Custom Jutsu Submission - III

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Ecstasy

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Link to referenced technique;

(Suiton: Lernaean no Nageki) Water Style: Lament of Lernaean
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Lament of Lernaean is a technique that was originally developed to be utilised alongside the Hydra's Compendium,, but can in fact take effect on any water technique that produces an explosion or sudden burst of water. A common occurence of water bursting apart is that the sudden, haphazard force results in the body of liquid separating from a cohesive whole into a collection of innumerable droplets and lesser bodies of water. Through use of this technique when, for instance, an explosion of water is produced by the impact of Hydra's Compendium, instead of allowing the water to formlessly splatter apart the user will, just as they did for Hydra's Compendium, exert an additional level of shape manipulation onto the erupting liquid in question. The result will be that the liquid, instead of erupting into droplets and gushes of water which might be powerful in their own right from their sheer impact force, will instead erupt into honed needles and flourishing blades of water. These sharpened objects will act like shrapnel, taking advantage of the produced force to bury deep into a target unfortunate enough to be caught in their range of impact, and thus an additional level of lethality - this time far more corporeal in nature, will be added towards such eruptions of water. Important of note is that this technique does not produce an eruption on its own, instead it is simply applied to techniques that already produce this effect to reshape them.

Notes:
This technique can be utilised four times, with a turn cooldown between usages, and when used the user is barred from utilising Water jutsu above S rank for the rest of the turn. This technique can only be applied to water techniques that are capable of producing explosions, eruptions and bursts, or water jutsu that is in the process of producing an eruption. It can be utilised virtually instantly since it has no independent usages. Where the water technique in question lacks a damage value, as is the case with Hydra's Compendium, it will assign a damage value in accordance to the host techniques rank.

□ Declined. Its fine as is, but it needs to be restricted better, as well as give a damage output that is actually suitable to the technique. Making it the same as the source technique is crazy, as you basically be causing S rank droplets from an S rank technique passively, also, I'll allow passive usage but it will cost a move still. □

(Kuchiyose Rirīsu - Shiruku no Hōyō) - Summoning Release - Embrace of Scylla
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: Through use of Embrace of Scylla a summon will be able to, when returning to its homeland, replace the signature cloud of smoke with a more specialised and practical effect. By channeling its chakra outwards into the surrounding area as it is in the process of de-summoning, a summon will be capable of undergoing a de-summoning process that has a variant of the reverse-summoning technique applied to it. As the summon is about to disappear, it’s chakra will extend outwards in the form of visible swirls of chakra that will rapidly expand outwards in all directions. Like a whirlpool, these swirls will pull anything nearby towards its center, which is invariably the summon itself, and as a result anything caught within the whirlpool will be dragged along with the summon as it disappears, effectively swept up in the de-summoning process. This effect, while powerful, is still subject to certain restrictions and clauses. Firstly, when performing this technique the summon can decide whether to include its summoner in this effect. Secondly, this effect will only apply to structures of equal or lower rank, anything greater (such a S ranks) will resist this process. Finally, this process can be defended from quite simply, by either escaping from its suction radius or by utilising a technique of higher rank as a blockade between oneself, and the whirlpool. The technique, greater in power, will be immune to the effects of this technique and disrupt the flow of the whirlpool to such an extent that anything behind the produced technique will be spared from the whirlpools effects too.

Notes:
This technique can only be used three times, either when the summon is dispersing naturally, or if they choose to disperse.

□ Pending. Leaving for Pekoms. □


Declined: reverse summoning CJ are no longer to be approved and while this CJ is not precisely that, it's close enough.


(Suiton: Kosaito no Kowareta mon) Water Style: The Broken Gate of Cocytus
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Mythos has it that if the Gate Of Cocytus were ever created in full the entirety of humanity would succumb to the deathly powers of the underworld that it would release in but a single night. This technique, existing as a far weaker incarnation of that of mythos, allows the user to, by performing three brisk handseals, materialise a mirror of water decorated with ghoulish faces and demonic hands that will either raise from the ground or form from the air. Upon creation the mirror will immediately exude virtually all of the chakra that forms it in the form of a chakra absorbing mist, that will immediately occupy the entirety of short range around the mirror, and in expending all of its power effectively become no more than an easily breakable free-form object. The mist is capable of absorbing all of the chakra of techniques that enter into its range, however this is limited to techniques that possess equal or lesser chakra than it (following elemental weaknesses and strengths). Immaterial elements such as fire, wind, lightning and the like will disperse from having their chakra absorbed, while material techniques such as water, earth and so on will immediately lose form and momentum, and crumble into harmless masses. Once this effect occurs the mist will instantly return to the mirror, and by the start of the users next move it will once again be in play, occupying all of short range around the mirror. When an absorption is made, half of the chakra goes towards sustaining the mirror and is effectively used up (thus effectively making this technique self-sustaining), while the other half is added to the mist and mirrors effective stores of chakra. What this means is that if the mist were to absorb an A lightning technique on the first turn, on the second turn, instead of being released with its default (30) chakra, the mist will instead be exuded with up to (45) chakra. In this way, the defensive power of this technique becomes greater with each successful absorption. On the other hand, however, if the mist were to be faced with a technique that possesses more chakra than it, i.e. if it’s default (30) chakra were to go up against an S rank wind techniques (40) chakra, the mist would make a futile attempt at absorbing the technique and, with a shrieking howl, the mirror would shatter and the mist would disappear. Meanwhile, the wind technique would be free to continue onwards unphased, without losing any power or chakra. What this means is that strategy is essential from both the user and the opponent in effectively utilising or countering Cocytus. When used well, this technique can grow into an unimaginably powerful defence, against wise opponents however it’s power might be gated, or even removed from play entirely. This technique can last for up to four turns and, on the turn that it expires (not destroyed by an enemy attack, but expires or is cancelled), the mist of the mirror can flood into the user adding to the chakra of their next performed Water (Water based KG/CE included) technique. Approximately half of the mirrors chakra will be added to the technique in question, providing a directly equal boost to the attack. For example, if the mirror were to expire with its default (30) chakra, then it would add (15) chakra to the users next attack and as a result increase its damage points by (15), and so on.

Notes: After the first successful absorption, the user can decide whether the mist will be exuded with all of the power of the mirror, or if some of the chakra will remain in the mirror. If the mirror retains chakra, it will adopt a strength proportional to that of the chakra contained within. This technique can only be used three times, with a two turn cooldown between uses, and when it is destroyed by an attack the user will be barred from using water jutsu above C rank on the next turn. The mirror will expire naturally after four turns, or can be forced into premature expiration by the user, both will barr them from water jutsu above A rank on their next turn. (Either the destruction or expiration restriction will apply, not both.) If the mirror does not make a successful absorption, then the user will half to expend (20) chakra to maintain its existence, this will also prevent them from using the jutsu of one of the elements adjacent to water on that turn (earth or fire).

□ Declined. This level of absorption is only possible with a Fuuinjutsu aspect, which is not here. What you were trying to do, will not be approved either way because you'd basically be able to form an insane defense at the cost of almost nothing. □

(Suiton: Akheilos no Ha) Water Style: Tooth of Akheilos
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Much like Hydra’s compendium, this technique involves applications of chakra to maximise the surface tension of water techniques to give it a level of solidity and further shape manipulation to alter water jutsu from their usually formless state. The result will be water jutsu that spiral furiously. The centrifugal force generated by the rotating power of the water will translate into a +20 damage increase, while also altering water techniques that might not have previously done damage into possessing offensive power. For instance, under the influence of this technique, ‘Water Pillar Thrust’ would be transformed into a technique that allows for the user to erupt a drill like spear of water from the ground that thrusts the opponent into the air as the norm does - but also shreds and punctures them on account of its newly acquired properties of solidity, piercing, and serrated drill like exterior - thus doing damage equal to the C rank of the technique, plus the additional twenty boost that this technique affords. This infusion is effective on all techniques that it could logically work on, such as waves, streams, bullets, blasts, shapes, tendrils and so on of water.

Notes: On account of possessing no independent usages, this technique can be used instantaneously in virtually the same timeframe as the host technique. It can be utilised four times, with a turn cooldown in between, and on the next turn the user cannot utilise water techniques above S rank. It is also effective on liquid, water based KG/CE

□ Declined. This needs to be better restricted if you wish to apply it to all techniques, it also can't be coupled with existing passive techniques, as that always gets out of hand. □
 
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Alyx

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– Submission from old thread.
(Genjutsu: Gaia no Jishhikaitei) Illusion Technique: Embodiment of Gaia
Type: Supplementary,Offensive
Rank: A-rank
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user makes four hand seals causing an illusion to occur, to which once activate the opponent will see the user instantly slam their hands onto the ground. Once they do a blue summoning formula will appear on the ground under the enemy. A blue chain with a spear head will form behind the target and stab into the spine of the target, to which once it does it will spread out and latch onto the surrounding environment (such as trees, mud puddles,water etc). The chains that branch from the original will then seemingly begin to absorb the properties of the said surroundings and forcefully injecting back into the body of the target. The target will feel immense amount of pressure as they feel there bones being morphed into the same material being absorbed by the chains(changing the bones into tree bark, hardening like steel etc). In reality the target is unharmed but us under immense mental strain and will pass out after 2 turns if they don’t break the illusion due to the intense mental strain. The technique is highly versatile as it can be used in accordance to the actual environment, thus making it harder to decipher. Genjutsu lasts two turns while it can only be used twice per battle, leaving the user unable to use A-rank and above genjutsu until the the illusion ends.

□ Update Approved. □

– Previous submission

(Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb
Type: Offensive | Defensive | Supplementary
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: 40 – 80
Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.

B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but causes the weakest amount of mental strain being 40

A-Rank – Is strong enough to deal 60 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.

S-rank – Induces 80 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real. Can remain active for 4 turn and can be used twice per battle leaving the user unable to use A rank and above genjutsu in the next turn. No other genjutsu this turn above B-Rank as well, while once a rank is picked, all the explosions will adhere to that power.

