Custom Jutsu Submission - III

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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 him form a symbiotic bond with the summoner's body, coating the user's epidermis with a translucent layer of his own skin. Any damage directly affecting the layer would affect Mesh until the amount of damage threshold he can withstand is used up and the layer rescinds back into the user's skin, unable to be used again. The skin layer can be passively retracted and brought up if the threshold has not been reached. However, he can only receive up to the damage the user is capable of receiving after which he stops receiving damage for the user. Damage received can only be those directly touching the skin. Mental damage would not be affected. 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: I had begun to make edits but then realized that this CJ does in fact require more detail on your part. Be clear with how much damage the slug's ability can withstand. Also, know that the slug can't be providing this damage sponge ability and at the same time be passively giving a +20 boost to physical moves, so think about them costing moves.




Kiss of Redemption - Shōkan no Kisu
Type: Supplementary
Rank: C
Range: N/A(in bio)
Chakra: N/A
Damage: N/A
Description:
Kabuto using Karin's DNA, creates a modified version of Healing Bite. While Healing bite requires the biting of Karin's skin, Kabuto makes it so that He would be the one biting instead of him being at the receiving end albeit healing still takes place like the normal Healing Bite and all conditions/restrictions attached to Healing Bite still applies. The healing qualities of Karin's skin makes is so that Kabuto would now be able to bite with his own teeth or through his navel snake or snakes connected to his body and transfer Karin's healing DNA into the target body to heal them.
Technique must be stated in the user's bio
Technique is merely a conduit thus passive on the user and still one must post the "Healing Bite" technique which counts as a move.
Can only be used by advanced Kabuto bio.



□ Declined. I don't see it as being feasible to change it that way. □
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, coating the user's epidermis with a translucent layer of his own skin. Any damage directly affecting the layer would affect Mesh until the amount of damage threshold he can withstand is used up and the layer rescinds back into the user's skin, unable to be used again. The skin layer can be passively retracted and brought up if the threshold has not been reached. However, he can only receive up to 200 damage if the user is sage rank(20 less per decrease in rank) after which he stops receiving damage for the user. Damage received can only be those directly touching the skin. Mental damage would not be affected. 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.
Mesh would not be able to secrete saliva same turn as tanking a damage.
Receiving damage for the user takes up a move slot.

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

□ Pending. Leaving for Pekoms. □


Declined: being able to receive up to 200 damage in place of the summoner is simply way too much. Rethink this ability.


Kiss of Redemption - Shōkan no Kisu
Type: Supplementary
Rank: C
Range: N/A(in bio)
Chakra: N/A
Damage: N/A
Description:
Kabuto using Karin's DNA, creates a modified version of Healing Bite. While Healing bite requires the biting of Karin's skin, Kabuto makes it so that not only his body can be bitten for healing but his navel snake and his snake ninjutsus. Though this paticular snake ninjutsu would have to come out bearing Kabuto's white scaly skin. Healing through snake ninjutsu however, needs Kabuto's conscious input and the snakes to be physically connected to him so as to prevent enemies from unauthorized access. The normal Healing Bite and all conditions/restrictions attached to Healing Bite still applies.
Technique must be stated in the user's bio
Technique is merely a conduit thus passive on the user and still one must post the "Healing Bite" technique which counts as a move.
Can only be used by advanced Kabuto bio.



□ When I meant not feasible, I meant not to submit it because I don't see it working to that extent.. You could try it through Medical Ninjutsu, perhaps. □

Gen'in Kekka - Cause and Effect
Type: Supplementary
Rank: B
Range: Self
Chakra: N/A
Damage: N/A
Description:
This is an activation type taijutsu similar to Elders' Teaching Sixth Sense though passive as it is rather supplementary and boost no physical offense or defense. This activation is done after the activation of the Eight Inner Gates. The technique allows the user to unconsciously channel the strength gained from the gates into freeform physical strength. This makes lifting and throwing objects easier. User is able to lift objects 10x heavier than normal. This increment doubles with increase in the gate level. That is: 10x for first gate, 20x for 2nd gate and so on. User is able to throw objects with massive strength that the speed at which the object moves far exceeds normal, moving at the speed of the gate currently opened.
User is not able to apply the throw to techniques but freeform objects.
Technique ends when gates ends.



□ Declined, DNR. □
 
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Ecstasy

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(Suiton: Hidora no Taiyō) Water Style: Hydra’s Compendium
Type: Offensive/Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Hydra’s Compendium is a simple technique that involves applying further shape manipulation to the users water techniques. Water, as a result of its free-flowing, fluid nature, often gives birth to formless masses of water such as streams, vaguely defined bullets and waves. Under the influence of Hydra’s Compendium however, the users future produced Water technique will be subjected to advanced shape manipulation that will have their techniques compressed into serpentine, dragon-esque creatures. Bullets will turn into dense western style dragon heads, streams large oriental serpentine dragons, and waves a mass of writhing serpentine creatures. This change however is largely cosmetic, as the new appearance will have little to no bearing on the manner in which a technique travels or its functionality, the only real change being that it looks different and is now somewhat smaller. Instead, it is what the change symbolises that matters - once formless streams and waves of water, now focused into compressed, distinguishable and almost rigid shapes, will hold their condensed form until the water’s surface tension is greatly disturbed by an impact. At which point the technique will, like a popped bubble, burst apart with tremendous force into a formless mass of crushing water. The force of said eruption will consume an area twice the volume of that of the original technique.

Notes:
This technique can be activated instantly as a result of having no independent usages, and will apply to all of the users water techniques (where logically applicable). It will last for three turns, and can only be used twice, furthermore, once it’s duration expires the user will be barred from using Water techniques A rank and above on the next turn. Water techniques with this alteration applied are infused with an additional 10 chakra to maintain the compressed and shape manipulation, however this technique does not actually add any damage to affected water techniques.

□ Approved. □

(Raiton: Autosupāku) Lightning Style: Outspark
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Outspark is a technique that involves infusing additional chakra into the users Lightning techniques. The result of this is that, the users future lightning techniques will radiate an electric field which will have little to no effect on living beings or most of the common paranephalia of a battlefield due to how weak it is. It will however be strong enough to infuse nearby rubble, bits of debris, small rocks or even droplets of water with an electrical charge. The electrical charge will serve two simultaneous purposes - firstly, like ‘lightning blade levitation’, the bits of rubble will be made to levitate around the lightning technique in question; furthermore, the levitated rubble, infused to the brim with lightning chakra, will vibrate at high speeds. What this means is that once harmless small materials will instead be drawn in towards a lightning technique, and surround it to form a makeshift barrier of extremely abrasive material. This will add a physical edge to the offensive of a lightning technique, and effectively increase its offensive power by +20.

Notes:

This technique can be activated instantly as a result of having no independent usages, and will apply to all of the users lightning techniques (where logically applicable). It will last for two turns, and can only be used twice, furthermore, once it’s duration expires the user will be barred from using Lightning techniques A rank and above on the next turn. Lightning techniques with this alteration applied are infused with an additional 10 chakra.

□ Approved. Edits made. □

(Suiton: Charybdis Kōka) Water Style: The Charybdis Alteration
Type: Offensive/Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Charybdis Alteration is a simple but useful technique that involves infusing additional chakra into the users water techniques. Water, as a liquid, is capable of invading porous substances such as the ground due to its fluid nature. The Charybdis Alteration seeks to double down on this effect through use of chakra. Under the use of this technique, utilised water techniques will be capable of breaking down into small, minute particles, and ‘soaking’ into porous structures such as the earth upon impact. Thereby, the water technique will, instead of travelling as a body of whole liquid, be capable of traversing in the form of moisture through a solid medium, and then later resurfacing to once again condense into a whole liquid body. What this means is that the user could, for instance, aim a water technique at the ground and, instead of splattering off of the earth, the water technique will immediately soak into it upon contact - devolving into moisture and small particles and utilising the earth as a medium for travel. The same water technique could then re-emerge from the earth at another area, geysering out of the ground as it reforms into a whole body again. Essentially, this allows water techniques to travel through, or use porous structures as a medium for travel. Naturally, this will not be effective if the substance in question is infused with greater amounts of chakra than the water technique in question (following elemental S/W).

Notes:
This technique can be activated instantly as a result of having no independent usages, and will apply to all of the users water techniques (where logically applicable). It will last for two turns, and can only be used twice, furthermore, once it’s duration expires the user will be barred from using Water techniques A rank and above on the next turn. Water techniques with this alteration applied are infused with an additional 10 chakra. However, the drawback of this is that the Charybdis Alteration is sustained, therefore so long as the user is utilising a water technique with this effect applied, and wishes for the effect to remain active on the technique in question, the user will be barred from using elemental jutsu other than Water (or KG/CE that have Water as a part). Naturally, the user will not be barred if they choose to not apply this effect to a water technique, or wish for this effect to no longer be maintain on a water technique.

□ Approved. Edits made. □
 
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Inch

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(Kazan Kurojā) - Volcano Shepherding Staff
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage Points: N/A
Description: Kazan Kuroja is an artifact wielded by Jinchuriki of the Yonbi dating back to the days of the Sage of Six Paths himself. The staff allows the jinchuriki to truly attune with the powers of Son Goku, granting him the ability to become at home even amid the perilous lava-filled landscapes that his ninjutsu produces. The staff in truth is a shakujo and is composed of a smooth, pitch black volcanic stone of unknown variety. A weapon made to survive ages and battles untold, Kazan Kuroja is indestructible, though its small size makes it a completely inadequate defense for substantial attacks of even low ranks. This essentially just prevents it from being broken. Kazan Kuroja is meant to make Son Goku's jinchuriki as he is: powerful enough to both walk among volcanos and to carry their full power as your own. To that end, Kazan Kuroja has two abilities: the Gait of Son Goku and the Impact of Son Goku.

Gait of Son Goku: An ability that most wielders of the staff have found vital to safely use Son Goku's enormous power, Gait of Son Goku allows the user a respite from the incredibly intense heat that their lava jutsu produce. In a manner similar to the one used in the Lava Skin technique, this staff attunes the user's own body to their lava jutsu as they use them, allowing them to coexist with the element as if it were water. This effect applies only to the user's lava jutsu. High temperature attacks used by the opponent and even fire jutsu used by the user will have normal interactions with the user's body. Of course, this effect can be ended should the user lose the staff, so they must act with caution when taking advantage of this effect.

Impact of Son Goku: The purpose of the staff's anterior function is to lend the user the unpredictable, destructive nature of a volcano. While wielding the staff, the user is able to use it to expend one of their move slots to focus additional chakra into an earth jutsu they use in the same timeframe. The amount of chakra is proportional to the chakra in the jutsu targeted by a 1:1 scale. The purpose of this chakra is to focus the earth technique in such a manner that it builds up an enormous amount of pressure and lava inside itself upon its creation. From here, the earth jutsu functions as it normally does, though evidence of the alteration are observable in the form of the earthen structure shaking, similar to the way earthquakes prelude a volcanic eruption. Furthermore, small, glowing orange/red lines will line parts of the earth jutsu's exterior. As the technique moves, the pressure grows until it travels a mid-range away from the user, hits something, or reaches the end of its movement at which point in time the earth jutsu will erupt, releasing a blast of incredibly hot, highly pressurized lava in a direction chosen at the onset of the technique by the user.

The power of this aspect of Kazan Kuroja is determined directly by the power present in the original earth jutsu, and as the earth jutsu acts as the host for this technique its range, chakra cost, damage and shape will be maintained and used in the Impact of Son Goku. For example, if an earthen dragon were to be affected by Impact of Son Goku, the resulting eruption/surge of lava would carry the same appearance and stats as the earthen dragon, though it obviously counts as a separate jutsu, and a lava one at that, minus the passive damage boost. As such, its usage carries restrictions. The Impact of Son Goku is usable 3 times per battle with a 3 turn cooldown between uses. Furthermore, its activation restricts the user from performing lava jutsu above S rank in the following two turns. Furthermore it can never be applied to techniques above S rank. It also may not be used on earth jutsu that result in instant contact with an opponent, such as earth spikes as there isn't enough time for the pressure to build in such cases.

Note: Impact of Son Goku cannot be used on techniques of a small nature: for this to be used in combination with an earth jutsu, that earth jutsu must produce a continuous mass of rock larger than that of your average person.
Note: Both abilities may be used so long as Kazan Kuroja is on the wielder's person.
Note: Only usable by the Jinchuriki of the Yonbi, Roshi.

Approved, had to edit slightly and note that the passive damage boost to lava doesn't apply to Impact of Son Goku.

Updating:

(Kazan Kurojā) - Volcano Shepherding Staff
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage Points: N/A
Description: Kazan Kuroja is an artifact wielded by Jinchuriki of the Yonbi dating back to the days of the Sage of Six Paths himself. The staff allows the jinchuriki to truly attune with the powers of Son Goku, granting him the ability to become at home even amid the perilous lava-filled landscapes that his ninjutsu produces. The staff in truth is a shakujo and is composed of a smooth, pitch black volcanic stone of unknown variety. A weapon made to survive ages and battles untold, Kazan Kuroja is indestructible, though its small size makes it a completely inadequate defense for substantial attacks of even low ranks. This essentially just prevents it from being broken. Kazan Kuroja is meant to make Son Goku's jinchuriki able to navigate a volcano with ease, allowing him to both ignore the effects of lava and alter the very course of a volcano. To that end, Kazan Kuroja has two abilities: the Gait of Son Goku and the Igneous Metamorphosis.

Gait of Son Goku: An ability that most wielders of the staff have found vital to safely use Son Goku's enormous power, Gait of Son Goku allows the user a respite from the incredibly intense heat that their lava jutsu produce. In a manner similar to the one used in the Lava Skin technique, this staff attunes the user's own body to their lava jutsu as they use them, allowing them to coexist with the element as if it were water. This effect applies only to the user's lava jutsu. High temperature attacks used by the opponent and even fire jutsu used by the user will have normal interactions with the user's body. Of course, this effect can be ended should the user lose the staff, so they must act with caution when taking advantage of this effect.

Igneous Metamorphosis: The secondary ability is another supplementary effect, though in this case it allows the user to have the ability to passively control the state of all Lava, Earth and Fire jutsu they have on the field, provided the user had Kazan Kuroja when performing the initial jutsu. At the cost of 30 chakra, the user is able to completely transfer the user's lava jutsu into pure fire or earth, altering the jutsus composition entirely. This process also works in reverse, allowing both earth and fire jutsu to be turned into lava. When this process occurs, the target jutsu is replicated into this other element, but will otherwise remain identical in terms of rank, damage, shape, and effects, with the obvious exception of elemental strengths and weaknesses. The total amount of matter will always remain identical after this process has been completed, though the user has some amount of control over the specifics of an individual transformation. For example, a wave of lava could be transferred into either a wave of mud or a rock slide at the user's discretion. At the time in which this change in state occurs, the user can perform a hand gesture in order to send the transformed jutsu in a new direction, moving the jutsu up to long range at a speed equal to the user's current speed. If the user elects not to do so, the trajectory of the transformed jutsu will remain the same. Though the new jutsu will have all effects of its source jutsu, this does not allow the user to stack the same boosts or benefit on top of one another.

