user being unable to hear anything while its body is closed. The user can passively open them again, but let it be noted, that the closing of Fear’s body cannot be used to counter a sound attack, it would have to be done beforehand. This feature can become useful when it is necessary for the opponent to make eye contact with the user. Offensive wise, Fear has several scrolls on his body similar to Sasori’s flamethrowers, and with these scrolls the user will be capable of releasing a concentrated elemental blast from anywhere on their body up to Mid range with A-rank damage. This ability can also be used to release up to four projectiles of the designated element which can be as small as a senbon otherwise they are the same width of Sasori’s flamethrowers. The elements stored inside are Bleach and Lightning

Note: Fear can be destroyed by a S-rank attack.
Note: This functions just as Sasori core body mainly does.
Note: Must be stated in the user’s biography or the beginning of a battle if the user is choosing to use this as his replacement of his main body.

□ Pending. Leaving for Pekoms. □


Declined: aside from needing to reduce the durability, the chief issue is how the user is able "to become immune to sound based techniques that depends on the user hearing them." How you go about it will be left to your discretion but it cannot last indefinitely, so limit the ability. And while you may already be cognizant of this and simply not care, do note that by storing Bleach only those with the CE can learn this CJ.


( Fūin Wana Bakuhatsu ) – Sealing Arts: Freeze Frame
Rank: A
Type: Supplementary, Defensive
Range: Short-MId
Chakra cost: 30
Damage points: N/A
Description: This is a sealing tag that the user will place on the ground below, on one of their tools, or themselves if applicable. This particular seal is based off a preexisting one known as Four Black Fog Battle Formation and is set to activate in the face of fast moving opponents or attacks. When an attack the user cannot track comes within range, the seal will activate and a crimson transparent barrier will expand up to five meters of where the seal is. This particular barrier, just like the one it’s based on, will instantly freeze everything caught inside. Essentially, everything inside of the barrier will be caught in suspended animation. This will cause the enemy to instantly lose any momentum they have once caught inside of the barrier. The downside to this barrier is that the user will also be suspended inside of the animation once the barrier goes off. Also, any attacks caught inside of the barrier will be frozen instantly and be sealed or rather taken of any momentum they currently had. It is important to note that once this technique is deactivated some objects or attacks can still logically harm the user. For instance, if there is a rock above the user and the user cancels the barrier then following basic physics principles the rock will still hit the user even if it is just with free-form damage. The barrier can instantly stop enemies in their tracks, but can only fully suspend A-rank and below jutsu, so an S-rank attack would only be slowed down partially, and continue only weakened. Anyone trapped inside of this barrier will be capable of utilizing techniques that require no hand seals or movement, for example, the user can activate techniques such as body seals or other jutsu that require no movement, but if doing so the attacks will need to take into consideration the previous line. The effects of the barrier can last up to one turn and can be cancelled earlier by the user if wanted. If desired, the user can opt to have all attacks or opponents caught inside of the barrier to retain the momentum they previously had once its cancelled.

Note: Can only be use three times with a turn cool down between usages.
Note: Barrier has no damage threshold, so if the opponent can escape its range they will be freed of its effects.

□ Declined, similar to existing Fuuin, as well as extremely overpowered. How is a seal going to stop all techiques, dead it in it's tracks, and not be abused? □


(Sōryo no diadamu) Diadem of the Priestess
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra Cost: 15
Damage Points: N/A
Description: This is a Fuinjutsu technique that comes in the form of an emerald necklace. This particular necklace is imbued with a sealing jutsu and is one the user will wear around their neck. The necklace is set to activate whenever a technique that has higher chakra than it should have enters within mid-range of the necklace. For example, the seal will activate if a S-rank technique has sixty chakra points instead of the normal forty chakra points. Upon said attack coming into range of the necklace, the necklace will begin to unleash a sealing technique that will begin to siphon the extra chakra inside of the necklace and by doing this the user will cause the technique’s chakra points to drop to the amount it should be set at. In no way will this affect the damage of a technique and also will not drain a chakra past its normal amount. For instance, an A-rank with forty chakra points will be dropped down to thrity chakra and never anything lower. This first ability of the necklace is a passive one and can be done in the same time frame of one of the user’s other jutsu in order for them to defend against said technique. The main ability of the this technique is able to be used once the user seals a technique inside the necklace. The next ability of the user requires the user to spend a move and they must do so themselves. Whenever the user is inside of a genjutsu or have foreign chakra inside of them that can be overcome with an influx of chakra the user will able to utilize this ability. By pouring chakra into the necklace, the user will be able to summon forth ethereal tentacles that are light blue in color and very similar to the ones that came from the Fourth Hokage’s necklace. Once activated, the tentacles will begin to radiate up to five meters around the necklace and will then begin to make physical contact with the user and upon doing so it will infuse the user with the foreign chakra that was stolen from the enemy’s jutsu. The thing about this ability is that users will only be able to release up to the amount of chakra that was sealed. For instance, if the user sealed away ten chakra points from the enemy’s technique then they can only release up ten chakra points. But, it is possible for the user to only release a certain amount of chakra from the seal, for example, if the user has thirty chakra points sealed inside then they can choose to only release up to fifteen chakra points and save the rest for later. Additionally, it is possible for the user to continuously store chakra inside of the necklace up to five times, but they will only be able to use the necklace ability once if they choose to release the chakra all at once.

Note: Siphoning chakra can only be done five times. Using the necklace second ability can only be done five times.
Note: Must be posted in the user’s biography and will take up one of their seals.