□ Update Approved. □

– Old Submission

(Tsumibukai Genjutsu: Burakku Bokkusu)Sinful Illusionary Arts: The Black Box
Type: Supplementary | Offensive
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: N/A
Description: The illustrious and legendary Genjutsu of the Royal Sinners, The Black Box. This is a powerful Genjutsu, acting like a Kai and can also be used as an attack. The kai version is activated when the user is sent into a Genjutsu to which is identified through the means of sensory , dojutsu and or other means. Lacking one of these, the user would need to self-evaluate situation, allowing them to identify they are in a genjutsu. The user will channel his chakra into his own brain, placing chakra into the five senses. The senses that were not targeted by the targets Genjutsu will be layered with chakra at the minimum. The others that was targeted however, the chakra will overlay the targets chakra and actually flush the chakra out of the system of the brain, in the Genjutsu itself dark figures with red and yellow and dark devil eyes will come from the ground and begin to drag the target into the ground. After which the user will find himself in a dark room known as the “Black Box” which is actually the dark subconscious of the mind created by the illusion. In the room, there exists a red demon wearing a tuxedo and playing a piano and smiling to the user saying “You owe me one...boy” to which he starts laughing and the illusion ends when the chakra leaving the brain. When used as an attack, the user will use a set of 6 seal and channel his chakra into the brain of the user taking control of the five senses. The user will slam his hands on the ground, making it seem as if he used an earth technique. The earth rises around the target and places them in a new dimension known as the “Black Box”. In the new room the target will find themselves strapped to a black chair and piano music playing. The same red demon will be playing the piano and tells the target “Read for the symphony?” and laughs dark and loud as a dark figure with a shinigami mask on comes towards the target. In reality at this moment the target is unable to move. The masked man the places his hand by the heart of the target and proceeds to rip out the soul of the user , removing the mask and eating the soul, The masked man the laughs and begins eating other parts of the target till there is no more. During this time the target is immobilized in reality.Can be used for a total of three times for B-A Ranked, twice for S-ranked while unlimited for C ranked and below. A genjutsu specialist is capable of releasing one rank higher then they normally would base on the Kai Restrictions (i.e A Sannin can only release up to A-ranked with Kai but being a Genjutsu specialist will allow them to do so up to S-ranked). When used on a target it is B-Ranked in strength and can be used only twice

□ Update Approved. □

Dropping CW found here:

(Uwabe Dake) Semblance
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Said to be an artifact owned by the Sage of Six Paths, specifically designed to as a toy for Matatabi, it’s been an heirloom of all previous Jinchuriki of the Nibi for many generations. This artifact, while it’s appearance is unorthodox should never be taken lightly as in the hands of a person whom has the ability to utilize its full potential will surely show how potent it’s latent abilities are. At first glance, it’s a small cat bell – golden in color and roughly the size of a baseball – its composition being made off a special metal that can act as a conduit of the owner’s chakra while also being indestructible by nature. This translates to it being unable to be corroded, smashed, melted or any type of condition that may detrimental effects to its composition. It is also grafted to only respond to the chakra of its current holder – with foreign chakra that is infused within it being nullified completely. Abilities wise the bell itself naturally in tune with its owner – always constantly passively connecting to its user so they may utilize its ability when needed; and should be noted that being the Jinchuriki of the Nibi is not required to use this weapon. The following abilities mentioned below are what this weapon offers with some being active and or passive in nature.

Nenriki Houka |Pyrokinesis (D – S Rank) - The first and active ability of the weapon, which when activated causes the bell to turn pitch black in coloration instantly, this being caused by the user’s chakra “burning” the surface of the bell in order to give life to ash. Superheated by chakra, the user is capable of telekinetically controlling the ash. The user, at the cost of a move is capable of shaping the ash into constructs of ash by forcefully mending the ash together in order to form basic shapes, spikes, shields or even waves of ash. This is all up to the user's own imagination of how they desire to form the ash, while the amount of chakra determines the overall power of the constructs ranging from D to S rank. In the case of S-ranks, there is a two-turn cooldown that begins when the constructs can no longer be sustained and the user is unable to use other Fire Techniques above A-rank in the same turn after use. As for A-ranks, there is a one-turn cooldown that begins when the constructs end. Mulitple contstructs can be made at once, though their power is divided, as well as being able to sustain them by paying a proportionate chakra upkeep (5 for D-B, 10 for A, and 15 for S) to sustain said constructs for up to two turns. Constructs are also only able to reach up to mid ranged away.

Kyousei Enbaa | Symbiotic Ember (N/A) – The second ability of the weapon, passive in nature but only be able to be accessed by those who possess the Nibi sealed within them. Due to Matatabi’s connection towards this weapon; it comes to no surprise that it retains some sort of connection to it in which by a seal being located inside of the bell and connected back to the mental plane that the Bijuu resides in it is capable of interacting with the outside world. Thus, through the weapon Matatabi is capable of feeding chakra into the seal, and release it into the physical realm allowing it to act as an actual second fighter alongside it’s host, releasing it’s own fire based/Bijuu based techniques. This ability while it’s passive in nature, techniques that the Bijuu used all count towards the user’s usage limit. This ability also when active takes priority over any other abilities active thus any other powers the bell provides are not available the same turn this is used. Despite this however, the seal forcefully restrains the damage output that naturally passes through, to which Matatabi's fire based techniques released through this method only gain a passive +15 instead of the usual +30.

Fushichou no Kodou | Heartbeat of the Phoenix (N/A) – The last and final ability of the weapon, passive in nature to which the weapon upon a mental command by its user will siphon – 5 chakra per turn. This chakra is then converted into omnidirectional pulses of heat that travel across the terrain relative to that of a lightning technique however this in combination with a seal located on the inside of the bell acts in tandem with one another. The seal in question creates a mental map within the user’s mind to which when the pulse of heat passed through something it registers whatever it may have come into contact with. Anything that has their own heat, be it naturally produced such as body heat and or artificially i.e via chakra will burn a bright red in color – allowing the user to know the location of the heat is coming from where as objects without any will by a dark red coloration. The bell is constantly releasing these pulses, thus allows for continuous updates of anything that is also moving.

The bell is capable of being used once in contact with the user or within one meter of them, but how the bell is worn is up to its user as it can be attached to a belt, in a pouch etc.
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□ Pending. Leaving for Pekoms. □


Declined: first off, omit Symbiotic Ember in its entirety. In addition, Heartbeat of the Phoenix will not be a passive.

 
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The_Empire

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Senpo: Burasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used three times per battle
Update to Buffing and Nurffing

Senpo: Burasuto Jutsu) Sage Art: Blast Technique
Rank: A
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 30
Damage Points: 60
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy A rank and below elemental and raw ninjutsu jutsus.
Note: No other Sage Mode jutsus used in the same turn
Note: Can't be used in the same turn as activating Sage Mode
Note: Can be used four times per battle


Update Approved: edit(s) in pink.




Kuchiyose no Jutsu: Mitsuki) Summoning Technique: Mitsuki
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Orochimaru personal summon, Mitsuki; is just a normal summon with just a slight(double) enhanced sensing abilities then that of a normal snake summon would have. Mitsuki is a ten foot, white-blue with gold color lines going through him and golden eyes. He has the ability to speak the same language as Orochimaru.
Kuchiyose no Jutsu: Mitsuki) Summoning Technique: Mitsuki
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Hisoka personal summon, Mitsuki; is just a normal summon with Chakra Sensing(doesn't require a technique to be activated and normal heat sensing in his tongue then that of a normal snake summon would have. Mitsuki is a two foot, white-blue with gold color lines going through him and golden eyes. He has the ability to speak the same language as Hisoka. Mitsuki stays on Hisoka at all times since he has been able to summon him.

□ Pending. Leaving for someone else as I have both of these techniques. □


Update Declined: this isn't the way to go about a personal summoning as the details ought to never explicitly refer to it as such.

 
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Zatanna

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Hotaru Kuchiyose no jutsu: Kazikusu | Firefly Summoning Arts: Kha'Zix
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 60 (basic claw slash)
Description:
With the ability to selectively breed ninja fireflies, one of the fireflies that eventually came about was Kha'Zix. He is roughly 5 feet tall, often hunched over, with his wing also often hidden down his back and capable of moving twice the summoners speed. Kha'zix has evolved as a firefly to be just as deadly and just as lethal as his other chakra wielding ninja firefly counterparts by evolving his body. Firstly, on each of his front arms, instead of hands he has blades, which while do restrict him from performing handseals (not that he needs any) does allow him to use all kenjutsu techniques. Due to his size, Kha'Zix cannot fly constantly like other fireflies however he can leap long distances very quickly, and even use his wings to hover for 1 turn, (with a 1 turn cooldown).
During the users turn, Kha'Zix can choose to 'evolve' one of his traits for the battle, where this action takes the entire turn. Each trait can only be evolved once and only one trait can be evolved per turn.

-Claws
Kha'Zix evolves his claws to increase their size, adding a +20 (+10 for S-ranks) to his kenjutsu attacks

-Wings
Kha'Zix grows stronger wings allowing him to fly indefinitely. Once every other turn he can use a move slot to "dodge" an incoming attack within reason.

-Camouflage
Kha'Zix evolves his body and carapace to bend light around himself to be able to seemingly erases his presence visually. This makes him untrackable by physical means.
Notes:
-Can only be summoned once
-Lasts 4 turns on the field
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□ Pending. Leaving for Pekoms. □


Declined: even if not stated explicitly, the camouflage ability is nearly a copy-paste of Dustless Bewildering Cover.



Law and Order
Type: Custom Weapon
Rank: S
Range: Short
Chakra: 20/40 per technique
Damage: +20/+30 per technique
Description:
Sakura being a natural Taijutsu user, looked for ways to enhance her taijutsu to make her even more deadly, and came across an idea after hours of studying to make Gloves and Boots out of Special Chakra metal woven into fabric. This allowed her to create "Law and Order" a special set of gloves and boots that Sakura can wear which allows her to channel chakra through to enhance her attacks and jutsu further. Due to the excess chakra that can be pushed through the gloves and boots, it can easily use up ones chakra very quickly.
By studying chakra tools that can conduct metal, (such as Asuma's knives) Sakura found that by including them in her gloves and boots, she can enhance her taijutsu even more with a few different abilities.
-By spending a bit more chakra than normal, Sakura could enhance the technique to become bigger and more powerful, when channelling it through her gloves and boots. This special set of gloves and boots allows her taijutsu attacks to cover a wider area than just from the point of impact from her body, extending up to a .5m radius of impact. Due to a larger impact force hitting the target/environment, this also increase the damage done by 20 if using 20 extra chakra or 30 if using 40 chakra (only up to S rank techniques).
Additionally she found that it was able to manipulate the chakra to a point where she could create a "bowl" shaped chakra infront of herself that extends to short range that would allow her to "catch" incoming jutsu, and effectively throw it back towards its opponent, that was within reason. Ie unable to catch Mountain smash, or anything that is larger than 3 times her size.
Notes
-Can only be worn by Chakra enhanced Strength Bios
-First chakra manipulation ability can only be used once per turn
-Second Chakra ability can only be used 4 times total


□ Declined. Not going to allow above +20, especially for a Sakura bio. The second ability needs to be refined better, and you need better restrictions. □

Ten Junketsu | Heavenly Purity
Type: Offensive/Defensive
Rank: B/S
Range: Short-Long
Chakra: 20/40
Damage: 40/80
Description:
Based along the usage after studying the Eight Inner Gates and the Techniques that were used my Might Guy, The ability Sekizo/Evening Elephant served as inspiration for the Ten Junketsu. The Sekizo uses pure strength to create "Air Cannons" from the users fists, with the combination of the speed that the Gates give to allow the user to rapidly fire them off one after another. However, without the speed of the gates, someone with the equal amount of strength can replicate the same effect, but not multiple times in quick succession.
The B Rank version of the Ten Junketsu is a simple palm/foot thrust in which the user will create a powerful quick column of wind direct at their opponent. This can also be used to propel a boulder of earth or evenused to reflect incoming jutsu back towards an opponent.
The S Rank version is the stronger more powerful but also dangerous attack, where by the user will use more chakra and strength along with rotation to create a powerful twisting column of wind that travels at the opponent collecting debris and rocks as it travels. Powerful enough to destroy large structures this powerful attack travels increasingly fast but not as much as the 8 Gates, the same speed as a lightning jutsu.
Notes:
B rank can be used 4 times with a 1 turn cooldown inbetween each usage.
S rank can only be used 2 times with a 2 turn cooldown inbetween each useage and nothing S rank or above the following turn.