Note: Both abilities may be used so long as Kazan Kuroja is on the wielder's person.
Note: Only usable by the Jinchuriki of the Yonbi, Roshi.

□ Pending. Leaving for LoK. □
 
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Sasori

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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. □


(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 3x 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. 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 thing in some cases the opponent will have a hard time locating where the user has gone due to how the puppets are being expelled over the entire field. 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 different. Lastly, in some cases it is possible for Sasori to escape some attacks even if the opponent has made contact with some of the puppets because he can always send his heart container into a puppet near his rear.

Note: Can only be activated four times.
Note: No fuin A-rank or above next turn.


□ Approved. Nicely done. □

(Osore) Fear
Type: Puppet
Rank: S
Range: N/A
Chakra: 40 (if summoning)
Damage: 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 B-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 an A-rank attack.
Note: The ventilation technique lasts three turns and has a two-turn cooldown after the third turn.
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. □


Approved: edits annotated in pink.

 
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Never

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Barnacle CSC :

New Submissions :

(Jiongu Fujitsuboātsu : Katsuryoku o Kizutsukeru) - Earth Grudge Fear / Barnacle Arts : Corrupted Vigour
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: N/A (-30)
Damage Points: N/A
Description:
Inner Daemons and Lena's Unique Structure of having a body Made of Dark Threads make them a strange but symbiotic relationship as Barnacles use tendrils similar to that of Threads. Inner Daemons have more freedom of the Body of a Jiongu user their tendrils wrapped through the threads of their body and sometimes even merged as one into the threads; because of the time spent with the Inner Daemons being apart of the user's body they finally settled and adapted well with this body creating a positive merge. Through this the Inner Daemons have some form of control of flexibility with the Dark Threads themselves, creating a new Arsenal for them as they can use Dark Threads Techniques independently from the user.

Because of the symbiotic relationship between the Inner Daemons and the Threads this gives them access to Hearts. Inner Daemons can take priority on one of them, giving them access to the element on the Heart that they have Chosen - to Switch a Heart the user must make a Chakra Sacrifice of 30 and one of the 3 moves. The focused element gains more chakra from Inner Daemons when used, spawning Rhizocephala that further fuel the techniques and strengthen them giving them a Rank boost, S-Ranks gain +20 damage but only if that one element is used. Obviously if the Heart isn't within the Body then it cannot be used and Lena cannot use the Element that Inner Daemons is using.

The Inner Daemons have the option to Summon straight from the Barnacle Contract being apart of Lena, and also replacing the fact that she needs to draw blood from her Dark Threads, the Inner Daemons now have access to that they would only be able to summon if the Bio has a Tattoo on the Skin (Skin is changed to that of the Inner Daemons'). However as a part of this way of summoning the user and the Inner Daemons have an option to summon one of the hearts to the Summoned Community or Mecha or Kozui - however this can only be one of the hearts at a time (Cost of Summon is used and this counts as a Summoning Ritual). When summoned to a barnacle summon the Masks can be placed over the face of the Communities/Kozui/Mecha and the Dark threads are completely entwined through the summon just as their pink tendrils are also. The Masks give Dark Thread and Elemental capabilities depending on their heart, but only for as long as they are out on the Field - they also act independently from the summon but can still channel elemental jutsu through it's body or another medium instead of just the mouth.

- Summoning Hearts to Summons can only be done four times and has a two turn cooldown. (Post Jutsu in Move for Reference)
- Switching Hearts has a two turn cooldown and saps 30 chakra each time
- Jutsu must be posted at the start of battle and Inner Daemons ( ) must be on the User's Bio
- Must have Access to Dark Threads and Elemental Hearts
- Must have Signed the Barnacle Contract

Dark Threads and
Barnacle CSC :

Resubbing, Not Checked :

(Jiongu Fujitsuboātsu : Katsuryoku o Kizutsukeru) - Earth Grudge Fear / Barnacle Arts : Corrupted Vigour
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: N/A (-30)
Damage Points: N/A
Description:
Inner Daemons and Lena's Unique Structure of having a body Made of Dark Threads make them a strange but symbiotic relationship as Barnacles use tendrils similar to that of Threads. Inner Daemons have more freedom of the Body of a Jiongu user their tendrils wrapped through the threads of their body and sometimes even merged as one into the threads; because of the time spent with the Inner Daemons being apart of the user's body they finally settled and adapted well with this body creating a positive merge. Through this the Inner Daemons have some form of control of flexibility with the Dark Threads themselves, creating a new Arsenal for them as they can use Dark Threads Techniques independently from the user.

Because of the symbiotic relationship between the Inner Daemons and the Threads this gives them access to Hearts. Inner Daemons can take priority on one of them, giving them access to the element on the Heart that they have Chosen - to Switch a Heart the user must make a Chakra Sacrifice of 30 and one of the 3 moves. The focused element gains more chakra from Inner Daemons when used, spawning Rhizocephala that further fuel the techniques and strengthen them giving them a Rank boost, S-Ranks gain +20 damage but only if that one element is used. Obviously if the Heart isn't within the Body then it cannot be used and Lena cannot use the Element that Inner Daemons is using.

The Inner Daemons have the option to Summon straight from the Barnacle Contract being apart of Lena, and also replacing the fact that she needs to draw blood from her Dark Threads, the Inner Daemons now have access to that they would only be able to summon if the Bio has a Tattoo on the Skin (Skin is changed to that of the Inner Daemons'). However as a part of this way of summoning the user and the Inner Daemons have an option to summon one of the hearts to the Summoned Community or Mecha or Kozui - however this can only be one of the hearts at a time (Cost of Summon is used and this counts as a Summoning Ritual). When summoned to a barnacle summon the Masks can be placed over the face of the Communities/Kozui/Mecha and the Dark threads are completely entwined through the summon just as their pink tendrils are also. The Masks give Dark Thread and Elemental capabilities depending on their heart, but only for as long as they are out on the Field - they also act independently from the summon but can still channel elemental jutsu through it's body or another medium instead of just the mouth.

- Summoning Hearts to Summons can only be done four times and has a two turn cooldown. (Post Jutsu in Move for Reference)
- Switching Hearts has a two turn cooldown and saps 30 chakra each time
- Jutsu must either be stated in bio or posted at start of battle and Inner Daemons ( ) must be on the User's Bio
- Must have Access to Dark Threads and Elemental Hearts
- Must have Signed the Barnacle Contract


Pending: leaving for LoK.


New Jutsu with the name of a Jutsu that Hokusai submitted before :

(Fujitsuboātsu : Bācharu Heiki) - Barnacle Arts : Virtual Armoury
Type: Offensive/Defensive/Supplementary
Rank: X
Range: X
Chakra Cost: X
Damage Points: X
Description:
Daughter technique to "Inner Daemons", the Virtual Armoury is a jutsu that the Barnacles infused in your body can use, they will proceed to create from the user's body the desired weapon or infuse more barnacles tasked with a desired ability of the user's selection. The limits of the chosen ability or weapon is that only one can be selected from either a Barnacle Summon or the Barnacle Arts : D.E.V.A. Jutsu. The ability or weapon selected that is to be wielded or implemented must be posted along with this jutsu, bolded and carry all the limits listed in the summon. But most importantly it must make sense, for example; Oregon's abilities would not make sense as his involve the complete reconfiguration of his very body structure which if used on the user would cause his bones and body to break unless they had soften modification surgery or are made up of Dark Threads for example then it would make sense, though the reconfiguration of the body structure and the ability to pull it apart to dodge techniques count as separate techniques so either one or the other would have to be chosen as one usage of this technique. Another example of the limits of this technique are if using an ability from "Thel' Vadam, The Arbiter, the user can infuse his armour but they can not gain his ability to get x2 speed as that's more bound to his body structure and fitness rather than the actual abilities the barnacles his body is made up with is infused with.

The rank, range, chakra and damage this jutsu will cost is equal to that of the selected ability from the summon or D.E.V.A. For example if a B-Rank Beam Rifle ability from D.E.V.A is chosen, it'd be Long Range with (20/40) chakra and damage values. If the ability has no stated rank or damage value then it would be one rank less than the whole summon's rank itself, for example; Spectre's camo ability has no stated rank but the summon is A-Rank, making their ability B-Rank through this technique. However if an ability states a chakra or damage value, then you would use the rank equal to that, i.e. 30/60 = A-Rank.

- Two Turn Cooldown
- Kozui and The User's "Inner Daemons" can use this
- Only One Ability can be infused per usage
- Must have learned "Inner Daemons"


Declined: not likely to permit the user of this CJ to take any given barnacle ability but weapons should be fine. Either way, every CJ being referenced is obliged to include a link and in general, a list of possible weapons is desirable.

(Fujitsuboātsu : Bācharu Heiki) - Barnacle Arts : Virtual Armoury
Type: Offensive/Defensive/Supplementary
Rank: N/A (varies)
Range: Short
Chakra Cost: N/A (varies)
Damage Points: N/A (varies)
Description:
Daughter technique to "Inner Daemons", the Virtual Armoury is a jutsu that the Barnacles infused in your body can use, they will proceed to create from the user's body the desired weapon or defence or infuse more barnacles of the user's selection that work independently from them. The limits of the chosen weapon is that only one can be selected from either a Barnacle Summon or the Barnacle Arts : D.E.V.A. Jutsu. The weapon selected that is to be wielded or implemented must be posted along with this jutsu, bolded and carry all the limits listed in the summon. But most importantly it must make sense, for example; from , the user can create his blades, but they can not gain his ability to get x2 speed as that's more bound to his body structure and fitness rather than the actual abilities the barnacles his body is made up with is infused with.

The rank, range, chakra and damage this jutsu will cost is equal to that of the selected weapon from the summon or D.E.V.A. For example if the B-Rank Beam Rifle from D.E.V.A is chosen, it'd be Long Range with (20/40) chakra and damage values. If the ability has no stated rank or damage value then it would be one rank less than the whole summon's rank itself, for example; Spectre's camo has no stated rank but the summon is A-Rank, making their ability B-Rank through this technique. However if an ability states a chakra or damage value, then you would use the rank equal to that, i.e. 30/60 = A-Rank.
  • Barnacle Arts: D.E.V.A. : Each ability except "Tasaina" and Eject can be used, but only one can be chosen through this technique. The weapons can be summoned on the user or grown from the skin through the use of "Inner Daemons".
  • Summoning : Silence, the Spectre : The user can create a a layer of barnacles over their body through "Inner Daemons" to mimic Silence, The Spectre's Camouflage ability. The same restrictions carry over. The newly summoned barnacles can work independently from the user.
  • Summoning : Thel 'Vadam, the Arbiter : Can Create The Arbiter's swords. One would already be supercharged the other must be activated costing a move.
- Three-turn Cooldown
- The User's "Inner Daemons" can use this
- Only One Ability can be infused per usage
- Must have learned

□ Both Pending. Leaving for Pekoms. □


Approved: edits annotated in pink and omitted a few things including Oregon, Thel 'Vadam's armor, and "Kozui" from a note.


(Fuuin/Inkupo : Ō no saigo no negai) - Sealing/Ink Arts : King's Last Wish
Type : Supplementary/Offensive
Rank : A
Range : Short - Long
Chakra Cost : (+30 to Release the Seal)
Damage Points : N/A
Description :
The user carries an ordinary deck of cards, or any unique kind of playing cards variants they have. These cards have prints sealed on them, similar to that of those on ordinary playing cards which allows the user to manipulate the ink prints on any of the cards that they have, selecting from the surface of the cards the user can utilise Ink Ninjutsu through their cards as they are the source of the technique. For example the user can use "Super Beast Imitation" to create a Large Bear from one of the cards or even throw the card above the opponent and have it use "Super Beast Imitation Picture Shower" raining down a ton of lions and dragons. The user if they wish can use one of their three moves to release the seal of the cards they manipulate the ink from, this churns out more of the ink sealed within the card making the jutsu a couple sizes bigger than usual but also giving them a stronger power output since the ink is trying to force its way out - giving a rank boost or damage of +20 at S-Rank to all Ink that erupts from the cards.

- Can be stated in the user's bio or simply posted at the start of battle that they have Ink Prints on their cards through this jutsu
- Releasing the Seal aspect of this can only be used three times with a two turn cooldown, lasts three turns
- Releasing the Seal can be done in the same timeframe as another Ink Ninjutsu only.
- All Cards thrown have the capability to be used as an Ink Ninjutsu source

Fuuin Training :
Ink Training :

□ Declined. I'm fine with using the cards, but the +20 to all Ink just because the creations are bigger issa no. □
 
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(Raiton: Freya no Megumi) - Lightning Release: Blessing of Freya
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra to applied techniques)
Damage: N/A
Description: The user will passively activate an ability that will allow them to imbue a certain ability into their lightning techniques for the next four turns. Activating this ability is instant and consumes no time whatsoever since it's designed to work in the same time-frame as other techniques. Focused lightning techniques, upon contact with conductive solid or liquid matter such as Earth or Water, will convert themselves into currents of unfocused lightning before they can be weakened by the clash to travel along or through the medium. It will then emerge from the other side and return to it's focused form, optionally having undergone a shape change. Essentially it will prevent the two techniques from clashing, allowing a Lightning technique to move through a Water technique without either being weakened. However it will only do this once per technique and once it has exhausted this ability, it will clash with further techniques as it normally would. This ability is extremely useful when fighting alongside an ally, to create powerful combination attacks of Earth/Lightning, Earth/Water or other compatible elements. In the case of opponents who have undergone a transformation into water or conductive liquid, they will be fatally electrocuted upon contact as the lightning becomes unfocused and conducts through their body. The user can choose which techniques to apply this to, but must specify when it is used.

Note:
-Lasts four turns
-Can only be used twice per battle.

□ Declined. This is a no. □
 
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Shikotsumyaku training:

(Hōshasei Heren) – Radiant Helen
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: This technique is considered the pinnacle of bone manipulation, allowing the user to produce and manipulate their bones in a vast array of ways. Radiant Helen draws inspiration from techniques like Bone Rage, Spear, and Shuriken, as well as Bone Fangs; it allows the user to produce bones from either their body, or through the ground, in any shape they so desire. They can be used as projectiles, defensive, melee weapons, or even supplementary constructs to elevate the user or throw them. This technique can be used four times per battle. Use through the ground requires the user be in contact with it.

□ Declined. This has been made in some shape and form. □

(Kōun no Makaon) – Blessing of Machaon
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates, similar to techniques like Dance of the Clematis Flower. Through an infusion of chakra, within the same timeframe, the user imbues within a Shikotsumyaku technique the ability to regenerate from damage which is not strong enough to destroy it. This regeneration takes the form of the calcium on the bones rapidly replenishing itself, spreading to restore the damaged portion very quickly. Thus, techniques that do not possess the inherent level of damage high enough to completely neutralize or overpower it will fail to weaken it, allowing it to be passively restored to its maximum strength. This technique can be used four times per battle, and cannot be used in the following turn.