□ Declined, similar to Damocles, Curse of Kings Fuuin technique. Literally the same principle. □

(Teikoku guntai) Puppet Arts/Sealing Arts: Trojan Horse
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: A sealing tag that Sasori will place on his inhumane body frame just like any other puppet, therefore it serves as a body seal. This sealing tag only activates when the user is faced with an attack that is untraceable due to its speed or an opponent themselves who moves at least 4x or higher the user’s base speed. Upon activation, the seals begins to release a plethora of puppets that will accumulate on top of the user’s body until they resemble a massive heap of puppets. On the outside the enemy will be incapable of seeing the user’s body due to how submerged it is. This agglomeration of puppets spans up to five meters into the sky and across. Right before the opponent makes contact with the user the puppets will all begin to be expelled into a mad frenzy all across the field. The thing so special about this is how Sasori will have slipped his heart container into one of the puppets among the wide collection of them allowing him to easily scale the battlefield in mere moments, but the main thing is that it will cause the enemy to have a hard time locating the user among the wide array of puppets especially considering how they will attempt to move in nearly every direction including over and behind the opponent. Let it be noted, that whichever puppet Sasori switches into will be a replica of his original body and have all of his utilities and tools located on it, allowing for it to serve as his original body without much difference. Additionally, under some circumstances the opponent might make contact with the large sum of puppets upon their quick release, but it matters not because all of the puppets will be expelled quite swiftly afterwards meaning that at most the opponent would perhaps be able to target only a certain portion of the puppets, and if that is the case then Sasori is free to simply make his escape by using one of the puppets located towards the rear of him.

Note: Can only be activated four times.



□ Declined. An interesting Fuuin, I like it, but up to x4 is too much, lessen it, as well as actually restrict the technique. And remove the metagaming part of the CJ where it decides what the opponent will do. Always odd that CJs have that lately. □
 
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Onii Chan

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everything you need, including links, are here - If this is approved i'll be giving my previous weapon's full ownership over to LGeezy

(Chisākuru) - Ring of Power
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: " Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die, One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie.

One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie. "


The Ring of Power was forged in the age of Kaguya, crafted to one day defeat her rule and to rest upon the finger of the chosen. Silver in material, its ancient text scratched masterfully around the entirety of the circular, thin ring. Its forging crafted with twin gemini; the letters glow with chakra. Its first finger, wrapped around its essence was of evil intent, soon to have controlled the world but failed. Their language speaks clear, the words brightly shine like the sun in the night. A land far from here it lies, from now its birth rises. It seeks a finger, lying in wait for the moment its true master arrives.

'' Ash nazg durbatulûk, ash nazg gibatul, ash nazg thrakatulûk, agh burzum-ishi kripatul. ''

Abilities
The Ring of Power is solely of Ninjutsu purpose, combining two techniques to gift the user a singular passive ability that's able to be activated at any time without hand seals. Two techniques - (Chakra Yokuatsu no Jutsu) - Chakra Suppression Technique, and the (Meisaigakure no Jutsu) - Hiding with Camouflage Technique, both combined to make a singular technique called: (Soreshinjitsushiryoku) - The One True Sight Technique which allows the user to completely turn invisible for a maximum of 1 turn; the decrease in turns active is due to the power increase from combining techniques. When activating the ring the user can dodge offensive jutsu directed towards them if viable and plausible; if the technique in question doesn't cover the entire field or too large to move out of the way (area effect of long range or more). This gives the user a increase in flexibility in combat; being able to counter something and constantly increase pressure and stress to the combatant in both chakra wasting reserves and mental tracking. Furthermore, due to the ring of power the user can move freely whilst in this invisible form; closing the range from long to short in the matter of a single post. Based on the power of the ring one can only avoid one technique per turn whilst the ring is activated, moving distances costs one move slot, dodging a technique costs one move slot as well.

±±Formatting Restrictions±±

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

-An exception to the above rule is the requirement to bold the alterations on re-submissions. Its required that every altered or add part is bolded. If you simply take out something, write beneath the jutsu stating "I took out the part where...".

-In addition, please use proper English whenever describing your Custom Jutsu. Take note that if the context of your CJ is incomprehensible, then it will be automatically declined.
□ Declined, on the basis of the rules of formatting. □

(Hosoku: Fūji no Jigoku) - Ninjutsu Entrapment Art: Containment of Hell
Type: Offensive
Rank: S
Range: Medium
Chakra: 40
Damage: N/A
Description: The user will perform a series of hand seals: Dragon, Snake, Boar, then Rat. Afterwards slamming one hand on the ground in front of them, summoning a chain of iron beneath the ground a few centimeters below the dirt. The chain is covered with a leather strap which protects it from lightning, the user will then curl their fingers into the dirt below where their hand was and grasp the end of the chain, thrusting upwards the chain will ripple out of the ground in a line towards the combatant where it'll swiftly snap out of the ground below the opponent and immediately tighten around the torso and shoulders. If the user dodges or moves out of the way the chain will snap out and upwards from the ground and tighten around both of their ankles instead.
Note: Can only be used twice per battle

□ Declined. The technique is fine, but as an S rank, it needs more restrictions, how long does it last, what can destroy it, how much damage does it cause, if not, does it remain indefinite, etc. □

(Kuchiyose: Fīrudo-Fushō) - Ninjutsu Summoning Art: Wounded Field Technique
Type: Offensive Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will perform the Dragon and then Bird hand seal to which after they'll charge the opponent, whether or not its a shadow clone or the actual user is up to them. Acting as bait they'll purposely get hit by a combatant's offensive technique that they'll automatically substitute, upon substituting the jutsu a massive amount of kunai, shuriken, Senbon, Explosive Tags, or any other tool will be summoned around the combatant then either explode or fly inwards to pierce them.

□ Declined, similar to existing techniques. □
 
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