□ Declined. Similar to existing techniques. □


Slug Summoning: Xiaoyu
Type: Summoning
Rank: B/S
Range: Short
Chakra: 20/40
Damage: 40/80 from acid (20 per turn)
Description:
Xiaoyu is a slug that is summoning much in the way of Katsuyu, being varying sizes, and sharing the trait to spit acid as well as divide her body numerous times to avoid damage (up to S rank). What differs Xiaoyu to Katsuyu is in her battle tactics and capabilities. While Katsuyu can be seen as a supplementary or defensive ally, Xiaoyu can be seen as an offensive one. Sharing the ability to absorb people into her body, instead of surrounding them in a large body, effectively like cushioning, Xiaoyu creates a secondary skin shaping her body to match the users without hindering movement. What actually happens is that Xiaoyu has the ability to split so small, that she becomes hundreds of herself as she covers the target. By merging with the user, she can still use her acid attacks, but only at a B rank. This however can be combined with the users Water techniques, to strengthen the acid and negating its weakness to earth. Should Xiaoyu get the chance to absorb or merge with the enemy target, she can start to break down his body on a cellular lever, burning through him with her acid at 40 damage per turn.
Notes:
-S rank can only be summoned once, B rank can only be summoned twice.
-Merging with a target is passive as well as any actions, but take up a move slot in the users turn.

□ Pending. Leaving for Pekoms. □


Declined in your defense, the description for Tongue Tooth Sticky Acid states it being strong to Earth but I believe it is simply outdated. I say this because of a later that includes this statement: "It should also be noted that Silk, Shark Teeth, Slug Acid, Honey are all weak to base 5 elements but strong against raw chakra and largely usable by the summonings, not user." And so in short, the intended change to S/W would not happen as so. Also, do not forget a turn limit.

Hotaru Kuchiyose no jutsu: Kazikusu | Firefly Summoning Arts: Kha'Zix
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 60 (basic claw slash)
Description:
With the ability to selectively breed ninja fireflies, one of the fireflies that eventually came about was Kha'Zix. He is roughly 5 feet tall, often hunched over, with his wing also often hidden down his back and capable of moving twice the summoners speed. Kha'zix has evolved as a firefly to be just as deadly and just as lethal as his other chakra wielding ninja firefly counterparts by evolving his body. Firstly, on each of his front arms, instead of hands he has blades, which while do restrict him from performing handseals (not that he needs any) does allow him to use all kenjutsu techniques. Due to his size, Kha'Zix cannot fly constantly like other fireflies however he can leap long distances very quickly, and even use his wings to hover for 1 turn, (with a 1 turn cooldown).
During the users turn, Kha'Zix can choose to 'evolve' one of his traits for the battle, where this action takes the entire turn. Each trait can only be evolved once and only one trait can be evolved per turn.

-Claws
Kha'Zix evolves his claws to increase their size, adding a +20 to his kenjutsu attacks

-Wings
Kha'Zix grows stronger wings allowing him to fly for 2 turns with a 2 turn cool down inbetween. Once per turn he can use a move slot to "dodge" an incoming attack within reason.

-Camouflage
While Kha'zix hasn't evolved this ability, he is seen in his normal form,however upon evolution of the camouflage trait, Kha'zix' chakra signature becomes undetectable, being that it becomes non-existant to means of chakra detection. Additionally twice per fight for two turns, Kha'zix can bend light around his body to move stealthily, becoming undetectable to anyone outside of short range of him. While in short range of someone, he is still stealthed, but appeared to be a translucent silhouette of himself.
Notes:
-Can only be summoned once
-Lasts 4 turns on the field
You must be registered for see images

□ Pending. Leaving for Pekoms. □


Approved: edits are in pink. Omitted part of the camouflage ability—it was never going to be Mū or Hayabusa-esque.

Note: Accidentally edited parts of the quoted submission.


Raiton: Raiu | Lightning Release: Thunderstorm
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user will take a large shuriken that has a summoning seal on it charging it with raiton chakra. Then throwing it above the opponents head, the user will activate the seal, summoning forth another large shuriken, which has another summoning seal on it, which will activate summoning forth another shuriken with a summoning seal etc raining down hundreds of large shuriken covering the area of the target up to mid range in large shurikens. The user will make a single seal discharging the electrical chakra in the original shuriken, which will jump to all nearby shuriken and create a large thunder storm of electrical currents jumping around from shuriken to shuriken multiplying each time it jumps to the next nearest one.
Notes:
-No other A rank lightning jutsu this or next turn
-Can only be used 3 times per battle
-One turn cool down between each turn

□ Approved. Though this is more of a Ninjutsu technique. □

Ten Junketsu | Heavenly Purity
Type: Offensive/Defensive
Rank: B/S
Range: Short-Long
Chakra: 20/40
Damage: 40/80
Description:
Based along the usage of the shock wave, the user will channel chakra into their fists as they strike the ground creating a large shock wave that erupts ripping up the ground creating cracks and crevasses up to long range. As the user strikes the ground they will release the chakra creating a depth charge like effect where the chakra will be channelled running underground through the cracks and upturned earth towards the opponent. Then the chakra will detonate creating a large explosion creating a pillar up to mid range in the air.
Notes:
B rank can be used 4 times with a 1 turn cooldown inbetween each usage.
B rank can only reach up to mid range
S rank can only be used 2 times with a 2 turn cooldown inbetween each useage and nothing S rank or above the following turn.
Can only be used by Sakura bios

□ Approved. Edits made. □


Slug Summoning: Xiaoyu
Type: Summoning
Rank: B/S
Range: Short
Chakra: 20/40
Damage: 40/80 from acid (20 per turn)
Description:
Xiaoyu is a slug that is summoning much in the way of Katsuyu, being varying sizes, and sharing the trait to spit acid as well as divide her body numerous times to avoid damage (up to S rank). What differs Xiaoyu to Katsuyu is in her battle tactics and capabilities. While Katsuyu can be seen as a supplementary or defensive ally, Xiaoyu can be seen as an offensive one. Sharing the ability to absorb people into her body, instead of surrounding them in a large body, effectively like cushioning, Xiaoyu creates a secondary skin shaping her body to match the users without hindering movement. What actually happens is that Xiaoyu has the ability to split so small, that she becomes hundreds of herself as she covers the target. By merging with the user, she can still use her acid attacks, but only at a B rank. Xiaoyu can use the chakra transfer technique to increase a users technique by 10 chakra to increase its damage by 20 points, but only up to S rank. Should Xiaoyu get the chance to absorb or merge with the enemy target, she can start to break down his body on a cellular lever, burning through him with her acid at 40 damage per turn and draining 200 chakra per turn.
Notes:
-S rank can only be summoned once, B rank can only be summoned twice.
-Merging with a target is passive as well as any actions, but take up a move slot in the users turn.
-Each summon can last 4 turns.

□ Pending. Leaving for Pekoms. □


Declined: it has been decided that the mini-clone partitioning ability is exclusive to Katsuyu and it won't absorb chakra as is.

 
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(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. □
(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 seal inputs additional chakra into the Ink Ninjutsu created from the cards and gives them a form of sentience - allowing the creations to use Ink Ninjutsu up to their own rank (A rank). Though the creations from most jutsu are animals or beasts, they cannot draw the technique but instead use themselves as a source and they spew Ink related jutsu from their mouth, paws/hands or body.

-Must be stated in the user's bio or posted at the start of battle that they have Ink Prints on their cards
- Releasing the Seal can only be used three times with a two turn cooldown, is only applied to one creation
- Releasing the Seal can be done in the same timeframe as another Ink Ninjutsu only but cost a move.
- All Cards thrown have the capability to be used as an Ink Ninjutsu source

□ Approved. Edits made. □

Updating Eternal Serenade from Old Thread :

(Futon : Eien no serenāde) - Wind Release : Eternal Serenade
Type: Offense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User channels a lot of Wind Chakra into their blade and they will throw the blade so that it spins towards their Target faster than usual because of the Wind Chakra. Either before the Sword hits the opponent or as it hits them the user releases the Wind from the blade as a huge column with a diameter of 5 meters, the column reaches high into the air engulfs the target, slashing them all over the body and the user will then perform the Ram handseal so that the column expands up to another 10 meters maximum forming a Dome, leveling all in it's path. Alternatively the User can perform 3 hand seals and have the wind erupt from a Ninja Tool that is somewhere on the field in the same way, the Ram handseal must be performed after to expand the column that erupts from the Ninja Tool.

-Can Only be Taught by ɴᴇᴠᴇʀ
-Can only be used Twice per battle
-No Wind Above A-Rank in the same turn
-Three Turn Cooldown


□ Update approved. □

Updating Hail to the King Due to new Specialties rules:

(Fūton : Ō ni hyō) - Wind Release : Hail to the King
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The User makes Three Hand seals a forms a small, very pressurized ball of wind no bigger than Golf ball at the end of their Index Finger. They fire it from their finger and it flies across the battlefield at high speeds, though it can still be seen and tracked with the ordinary human eye - it's speed is still very impressive and will reach distances of 5 meters in a second, it's pretty quiet too except for the little zipping sound it makes in close range.