□ Declined. Up to what rank of Kaguya bones can this be used? Needs a cap. □

(Achān Zōen) – Achaean Reinforcement
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion is considered the sibling technique to the Blessing of Machaon and based on the principle of the Dance of the Clematis Flower. The user activates an innate ability of theirs to enable them to infuse chakra into proceeding Shikotsumyaku techniques. This infusion of chakra imbues the Shikotsumyaku technique with greater strength through a process of excessive regeneration. This causes Shikotsumyaku techniques to appear slightly larger than they normally would, given the production of additional bone matter in their structures. While the excessive regeneration strengthens it, it does not serve to allow for regenerative properties to continue after creation. Thus, without an additional infusion of chakra, the techniques under the Achaean Reinforcement does allow for technique regeneration. Techniques affected by Achaean Reinforcement gain an additional rank in strength, up to and including S-Rank; techniques above S-Rank gain an effective 20 damage. This technique can be used three times per battle, lasting four turns per application. After this technique expires the user is unable to use it for two turns. It can be deactivated according to the user’s will.

□ Declined. Not really sure how just pumping chakra into the bones would make them gain an extra rank, for up four turns, three times per battle (which is wild in itself) just because they are bigger. □

(Tessaria Mirumidon) – Thessalian Myrmidons
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Applying the principle of the Bone Dragon Technique, the user is able to produce basic familiars in the form of generic and indiscernible soldiers made of bone. The soldiers act independently of the user’s concentration, adhering to their will through a passive siphoning of chakra. The soldiers are created within short-range of the user and are of equivalent height and stature of the user. The Myrmidons formed all possess generic and indistinguishable characteristics, but are afforded a small level of customization. These customizations are not unlike those found in Bone Wings and Bone Tentacles, allowing alterations like wings that allow flight and tendrils. Myrmidons are able to, through their connection to the user, use Shikotsumyaku techniques up to its created rank. Myrmidons move at the user’s base speed. Creating multiple Myrmidons can be done through this technique, following splitting rules. These creations remain on the field for up to four turns. This technique can be used four times per battle, with a two turn cooldown after the familiars have expired.

□ Declined. @bold issa no. And restrict it better, lasting four turns is a no. □
 
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Seven Sovereign Flames approval: .

(Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow
Type: Supplementary
Rank: N/A
Range: Self (- Short)
Chakra: N/A
Damage: +1 Rank/ +20 (User's Fire) or +20 (User's Fire) and -20 (Opponent's Jutsu)
Description: A beneficial side-application of possessing the Sovereign Flame; Imogen's Sorrow, Inherited Sorrow utilizes the unique property of the emotionally infused flame to further empower the user's Fire Release Jutsu. This is achieved via the basic property of the Sovereign Flame itself, which has an endothermic exterior which naturally draws in and absorbs heat from it's surroundings, causing the interior of the flame to subsequently burn hotter than normal, thanks to the additional thermal energy from external sources. Inherited Sorrow has two applications, the first of which is passively active at all times, while the second is activated in conjunction with other Fire Release Jutsu. The first application has the user constantly give off an endothermic aura, which passively draws in, and absorbs thermal energy within the user's environment. By drawing upon this natural heat and thermal energy, the user receives +1 Rank for A-Ranks and below, or +20 for S-Rank and above to their Fire Release Jutsu. Naturally this only occurs within environments that have a "mild" climate, such as the Land of Fire, or warmer. In environments where there is little to no natural heat/ thermal energy, for example, like the Land of Snow, the user logically gains no additional boost, as there is no additional thermal energy present to absorb. This application is considered passive, always active, or active at the user's discretion, and the additional Rank/ damage is automatically applied whenever the user utilizes Fire Release Jutsu within an applicable environment, Landmark, etc.

The second application activates when the user's Endothermic Flame Jutsu directly clashes with, or is within the immediate vicinity (Less than 5m) of a Jutsu that produces large amounts of thermal energy, for example, an opponent's Fire Release Jutsu. Due to the synergistic reaction that occurs between the two Jutsu, the user's Jutsu being Endothermic, aka absorbing heat, and the opposing Jutsu being Exothermic, aka radiating heat, a unique transition of power occurs. As the user's Endothermic Flames draw in heat, and the opposing Jutsu exude it, both attacks undergo a change in damage to reflect the give-take nature of this reaction, resulting in +20 for the user's Jutsu, and -20 for the opposing Jutsu. Despite being an action that occurs naturally due to the properties of the user's flames, due to this application being reliant on another Jutsu for it's usage, this buff-debuff combination is considered an "active" buff, and due to coming from the same interaction, is exempt from the damage stacking rules, as it is a single transition of energy that both increases and decreases the thermal energy within the respective Jutsu.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and used by the current wielder of "Imogen's Sorrow".



Declined

This is simply too much to stack on top of something that's already inherently providing a supplementary benefit to your fire release techniques.


(Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: +1 Rank or +20 (User's Jutsu) or -1 Rank or -20 (Opposing Jutsu)
Description: A passive beneficial side-application of the Sovereign Flame "Imogen's Sorrow", Inherited Sorrow utilizes the unique property of the emotionally infused flames to empower themselves, or weaken an opposing Jutsu. This is achieved via the basic property of the Sovereign Flame itself, which has an endothermic exterior which naturally draws in and absorbs heat from it's surroundings, causing the interior of the flame to subsequently burn hotter than normal, thanks to the additional thermal energy from external sources. This automatically activates when the user's Endothermic Flames directly clash with another Jutsu that produces thermal energy, for example, an opposing Fire Release Jutsu. Due to the internal reactions caused by both Jutsu, the user's being Endothermic, aka absorbing heat, and the opposing being Exothermic, aka radiating heat, one of two results occur. As the user's Endothermic Flames draw in heat, and the opposing Jutsu exude it, either attack undergoes a change in damage to reflect the give-take nature of this reaction. Either the user's Jutsu receives a +1 Rank or +20 damage, or the opponent's Jutsu would lose -1 Rank or -20 damage, with the result depending on the Ranks of both Jutsu, former for A-Rank and below, and the latter for S-Rank and above, for either technique.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and used by the current wielder of "Imogen's Sorrow".

‡ Approved ‡




Greed & Gluttony's approval, for reference: and .

(Gurīdo ∞ Yokubō no Kyubisu) Greed ∞ The Cupiditous Lust
Type: Supplementary
Rank: B-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Due to his status as a separate entity, Greed possesses his own independent Health and Chakra pools, which allow him to perform his abilities without siphoning his host's Chakra, or shoulder the damage from his abilities. These independent pools have a maximum capacity of 250 Health and 500 Chakra respectively. Additionally, due to being so intrinsically linked with his host, Greed can transfer Chakra or Health from his own pools into his hosts, and vice versa, however, this does not give either Greed or his Host the ability to use the "Chakra Transfer" technique, as this is a biological process shared between the two. The transfer of either Health or Chakra costs one of the user's moves per turn for either or both, and don't have an impact on the user's Chakra flow, but can only be done once every 4 turns, or posts when outside of combat. Replenishing the user's Health Pool does not heal any actual damage inflicted upon them, regardless of it's source. This means that if part of the user's body is suffering from negative effects, such as "Fatigue Drawbacks" from the Health System, despite the numeric impact to their Health being negated, the drawbacks are not, as the actual damage to the user hasn't been healed, and is logically beyond the capabilities of this technique. Additionally, despite having his own independent Health Pool, Greed is still subject to damage and destruction from the appropriate Ranked attacks in both his base and Assimilated states, regardless of how much Health remains in his pool, as detailed within the Custom Weapon itself. However, if Greed's Health reaches zero, regardless of how, he enters a dormant state, wherein he cannot use any of his abilities, with the exception of his "transference", allowing him to siphon off of his Hosts Health in order to regain functionality. Finally, while in the Ninja World, Greed's pools can replenish naturally at the same rate as his Host's, as detailed within the WSE's Health, Chakra and Technique Recovery Rules, however, he can speed this process along via extraction from external sources. For Chakra, Greed must devour a solid Chakra-based Jutsu via "Gluttony", and, while it suspended in his biomass and thus technically part of him, siphon off its Chakra. Naturally this doesn't work with his "Devour" ability, as Chakra is expended to match the durability of the devoured material, making any potential gain null. In regards to Health, as it is a more intrinsic and vital part of one's existence, Greed must absorb it directly from other living organisms, namely other Shinobi and similar beings (Biographies). Greed attaches himself to the target and siphons their Health, and trace amounts of biomass, etc, directly from the source, siphoning 50 Health per turn so long as he remain attached. In mild cases targets are left drained of energy, typically weakened, but in extreme cases, Greed can leave a target in a temporary comatose state.

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‡ Pending ‡ Need to think on this.

Declined. The use of Health, or vitality, and the transference of it requires Medical Ninjutsu or Yang Release. Likewise, it will also be unable to use Chakra Transfer, or its own variation of it. Secondary to this issue is the chakra pool being granted to the weapon. It really is becoming borderline a Yin-Yang Creation with some of these abilities, which far exceed the capability of any Custom Weapon.




Quirk's approval: .

(Taijutsu: Wan Fō Ōru) Body Art: One For All
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A (Converts absorbed shock from "Quirk" into damage for Taijutsu)
Description: Derived from "Quirk of the All Mighty", or "Quirk", One For All utilizes the concept of shock absorption for offensive purposes, in contrast to the defensive capabilities of Quirk. One For All is broken down into two stages, both utilizing the same core mechanic of kinetic energy absorption/ redirection via muscle contraction. The first is a passive, supplementary action that is performed during the same time frame and Jutsu slot as the users performance of Quirk. The user performs Quirk as normal, however, instead of diverting kinetic energy from a physical attack safely out of the body, for example into the ground, the user directs it into the body itself, "stockpiling" the absorbed kinetic energy within a specific part of their body. Once this is done, the absorbed shock/ kinetic energy enters a dormant state and remains as such until the user wishes to utilize it.

Once the user has stockpiled kinetic energy within their body, they can utilize the second, offensive stage of One For All. By contracting/ tensing the muscles containing or associated with the dormant kinetic energy, the user "activates" and redirects the kinetic energy to other parts of their body, allowing them to enhance and empower their Taijutsu. The act of redirecting Kinetic Energy into limb(s) costs the user one of their 3 moves per turn, but as it's used in conjunction with another form of attack, doesn't take it's own slot in the time frame. Naturally the user suffers extreme negative effects from both storing and releasing large amounts of kinetic energy. When performing an attack that has been reinforced with One For All, the user potentially receives recoil damage from the additional kinetic energy present within the attack. This results in the user taking damage equivalent to 50% of the energy they redirected into their attack, however, if the recoil damage is 20 or lower, the recoil is low enough to be considered negligible, and thus isn't deducted from the user's health, nor trigger any kind of negative effects. At smaller increments this technique only causes discomfort for the user for that turn, but at higher increments this can cause severe damage, such as high levels of bruising, broken bones, torn muscles, etc, making this techniques usage a form of double-edged sword. [SUP][ ][/SUP] These injuries naturally fall under, and include the side effects explained within the "Fatigue Drawbacks" portion of the "Health System" rules, wherever applicable. Finally, with the user storing the Kinetic Energy from offensive techniques within their own body comes a certain risk. If the user is hit with enough force from a physical attack (Taijutsu, Elemental Ninjutsu of a solid nature, etc) that can't be negated with Quirk, they lose the equilibrium of focus required to maintain this technique, and as a result, any and all stored Kinetic Energy is instantly released into the body, inflicting the total amount of energy to the user in the form of internal impact damage, potentially killing (K.O.ing when death isn't applicable) them, depending on the amount, or location of the released energy. [SUP][ ][/SUP]

Note: Absorbed Kinetic Energy is stored within and applied to the user's Biography, making it universally applicable. Additionally, the user is in charge of calculating and maintaining their current stored Kinetic Energy, similar to how users have to calculate and maintain their Health and Chakra during battles and timelines.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty".

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‡ Declined ‡ I don't see storing kinetic energy in your body over long periods of time as feasible.
 
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Hazure

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(Doton: Ishichirigakure no jutsu ) - Earth Release: Hiding amongst Stone and Dust Technique
Type: Defensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user after performing the Ram - Ox - Snake hand seals will concentrate and release their chakra into the ground and cause multiple (up to five) earth pillars to rise up from the ground up to 3 meters in height. The rising pillars will also trigger a veil of dust to scatter through the air and in between the pillars, reducing the visibility and largely preventing their opponents from having any visual contact with the user so that they can then effectively hide from them or choose to set up a counter technique to attack their target/s. This technique is not to be confused with the Earth Release: Hiding in Rock technique as the user doesn't literally hide within the earth, but uses the earth pillars and dust to hide their presence

Note: The user cannot perform S-rank Earth style techniques the following turn and can only be used a maximum of 4 times per battle.


Approved: edits annotated in pink. Also note that Type comes before Rank with regards to the template.


Nirvana gave me to submit the following 2 customs for him.​
(Kusarigama no Jutsu: Haijinejji ) - Chain Sickle Technique: Cripple Edge
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: With the use of the Kusarigama, the wielder will manipulate the chain and weight of the weapon and throw and bind their target, restricting their movements and then with a quick burst of speed, the user will attack their target by first delivering a thrust to the targets body and completing the attack with a slash that cuts through their target.


Approved: the last sentence has been omitted.


(Kusarigama no Jutsu: Omoi Kusaridan ) - Chain Sickle Technique: Heavy Chain Bullet
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will swiftly deliver a series of thrusts with the weight and chain section of the kusarigama to then strike their foe with powerful strikes. The force of these strikes is enough to cripple their opponent due to the combined force and weight. The user can also use this technique to target weapons and either deflect their blows or potentially cause a target to drop a weapon in hand, making it a very versatile method of attack.


✪ Approved ✪

 
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The_Empire

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Updating both to be with the updated Sage Mode jutsus
__________________


Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplmentary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy to the user after four turns. After the four turns the scales merge with the user's body increasing sage mode by four turns.
-Only summoned in Sage Mode
-This technique last four turns and after this it merges with the user increasing Sage Mode by four turns
-Can only be used once per battle
-No other sage jutsu in the same turn
-One turn cool down after merging
Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's chakra so if the users has 1000 chakra points 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used once per battle
-No other Sage Mode jutsu in the same turn as this technique is used in.

‡ Update Approved ‡



(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering(at 200 senjutsu chakra of the user's chakra) or increasing Snake Sage Mode by 150 senjutsu chakra to the user This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode(at 200 senjutsu chakra of the user's chakra), or increase duration for Snake Sage Mode by by 150 senjutsu chakra to the user.
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.

‡ Pending ‡ I'm willing to allow this update, but on the condition it can't use the damage boost from the Chakra Transfer technique (this summon has enough benefits). If you're fine with this, let me know via VMs.
 
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Pekoms

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New Cycle: 08/23/2018 - 08/30/2018

RULES
1. Submit your Customs only once they've been finalized. The staff can check submissions during the cycle.
2. Submissions are to be one post per person in a cycle.
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.
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 CJ and the new one are two different techniques.
 