The Attack may seem small but always has an intended target, the ball can shred through thick rock/earth and trees/wood weaker than it until it gets to the destination the user desired for it. Once it does that compressed ball of energy releases as a wind explosion, scattering anything in range of it (5 Meter Radius Explosion) - it would sound like that of a Cannon being fired when the ball explodes. If this Ball was intended to hit an Earth (Or Earth Based) Target, it would shatter the rock and spread it far away, like a fragmentation effect the earth would scatter and could hit the user's opponent. The Damage however would only be half of the original Earth technique's damage, and it would act as an Earth (Or Earth Based Depending on the Target) Technique instead. If this were to hit a Water Technique it would have that also explode in various directions, though this would NOT damage unless it was a Liquid that's not water with effects (Again only half of what the original liquid-based tech damage would have been), for example if it were a sticky liquid or acidic liquid the effects would still apply if it hit the opponent.

If this hits other Energy based Techniques like, Lightning, Wind it would just act like an ordinary Wind Explosion and have no unique effects like above. Fire however, if it hits a B-Rank Fire technique or below it will explode in a large Maelstrom of flames - looking like a giant glowing orange orb in the sky for a moment, the fire would be scattered across the ground and burn anything that touches it.

- Can be formed at the Tip of a Weapon or infused with a projectile.
- Can also be used to successfully counter or in combination with the Shuriken Shadow Clone Technique (Wind Ball would be fast enough to catch up to Multiplied Tool), scattering the multiplied tools in many directions. This only works for Wind Specialists.
- Can only be Taught by LonelyAssassin
- Has a Three turn cooldown
- Can only be used 4 times

□ Update Approved. □



(Kuchiyose : Zonbi) - Summoning : Zombies
Type: Offensive
Rank: B-Rank
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description:
From the very body of The Gravemind (Sprout the Gravemind Summon) it's flesh is in the control of a Rhizecephalia Parasitic type barnacle which manipulates the flesh to it's entirety, this is normally called a Kōzui. In this case these Kōzui are personal to the user and are seemingly trapped inside an ordinary sized Acorn Barnacle shells which are attached to the user's body, armor or some accessory they keep on their body due to the way Barnacles permanently attach to surfaces. The Shells are pretty small so can be attached to places like the underside of the tongue and the summon can seemingly grow out from the mouth or can act as the jewel on a ring that the user wears. The user channels chakra into the Shell on their person and the Kozui will pop out (like they are growing out from it) and have a humanoid shape, they can take the form of a Human if they so wish (As long as they have two legs and two arms and are around the same size as a person they can look as cosmetically wacky as the user's preference), a realistic transformation very similar to the Shadow Mirror Body Change Method with clothes and all. The "Zombie" can be spawned with a weapon each made of Calcite Shell, and can be any weapon the user desires - they're just an ordinary weapon. They can be summoned through ordinary summoning means if the user so wishes.

The Kōzui have a very strong resistance to ordinary weapons and taijutsu, anything powered with chakra would hurt the Rhizecephalia normally and being sliced in half with an ordinary blade would still cause the drawbacks of having no legs for example, however the Kōzui can still move and drag themselves with their hands. Kōzui can still feel pain and can break out of genjutsu through pain, however they cannot really be crippled by it (For example pain so severe it would paralyze them or stun them). Kōzui can perform B-Rank Ordinary Strong-Fist Taijutsu OR B-Rank Kenjutsu that the user knows (must be stated when summoned or in the user's bio which of the two they are allowed) and can use Legs of the Thoracica and Body of the Thoracica, and even be fused with the Organs of the Thoracica, the Kōzui also Wield Gadget Barnacles. The Restrictions of the Barnacle Arts when the Zombies use them apply to them separately as they are a singular entity with it's own abilities, their number of usages of an Art will not clash with the Users. Moreover, The Zombies can through the mental command of the signer use ONLY the Legs of the Thoracica and Body of the Thoracica from their Shell which they are trapped within until summoned that is on the User's person.

The Rhizecephalia act as travelling companions and last indefinitely on the field upon summoning, when they take C-Rank Ninjutsu Damage they will disperse from the battlefield back into their shells. They usually come in pairs, but each use of this Technique is a single separate Kozui and so the user can have up to two of these on their bio - each being different.

- Must have Signed Barnacle Summoning Contract
- The Zombies can communicate with the user in their shells, this is mainly cosmetic
- Can only have a Maxmimum of Two of these on ones bio and can only summon two per battle.
- Must be stated in the User's Bio to be capable of being used
- The user can have the Kōzui be taken back inside the acorn shells if in short range
- Can only be used 4 Times


Approved: edits annotated in pink.


Resubmitting :
Updating due to new Specialties rules:

(Kuchiyose : Zonbi) - Summoning : Zombies
Type: Summoning
Rank: A
Range: Short
Chakra: 30 (+30 for both)
Damage Points: N/A
Description:
From the very body of The Gravemind (Sprout the Gravemind Summon) it's flesh is in the control of a Rhizecephalia Parasitic type barnacle which manipulates the flesh to it's entirety, this is normally called a Kōzui. In this case these Kōzui are personal to the user and are seemingly trapped inside an ordinary sized Acorn Barnacle shells which are attached to the user's body, armor or some accessory they keep on their body due to the way Barnacles permanently attach to surfaces. The Shells are pretty small so can be attached to places like the underside of the tongue and the summon can seemingly grow out from the mouth or can act as the jewel on a ring that the user wears. The user channels chakra into the Shell on their person and the Kozui will pop out (like they are growing out from it) and have a humanoid shape, they can take the form of a Human if they so wish (As long as they have two legs and two arms and are around the same size as a person they can look as cosmetically wacky as the user's preference), a realistic transformation very similar to the Shadow Mirror Body Change Method with clothes and all. The "Zombie" can be spawned with a weapon each made of Calcite Shell, and can be any weapon the user desires - they're just an ordinary weapon. They can be summoned through ordinary summoning means if the user so wishes.

The Kōzui have a very strong resistance to ordinary weapons and taijutsu, anything powered with chakra would hurt the Rhizecephalia normally and being sliced in half with an ordinary blade would still cause the drawbacks of having no legs for example, however the Kōzui can still move and drag themselves with their hands. Kōzui can still feel pain and can break out of genjutsu through pain, however they cannot really be crippled by it (For example pain so severe it would paralyze them or stun them). Kōzui can perform A-Rank Ordinary Strong-Fist Taijutsu OR A-Rank Kenjutsu that the user knows (must be stated when summoned or in the user's bio which of the two they are allowed) and can use Legs of the Thoracica and Body of the Thoracica, and even be fused with the Organs of the Thoracica, the Kōzui also Wield Gadget Barnacles. The Restrictions of the Barnacle Arts when the Zombies use them apply to them separately as they are a singular entity with it's own abilities, their number of usages of an Art will not clash with the Users. Moreover, The Zombies can through the mental command of the signer use ONLY the Legs of the Thoracica and Body of the Thoracica from their Shell which they are trapped within until summoned that is on the User's person.

The Rhizecephalia act as travelling companions and last indefinitely on the field upon summoning, when they take B-Rank damage they will disperse from the battlefield back into their shells. They usually come in pairs, but each use of this Technique is a single separate Kozui and so the user can have up to two of these on their bio - each being different.

- Must have Signed Barnacle Summoning Contract
- The Zombies can communicate with the user in their shells, this is mainly cosmetic
- Can only have a Maximum of Two of these on ones bio.
- When Summoned they last for four turns.
- The user can spend 30 extra chakra to summon both Kozui with one usage of this technique.
- Must be stated in the User's Bio to be capable of being used.
- The user can have the Kōzui be taken back inside the acorn shells if in short range


Update Approved: edits annotated in pink. Note that the elemental bit has been omitted.

 
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Kagebushin no Jutsu: Jisatsu | Shadow Clone Technique: Suicide
Rank: A-F
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 30-50
Damage: 60-90
Description: Only usable after creating a Shadow Clone, the user or clone through the use of clasping their hands together may activate this technique. As the name implies, this technique is a destructive ninjutsu that revolves around detonating the doppelganger with extreme force and trapping the target within an intense explosion of a chosen element. Similarly to the Shadow Clone Explosion technique, this technique depends entirely upon the chakra partitioned when the technique is activated as this will be the reservoir for the explosion; up to F rank. Once the doppelganger is naturally destroyed through combat or voluntarily detonated by the user, the ensuing explosion will be a maelstrom of elemental chakra chosen upon activation of the technique. The magnitude of this technique can range anywhere from 5 to 15 meters out as cataclysmic explosion that could even level a building from the inside. Due to the resulting shock this has upon the user's own chakra system after the clone's remaining chakra is returned, the user is limited in his usage of this technique. This makes it possible to create numerous explosions simultaneously, however each use would deduct from the user move count.
Note:
A-rank can be up to four times per battle. If two A-ranks used, the user is limited to at least two more A-ranks, or a single S-rank. S-rank can only used be used up to twice per battle, if used twice it cannot be used anymore. F-rank can only be used once per battle, preventing subsequent use of the technique.

□ Declined. F ranks are determined by the damage they cause to the user, and are usually kept from being used by clones, as they would disperse. So technically, you wouldn't be able to use this technique as you plan to. □

Akujiki | Evil Eater
Rank: S
Type: Weapon
Range: Short
Chakra: -15 chakra per turn unsealed; -10 chakra sealed.
Damage: -5 to user per turn, +20 to kenjutsu unsealed; +10 to kenjutsu sealed.
Description: Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Many wars were fought to control that power and many lives were lost, until a lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved to be only the beginning of yet a new battle. The personal katana of Hotsuma Hayabusa, the Akujiki houses what other's have come to call a demonic parasite, constantly sapping the the user's chakra until they eventually die. The blade was passed down to Hotsuma by his grandfather, and it has been said it's what attributed to both of their defection from the Hayabusa clan. The incredibly dangerous Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. If the blade's hunger is left unsatisfied, it will slowly devour its owner's life force. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it is possible to seal the demon blade with Fuinjutsu. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant. The Akujiki is normally in a sealed state much like Samehada has bandages that limits its growth and chakra drain. However in the Akujiki's case, is blade has been sealed with a Fuinjutsu known as the Ariake Seal. The seal runs along the length of the sword and forms a thin barrier along the length of the blade equal to A-rank that passively adds an additional +10 damage to the user's sword techniques that involve using the blade. To sustain this seal requires no concentration on the user's part, but it does drain a portion of the user's chakra to sustain itself. The seal is made to prevent the sword from draining the user's lifeforce, and prevents the demonic parasite said to reside in the sword from invading the user's mind. By sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. Once unsealed the blade, begins to draw on the user's life force actually causing the user to bleed in the hand that they hold the sword with. This is like a blood sacrifice the user must pay in order to sate the blade and prevent it from fully consuming him while it also feeds upon the user's chakra. This unique mix causes the blade to become coated with a blood red hue of chakra that can cause severe burns on contact much like that of a Tailed Beast in Version 2. This chakra is very dense equivalent to an S-rank and can absorb up to one S-rank technique within short-range every two turns while also granting the user's kenjutsu an increase to an additional +20 damage when used. This dense chakra begins to invade the user's mind and will not only make the user unable to preform genjutsu, but also prevents the user from being the target of genjutsu/mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
Requires Fuinjutsu to use.
Akujiki is indestructible, but cannot be used to defend against jutsu outside of its ability.
The user may re-establish the seal at anytime to prevent the detrimental effects from continuing, however this counts towards the user's total move count.
Sealed State w/ Fuinjutsu active.
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Unsealed State
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□ Pending. Leaving for someone else. □
 
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(Kuchiyose no Jutsu: Khaji Da) – Summoning Technique: Khaji Da
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique allows the user to summon Khaji Da, a single scarab that is .25 meters in length and .15 meter in width. Khaji Da is classified as a Hive Mind Scarab, allowing it to integrate its chakra flow with that of the user, matching it and enabling a form of shared mental consciousness between the Scarab Hive Mind and that of the user. Khaji Da’s primary skill is to manipulate his own carapace and exoskeleton. Khaji Da, when summoned, will locate himself to the user’s back, somewhere on his or her spine. Immediately following this, he will use his chakra to manipulate his carapace to form a navy-blue armor over the user’s body, with an opening on the mouth, eyes, and ears. The armor is very durable yet pliable, akin to that of cured leather. It is light at the joints, allowing for normal range of motion. Khaji Da’s armor possesses an inherent durability against A-Rank techniques, allowing it to neutralize a single A-Rank technique without being dispersed; techniques below A-Rank will fail to weaken the armor. Khaji Da’s second skill is through his classification as a Hive Mind Scarab, allowing for a greater degree of automation and assisting the user in using their elemental ninjutsu. By integrating his chakra with that of the user, he becomes able to access the user’s elemental skills. When summoned, the user integrates their chakra signature with that of Khaji Da, allowing the Scarab to access a single elemental nature of the user’s. Khaji Da is then able to perform techniques, through the armor, in conjunction with the element. These techniques cannot require hand seals, but can be supplemented by the user’s chakra. Khaji Da can be summoned once per battle and will remain on the field for four turns.

□ Pending. Leaving for Pekoms. □


Declined: the Blue Beetle concept is fine but pick one element or do some sort of boost.



(Kuchiyose no Jutsu: Khaji Da) – Summoning Technique: Khaji Da
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique allows the user to summon Khaji Da, a single scarab that is .25 meters in length and .15 meter in width. Khaji Da is classified as a Hive Mind Scarab, allowing it to integrate its chakra flow with that of the user, matching it and enabling a form of shared mental consciousness between the Scarab Hive Mind and that of the user. Khaji Da’s primary skill is to manipulate his own carapace and exoskeleton. Khaji Da, when summoned, will locate himself to the user’s back, somewhere on his or her spine. Immediately following this, he will use his chakra to manipulate his carapace to form a navy-blue armor over the user’s body, with an opening on the mouth, eyes, and ears. The armor is very durable yet pliable, akin to that of cured leather. It is light at the joints, allowing for normal range of motion. Khaji Da’s armor possesses an inherent durability against C-rank techniques; techniques below C-rank will fail to weaken the armor. Khaji Da’s second skill is through his classification as a Hive Mind Scarab, allowing for a greater degree of automation and assisting the user in using their elemental ninjutsu. By integrating his chakra with that of the user, he becomes able to access the user’s elemental skills. When summoned, the user integrates their chakra signature with that of Khaji Da, allowing the Scarab to access a single basic elemental nature of the user’s. This integration can only occur once per event. Khaji Da is then able to perform techniques, through the armor, in conjunction with the element. These techniques cannot require hand seals, but can be supplemented by the user’s chakra. Khaji Da can be summoned once per battle and will remain on the field for four turns.

□ Pending. Leaving for Pekoms. □


Approved: note that its durability has been reduced to C-rank, as befits its rank.

 
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-Best-

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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. □


(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 for two turns thereafter. This technique can be applied to a maximum of S-Rank Shikotsumyaku techniques.


□ Approved. □

Reworded below entirely to clarify. Bolding would be pointless:

(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 to the Blessing of Machaon and bases itself off Dance of the Clematis Flower. The user infuses a proceeding Shikotsumyaku technique, within the same timeframe, with additional chakra initiating a process of enhanced bone regeneration. This excessive regeneration manifests as a production of additional calcium matter on the bones, thus reinforcing their strength. The strengthening takes place while the technique is being created, thus this technique does not offer any inherent regenerative properties after it has been completed. Techniques affected by Achaen Reinforcement gain an additional rank in strength, up to S-Rank. This technique can be used five times per battle; once used, the user is unable to apply Achaean Reinforcement for two turns.

□ Approved. Edits made. □

(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, and cannot be raised above this. Creating multiple Myrmidons can be done through this technique, following splitting rules. These creations remain on the field for up to three turns. This technique can be used four times per battle, with a two turn cooldown in between. In the turn this technique expires, the user is unable to use S-Rank or higher Shikotsumyaku.


□ Approved. Edits made. □

New submission:

(Junsuina Kokoro no Astyanax) – Innocence of Astyanax
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: 80
Description: Innocence of Astyanax is the sibling technique of Shikotsumyaku techniques like Bone Wings and Bone Tentacles. By channeling and releasing chakra throughout the user’s skeletal structure, they become able to alter their body’s physiology. Unlike other body manipulation techniques, this technique does not convert the user’s body into bones; rather it simply acts to manipulate their existing skeletal structure by increasing its density, extending and contracting it, as well as altering its inherent humanoid shape. Given the nature of Shikotsumyaku, the user’s skeletal structure gains enhanced durability, retaining an S-Rank strength. When activating this technique, the user’s skeletal form can be altered to fit their needs as they please; they can grow wings which allow them to fly, a tail, grow larger or smaller, or even additional limbs. However, unlike Bone Wings or Bone Tentacles, the alterations made are under the user’s body, thus retaining a fleshy exterior. In order to accommodate for these changes the user’s body simply capitalizes on their body’s inherent flesh regeneration, allowing for them to form additional flesh to account for the new changes. The user will, upon activation, move in accordance with the alterations made to their body. This technique lasts for four turns and can only be used twice per battle. After this technique has deactivated, the user is unable to use Shikotsumyaku techniques above A-Rank for two turns.

□ Declined. Clashes with several existing techniques to an extent. □
 
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Daemon

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Approved Mokuton bio:

(Moukton: Aruda no san-nen-me) - Wood Release: The Third Age of Arda
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra: 30 ( - 5 per turn)
Damage:60
Description: After performing a series of hanseals (5), the user sprouts a coating of Mokuton from their body. The coating covers the user's body nearly entirely, but can be manifested so that the user's head is exposed allowing them to breathe, etc. While durable, the coating of wood is flexible enough that allows the user to maintain the same fluidity they had before. This armor can be maintained on the user's body as a form of defense. Offensively, the user is capable of manipulating Third Age of Arda akin to how a user may manipulate (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, sprouting roots, wooden spikes or even trees from the armor's body, this is equivalent to A rank damage. The Third Age of Arda's unique feature lies in its ability to detach itself from the user forming a "walking armor". The armor in this form takes traits from the (Mokuton: Mokujin soujutsu) - Wood Style: Wooden Men Manipulation technique, which allows wood men to be manipulated away from the user's body by linking their movements . This trait is also reflected in the armor's connection with the user. The Third of Age of Arda mimics the user's movements perfectly even forming branches/roots etc from its form when the user does so as well. Even while mimicking the user's actions, The Third Age of Arda will do A-rank damage.
Note: Can only be taught by Daemon
Note: The jutsu can be used three times per battle with a two turn cool down between usages
Note: Each Usage of this technique lasts 4 turns at the most.


(Moukton: Erufugurēsu ) - Wood Release: Elven Grace
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 ( +20 to affected technique)
Damage: N/A
Description: Elven Grace is a Mokuton technique that manipulate the size of subsequent Mokuton techniques by compacting the wood that forms the technique to make a technique smaller to expand the bounds of the wood technique to increase it's effective size without increasing damage. The user begins clapping their hands together and targetting a pre-existing wood technique. The user inserts their chakra into a wood technique and can condense it's form, making the technique smaller or expand the technique to increase its size. The max amount of size reduction possible is half of the Wood Techniques original size, while the size expansion allows the user to double the size of a Mokuton technique. For example, increasing the size of a tree that reaches 5 meters into the air to 10 meters into the air, or reducing a tree that is 10 meters tall to 5 meters tall. Elven Grace can also be applied in the same time frame as another Mokuton technique, taking up a move in a turn. The size increase/reduction is permanent, however only one Mokuton technique can have it's size effected at a time. If used on another technique, the first technique that had its dimensions altered will revert back to its original form.
Note: This can be used four times per battle
Note: Can only be taught by Daemon

□ All declined. Where the training link at bro. □
 
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Detective L

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New Cycle: 11/09/2018 - 18/09/2018

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

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

Erzo

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Approved contract:

(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: B
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Twenty inches tall, and half the width. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques from being used on him, and the area 5 meters around him (short range). This can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 2 turns, and can only be summoned twice. If directly hit by any offensive ninjutsu attack higher than B-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.

Declined: The fuuin resistance is pretty unreasonable for such a low ranking summon, especially considering that you're most likely planning on having this as a personal summon. Complete Fuuin immunity is a no, especially for the area 5 meters around the summon (and consequently yourself).
 
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Zenryoku

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link to approval for Mythical Summoning Contract:

Summoning Animal: Quilin / Kirin

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The quilin are a mythological creature commonly found within the chinese mythology. They also exist within other mythology such as japanese where they are more widely known as Kirin aswell as Korean mythology. They are a type of chimerism creature that is said to appear in the time of great sorrow when the occurrence of the passing of a Sage or a Fuedal lord happens. Their are depicted as having a many dragon like features such as the head appears similar to a dragon with a long flowing mane, their eyelashes are also extensively long, and a razor sharp teeth. They are commonly depicted with having horns or Antlers atop their heads. Their bodies are generally like a deers, horse or ox and their skin covered with scales and tough skin. They can have lion's tail or an oxes tail. They appear in many variety of colours ranging from gold, rainbow and many colours that represent various jewells and gem stones.