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Howard

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( 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. This seal has an intuitive link to the creator through their chakra signature and their chakra supply itself similar to a shadow clone, and when broken has similar effects to the dispersal of a shadow clone as explained further in the technique. 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. This is a mental alarm alerting the creator when the seal is broken. When the seal breaks 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 beforehand, they can then create another link connecting the Kanji of that seal with the new Silent Alarm seal. What this means is when the alarm seal is triggered the released chakra will instantly activate the other seal as they become intertwined in a sort of "push" and "pull" relationship. Contrary to this if someone breaks the ( Han'you Fūin ) - Generic Sealing Technique seal to try and "disarm" the trap, the alarm seal is instantly triggered as well alerting the creator. 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. This action is passive and is the seal itself activating the trap meaning if the person who created the seal is nearby they could attack in tandem to it. The aim of this is to give the seal creator time to react to the intruder or even produce an offensive should they have the time. This seal can additionally be placed on weapons, or objects so that if someone tries to take an item from the user, be it a sword, a kunai, their ninja pouch etc the seal will activate alerting the creator and allowing for a trap to be sprung. If the creator is a medical-nin or an advanced fuinjutsu user they can place the seal on someone or their own body for use in either taijutsu or close quarters e.g. if someone hostile tries to touch the user the seal will break and the trap will spring.
Note: When initially using ( Han'you Fūin ) - Generic Sealing Technique to seal a substance a move is used, but the seal activates it passively afterward
Note: The user can place and have three alarm seals active but only two can be trap based


□ Declined. A lot better now, just define to what rank can be included in the seal, how much of that can be released and how. The colored portion exists in other techniques, unfortunately. The part of the creatures is a no, it'll be only linked to you. Not so sure about heat signature and changes in pressure as a way to utilize this, I'll be fine with foreign chakra and natural energy. I think that's all, this technique is hella long. □
( 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. This seal has an intuitive link to the creator through their chakra signature and their chakra supply itself similar to a shadow clone, and when broken has similar effects to the dispersal of a shadow clone as explained further in the technique. 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. This is a mental alarm alerting the creator when the seal is broken. When the seal breaks 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 beforehand, they can then create another link connecting the Kanji of that seal with the new Silent Alarm seal. What this means is when the alarm seal is triggered the released chakra will instantly activate the other seal as they become intertwined in a sort of "push" and "pull" relationship. Contrary to this if someone breaks the ( Han'you Fūin ) - Generic Sealing Technique seal to try and "disarm" the trap, the alarm seal is instantly triggered as well alerting the creator. The seal breaks when foreign chakra, natural energy from a person, or a touch should the alarm try to be nullified. This action is passive and is the seal itself activating the trap meaning if the person who created the seal is nearby they could attack in tandem to it. The aim of this is to give the seal creator time to react to the intruder or even produce an offensive should they have the time. Upon breaking the connected seal will release what was sealed inside of it in a large mass roughly the size of the Water Prison Technique in a forward torrent releasing an A ranks worth of the substance (follows S/W) upon the person who broke the seal.
Note: When initially using ( Han'you Fūin ) - Generic Sealing Technique to seal a substance a move is used, but the seal activates it passively afterward
Note: The user can place and have three alarm seals active but only two can be trap based
Note: The opponent will always have time to react to the sealed element/substance

‡ Approved ‡ This is a brilliant technique. Added one note.

( Hāremu to Buromo ) - The Harem and the Brood
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will lift their hand summoning numerous salamanders from their sleeves or they will create a summoning portal somewhere in short range of them to accomplish this effect. As the salamanders are summoned they are thrown forward through the momentum of the summoning similar to how snakes summoned through snake ninjutsu are able to rush out from the sleeves to attack. These salamander rush forward in the form of a moderately sized wiggling mass of salamanders accompanied by liquid poison that is being excreted by their bodies to create a thick gelatinous protective film of poison surrounding the salamander like their natural mucuous defense. These salamander can bite and tear at their opponent as well as poison someone merely through touch. This protective film will take on a jutsu before the salamanders do themselves allowing for the S rank film of liquid poison to collide with a technique allowing the salamanders to continue on after the damage is negated. This poison has the same effects as Ibuse's poison, unless another specific type of salamander toxin is summoned in it's place but that toxin must be something a contracted salamander can produce and that can be referenced to. After this initial clash the salamander can survive sixty additional damage or an A rank and still attack however more then this will kill them.

Alternatively instead of summoning forth mature salamander the user can instead summon forth salamander still in their larvae state before maturing. These appear as slimy balls of a toxic substance with a small tad-pool like creature in their center. These baby salamander are special due to the toxic embryonic fluid that surrounds them. It is fundamentally the same as the poison used in (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique instead being in a liquid state. Usually larvae would need nutrition provided to them through their embryonic fluid but this special toxin/excretion bypasses that natural limitation by causing the slime-like gel to instantly and abruptly draw in chakra from others or ninjutsu providing it directly to the baby salamanders. This is able to steal away twenty chakra per turn from an opponent or ten chakra directly from a technique the gel is colliding with either weakening the opponent or weakening their technique by ten chakra and one rank ( twenty damage ) up to forbidden rank. These baby salamander are then provided with this chakra and are able to mature rapidly the moment the chakra is taken in maturing to full growth in seconds. This means that instead of being harmed by the technique that clashed with the fluid, they are strengthened by it allowing them to in theory, if the damage is appropriate survive through a clash and continue to strike the opponent directly in the same manner as the above mentioned mature salamander. These salamander after being grown to maturity can survive through up to sixty damage or an A rank and still attack afterwards. Anything higher than this will kill them.
Note: Can only be used three times per battle with baby salamander being summoned twice
Note: The gel-like toxin cannot be controlled by the summoner but can be controlled by a salamander

□ Pending. Leaving for Pekoms. □


Declined: the film plus inherent durability is too much and no, the gel-like toxin will not be controlled by them like this.

( Hāremu to Buromo ) - The Harem and the Brood
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will lift their hand summoning numerous salamanders from their sleeves or they will create a summoning portal somewhere in short range of them to accomplish this effect. As the salamanders are summoned they are thrown forward through the momentum of the summoning similar to how snakes summoned through snake ninjutsu are able to rush out from the sleeves to attack. These salamander rush forward in the form of a moderately sized wiggling mass of salamanders accompanied by liquid poison that is being excreted by their bodies to create a thick gelatinous protective film of poison surrounding the salamander like their natural mucuous defense. These salamander can bite and tear at their opponent as well as poison someone merely through touch. This protective film will take on a jutsu before the salamanders do themselves allowing for the S rank film of liquid poison to collide with a technique allowing the salamanders to continue on after the damage is negated. This poison has the same effects as Ibuse's poison, unless another specific type of salamander toxin is summoned in it's place but that toxin must be something a contracted salamander can produce and that can be referenced to.
Alternatively instead of summoning forth mature salamander the user can instead summon forth salamander still in their larvae state before maturing. These appear as slimy balls of a toxic substance with a small tad-pool like creature in their center. These baby salamander are special due to the toxic embryonic fluid that surrounds them. It is fundamentally the same as the poison used in (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique instead being in a liquid state. Usually larvae would need nutrition provided to them through their embryonic fluid but this special toxin/excretion bypasses that natural limitation by causing the slime-like gel to instantly and abruptly draw in chakra from others or ninjutsu providing it directly to the baby salamanders. This is able to steal away twenty chakra per turn from an opponent or ten chakra directly from a technique the gel is colliding with either weakening the opponent or weakening their technique by ten chakra and one rank ( twenty damage ) up to forbidden rank. These baby salamander are then provided with this chakra and are able to mature rapidly the moment the chakra is taken in maturing to full growth in seconds. This means that instead of being harmed by the technique that clashed with the fluid, they are strengthened by it allowing them to in theory, if the damage is appropriate survive through a clash and continue to strike the opponent directly in the same manner as the above mentioned mature salamander. The gel-like toxin cannot be controlled and has the strengths and weaknesses of liquid poison for interactions with opposing techniques.
Note: Can only be used three times per battle with baby salamander being summoned twice


( 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. [b]Once every three turns, passively she is able to concentrate more chakra and poison into a technique increasing the chakra found inside of the technique by ten and increasing the amount of Samandarin forced into it increasing the amount of poison used for the technique. This has the effect of increasing the damage by twenty and can up the rank of the technique as well (both apply to only A-ranks and below). This ability has a three-turn cooldown and works for a single poison technique that she herself uses. She does this by producing her own toxin, Samandarin and forcing it into a standard poison technique compounding it's power and symptoms with the Samandarin. This happens in the same timeframe as the technique it is being used for.[/b]

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

□ Pending. Leaving for Pekoms. □


Update Approved: forgot this was a personal summoning but "once per turn" for the boost isn't happening.

( 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. Once every three turns, passively she is able to concentrate more chakra and poison into a technique increasing the chakra found inside of the technique by ten and increasing the amount of Samandarin forced into it increasing the amount of poison used for the technique. This has the effect of increasing the damage by twenty and can up the rank of the technique as well (both apply to only A-ranks and below) however, it can grant S ranks ten additional damage. This ability has a three-turn cooldown and works for a single poison technique that she herself uses. She does this by producing her own toxin, Samandarin and forcing it into a standard poison technique compounding it's power and symptoms with the Samandarin. This happens in the same timeframe as the technique it is being used for.

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


✪ Update Approved ✪


Meant to be a secondary personal summon compounded with the Apex Summoning Specialty when I update my bio.
[ ]

( Kuchiyose no Jutsu: Kirby ) - Summoning Technique: Kirby
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kirby is a medium sized, round, pink, sea slug, with an insatiable appetite roughly a meter tall. More specifically he is a sea slug of the nudibranch family. A special trait of the nudibranch is their innate ability to re-purpose the cells of whatever creature they consume and prey upon. For example nudibranches in the real world are able to prey on and consume jellyfish such as the Box Jellyfish taking in their tentacles and cnidosac which are their stinging cells found inside the tentacles. The slug is then able to re-purpose these cells converting them into usable cells for their body and innately and deliberately taking the jellyfish's natural defense and making it it's own. Another example of this innate ability in action is the lettuce sea slug, they are able to consume algae and re-purpose their chloroplasts in a process called Kleptoplasty allowing them to photosynthesize an ability outside of it's normal repertoire. What this means is Kirby is able to literally consume portions of another summoning creature or an animal and re-purpose potions of their body for himself. For example if he were to consume a bird's wings he could obtain wings temporarily, if he were to consume a snake he could obtain defensive scales temporarily. The traits are limited by the contracted animal though. Kirby gains only the physical traits and their associated boost(s) as per each contracted animal's description the traits only lasting two turns. This can only be done twice, with a four turn cool-down period. Consequently, the targeted summoning loses access to these abilities and thus, will be dispelled after it's usage. His stomach acid is so strong that it is able to consume just about anything including bones, rocks and earth, plastics, silicates and metals. An extension of this ability is his ability to literally consume S rank or below technique by sucking them into his body and absorbing the chakra similar to the Absorption Arm technology. This allows him to "eat" a technique of S rank or below once per turn, twice per battle with a three turn cool down working in the same way as the Absorption Arm technology. He gains no benefits or abilities from this variation of the ability. He is able to use and spray acid from his mouth through the ( Namekuji Ninpou: Zesshi Nensan ) Slug Arts: Tongue Tooth Sticky Acid technique or passively but the passive acid doesn't deal direct damage instead just causing free-form damage. An extenton of this is once per turn three times per battle with a two turn cool down he is able to passively funnel acid into a liquid based technique making that technique strong to earth release, solids, or metals. This is because the acid is laced into the technique in doing so it becomes diluted slightly but still has it's naturally corrosive abilities. This happens alongside the technique it is aiding, and increases the rank by one up to A rank, for S ranks it grants the technique ten damage. His final ability is the ability to use water release techniques the user knows up to S rank.
Note: Can only be summoned once lasting four turns

□ All Pending. Leaving for Pekoms. □


Declined: while nudibranchs do seem to be able to feed on hydrozoids and thereafter store the hydrozoids' nematocysts (stinging cells) in the dorsal body wall, such a process occupies a niche in the grand scheme of things. To have that intrinsic capacity to take in nematocysts (and plant cells) then proceed to extrapolate said ability to all cells is far too much of a leap in ability. At best, this sea slug could have the capacity to retain the poisons of its target and secrete them as a defense. Moving on, the slug isn't going to be permitted to consume any and all S-rank moves. Also, to , slug acid is weak to all elements and ergo, will not be able to boost liquids—chiefly Water—so as to be strong against elements like Earth.

 
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Skorm

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(Taiton/Katon: Yōgan no Arashi) Typhoon/Fire Arts: Lava Storm
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(+20 in conjunction with Fire or Earth techniques)
Description: The Lava storm is a pretty simple technique and extremely lethal. Through a clever twist using the typhoon chakra in a very specific way, the user will perform 4 handseals and slam their hands on the ground, channeling the typhoon chakra through the ground. From there it will dig itself deep underground until it finally erupts and shreds the ground underneath the target like a huge powerdrill. The strength of the wind is so massive that the debris it will carry with it will grind itself together so hard that it catches fire. In use of another simple katon technique, the user will then ignite the rocky typhoon and thus melt the rocks that are captured in the storm. This results in the magnificent Lava Storm. The wind itself will not combust no matter how strong the fire chakra is due to the elemental strength of the black winds itself being neutral towards fire unlike regular wind. Like most typhoon ninjutsu the user can continuously channel chakra into the storm to feed it with fuel, making it last longer. They will also be left inside the eye of the storm as well. No chakra sensory or dojutsu will be able to see or detect anything that is inside the storm as it is filled with chakra raving all over the place. This also goes for the user, leaving them unable to see or detect their target unless use of other sensory.

Note: Needs completion of Typhoon.
Note: Can only be used twice per battle, lasting a maximum of three turns per initial use and requires a two turn cooldown.
Note: User becomes unable to use elemental jutsus as well as typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

□ Declined. A few concerns. If it erupts from beneath the foe, how is the user left at the eye of the storm, and this would take two technique slots. Or I might be understanding this wrong, can any Fire technique be used with this, or is it like a collaboration technique? If its any Fire, it can't be used like that unless you let the Typhoon ravage, then only add Fire. Together, you can achieve the effect you want here. □




(Taiton: Datsuraku) Typhoon Arts: Shedding
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Shedding is a form to amplify the destructive capabilities of the typhoon release. The user will have released any type of defensive, supplementary or offensive typhoon technique and add two handseals to increase its chakra fuel and make the storm able to pick up the shedding capabilities. What shedding does is that the storm will out-leash tracks that can go in an omni-directional pattern from its vicinity. This means that the storm will even be able to create numbers of equally powerful storms by doing so(up to three). This applies to regular wind release as well.

Note: Needs completion of Typhoon/Wind.
Note: Can only be used thrice per battle.
Note: Can only be taught by Skorm.

□ Declined. Is a no for the Wind ones as well. Also needs better restrictions. □




Signed Contract:


(Kuchiyose no Jutsu: Mamoru) - Summoning Jutsu: Mamoru
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: N/A
Description: Mamoru is a decently large thorny dragon with the same size as a standard human while his left eye is piercingly blue his right eye is black as the night sky. He can be summoned through traditional means and is dark colored with some beautiful blue patterns around his thorns giving him a very majestic and fine look. He's very intelligent and shares a mental link with his summoner at all times. The spikes are sharp and his scales are very tough, able to withstand physical damage up to A rank and due to the sharpness of the spikes they will deal damage to taijutsu moves, cutting and stabbing skin on contact with enough force. Like all Thorny dragons, Mamoru is able to sense chakra through his tounge and his nose via taste and smell, this goes for long range. The combination of his thorns and hard scales makes him completely resistant to parastic infiltration of his body and cannot be taken control over by the likes of creatures that rely on that. His main affinity is Doton and makes him able to use all earth techniques his summoner knows as well as the thorny dragons default specialty of earth like techniques also giving him the ability to use all doton techniques the user knows. Like most thorny dragons, Mamoru is also able to hide his heat signature when digging underneath the earth. Like other dragons of the contract he can blend in with nature and combine the effects of hiding under rock as well as disappear from sight using active camouflage. Naturally he can still be sensed by the use of chakra sensory or movement sensory. While he doesn't profound in genjutsu or mind altering techniques, he is still an adept in its knowledge and is able to withstand genjutsu and mind altering techniques up to B rank as well as help his summoner if they would be stuck in a genjutsu through either chakra insertion or pain. He has one signature move which is the ability to combine doton and suiton to create a sticky paste of gripping mud that he can shoot from his thorns. This move is of A rank and serves as a catalyst of water techniques adding weight to them and those deal more damage(+1 rank or +20 damage) or just to act as a supplementary binding technique.

Note: Can only be summoned once
Note: Lasts 4 turns
Note: Must be a signer of the Thorny Dragons contract

□ Pending. Leaving for Pekoms. □


Declined: reduce its durability plus omit anything to do with Genjutsu, Sensory, or Suiton if this is to be a user of Doton.


Resubmissions:

Removed the part with the user is left in the eye of the storm. Also making it more clear on the collaborating part. Also made the notes part go the same as for my Ice typhoon which is a very similar collaboration technique but with water.

(Taiton/Katon: Yōgan no Arashi) Typhoon/Fire Arts: Lava Storm
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(+20 due to Katon)
Description: The Lava storm is a pretty simple technique and extremely lethal. Through a clever twist using the typhoon chakra in a very specific way, the user will slam their hands on the ground, channeling the typhoon chakra through it. From there it will dig itself deep underground shaking the ground until it finally erupts and shreds the ground underneath the target like a huge power-drill. The strength of the wind is so massive that the debris it will carry with it will grind itself together. In use of another Katon technique that the user knows, or ally they can combine that fire technique with the storm to melt the rocks and debris that are trapped inside the storm. This results in the magnificent Lava Storm. The wind itself will not combust no matter how strong the fire chakra is due to the elemental strength of the black winds itself being neutral towards fire unlike regular wind. Like most typhoon ninjutsu the user can continuously channel chakra into the storm to feed it with fuel, making it last longer. No chakra sensory or dojutsu will be able to see or detect anything that is inside the storm as it is filled with chakra raving all over the place. This also goes for the user, leaving them unable to see or detect their target unless use of other sensory.

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

□ Approved. Edits made. □

Removed the additional boost to Wind techniques as well. Added a line in the notes.

(Taiton: Datsuraku) Typhoon Arts: Shedding
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Shedding is a form to amplify the destructive capabilities of the typhoon release. The user will have released any type of defensive, supplementary or offensive typhoon technique and add two handseals to increase its chakra fuel and make the storm able to pick up the shedding capabilities. What shedding does is that the storm will out-leash tracks that can go in an omni-directional pattern from its vicinity. This means that the storm will even be able to create numbers of equally powerful storms by doing so(up to three).

Note: Needs completion of Typhoon and have an active storm released beforehand.
Note: Can only be used thrice per battle.
Note: Can only be taught by Skorm.

□ Declined. I just saw the note. This technique won't be able to create three equally powerful storms from one, with an A rank technique. If that's what you were going for, its DNR. □

Alterning his defensinve scales for a more specifc pattern of defense. Removing his ability to use Suiton, altering his genjutsu awarness BUT adding the chakra infusion technique to let him be able to release another ally on the field with that method of genjutsu release. Also removed his signature technique.

(Kuchiyose no Jutsu: Mamoru) - Summoning Jutsu: Mamoru
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mamoru is a decently large thorny dragon with the same size as a standard human while his left eye is piercingly blue his right eye is black as the night sky. He can be summoned through traditional means and is dark colored with some beautiful blue patterns around his thorns giving him a very majestic and fine look. He's very intelligent and shares a mental link with his summoner at all times. The spikes are sharp and his scales are very tough, able to withstand physical damage up to B-rank and due to the sharpness of the spikes they will deal damage to taijutsu moves, cutting and stabbing skin on contact with enough force. His main defence is adapted for fire techniques though. This is done by shedding a liquid body fuel around his skin that is highly fire resistant. He is however weak towards lightning and due to the liquid that he is naturally coated with he takes twice the normal damage of lightning. The combination of his thorns and watery scales makes him completely resistant to parasitic infiltration of his body and cannot be taken control over by the likes of creatures that rely on that. His affinity is Doton and makes him able to use all earth techniques his summoner knows. Like most thorny dragons, Mamoru is also able to hide his heat signature when digging underneath the earth and like other dragons of the contract he can blend in with nature and combine the effects of hiding under rock as well as disappear from sight using active camouflage. Naturally he can still be sensed by the use of chakra sensory or movement sensory.

Note: Can only be summoned once
Note: Lasts 4 turns
Note: Must be a signer of the Thorny Dragons contract

□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink and some things have been omitted.



New submission:

(Taiton/Raiton: Tōto no namida) Typhoon/Lightning Arts: Thor's Tear
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50(-20/turn)
Damage: N/A
Description: Thor's tear is a massive technique that uses the collaborating of the typhoon element and the lightning element to create a technique together. The user summons a massive storm above the target. The walls of the storm is merely set as a trap however, cutting off the opponent in all directions. The user will then concentrate a massive amount of lightning chakra above the eye of the storm where the target is trapped and release a furious amount of lightning chakra that, due to the vast storm and its isolating capabilities will trap the lightning and force it to bounce off the walls of the typhoon to ultimately penetrate deep underground where a massive crater will be formed due to the force of both natures. The storm becomes illuminated in blue/yellow light as the lightning is trapped around the walls of the typhoon. The typhoon and the lightning is of S rank each, making the overall technique count as Forbidden. The scale of the Thor's Tear can differ but cannot be used in short range of the user due to risking them being sucked into the void they created. The user is also taking a large toll using the technique and they cannot use Lightning or wind techniques above A rank while sustaining this technique. They can also not use elements outside lightning, wind and typhoon while containing the storm. After the storm has subsided either on will or being destroyed, the user cannot use wind or lightning techniques above S rank for two turns.

Note: Can only be used once per battle.
Note: Lasts a maximum of 3 turns per use.
Note: Can only be taught by Skorm.

‡ Declined ‡ No handseals to initiate, a Forbidden rank that doesn't damage the user, a generic concept, lightning that manifests out of nowhere (I need to see your Sourceless Lightning permit), lasts three turns, only restricts jutsu "above S-Rank" (so other forbidden ranks). DNR.
 
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Goetia

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Resubmitting from a previous cycle:

Zarathustra ☯ Tale of Transcendence
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Zarathustra is a unique weapon, in that it is made entirely of ash particles infused with an indestructible metal, allowing one to manipulate its shape and form with great ease, whilst also making it more prone to heating and igniting by the user’s chakra. Zarathustra possesses a color which can be described as a mix of steel grey and dark crimson, and when charged with chakra, several patterns and symbols with an orange coloration will appear. Whilst not in active use, Zarathustra can be wrapped over their entire body, or even concealed on a part of the body beneath their clothes. Moving the weapon across the body requires nothing but mental thought, and is thus passive in nature. Being that Zarathustra is made of a combination of ash and metal that are bound to the user’s body via Fūinjutsu, it cannot actually be removed from the user and is unusable by anyone else. Zarathustra possesses a number of abilities that are intended to bolster the user’s Fire Release in different ways. Given the durability of the ash-metal compound that makes up the weapon, freeform weapons and attacks will not be able to damage or neutralise it, and is able to play on par with other ninjutsu and elements with respect to the S&W scheme of Fire Release. Being partially composed of ash, Zarathustra can only be ignited by the user and not by any other outside sources. Though, because of the materials that make up the weapon and the binding agents used to keep it together and functional, supplementary techniques of any kind cannot be used directly on the weapon itself.

Eine Faust Overture – Ephemeral Moment’s Beginning

Eine Faust Overture is an exclusively passive ability of the weapon. Due to the highly flammable nature of the ash, and the capacity of the metal infused with it to conduct heat, the user is able to release Fire techniques they create through the weapon itself. This is most useful when fighting against opponents and attacks which come from other directions, such as from behind. Because of the highly flammable nature of ash, and the capacity of the metal to conduct heat, Zarathustra will also enhance Fire Release techniques performed in this way as the chakra passes through the weapon, increasing the technique’s power by an additional rank up to to A-Rank, and granting an additional 20 damage points to higher ranks. This ability is permanently active, regardless of whether the other abilities of Zarathustra are active. One still needs to perform handseals for their Fire techniques, Eine Faust Overture merely enhances their strength.

Eine Faust Scherzo – Ephemeral Moment’s Middle

Eine Faust Scherzo encompasses the ability of Zarathustra to extend forth from the user’s body, transforming itself into constructs such as swords and lances, and other appendages. Normally, the ash by itself would already be able to create pseudo-solid forms, but with the addition of indestructible metal being fused with it, the versatility of form granted by the ash is supplemented with the high durability of the metal. Through mental command, though costing a move, the user is able to create weapons and appendages made of the ash-metal compound on their body. The speed with which the weapon creates the desired form is nigh instant, and acts as a reliable method of forming quick defenses and attacks. Any construct created is considered as S-Rank in strength, even if multiple ones are made, as it all comes from a singular structure. Should the user desire to change the shape of a construct(s), it will cost a move, but dispelling one can be accomplished passively. These constructs can be a maximum of 5 meters in length and width, and will interact with other objects and techniques with respect to the S&W scheme of Fire Release. All constructs created have a chakra cost of 10 points per turn, and cannot be augmented through Eine Faust Overture. Zarathustra in any form is able to defend from one technique of equivalent strength, according to Fire’s S&W, without the user being harmed, with techniques more powerful than it breaking through and harming the user. Should Zarathustra be overpowered or neutralised through other means, it will be rendered inactive for that turn and the turn after, and the user will be unable to utilise either Eine Faust Scherzo or Eine Faust Finale.

Eine Faust Finale – Ephemeral Moment’s Ending

Eine Faust Finale is the third and final ability of Zarathustra, which is associated with the user releasing their chakra through the weapon. By way of pooling their superheated chakra into Zarathustra, whether it is simply a patch of ash-metal or a weapon construct on the body, the user will explosively release it as a short-range blast of flames. This blast can be used to accelerate the movement of a body part, e.g. channeling chakra into Zarathustra whilst it is on the back of their elbow and launching a powerful punch, quickly move the user in a specific direction up to short-range, or even to defend against opposing attacks and techniques. This blast is considered as S-Rank in strength, and costs a move. In addition, should Zarathustra be covering the entire body, the user is able to perform a full-body surge of Fire Release through it, allowing them to break Genjutsu. This ability can be used twice per turn, with one full-body surge per turn, and blasts released through this ability cannot be augmented by Eine Faust Overture.

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Dropping this weapon if approved: [ ]


Pending



ZarathustraTale of Transcendence
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Zarathustra is a unique weapon, in that it is made entirely of ash particles infused with an indestructible metal, allowing one to manipulate its shape and form with great ease, whilst also making it more prone to heating and igniting by the user’s chakra. Zarathustra possesses a color which can be described as a mix of steel grey and dark crimson, and when charged with chakra, several patterns and symbols with an orange coloration will appear. Whilst not in active use, Zarathustra can be wrapped over their entire body, or even concealed on a part of the body beneath their clothes. Moving the weapon across the body requires nothing but mental thought, and is thus passive in nature. Being that Zarathustra is made of a combination of ash and metal that are bound to the user’s body via Fūinjutsu, it cannot actually be removed from the user and is unusable by anyone else. Zarathustra possesses a number of abilities that are intended to bolster the user’s Fire Release in different ways. Given the durability of the ash-metal compound that makes up the weapon, freeform weapons and attacks will not be able to damage or neutralise it, and is able to play on par with other ninjutsu and elements with respect to the S&W scheme of Fire Release. Being partially composed of ash, Zarathustra can only be ignited by the user and not by any other outside sources.

Eine Faust Overture – Ephemeral Moment’s Beginning

Eine Faust Overture is an exclusively passive ability of the weapon. Due to the highly flammable nature of the ash, and the capacity of the metal infused with it to conduct heat, the user is able to release Fire techniques they create through the weapon itself. This is most useful when fighting against opponents and attacks which come from other directions. Because of the highly flammable nature of ash, and the capacity of the metal to conduct heat, Zarathustra will also enhance Fire Release techniques performed in this way as the chakra passes through the weapon, increasing the technique’s power by an additional rank (effective on jutsu up to A-Rank), and granting an additional 20 damage points to S-Ranks and higher. This ability is permanently active, regardless of whether the other abilities of Zarathustra are active. One still needs to perform handseals for their Fire techniques, Eine Faust Overture merely enhances their strength.

Eine Faust Scherzo – Ephemeral Moment’s Middle

Eine Faust Scherzo encompasses the ability of Zarathustra to extend forth from the user’s body, transforming itself into constructs such as swords and lances, and other appendages. Normally, the ash by itself would already be able to create pseudo-solid forms, but with the addition of indestructible metal being fused with it, the versatility of form granted by the ash is supplemented with the high durability of the metal. Through mental command, though costing a move, the user is able to create weapons and appendages made of the ash-metal compound on their body. The speed with which the weapon creates the desired form is the same as the standard chakraless Taijutsu technique, and acts as a reliable method of forming quick defenses and attacks. Any construct created is considered as S-Rank in strength, unless multiple ones are made, in which case they collectively amount to S-Rank. Changing the shape of a construct(s) and dispelling one can both be accomplished passively. These constructs can be a maximum of 5 meters in length and width, and will interact with other objects and techniques with respect to the S&W scheme of Fire Release. Any and all constructs created cannot be augmented through Eine Faust Overture. Zarathustra in any form is able to defend from one technique of equivalent strength, according to Fire’s S&W, without the user being harmed, with techniques more powerful than it breaking through and harming the user proportionate to the remaining damage of the incoming technique. Should Zarathustra be overpowered or neutralised, it will be rendered inactive for that turn and the turn after, and the user will be unable to utilise either Eine Faust Scherzo or Eine Faust Finale.