Quilin have a few unique traits which aid them in the narutoverse:

  • It is also stated that when they make noises they can be likened to that of chime bells and blowing winds. This can be used by them as a method of inducing genjutsu, much like ma and pa do with their toad songs. Another way they use this is they release the sound as a method of sonar almost, listening to what the sound reverberates off to give an indication of their surroundings when it's dark or to find a hidden opponent.
  • They are considered good omens and very graceful in nature so much so that within buddhism they are said to not walk on grass so that they do not damage even a single blade and instead would choose to walk on water or on the clouds themselves. They passively use this skill to mimic the effects of the Silent homicide technique, being able to sneak up on opponents to deliver decisive blows.
  • Their scales, much like dragons offer a solid protective defense over their entire body and can be sharp to touch, inflicting damage back on taijutsu users.
  • Quilin are able to user various elements on skills depending on which is summoning, each being proficient in its own unique skill.

Scroll Owner: Zenryoku

Other Users who have signed contract: N/A

Summoning Boss if existing: (will create in due time)

Other Summoning Animals tied to contract:

Declined: Asked the other mods and, unfortunately, we aren't allowing the induction of genjutsu via sound to be a contract-wide ability like this. Feel free to add something else instead, though make sure to fix the template in the re-submission please. Cool contract btw.

(Kuchiyose no Jutsu: Fuji ) - Summoning Technique: Goddess of Fire
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points:
Description: Fuji is a bright and vibrant colour of crimson red, her entire body is a magnificent array of bright and darker tones. Like all Quilin her head has the physical features much like a chinese dragon, with a bright red flowing mane that extends part way down her back. Her eye lashes and whiskers extend outwards in a total length of 2 meters. She has large set of Golden horned antlers that extend sidewards from the top of her head and point out towards her front. Her body is that of a horse in shape and size with spines running down the length of her back evenly spread out. her skin is strong and tough and addorned with additional protection from her most beautiful feature, the ruby crusted scales that line her back and half the length of body and partly down her legs. she has flanks of dark red hair on her legs and a long flowing tail with a strong mixture of reds. She like all Quilin are equivliant to a very large shire horse standing about 2 meters tall and around several feet in length.
  • Fuji is capable of performing Fire release techniques up to the users rank and knowledge.
  • She is capable of concentrating fire chakra into her scales to enhance their hardness and to cause the ability to burn with physical contact. These scales will glow bright red offering an S rank defensive power. Fuji is capable of controlling it so if the user is riding her, the scales where they are sat wont burn them.
  • A unique ability of hers, is her S rank fire charge ability, it takes on the quilin's graceful ability of moving without disturbing an area to the next level. She will release fire around her entire body as she sprints forwards at 2x kage ranked speed releasing fire from her feet to boost herself forwards head first using her horns to impale or smash through a target as the fire is strong enough the vaporize anything she comes into contact with (following the s/w of fire release). Due to the fire being released from her hooves she would even be able to run through the air to do this.
  • Fuji due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasting for 4 turns.
Note: Each ability used counts of one of the users 3 moves per turn.
Note: Can only use the defensive scales once, lasting two turns.
Note: Can only use the charge ability twice.

Declined: Contract was not approved.
 
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Slug Summoning: Xiaoyu
Type: Summoning
Rank: B/S
Range: Short
Chakra: 20/40
Damage: 40/80 from acid (20 per turn)
Description:
Xiaoyu is a slug that is summoning much in the way of Katsuyu, being varying sizes, and sharing the trait to spit acid as well as divide her body numerous times to avoid damage (up to S rank). What differs Xiaoyu to Katsuyu is in her battle tactics and capabilities. While Katsuyu can be seen as a supplementary or defensive ally, Xiaoyu can be seen as an offensive one. Sharing the ability to absorb people into her body, instead of surrounding them in a large body, effectively like cushioning, Xiaoyu creates a secondary skin shaping her body to match the users without hindering movement. What actually happens is that Xiaoyu has the ability to split so small, that she becomes hundreds of herself as she covers the target. By merging with the user, she can still use her acid attacks, but only at a B rank. Xiaoyu can use the chakra transfer technique to increase a users technique by 10 chakra to increase its damage by 20 points, but only up to S rank. Should Xiaoyu get the chance to absorb or merge with the enemy target, she can start to break down his body on a cellular lever, burning through him with her acid at 40 damage per turn and draining 200 chakra per turn.
Notes:
-S rank can only be summoned once, B rank can only be summoned twice.
-Merging with a target is passive as well as any actions, but take up a move slot in the users turn.
-Each summon can last 4 turns.

□ Pending. Leaving for Pekoms. □


Declined: it has been decided that the mini-clone partitioning ability is exclusive to Katsuyu and it won't absorb chakra as is.

Turning Xiaoyu into a Personal Summon;

Slug Summoning: Xiaoyu
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 80 from acid (40 per turn)
Description:
Xiaoyu is a slug that is summoning much in the way of Katsuyu, being varying sizes, and sharing the trait to spit acid. What differs Xiaoyu to Katsuyu is in her battle tactics and capabilities. While Katsuyu can be seen as a supplementary or defensive ally, Xiaoyu can be seen as an offensive one. Sharing the ability to absorb people into her body, instead of surrounding them in a large body, effectively like cushioning, Xiaoyu creates a secondary skin shaping her body to match the users without hindering movement. By merging with the user, she can still use her acid attacks. Xiaoyu can use the chakra transfer technique to increase a users technique by 10 chakra to increase its damage by 20 points (10 for S-rank), but only up to S-rank. Should Xiaoyu get the chance to absorb or merge with the enemy target, she can start to break down his body on a cellular lever, burning through him with her acid at 40 damage per turn.
Due to Xaioyu's battle nature, she is able to tank physical attacks that are up to B-rank without damage.
Notes:
-Can only be summoned once per event
-Merging with a target is passive, but take up a move slot in the users turn.
-Can last 4 turns.

Pending: Leaving for my boy, Pekoms


Approved: edits are in pink. Note that the B-rank version was omitted but acid damage while merged will no longer decrease.


Hotaru Ninpo: Kagayaku Hotaru | Firefly Arts: Lights Sparkle
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Fireflies use bio luminescence to create the lights and flashes that are seen emanating from their tails. This luminescence is actually made up of several chemicals, two of which are Magnesium and ATP, or Adenosine triphosphate. ATP as its commonly known is an organic chemical which provides energy to drive many processes in living cells, e.g. muscle contraction, nerve impulse propagation, chemical synthesis.
Those that has signed the Firefly contract naturally have a higher concentration of these chemicals which are required to be used in their bio luminescence arts. Due to this Firefly contract signers have a higher base speed, giving them a +4 due to the higher concentration of ATP, as well as the stronger muscle fibres to deal with the creak down of this chemical.
Secondary to this, Firefly contract signers have the ability to produce their own 'bio luminescence' internally, which is to say, forcefully increase production of these chemicals giving them a speed boost. By forcing the body to produce these chemicals, the user gains a 3x increased speed in their movements. These chemicals can only be produced for 2 turns at a time with a 2 turn cool down in between to allow the muscles to clear out the lactic acid build up.
Notes:
-Must be firefly contract signer

Declined, DNR: The reasoning for the boost in speed doesn't really make any sense. A physiological change present from birth like this won't be allowed to be submitted as part of a regular CJ/contract custom.

Shi'in Cho | Way of the Sarlacc
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10 per turn in addition to normal chakra saber cost)
Damage: (+10 to chakra sabre attacks)
Description:
A technique specifically for Chakra Sabres, the user will infuse an element into their sabre to make it more versatile when attacking. Adding Fire for example would leave more burning damage, while Lightning would leave paralysis, Earthen more blunt force, Wind more internal damage, with Water decreasing their base speed by 1 due to the chakra water logged into their armour/clothes. While adding another element makes the chakra glow a different colour (purely for cosmetic reasons) Fire turning red, Lightning turning yellow, Earth turning brown, Water turning blue and Wind turning green. Requires the chakra saber (tool) to be used and active.

Approved: Made some edits.

Ataru | Way of the Hawk Bat
Type: Supplementary
Rank: A/S
Range: Short-Mid
Chakra: 30/40
Damage: 60/80
Description:
The user will charge an abnormal amount of chakra into their sabers causing them to overload. With a forward slash the user will unleash the flowing chakra similarly to that of a saber strike used by the samurai, however instead of acting like a sickle projectile, the chakra will simply 'extend' much like that of the kusanagi sword can. The difference being to the kusanagi sword technique is that being made of chakra, the technique has a limited flexibility allowing it to slightly bend one way or the other depending on how they are slashed.
Using one saber is considered and A rank technique, while dual wielding sabers makes it an S rank technique.
This doesnt damage the saber itself however it does cause the weapon to short once the technique is finished.
Notes:
-Deactivates the saber(s) for 2 turns after usage.
-A rank can be used 4 times while S rank can only be used twice.

Approved: Made a small edit.
 
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Sinthorus

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Added link:

[Kuchiyose no Jutsu: Zeus] - Summoning Jutsu: Zeus
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Zeus, of the Thorny Dragon Lizards, named after the king of the Greek Gods, Zeus, lord of lightning, This is the boss summon to the thorny dragon contract. Standing 50m tall on all 4 legs and reaching 80m long, Zeus is the largest summons of the contract. His skin colours like dessert camouflage but can change the become like flowing water allowing to blend into all rocky and sand based terrains as well as water sources even with her large size. His body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid B-rank defense against attacks but would be dispersed from a total of S-rank damage. These spikes serve as an excellence defense from physical attacks such as basic taijutsu as they are extremely sharp causing 20 damage to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt as well as cutting damage. Zeus is the only know Thorny dragon to have the lightning affinity. It can often be seen that lightning crackles around his body, giving him him an intimidating presence (cosmetic). He can use all lightning jutsu that the user knows. Being the boss he has a few unique traits of his own. First off is his ability to draw any lightning based jutsu into his body channeling it through his body and storing it in his spikes on his body. He can then release this at will in a surge outwards or directed as a blast or even to enhance his strikes. He has a unique ability, where he releases his chakra around him to form storm clouds around him, reaching up to 30m in all directions of his body, spreading out over the field, blocking peoples vision. These clouds contain static energy, what this does would make it so metals would shock any who hold them while in the clouds. So if someone draws a kunai they will get a static shock giving numbness in their hand for a single turn, stopping them from performing handseals. This wont work on weapons they are already in contact with. The other effect is the static from this cloud will distort the signals being produced in various technologies, such as the drones that AO was seen using, not being able to function within the cloud. From this cloud he can release any of the lightning jutsu he knows. Doujutsu apart from the Byakugan wont be able to see through this cloud due to the chakra held within. This cloud is A ranked and lasts for up to 3 turns.