Eine Faust Finale – Ephemeral Moment’s Ending

Eine Faust Finale is the third and final ability of Zarathustra, which is associated with the user releasing their chakra through the weapon. By way of pooling their superheated chakra into Zarathustra, whether it is simply a patch of ash-metal or a weapon construct on the body, the user will explosively release it as a short-range blast of flames. This blast can be used to accelerate the movement of a body part, e.g. channeling chakra into Zarathustra whilst it is on the back of their elbow and launching a powerful punch, quickly move the user in a specific direction up to short-range, or even to defend against opposing attacks and techniques. This blast is considered as S-Rank in strength, and costs a move. In addition, should Zarathustra be covering the entire body, the user is able to perform a full-body surge of Fire Release through it, allowing them to break Genjutsu. This ability can be used twice per turn, with one full-body surge per turn, and blasts released through this ability cannot be augmented by Eine Faust Overture.

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‡ Approved ‡ Made edits. No way this was going to fly. "Any construct created is considered as S-Rank in strength, even if multiple ones are made"

Resubmitting as a new jutsu rather than an update:

Jutsu has a lot of major changes, so it'd be redundant to bold everything.

Farao no Hōrei #4. Ra no Kagayaki ������ Pharaoh’s Decree #4. Ra the Radiant
Type: Offensive / Defensive
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: 80
Description: Forming a string of 4 seals, the user will channel chakra to every point on their body, releasing a coating of flames which, rather than simply create a form-fitting armor, will morph into a being made entirely of flames, resembling a winged humanoid phoenix that can stand at any size up to 15 meters tall at maximum. The user will, by default, float at the center of the phoenix, named ‘Ra’, unless otherwise stated. Built into Ra is a sealing formula which serves to prevent the flames of the jutsu from hurting them by forming a protective barrier which naturally repels the heat and energy from transferring to the user, and to closely bind the mind and body of the user to the phoenix. Through mental control, or through physical movements within the phoenix, the user is able to command the movement of the fiery guardian as if it were their own body, the phoenix being able to perfectly mimic and produce movement equivalent to the user’s current speed, since the flames making up its body are completely weightless. The wings of the phoenix grant it capacity to fly, and its tangible body allows it to protect the user from any kind of external attack, suffering no damage from freeform attacks and interacting with other techniques based on Fire’s S&W scheme. The seal built into Ra also allows for it to contend with techniques which would seek to seal or absorb it. Upon encountering a technique or object that would perform either of the two functions on this one, the seal would automatically destabilise the chakra composing Ra, as it would detect the link established between itself and the user being broken, and would instantly combust before the sealing/absorption completes, dealing damage as a mid-range radial explosion intended to destroy whatever would neutralise it through sealing/absorption, said explosion not affecting the user due to the seal’s protective nature still applying to the flames. Aside from this, Ra is capable of utilising any Fire Release up to its own rank, including specialty-bound techniques due to being a creation of pure Fire Release. Should the user themselves use jutsu through Ra, they only cost half their usual chakra to perform. The jutsu used will instead be spawned from the phoenix’s fiery composition, and can be unleashed from any point on the body. Should the user wish to make use of other elements or skills, the user is able to passively open holes in Ra to allow techniques to pass through harmlessly, though this obviously leaves one open to attack for the period of time performing the technique.

⇒ Lasts 4 turns
⇒ Usable 2x

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□ Declined. The technique feels widely different, I wouldn't say it warrants an update but rather make it another technique, on its own. □
Farao no Hōrei #8. Horuakuti no Sōzōshin ������ Pharaoh’s Decree #8. Horakhety the Heavenly
Type: Offensive / Defensive
Rank: S
Range: Self (Short – Mid)
Chakra: 40 (-10 per turn)
Damage: 80
Description: Forming a string of 4 seals, the user will channel chakra to every point on their body, releasing a coating of flames which, rather than simply create a form-fitting armor, will morph into a being made entirely of flames, resembling a winged humanoid that can stand at any size up to 15 meters tall at maximum. The user will, by default, float at the center of the guardian, named ‘Horakhety’, unless otherwise stated. Built into Horakhety is a sealing formula which serves to prevent the flames of the jutsu from hurting them by forming a protective barrier which naturally repels the heat and energy from transferring to the user, and to closely bind the mind and body of the user to the guardian. Through mental control or physical movements, the user is able to command the movement of the fiery guardian as if it were their own body, being able to perfectly mimic and produce movement equivalent to the user’s current speed, since the flames making up its body are completely weightless. The wings of the guardian grant it capacity to fly, and its tangible body allows it to protect the user from any kind of external attack, suffering no damage from freeform attacks and interacting with other techniques based on Fire’s S&W scheme. The seal built into Horakhety also allows for it to contend with techniques which would seek to seal or absorb it. Upon encountering a technique or object that would perform either of the two functions on this one, the seal would automatically destabilise the chakra composing Horakhety, and would instantly combust before the sealing/absorption completes, dealing damage as a mid-range radial explosion intended to destroy whatever would neutralise it through sealing/absorption, said explosion not affecting the user due to the seal’s protective nature still applying to the flames. Aside from this, Horakhety is capable of utilising any Fire Release up to its own rank, including specialty-bound techniques due to being a creation of pure Fire Release. Should the user themselves perform jutsu through Horakhety, they only cost half their usual chakra to perform, and don’t require seals. The jutsu used will instead be spawned from the guardian’s fiery composition, and can be unleashed from any point on the body. Should the user wish to make use of other elements or skills, the user is able to passively open holes in Horakhety to allow techniques to pass through harmlessly, though this obviously leaves one open to attack for the period of time performing the technique.

⇒ Lasts 4 turns
⇒ Usable 2x

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□ Declined. This needs to be worded better. The original was approved because first, it had restrictions that actually restricted the technique. You can use this 8x non stop, as it is now. I need you to restrict it better. Also, this seal, I need it to be clarified better, why would this seal stop someone with Dark Release, or a sealing technique to take care of the armor? Your former technique weakened upon the use of weapons from the armor, and that's just gone. Same with a lot of newly added benefits just for the sake of it. The less chakra cost is a no, as well as passively opening holes in it. You're still inside the armor, how would a large technique pass through without harming you? This is still wildly different from the original technique, and hence why I said to make it a stand-alone technique, or an advanced version of your existing armor, or even an add on like technique instead of updating a technique and basically changing most of the core mechanics that made it approvable in the first place. □
 
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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 him form a symbiotic bond with the summoner's body, coating the user's epidermis with a translucent layer of his own skin. Any damage directly affecting the layer would affect Mesh until the amount of damage threshold he can withstand is used up and the layer rescinds back into the user's skin, unable to be used again. The skin layer can be passively retracted and brought up if the threshold has not been reached. However, he can only receive up to 200 damage if the user is sage rank(20 less per decrease in rank) after which he stops receiving damage for the user. Damage received can only be those directly touching the skin. Mental damage would not be affected. 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.
Mesh would not be able to secrete saliva same turn as tanking a damage.
Receiving damage for the user takes up a move slot.

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

□ Pending. Leaving for Pekoms. □


Declined: being able to receive up to 200 damage in place of the summoner is simply way too much. Rethink this ability.

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, coating the user's epidermis with a translucent layer of his own skin. The skin layer allows him to shave little damage(20) from attacks hitting the user's skin. The skin layer can be passively retracted and brought up at will. While damage reduction is very little thus it does not stop the remaining damage from affecting the user accordingly. The advantage of this is that free-form damage due to not having a damage threshold, would be negligible to the user as Mesh would receive the damage instead. Damage reduction can only be done on techniques directly touching the skin. Mental damage would not be affected. Mesh could merge with an opponent and bond with him, while transferring an S-rank damage equivalent in the form of corrosive acid inside the opponent. Lastly, mesh while merged with the user, continually secrets acidic saliva that oozes and coats the user's entire body over a thin layer of chakra. This costs a move and augments the user's touch or physical attacks by +20 damage for a duration of four turns followed by a two-turn cooldown, 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. This is automatically cancelled in the same turn as taking/reducing damage.

Reducing damage from a techniquetakes up a move slot.
Summoning lasts four turns
Can only be summoned 1x per battle.



□ Pending. Leaving for Pekoms. □


Approved: edits are in pink.


Sennika: Kyōki ni oriru - Sage Transformation: Descend to Madness
Type: Supplementary
Rank: S
Range: Close
Chakra: 40
Damage: N/A
Description:
This is a sage transformation technique used on thus one needs to already be in the hydrification state before using this jutsu. The user would infuse his hydrification state with more Jugo's chakra to transcend the state into a more malevolent one. The user's form instead of white, becomes darker grayscale or colored though the color depends on the individual. Due to the molecular transformation and the ability to solidify his form at will, the user is now able to use sage transformation techniques from his form. His transformation techniques however, would be rather grotesque in appearance but more powerful than before, gaining a passive +20 damage. The hydrification form of the user would now exhibit water absorption properties. The user's form would be able to absorb a natural technique (Earth, water, wood or elements found naturally, sage tech) of A-rank and below, once every two turns. Once a technique is absorbed, the chakra is pumped into the user's hydrified form and would increase in power by a +20dmg. However, this would also increase the amount of chakra used to sustain the form by 10% of the added damage.
- An activation jutsu used on sage body fluid hydrification so it counts as a move
- 2X per battle
- Infusion taints the hydrification form and is only bound to the form thus ends immediately the user deactivates the form.
- 4 turns inbetween usage.
- No other sage transformation jutsu in the same turn
- Only usable by advance Kabuto bio.

‡ Declined ‡ Too powerful (a number of arbitrary boosts) and unclear restrictions (the bolded one). Water's absorption capabilities have also been limited/are no longer approved as far as I'm aware.

 
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(Fūinjutsu: Koeteiku Tengoku) – Sealing Technique: Transcending Heaven
Type: Defensive, Supplementary
Rank: C
Range: Short – Long
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This technique is a supplementary infusion technique not unlike that of the generic Sealing Tag technique. The user will, upon creating a familiar-type technique which produces autonomous constructs of their chakra, create a sealing formula anywhere on their body within the same timeframe. Given its manifestation in the form of formula the sealing script can be created on any type of familiar, even those created from energy-based natures and techniques like other barriers, Lightning Release, etc. The script inherently confers no enhancements to the familiar or influences it in anyway, rather it simply establishes a connection between the familiar and the user to allow the user to better defend their constructs. The script allows the user to create barriers from the body of the familiar it is applied to, at 10 additional chakra cost. Thus barriers, which are normally only produced around the user, can be extended to the familiar’s body to better provide defense for the creation. This technique can be used thrice per battle, with a two turn cooldown in between use.

□ Declined. It clashes with several existing techniques to an extent. □


Agni Gandiva ∞ The Flame God's Yell
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: The "Gandiva" is a very powerful, indestructable bow passed down through generations. According to legends, it was first given to the first True Archer by the Flame God Agni. Its appearance is that of a traditional black, long bow set with ornate markings and gold highlights. It fires specially crafted arrows made of a flexible metal while at it's edges on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Gandiva has a set of abilities that make it fitting of a gift from God. On the weapon are three seals that allow almost divine functionality each; Agniastra, Pashupatastra, and Brahmastra Kundala.

神の火 | Divine Fire | Agniastra
By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its mark. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its mark the barrier will explode in a short ranged, purple maelstrom. If it goes against a technique of equal rank though, it will split it apart, but be cancelled in the process. The arrow in itself is highly lethal, and even though it carries no inherent rank, is able to decapitate human-sized targets or even push back medium sized summons entirely based on the force from which it is loosened from the Gandiva. This ability is A ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once every other turn.

パスパティの槍 | Lance of Pasupati | Pashupatastra
The second seal, which is located directly in the mid section of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames however are cosmetic, and cannot harm the user nor anyone who touches the Gandiva. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrow head while still being connected to Gandiva no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Gandiva during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A ranked and can affect techniques of equal and lesser rank. Can only be used once every other turn.

ブラハ・カーズ・ミー | O' Brahma, Curse Me | Brahmastra Kundala
The third and final seal, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Pashupatastra, and initiate an unsealing process. For every technique successfully absorbed, Brahmastra Kundala's damage will be increased by +10 in an act of maximum overkill. Just like Agniastra, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an S ranked technique even though the seal is A ranked. This allows the barrier created to split apart techniques of S ranked and below and requires a two turn cool down each time performed. Once performed the absorbed techniques counter resets to zero.

Apart from the activtion of these seals, the user is able to release up to three regular arrows a turn that are D ranked each but do not count toward the jutsu usage limit i.e free form. The Agni Gandiva can also be called forth from a fourth, lesser known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe.

□ Pending. I'll come back to this. □

Declined. Let's go over a few things. Noted above, and colored. You can't just call a seal A-Ranked, but then make EVERYTHING about it the quality of an S-Ranked seal, including the chakra. That just doesn't make sense. The third and second skills need to be limited in some capacity. As it stands now they are FAR too spammable for what they do. Either limit the boon you get from each technique sealed, or scale back how often they can be used. First skill is fine. But please, get some limits, drawbacks, restrictions, whatever up in here. Adjust the rank, and make it reflect that with restrictions and drawbacks.


(Kōsei Shinkū) – Stellar Vacuum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Mid
Chakra: 40
Damage: N/A
Description: Considered to be the sibling of the Puppet Cursing Technique, this technique is based on the former’s ability to absorb chakra. The user essentially performs the Puppet Cursing Technique as normal, forming a green-colored sphere of their chakra, roughly the size of a Rasengan, around their body in short-range. Unlike the Puppet Cursing Sphere, which derives its potency from physical damage, this technique derives its power from a combination of Fūinjutsu and the original technique. The combination forms a sealing script on the sphere for “Siphon,” granting the orb potent chakra draining qualities. The sphere’s ability to siphon chakra occurs within short-range of it, affecting anything within range indiscriminately with the exception of the user. When in range of opposing techniques, the sphere will interact in terms of chakra value; this allows the sphere to siphon chakra from techniques of equivalent chakra. These interactions will cause the sphere to be neutralized, while techniques of lower chakra will fail to do so. Near other people around the user, the sphere will siphon 100 chakra each turn a target is within range of the sphere. It is a versatile technique, allowing the orb to be used as a projectile or a stationary defensive construct. This technique can be used twice per battle, with a four-turn cooldown in between usage. When the orb expires, or is destroyed, the user is unable to utilize Fūinjutsu above B-Rank for two turns.