Note: Clouds can only be released once, counts as an A rank jutsu lasting 3 turns and is considered lightning release for s/w.
Note: Summoned once per event, lasts 4 turns, no summons for 2 turns after.
Note: Absorbing and releasing lightning counts as one of the users three moves per turn.

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Declined: "storm clouds" would in fact infringe upon Ranton (Storm Release). Also, don't forget to link the contract.




[Kuchiyose no Jutsu: Ourea] - Summoning Jutsu: Ourea
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Ourea, of the Thorny Dragon Lizards, named after the Gods of the mountains. Standing 10m tall on all 4 legs and reaching 20m long, Ourea is one of the larger summons of the contract. His skin colours like dessert camouflage but can change the become the colour of any rock or flowing like mud allowing to blend into all rocky and sand based terrains even with his large size. His body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid B-rank defense against attacks but would be dispersed from a total of A-rank damage. These spikes serve as an excellence defense from physical attacks such as basic taijutsu as they are extremely sharp causing 20 damage to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt as well as cutting damage. He has the earth affinity being able to use all earth jutsu the user knows. One of his unique skills is that he can soften any earth, by drawing the moisture out of it rapidly, by releasing an orb of chakra around his body, causing the earth to dry out and crumble to dust being rendered useless, also being able to dry out any mud techniques such as swamp of the underworld. He can passively fuse with the earth traveling at 2xkage rank speed when he does so, unmerging at will. While doing this he is still able to use earth release jutsu. Once per battle, Ourea can release his chakra through his entire body in a similar method to the earth spear technique, hardening his body, giving him a solid S rank defense, following the s/w of earth release. This counts as one of the users three moves per turn.

Note: Summoned once, lasts 4 turns, no summons for 2 turns after
Note: All jutsu count towards users three moves per turn apart from fusing with the earth.
Note: Can only harden body one and lasts 2 turns


Declined: clean up the wording for its first ability and note that it won't turn solid earth to dust like this.

 
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Skorm

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(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. □
(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and possibly fatal genjutsu. Once cast upon the target, the target will feel the world around them slow down. This process will decrease the targets reaction-speed by half in the end of the genjutsu, but it doesn't stop there. The time around the target will decrease so much that ultimately it will start going backwards and thus showcasing everything that happened prior to the genjutsu being cast. As this happens, a song plays, continuously and with a steadily increasing volume. In the end of the genjutsu, the time and space around the target will appear to have gone back all the way to their childhood and the song would've deafen them at that point. In reality the target is left unconscious due to the affects of the genjutsu. The drawbacks of this genjutsu is that it puts a stroll on the user, and renders them unable to utilise genjutsu up to B rank for two turns. The technique can be used twice per battle.

Song:
[video=youtube;aroBdjZqq7M]https://www.youtube.com/watch?v=aroBdjZqq7M[/video]

Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.

(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 hand-seals to have an ongoing storm shed itself by creating semi storms that spread outwards in a desired trajectory. These shedded storms correspond to the quantity of semi-storms and the initial storm. It follows the normal splitting rules upon use, while weakening the initial storm.
Note: Needs completion of Typhoon and have an active storm released beforehand.
Note: Can only be used thrice per battle with a two turn cool down.
Note: Can only be taught by Skorm.

□ Approved. Edits made. □

(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and very powerful genjutsu. Once cast upon the target, the target will feel the world around them slowing down. This will at the end of one turn after the initial release cut the targets reaction time in half. As the opponent continues to be manipulated the time not lnly slows down but after a secound turn of being trapped in the genjutsu the time will start going backwards. Rapidly, and this is also where the song starts to kick in where the further time goes backwards, the louder the song gets. At the end of the secound turn of release the affected will lose all their knowledge as they are now unborn in their minds and all their senses are reset. This causes their real body to not only be unable to move but also lose control of breathing, using thei vital organs etc as the mind of the affected is unborn and no longer exists. The power of this genjutsu is putting a hefty toll on the user as well though and they cannot use genjtsu while using this technique whatsoever nor can they use genjutsu above B rank for two turns after this technique ends on itself or is countered.

Song:


Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.

□ Declined. Similar to existing techniques. □

(Yamanaka/Fūinjutsu: Aouken) Yamanaka/Sealing Arts: The Awoken
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30(-15/turn)
Damage: N/A
Description: The Awoken is a fairly complex seal that is placed somewhere on the users body at all times but lies dormant until activated. The seal is shaped like a big eye with purple and cyan colours and when activated it will start to glow with chakra. Once activated, the users eyes will start glowing as well albeit very faint. The seal will let the user see the thoughts of any entity that is within mid-range as reading minds is an ability the Yamanaka has inherited. This ability is limited to what the entity is thinking right at the moment and does therefore not give the user any means of foresight or ability to know the potential of an entity they are looking at but only their thoughts in real time. If an entity is moving outside of mid-range the ability vanquishes but will remain active unless the user choses to deactivate the seal. Even if the seal is placed on the user permanently it has limitations on how many times it can be activated as well as a cooldown but most importantly it also has direct limitations towards the user as they are limiting themselves from using genjutsu(although genjutsu release methods aren't effected) and other mind altering techniques that directly controls their opponent up to B rank. It can only be activated twice per battle, lasting a maximum amount of four turns and requires a two turn cooldown between uses.

Note: Needs completion of regular Fuinjutsu.
Note: Needs to be stated in bio.
Note: Can only be taught by Skorm.

□ Declined. To place seals on yourself, you need Medical training, link for that. Also, what does the Fuuinjutsu aspect really do here? □

(Taiton/Genjutsu: Paradokkusu) Typhoon/Illusionary Arts: The Paradox
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-20/turn)
Damage: N/A
Description: The Paradox is a mildly odd combination of abilities. The user will form four handseals and create a concentrated whirlwind around a target. While this wind doesn't do anything but hindering the target from leaving its vicinity now is where the illusion takes place. On the black moving walls around the target, the illusion will make them see outside the barrier when they last saw it, making them think they are free all of the sudden while in reality they are still stuck in the wind. Every-time they walk towards the wall they bounce back but in their mind they are walking outside the storm. The walls are not causing any damage and also leaves the target in the eye of the storm which means that it can escape going underground but that also leaves a spot for the user of the technique to attack as well. The illusion is of A rank and the typhoon is also of A rank. Both require the set skill to break free from. The user cannot use other genjutsu above A rank while using this technique.

Note: Remains active at max 3 turns.
Note: Can only be used three times per battle.
Note: Can only be taught by Skorm.

□ Declined. DNR. This is elemental Genjutsu. □
 
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Geezus

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Kagebushin no Jutsu: Jisatsu | Shadow Clone Technique: Suicide
Rank: A-F
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 30-50
Damage: 60-90
Description: Only usable after creating a Shadow Clone, the user or clone through the use of clasping their hands together may activate this technique. As the name implies, this technique is a destructive ninjutsu that revolves around detonating the doppelganger with extreme force and trapping the target within an intense explosion of a chosen element. Similarly to the Shadow Clone Explosion technique, this technique depends entirely upon the chakra partitioned when the technique is activated as this will be the reservoir for the explosion; up to F rank. Once the doppelganger is naturally destroyed through combat or voluntarily detonated by the user, the ensuing explosion will be a maelstrom of elemental chakra chosen upon activation of the technique. The magnitude of this technique can range anywhere from 5 to 15 meters out as cataclysmic explosion that could even level a building from the inside. Due to the resulting shock this has upon the user's own chakra system after the clone's remaining chakra is returned, the user is limited in his usage of this technique. This makes it possible to create numerous explosions simultaneously, however each use would deduct from the user move count.
Note:
A-rank can be up to four times per battle. If two A-ranks used, the user is limited to at least two more A-ranks, or a single S-rank. S-rank can only used be used up to twice per battle, if used twice it cannot be used anymore. F-rank can only be used once per battle, preventing subsequent use of the technique.

□ Declined. F ranks are determined by the damage they cause to the user, and are usually kept from being used by clones, as they would disperse. So technically, you wouldn't be able to use this technique as you plan to. □
-Removed the forbidden ranked variant.

Kagebushin no Jutsu: Jisatsu | Shadow Clone Technique: Suicide
Rank: A-S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 30-40
Damage: 60-80
Description: Only usable after creating a Shadow Clone, the user or clone through the use of clasping their hands together may activate this technique. As the name implies, this technique is a destructive ninjutsu that revolves around detonating the doppelganger with extreme force and trapping the target within an intense explosion of a chosen element. Similarly to the Shadow Clone Explosion technique, this technique depends entirely upon the chakra partitioned when the technique is activated as this will be the reservoir for the explosion; up to S rank. Once the doppelganger is naturally destroyed through combat or voluntarily detonated by the user, the ensuing explosion will be a maelstrom of elemental chakra chosen upon activation of the technique. The magnitude of this technique can range anywhere from 5 to 15 meters out as cataclysmic explosion that could even level a building from the inside. Due to the resulting shock this has upon the user's own chakra system after the clone's remaining chakra is returned, the user is limited in his usage of this technique. This makes it possible to create numerous explosions simultaneously, however each use would deduct from the user move count.
Note:
A-rank can be up to four times per battle. If two A-ranks used, the user is limited to at least two more A-ranks, or a single S-rank. S-rank can only used be used up to twice per battle, if used twice it cannot be used anymore.