□ Declined. As it is now, this absorbs as much chakra as MIE, with it only being in range of the other chakra source without actual restrictions. You don't say how long it lasts, nor what it can absorb. Everything? Earth? Water? This needs to be lessened quite a bit, because as it stands now its easily abused and even more difficult to dispatch of. □


(Fūin/Ōtsutsuki-Ryu: Tengoku no Tatsujin) - Ōtsutsuki Sealing Style: Heaven's Host
Type: Supplementary, Defensive
Rank: B
Range: Short
Chakra cost: N/A (-10/-20 per Puppet)
Damage: N/A
Description: Heaven's Host is a unique seal developed by an Ōtsutsuki who was well versed in the art of puppetry, and was a unique way of releasing their foot soldiers onto the battlefield. The seal is applied to the Ōtsutsuki's body in any location desired in the form a crescent moon, which is very unusual for a seal's appearance. However, on closer inspection it can be observed as hundreds of tiny symbols all speaking of the Ōtsutsuki and their unprecedented gains in puppetry. Stored within the seal are a line of puppets that are unearthly in both appearance and behavior. The puppets, collectively referred to as "The Hands of God" are machines more than traditional wood/metal-based puppets seen in the Ninja World due to their impressive inner workings and chakra systems (to be submitted). The seal is made before every battle loaded with a predefined amount of the user's chakra devoted to summoning a proportional number these warriors (10 chakra points per puppet sealed) and this must be stated in the biography or at the beginning of each exactly how much chakra is in the seal. By itself, the seal can hold hundreds of puppets from The Hand of God line, but only a maximum of 50 chakra points can be allocated before any match, meaning it only covers for 5 puppets' summoning (60 chakra with 6 max puppets if the user specializes in puppetry). Once it's own chakra is exhausted it will cost -20 from the user to summon any more puppets from it. To summon any one or more of these puppets, the user only needs to will the seal to do so and watch as his warriors appear from a light filled seal that can be oriented on any surface or even in the air. The seal is able to summon up to three (3) puppets in one use and requires a one turn wait each time it is used. For an Ōtsutsuki, bringing these puppets onto the field can be performed in two ways; passively, where upon being summoned they are immobile and unable to attack in the same turn, or actively (i.e. costing a move) where they are able to both move and attack in the same turn summoned. The passive summoning method is mainly used at the beginning of events to bring the army to the field first. The seal can also be replenished easily after each fight by the user simply placing an amount of chakra proportional to the amount of puppets he would like to summon again in his next fight. Heaven's Host can also be used by non-Ōtsutsuki Puppeteers who've access to The Hands of God puppet lineage but only the active summoning rite can be performed.

Note: Must be stated in Biography or at the beginning of each match.

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□ Declined. If those are still to be submitted, how do they have those characteristics already? You're going to have to limit the amount of these puppets to a finite number, and the -20 for extra won't go. □


Resubmitting:

(Fūin/Ōtsutsuki-Ryu: Tengoku no Tatsujin) - Ōtsutsuki Sealing Style: Heaven's Host
Type: Supplementary, Defensive
Rank: B
Range: Short
Chakra cost: N/A (-10 per Puppet)
Damage: N/A
Description: Heaven's Host is a unique seal developed by an Ōtsutsuki who was well versed in the art of puppetry, and was a unique way of releasing their foot soldiers onto the battlefield. The seal is applied to the Ōtsutsuki's body in any location desired in the form a crescent moon, which is very unusual for a seal's appearance. However, on closer inspection it can be observed as hundreds of tiny symbols all speaking of the Ōtsutsuki and their unprecedented gains in puppetry. Stored within the seal are a line of puppets that are unearthly in both appearance and behavior. The puppets, collectively referred to as "The Hands of God" are unique creations that are unlike what is previously known/expected of puppets (techniques to be submitted). The seal is made before every battle loaded with a predefined amount of the user's chakra devoted to summoning a proportional number these warriors (10 chakra points per puppet sealed) and this must be stated in the biography or at the beginning of each exactly how much chakra is in the seal. By itself, the seal can hold at max up to 10 (12 if specialized in Puppetry) puppets from The Hand of God line, but only a maximum of 50 chakra points can be allocated before any match, meaning it only covers for 5 puppets' summoning (60 chakra with 6 max puppets if the user specializes in puppetry) during any one match. Once it's own chakra is exhausted it will be deactivated until the next match where it can only supply 5/6 more puppets and then become fully exhausted. To summon any one or more of these puppets, the user only needs to will the seal to do so and watch as his warriors appear from a light filled seal that can be oriented on any surface or even in the air. The seal is able to summon up to three (3) puppets in one use and requires a one turn wait each time it is used. Ōtsutsuki summon these puppets at the cost of a move, allowing them to move and attack in the same turn summoned. The seal can also be replenished easily after each fight by the user simply placing an amount of chakra proportional to the amount of puppets he would like to summon again in his next fight. Heaven's Host can also be used by non-Ōtsutsuki Puppeteers who've access to The Hands of God puppet lineage but only the active summoning rite can be performed.

Note: Must be stated in Biography or at the beginning of each match.

Approved. Made edits. If you don't like what is changed contact me and I'll decline the technique.

□ Pending. Have to confirm something. □
 
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Permission from ReXii to make something similar to his "Howling Phantom Swords" CJ: .

(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves directly from the far-flung Land, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals into that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time are limited to a max of 8, with the user able to freely manipulate the number of portals active. Because of it's massive scope, the user can draw from the virtually infinite arsenal the Land , summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a longsword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with similar cases in other types, such as lances, halberds, partizen, naginata, etc, for "polearm" type weapons, and so on). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned, being pulled through the Portals the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous state as a Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, or bolts loosed from a crossbow, which are unaffected by this limited range. The user can also change the weapons they have currently "lined up" with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Elemental Chakra while this technique is active.

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined. I'm sorry but I still don't see how it's different enough from the one ReXii has. □




(Kingusugureibu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (Portal Creation) Mid (Portal Orbit) Long (Projectile)
Chakra: 20 (Activation) 5 (Per turn active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves directly from the far-flung Land, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould these portals into flat ripple-like distortions in the air. Being composed entirely of the user's Chakra, the portals are weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them the same level of control over their arsenal found within the "Armiger Arsenal". Unlike with the aforementioned technique however, the portals created for this technique are far less intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain up to a max of 20 portals, and is able to freely manipulate the number of portals active at will. The user can draw from the virtually infinite arsenal that the Land provides (Examples are given in "Armiger Arsenal"). The portals that the user creates are linked directly to the Land, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, partially pulling that weapon through the portal, before suspending it in place. Then, at the user's command, usually with some kind of gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Due to the forced contraction of Space-Time firing the weapons like projectiles, the portals emit both a bright light, and a loud explosive sound, clearly telegraphing which portals are firing. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Once the weapons have made contact with something tangible, they automatically start to de-materialize, however this is a slow process than the almost instant reaction the "Armiger Arsenal" possesses, taking 2 turns to slowly "fade" away. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Elemental Chakra while this technique is active.


Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined. Clashes with existing techniques. It won't change that this is similar to quite a few techniques. □
(Kingusugureivu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, the user creates small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active at no additional cost. Because of it's massive scope, the user can draw from a virtually infinite arsenal, summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a long-sword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with this example applying to all forms of weapon types). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once the portals are directly interacted with, the corresponding weapon is automatically pulled through whether that's into the user's hand, or to deflect incoming projectiles, etc. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, reverts the weapon to it's previous state, and returns to orbiting the user with the rest of their arsenal. The only exceptions to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, which are naturally unaffected by this limited range. Finally the user can change the weapons they have with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with.

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Update Approved ‡




(Kingusugureivu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (Portal Creation) Mid (Portal Orbit) Long (Projectile)
Chakra: 20 (Activation) 5 (Per turn active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould these portals into flat ripple-like distortions in the air. Being composed entirely of the user's Chakra, the portals are weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them complete control over their arsenal. Unlike with the aforementioned technique however, the portals created for this technique are far less complex and intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain up to a max of 20 portals, and is able to freely manipulate the number of portals active at will, at no additional cost. Just like with Armiger Arsenal, the user can draw from the virtually infinite arsenal that the Land provides. The portals that the user creates are linked directly to the Land, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, partially pulling that weapon through the portal, before suspending it in place, then, at the user's command, usually with some kind of gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Due to the forced contraction of Space-Time firing the weapons like projectiles, the portals emit both a bright flash, and a loud explosive sound, clearly telegraphing which portals are firing. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Finally, once the weapons have made contact with something tangible, they automatically start to disappear, however this is a slow process than the almost instant reaction the "Armiger Arsenal" possesses, taking 2 turns to slowly "fade away".


Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Approved ‡ Made edits.
 
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Akasha

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(Fuitchi Chōwa) – Discordant Harmony
Type: Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A
Description:
Considered to be the sibling to Swarm Intelligence, the Discordant Harmony operates in a similar manner to the former. This technique, or more accurately a state, becomes passively active when any Hive Mind Scarab is present on the battlefield; the Scarab will match its chakra signature to that of the user allowing it to integrate the user into the Scarab hive mind. Unlike Swarm Intelligence, which is simply used to share information and enhance one’s awareness, Discordant Harmony acts as a defensive mental technique. When the user becomes integrated into the Scarab Hive Mind it enables the Hive Mind to better balance the user’s chakra system and effectively enhance his or her spiritual and mental defenses. When the user’s mind is penetrated by external mental techniques (Yamanaka, mind reading, etc) the intruder will feel the presence of the Scarab Hive Mind. Those who attempt to read the user’s mind, memories, or anything spiritually readable will instead detect the Hive Mind, as the user themselves has been integrated within it. This effectively results in a sort of incomprehensible static or buzzing to be received by the mental invader, rather than definitive thoughts, plans, or memories. As such, when active, the user becomes resistant to C-Rank and below illusionary techniques while also gaining an effective rank against spiritual-based mental techniques (Yamanaka, Genjutsu, etc). Discordant Harmony possesses an alternative active application. Because the Scarab(s) match and flow their chakra signature through their user they are able to utilize a remote chakra surge which allows them to free their user from spiritual and illusionary based techniques. S-Rank surges can only be used five times per battle but can only be used thrice against a single opponent. When the user expends all five applications they are still able to utilize the passive mental defenses that Discordant Harmony provides.

✦ Declined, for starters, always link a referenced technique as well as the approved contract. Second, for the passive variant, since you give no rank for it I assume it works at the lowest rank listed, C rank? If so, it would logically work on techniques the same rank and lower and 5 chakra per turn. I'd suggest raising the level of it to be useful. 5 S rank usages is kinda too high though it's limited per opponent and needs a cooldown period in some form.✦

(Taiyōnokinenhin) – Gift of the Sun
Type: Supplementary
Rank: A
Range: Short – long
Chakra: N/A (+20 chakra cost, +75 chakra per turn)
Damage: N/A
Description: Gift of the Sun is based on the Chakra Transfer Technique and utilizes a Scarab’s ability to match and flow its chakra through its user. When present on the field the Scarab can flow and surge its chakra through its user; this allows it to release a modest amount of unmolded chakra into him or her. Like its counterpart the Gift of the Sun possesses a wide array of applications; primarily the technique is used to bolster their next technique in strength. Occurring within the same timeframe as the technique applied to, the Gift of the Gun boosts the damage by an additional rank in strength, or 20 additional damage above S-Rank. This also increases the chakra cost of the technique by 20. The chakra released into the user’s body is also infused into the user’s chakra system, granting 75 chakra per sustained turn. The Gift of the Sun is usable three times per battle.

✦ Declined, 10 chakra = 20 damage, 20 chakra = 40 damage. That's the general approved format and if its based on Chakra Transfer, it should mirror this. Also, damage boost or chakra boost. Not both with one usage. Cmon now. ✦









(Fuitchi Chōwa) – Discordant Harmony
Type: Defensive, Supplementary
Rank: B / S
Range: Short – Long
Chakra: 20 / 40 (-10 per turn)
Damage: N/A
Description: Considered to be the sibling to Swarm Intelligence, the Discordant Harmony operates in a similar manner to the former. This technique, or more accurately a state, becomes passively active when any Hive Mind Scarab is present on the battlefield; the Scarab will match its chakra signature to that of the user allowing it to integrate the user into the Scarab hive mind. Unlike Swarm Intelligence, which is simply used to share information and enhance one’s awareness, Discordant Harmony acts as a defensive mental technique. When the user becomes integrated into the Scarab Hive Mind it enables the Hive Mind to better balance the user’s chakra system and effectively enhance his or her spiritual and mental defenses. When the user’s mind is penetrated by external mental techniques (Yamanaka, mind reading, etc) the intruder will feel the presence of the Scarab Hive Mind. Those who attempt to read the user’s mind, memories, or anything spiritually readable will instead detect the Hive Mind, as the user themselves has been integrated within it. This effectively results in a sort of incomprehensible static or buzzing to be received by the mental invader, rather than definitive thoughts, plans, or memories. As such, when active, the user becomes resistant to B-Rank and below illusionary techniques and mental penetrative abilities while also gaining an effective rank against spiritual-based mental techniques (Yamanaka, Genjutsu, etc). This defensive state, while active with the Hive Mind Scarabs present, siphons 10 chakra from the user per turn.

Discordant Harmony also possesses an alternative active application. Because the Scarab(s) match and flow their chakra signature through their user they are able to utilize a remote chakra surge (S-rank) which allows them to free their user from spiritual and illusionary based techniques. The surges can only be used three times per event, but can only be used once per battle. When the user expends all surges, they are still able to utilize the passive mental defenses that Discordant Harmony provides.


Approved: edits are in pink, with the most significant being to the rank(s): passive (B-rank) and the surges (S-rank only).


Merged the two and split up their applications.

(Taiyōnokōken) – Gift of the Sun
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost)
Damage: N/A
Description: Based on the Chakra Transfer Technique and the utilization of a Scarab’s ability to match and flow its chakra through the user, the Gift of the Sun allows scarabs summoned to the field to flow and surge chakra through their connection with the user. This allows it to release a modest amount of unmolded chakra into him or her. The infusion enhances the strength of the user's next technique. Occurring within the same timeframe as the technique applied to, Gift of the Sun boosts the technique by an additional rank in strength, or 10 damage above S-Rank, at the cost of 10 additional chakra. Gift of the Sun is usable four times per battle, and cannot be used in consecutive turns.

□ All Pending. Leaving for Pekoms. □


Approved: edits are in pink.

 
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(Kuchiyose no Jutsu: Obi) - Summoning Technique: Obi
Type: Supplementary
Rank: S-class
Range: Short
Chakra: 40 (-10 to initiate scale distortion)
Damage: N/A
Description: Obi (三尺帯, Obi), like all other snakes, is an inhabitant of the Ryūchi Cave and the personal summon of the Ikiru Uchiha. In stark contrast to Manda, a snake of similar size to it, Obi seems to be the silently mannered and mission orientated to its summoner, as shown when he is summoned he addresses Ikiru instead as "Iku" and questions what his dutifully is to be without any other delay to all his orders. Obi is a large yellow snake with yellow eyes who easily towers over even the tallest of humans and is easily comparable in size to the largest of summons. Like many snakes, Obi possesses large infrared-sensitive receptors on its snout which, coupled with its perfected sense of smell/taste (using its tongue it can "taste" the air, which allows for an amazing sensitive sense which mixes both smell and taste) and his above average sense of smell, allows him to be an extremely precise and acute fighter, capable of easily search and find its prey, even if camouflaged or hidden. As a snake, Obi is extremely fast and nimble, successfully moving through an entire forest of trees, while evading possible counters of attacks. The movement speed (it can slither and move at twice times the running speed of a normal Kage rank ninja) and its resilience to damage (unfazed by B-Ranks) as well as the physical power it possesses (its physical blows and attacks are A-Rank) are its main skills since it lacks the ability to use any-elemental ninjutsu. Due to Obi's natural scales happen to have microscopic uneven textures that can normally with light act as a complex camouflage mechanism. Obi is well known to other snakes of his unique scales and is feared by other snakes. His ranked highly among his fellow serpents and known as a squad leader back at Ryūchi Cave.
Note --- Lasts for 4 turns.
Note --- Can only be summoned once and by Uchiha biography.
Note --- Overcoming ranked attacks or objects with physical blows count as a move.


Approved: decreased its durability but increased the number of turns it's allowed on the field.

(Kuchiyose no Jutsu: Obi) - Summoning Technique: Obi
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Obi (三尺帯, Obi), like all other snakes, is an inhabitant of the Ryūchi Cave and the personal summon of the Ikiru Uchiha aka 'X'. In stark contrast to Manda, a snake of similar size to it, Obi seems to be the silently mannered and mission orientated to its summoner, as shown when he is summoned he addresses Ikiru instead as "Iku" and questions what his dutifully is to be without any other delay to all his orders. Since he has growing up into his adulthood, he tends to say "Must be important to summon me." upon being summoned as he acting defensive immediately. Never calls X any other name but, his birth name.

Obi is a large dark-dim faded yellow snake with yellow eyes who easily towers over even the tallest of humans and is easily comparable in size to the largest of summons. Like many snakes, Obi possesses large infrared-sensitive receptors on its snout which, coupled with its perfected sense of smell/taste (using its tongue it can "taste" the air, which allows for an amazing sensitive sense which mixes both smell and taste) and his above average sense of smell, allows him to be an extremely precise and acute fighter, capable of easily search and find its prey, even if camouflaged or hidden. Being a non-venomous, other snakes would mock him.

As a snake, Obi is extremely fast and nimble, successfully moving through an entire forest of trees, while evading possible counters of attacks. The movement speed (it can slither and move at twice times the running speed of a normal Kage rank ninja) and its resilience to damage (unfazed by B-Ranks) as well as the physical power it possesses (its physical blows and attacks are A-Rank) are its main skills since it lacks the ability to use any-elemental ninjutsu. Obi, as a teen snake, limited in ninjutsu he'd have to excel in physical abilities to catch up to other skilled snakes that could use senjutsu or ninjutsu that could even fly at times. Obi devise to fly with simply his physical abilities, soon he discovered he could coil himself up before springing himself into the sky. Then as he'd contort his skeleton to spread his ribs and make his belly flattened he'd become airborne (up to 2 turns, before returning to the ground). Gliding as he used his head to steer and change direction.

Due to Obi's natural scales happen to have microscopic uneven textures that can normally with light act as a complex camouflage mechanism (S-rank, 15 chakra per turn to extend mirage duration, and counts as a move). This would can make far more complex mirages that appear to manipulate matter around them, visually appearing as though it could change the terrain (only in NW/WSE) in a sorts of reflections that appear far too real, even to be considered genjutsu. Creating light reflections; symmetry, perspective tuning, truncated and stellated polyhedra, hyperbolic image geometry, and tessellations. This can hinder even other foe gigantic summons from engaging combat due to the change in area and it's details. However, this is solely sight based, for those who are blind, doujutsu users or use some other senses other than sight can simply navigate as normally without any problems. This leaves those who rely on sight unable to locate their enemy. For that Obi was well known to other snakes of his unique scales and feared by other snakes. His is ranked highly among his fellow serpents, and known as a commander now back at Ryūchi Cave.

Note --- Lasts for 4 turns.
Note --- Can only be summoned once.
Note --- Overcoming ranked attacks or objects with physical blows count as a move.



Update Approved: edits are in pink. The last sentence of the first paragraph and the CW part have been omitted.


(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode
Type: Supplementary
Rank: D
Range: Short - Long
Chakra cost: 10
Damage points: N/A
Description: Streaming chakra into a smoke substance; they can then manipulate that smoke substance to either return into their body or manipulate that smoke substance to move across field to another place within their senses. However initiated, the user always has some sort of physical connection to the smoke substance that they're streaming chakra into it to be manipulated by them.

♪ Approved ♪
(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode
Type: Supplementary
Rank: D (B-rank, if using fade)
Range: Short - Long
Chakra cost: 10 (-20 chakra, if using Fade)
Damage points: N/A
Description: Streaming chakra into a smoke substance; they can then manipulate that smoke substance to either return into their body or manipulate that smoke substance to move across field to another place within their senses. However initiated, the user always has some sort of physical connection to the smoke substance that they're streaming chakra into it to be manipulated by them. This ability can be used passively if the user has '(Kemuri no Katachi) Body of Smoke' active.

Fade (Range: Short-mid): while using the ability to manipulate smoke substances to move across the field to another place within their senses, they unitize their burst of speed (equal to their rank) with '(Kemuri no Katachi) Body of Smoke' to create fade. This is not technically a teleport jutsu, simply the user is still bound by all movement restrictions they would normally be under but, to all other users, would appear that they will disappear from view as they evade an attack. Leaving behind only wisps of black smoke and aftermath sound effects as they relocate to a new place, similar to '(Kawarimi no Jutsu) - Change of Body Stance Technique'. While Fading, they're also completely immune to all physical damage (unless they are elementally based), allowing them to phase through physical material. Despite the speed, Fade isn't direction-locked. They can, with some training, time their controls to fade in curved paths, eventually fading to hiding spots or even turn around enemies to attack from behind, i.e;[ ]Can only be used every other turn.



Update Declined: the "Fade" ability does little more than what the canon Body of Smoke jutsu is already capable of doing.


(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) - Fire Release: Uchiha Hidden Explosive Tags Technique
Type:
Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), summoning a torrent of flames which can be manipulated and exhaled through the ring hole and index thumb, but momentarily unleashing a volley of kunais each single stringed tagged with many paper-bombs, and done with one hand. Manipulated as like, "(Katon: Hōsenka Tsumabeni) - Fire Release: Phoenix Sage Flower Nail Crimson" & "(Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique", the user combines the ability to stream chakra upon a multitude of paper tags through a medium for protection and while exhaling fire-infused chakra upon them for resistance. They thenrelease it as;
A) a thin yet powerful jet streamline, becoming incredibly fast also while being able to spread across the field very quickly with a multitude of paper-tagged kunais hidden through the gushing line of flames. This results (using their chakra to keep the paper tags sustained) in katon coated Kunais to emerge via flames (if not countered with a solid elemental interaction) afterward, resulting in an additional explosion there then after.

B) an invasive large fireball that spans in size height and length but slowly as it increases onward. Meanwhile, Paper-bomb tagged Kunais embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released scorching (as the kunais within simply flow circularly slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectory.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion.

Note:
~ Can only be used twice per match.
~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.
~ User must be katon specialist.
(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) - Fire Release: Uchiha Hidden Explosive Tags Technique
Type:
Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), summoning a torrent of flames which can be manipulated and exhaled through the ring hole and index thumb, but momentarily unleashing a volley of kunais each single stringed tagged with many paper-bombs, and done with one hand. Manipulated as like, "(Katon: Hōsenka Tsumabeni) - Fire Release: Phoenix Sage Flower Nail Crimson" & "(Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique", the user combines the ability to stream chakra upon a multitude of paper tags through a medium for protection and while exhaling fire-infused chakra upon them for resistance. They thenrelease it as;
A) a thin yet powerful jet streamline, becoming incredibly fast also while being able to spread across the field very quickly with a multitude of paper-tagged kunais hidden through the gushing line of flames. This results (using their chakra to keep the paper tags sustained) in katon coated Kunais to emerge via flames (if not countered with a solid elemental interaction) afterward, resulting in an additional explosion there then after.

B) an invasive large fireball that spans in size height and length but slowly as it increases onward. Meanwhile, Paper-bomb tagged Kunais embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released scorching (as the kunais within simply flow circularly slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectory.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion.

Note:
~ Can only be used twice per match.
~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.

□ All Pending. Leaving for Pekoms. □


Declined: when it comes to Fire, streams and fireballs are far too commonplace and the tag bit isn't happening as is.

 
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Sinthorus

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[Kuchiyose no Jutsu: Hephaestus] - Summoning Jutsu: Hephaestus
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60 (per strike)
Description: Named after the Greek God, Hephaestus, due to his proficient skills as a "smith". Hephaestus is one of the only Thorny dragon's known to be able to use steel release. He gained this ability through feeding off the chakra of gajeel while he lived in Sunagakure, and absorbing the chakra that allows him to use steel release. Unlike most Thorny dragons, Hephaestus is the size of a normal thorny dragon, being able to easily sit on the users shoulder. In traditional fashion, he has spikes over his entire body that give the contract the name in question, also storing water in these to be able to be used for water release by the person who summoned him. Due to his proficient use in steel release, he found a way to harden his spikes/scales, giving himself steel scales of A rank, and would follow the strength and weaknesses of steel release. So being hurt by B rank lightning, but being able to tank S rank earth. He can only be summoned by those who can use steel release and through this, he has a few unique abilities of his own. First of all is his mental link with the user and any other thorny dragon summoned by the user, allowing for perfect timing and combination attacks. The second is his ability to fuse with steel the user has created, the users body if turned to steel or any steel devoid of chakra, like previously made steel constructs. He moves through these much like the cannon "Earth Release: Underground Projection Fish Technique", but only for steel constructs, passively being able to do so. While on the users body, he can be linked to the users chakra, and so when the user releases full body surges to release an element, Hephaestus body can be used as a medium for the chakra to be released from, so the element comes out of his body, allowing him to avoid harm from thinks like Nagashi etc. The last trait of Hephaestus is his ability to use steel release jutsu up to and including A ranks, counting towards the users three jutsu per turn.

Note: Can only be summoned once per event
Note: Must know steel release to summon Hephaestus

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‡ Declined ‡ AE summons aren't allowed to be made.

[Kuchiyose no Jutsu: Helios ] - Summoning Jutsu: Helios
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60 (per strike)
Description: Helios is one one of the only known Thorny dragons to be proficient in controlling fire, due to their nature of carrying water. Named after a sun god, from spending so much time in the heat of the Suna deserts is what drove him to learning fire release to make the heat his weapon. Hes about 1m long and 1ft tall. He has the traditional spikes over his body making him immune to C-ranks and below and dealing 20 damage to any that strike him in close combat. He is also able to use fire release up to and including A-ranks, counting as one of the users three moves per turn. Helios has a few unique traits of his own though. When the sun is out and not obscured, he releases his chakra to amplify the heat of the suns rays in the area around a location with a radius of mid range. What this does, is it causes the air to distort in a wave like fashion as becomes common in the desert, making it extremely hard for someone to focus or concentrate. The chakra within theses rays coming down would stop dojutsu like the sharingan seeing through, as they would just see chakra, where was the byakugan would be able to see through it. This heat would cause mirages caused by the refraction of light through heated air rising from a sandy or stony surface, creating a great distraction, making it near on impossible for a target to focus on a single spot. In application, it would make it so as long as the user was moving, the target/targets wouldn't be able to pinpoint location to strike with small scale attacks like chidori spear. Large scale attacks wouldn't matter like the fire release intense pain as it would cover the general area. Due to this heat, the target would begin to sweat, losing fluids and after being within this heat for one turn they would begin to dehydrate. This lasts for up to 2 turns and can only be used once per battle. The final ability of Helios is that he can draw in flames from fire release A-rank and below, condensing them down, drawing them into his spikes which would then be cooled by the water he'd stored, releasing a light steam outwards from his body as he does so, not enough to burn anyone.

Note: Can only be summoned once per event and lasts up to four turns.
Note: All his abilities count as one of the users three moves per turn.
Note: If the user is caught within the rays, he will suffer the effects too


Approved: edits are in pink. Note that the halving of reaction speed and base speed has been omitted.


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[Kuchiyose no Jutsu: Hades ] - Summoning Jutsu: Hades
Type: Supplementary
Rank: S rank
Range: Short
Chakra Cost: 40
Damage: 80 (per strike)
Description: Hades is the boss of the thorny dragon contract. Unlike traditional summons, when summoned he is only 3m tall and 6m long, though he can increase his size to that of Gamabunta at the cost of one jutsu per turn. When summoned, he is the right size for the user to ride, who will know where to position themselves due to the spikes on his back. Hades gained his name after the ruler of the underworld, which he uses illusion arts to mimic. Upon being summoned, the summoning itself acts as a medium for Hades to bind their target in the genjutsu. Upon being summoned anyone that sees Hades will be bound in his illusion, as he releases his chakra into them, including the user, acting as a kai method. From this, the smoke that is released from the summon will turn to a dark green smoke and the area around Hades will die out out, like his very existence is like a plague. To any enemies he would create the illusion that the person who summoned him is engulfed in this green smoke that would then flow into his veins, his muscles seem bigger and his eyes glowing bright green, giving the impression the user had been empowered. As Hades is summoned, he binds all enemies in an S rank illusion where the sky darkens, clouds form and dark bolts of green lightning jump around. The ground beneath them would open up causing them to lose their balance, falling backwards, as the same green smoke shoots up out of the opening, wrapping around him, binding them and shooting into their mouths. In the illusion all their senses would be bent, they would smell death itself like pure rotten flesh, the smoke would feel ice cold on their skin sending a shock through them without actually burning them, giving them the classic "touch of death" feel. This smoke wraps around them rapidly going into their mouth as they taste pure rotten flesh, the smoke forcing its way in so they are unable to close their mouths, immobilized by the smoke holding them as they are dragged down into the gaping hole. It would seem as though Hades had brought hell to the surface as various demon like forms crawled out of the holes in the ground, marching over the land as Hades voice echoed in their head "This world will be mine". The smoke that flows into them would hold them in place, and they would feel as though they are a passenger in their own body as this smoke takes control much like when Naruto sees the kyuubi in his mind, the targets would be win a dark room with this figure that looked like them, but made of dark green smoke, telling them "thanks for you body", and when attacked in the mind would just reform as smoke. In actuality, the targets are just stood still, all this happens in their mind. This illusion is called "Tartarus", can only be used once when Hades is summoned, lasts until broken, and while active Hades can't use any other techniques. He can release it at any time, but wont be able to use it again. He is immune to A ranks and below, and can use any basic genjutsu up to and including S ranks, but not specifics like sharingan gen. Any strikes he makes are S rank in power and counts as one of the users three moves per turn.

Note: Can only be summoned once, lasting 4 turns.
Note: Can't summon any more summons after he has been summoned until he disperses.
Note: No summons in the following turn.
Note: Summoning him induces the genjutsu and takes up two of the users three moves per turn.

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□ All Pending. Leaving for Pekoms. □


Declined: its unique illusion is too much. To start, that illusion will not occur in the same timeframe that it gets summoned to the field, especially not when it also doubles as a kai method. Beyond that, no genjutsu CJ is going to exert control over all five senses.

 
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