□ Declined. Now onto the technique, its fairly unclear. You say you use elemental chakra, but you don't specify which. You can use all basic elements, as that would be too overall and clash with several existing explosion elemental techniques. This technique as it is, isn't unique enough to be approved and clashes with several existing customs if we go by the aforementioned logic. □



Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank: Forbidden
Type: Offensive/Supplementary/Defensive
Range: Short-Long
Chakra: 50
Damage: -10 to summon
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. Arachne's body is much like the slug summon Katsuyu in the fact that her body is composed of an innumerable amount of spiders, that all function as portions of the same entity. These spiders main utility is to function as spy devices that allow Arachne and her summoner to see and hear through them up to two landmarks away. However at the cost of a move, Arachne can dissolve into these countless spiders to avoid attacks (within reason) and choose to reform somewhere else or envelop the opponent trapping them within the body of spiders. The spiders that compose her body are also Black Widow Spiders, whose powerful venom can paralyze a target for a single turn if they are made to bite, inflicting C-rank damage to a target. By using the spiders that compose her body, Arachne is able to passively spin a high tensile spider silk at will that could even halt the movement of a complete Susanoo (A-rank). She is also able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne, the stronger the binding. Targets that are caught in the chakra webbing will then be subjected to her personal genjutsu known as Arachne's Madness. For those affected by Arachne's Madness, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform S-rank and above techniques . By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne paralyzing them in place, while preventing A-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, it makes it almost impossible for the target to dodge as the opponents senses are dulled much like the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they black out and are under Arachne's control for a single turn.
Note:
  • Usable once per battle.
  • Arachne's Madness can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs.
  • After the third turn, If a target becomes controlled by Arachne's Madness, they may not be forced to kill or injure themselves in anyway. Arachne and the summoner will gain complete knowledge of the opponent's abilities.
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Declined: do note that F-rank contracted animals aren't being approved at this time; however, even if that was not the case, those few F-ranks in existence are barred from the Ninjutsu perks. Now, putting aside the topic of ranks, omit references to Katsuyu's ability as it is intrinsic to her and can't even be extrapolated to other slugs. Lastly, omit references to the spider being able to control the victim of Arachne's Madness.


Kumo Sensu | Spider Sense
Rank: A
Type: Supplementary
Range: N/A
Chakra: +10 per turn
Damage: N/A
Description: Spider Sense is a passive technique applied to the user's bio and is exclusive to those capable of manifesting the abilities of a spider's themselves. The power originates as tingling sensation at the base of the user's skull that presents the user with a psychological awareness of their surroundings. It allows the user to detect danger before it happens and warns him of it in no time. The greater the danger or how close the danger is increases the tingling sensation. It also helps the user to navigate when unable to see, hear, or if he's disoriented. This ability is precognitive in nature and increases the user's tracking and reaction speed by x2 . It can even warn the user when someone is watching them through sensory means. Although Spider Sense doesn't manifest itself outwardly it can cause the user to involuntarily react when something is wrong. It will also not give the user any knowledge of what or where the danger is only that it is present. This ability will not go off for those the user doesn't deem a threat, or if the user is distracted by high level genjutsu (A-rank).
Note:
  • Requires Spider Contract w/ Naturalist specialty.
  • If the user chooses they may ignore their Spider Sense ceasing the passive chakra drain to maintain it.
□ Both Pending. Leaving for Pekoms. □


Declined: no tangible basis for this was given but anyways, it would infringe upon Deviation's .

 
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Korra.

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Resubbing

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


□ Declined. Needs a limit on how much chakra you can sap like thus, needs a turn limit and the stealing and replenishing of chakra needs to be better restricted. □


Bio with Bees

(Haibutagu) - Hive Tags
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A (-5 for activation)
Damage: N/A
Description: These tags were developed by Korra in conjustion with her Bee Summonings. These tags resemble the color of honey while having a bee hive pattern on them. Upon release these tags release a small swarm of bees that consist of 10 that are double the size of a nomral size bee. These bees will either get close to or sting the opponent and than explode but instead of a straight explosion these bees will explode into sticky honey. A single bee's worth of honey is enough to make it hard to move a hand or foot. If an opponent gets caught with multiple bees it would cause them to be stuck in place and unable to move.
Note: Must be placed in the user's bio or in the beginning of the battle
The Bees:
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Approved: the rank has been reduced to mirror Exploding Snake Tags. Note that A-rank would entail usage restrictions.



(Hachi Kuchiyose: Beedrill) - Bee Summoning: Beedrill
Rank: S rank
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Beedrill is one of Korra's personal Bee summons that she bounded with and mastered. Beedrill is 1 meter tall and has three total stringers two as hands and one on its bottom as a nomarl bee. Just as nomarl bees, Beedrill is able to sting opponents and spew out honey in blast to help bind an opponent. Beedrill has the ablity to create a small bee hive that is used to give access to more bees. The hive can create up to 25 normal size bees once per turn but can be done passively. Beedrill's main ability is being able to release a blast of poison from one of his hand stingers. The poison blast is A rank in strength and can be shot up to longe range. Beedrill can also merge into the user so that he can avoid getting hit and travel with the uesr easier.
Note: Must know Bee summoning
Note: Poison blast counts a move
Note: Beedrill stays on the field for 4 turns
Looks like:
You must be registered for see images
□ Pending. Leaving for Pekoms. □


Declined: it's a no to this being passively able to spawn a large quantity of bees for an indefinite number of turns. As for the poison, that is clearly bereft of any effects and ergo, needs more elaboration. Also note that as it is right now, the honey blast is rankless.

(Chakura Kyūshū-Shi) - Chakra Absorbing Paper
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (- 30 when used)
Damage: N/A
Description: These special paper sheet are created by Korra and is a combination of paper sheets and Fire/Water/Wind/Earth/Lightning Sealing Method. The sheets are orange in color and have the symbol of her Orange Lantern ring. The sheets are used to absorb incoming jutsus by releasing chakra chains that split up and absorb an incoming jutsu into multiple sheets. The user can asborb 1 jutsu per turn up to S rank. The sheets can also passively when attached to an opponent can absorb chakra up to 40 points every two turns. The user can than have the sheets return to them and restore chakra from the stolen chakra. The user can only have 100 (so bascially 1 S rank and 2 B rank jutsus) chakra points stolen at max, before a two turn cool down. When replenishing chakra the user can replenish either chakra stolen passively or stolen from an asborb jutsu but not at the same turn. The user can also have them attach to summoning and absorb the chakra from the summoning to the point they get reversed summoned.
Note: Absorbing a jutsu counts as a move and needs a 2 turn cool between uses
Note: The passively stealing/replinshing chakra can only be done once per turn

□ Approved. Edits made. □

(Hachi Kuchiyose: Beedrill) - Bee Summoning: Beedrill
Rank: S
Type: Summoning
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Beedrill is one of Korra's personal Bee summons that she bounded with and mastered. Beedrill is 1 meter tall and has three total stringers two as hands and one on its bottom as a nomarl bee. Just as nomarl bees, Beedrill is able to sting opponents and spew out honey (rankless) in blast to help bind an opponent. Be Beedrill's main ability is being able to release a blast of poison from one of his hand stingers. The poison blast is A rank in strength and can be shot up to longe-range. The poison Beedrill uses is basic poison similar to Med Toxin unless the user has a custom poison stated, in which it goes by those effects.

Note: Must know Bee summoning
Note: Poison blast counts a move
Note: Beedrill stays on the field for 4 turns
Looks like:
You must be registered for see images
□ Pending. Leaving for Pekoms. □


Approved: note that the ability to merge has been omitted.

 
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Houdinii

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(Futon: Fumou Reppuu)-Wind Release: Barren Gale
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: (+20 damage)
Description:
This is a technique based on the concept of sandblasting, and is able to be used upon any jutsu that utilises this particulate matter such as sand or dust. The user will form two handseals focusing their chakra into the existing jutsu, creating fast rotational winds that whip the grit into a frenzy. This forms the original technique into a conical shaped vortex with its point aimed at it's target, this alters the jutsu giving it piercing properties through the high speed winds and erosive effect of the matter. This is similar to boring, allowing it to drill through defenses. This technique can be used upon a jutsu in the same timeframe by stringing on the additional handseals or alternatively it may simply be used by itself as a stand alone attack.

Note:
~Can only be used 3 times
~Cannot be used in consecutive turns

~Can only be taught by Houdinii

□ Approved. □
~Adding the damage for when the jutsu is utilised on its own

(Futon: Fumou Reppuu)-Wind Release: Barren Gale
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60 (if used as standalone attack)/+20
Description:
This is a technique based on the concept of sandblasting, and is able to be used upon any jutsu that utilises this particulate matter such as sand or dust. The user will form two handseals focusing their chakra into the existing jutsu, creating fast rotational winds that whip the grit into a frenzy. This forms the original technique into a conical shaped vortex with its point aimed at it's target, this alters the jutsu giving it piercing properties through the high speed winds and erosive effect of the matter. This is similar to boring, allowing it to drill through defenses. This technique can be used upon a jutsu in the same timeframe by stringing on the additional handseals or alternatively it may simply be used by itself as a stand alone attack.

Note:
~Can only be used 3 times
~Cannot be used in consecutive turns
~Can only be taught by Houdinii

□ Update Approved. □

New Sub:

(Ninpo: Katachi sono Jin)- Ninja Art: The Shape Of Man
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: (+20 to initial jutsu)
Damage: N/A
Description:
This jutsu is based upon one of the foundations of Ninjutsu, that of shape manipulation. The user will passively activate this technique in tandem with another jutsu, focusing chakra throughout their body before the technique is released. By activating this jutsu it allows the user to change the shape of the initial technique upon release, manipulating it to provide more supplementary uses or to augment with an offensive edge. For example the user could shape a pillar of fire into a spiralling vortex making it more difficult for the opponent to dodge or they could refine the shape of a defensive technique so as to provide a more difficult barrier to overcome.

Following this surge of chakra and the release of the technique this jutsu ends, as it is able to modify each technique only once, upon release, and only one technique per activation. The possible applications of this jutsu are limited only to the size of the initial justu, allowing more freedom when more of the element/jutsu is present and the overall restrictions of the initial jutsu (Cannot make a short range technique reach long range for example).

Note:
~Cannot be used in consecutive turns
~Can only be taught by Houdinii

□ Declined. Clashes with several existing techniques. □
 
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(Meiton/Fuuton : Bakushuku) - Dark / Wind Release : Implosion
Type: Offensive
Rank: B/A
Range: Short - Long
Chakra Cost: 20/30
Damage Points: 40/60
Description :
Each time this Technique is used "Inhaling Maw" or another absorption based technique must've been used beforehand. A New Dark Release style created and built by Tasuke a user in both Meiton and Futon. This initial part of this technique combines the use of Absorption and the Vacuum effects of wind, for example with a simple hand gesture a dark orb will be spawned on the field and then infused with the wind surrounding it, this strengthens and speeds up the absorption effect dramatically capable of having this spawned within an opposing energy-based techniques (according to strengths and weaknesses of dark). Since this is a new style there are various ways this technique can be used;

Pulse Bomb
B-Rank : The user outstretches their hand and forms a dark orb about 5 inches in diameter in the air surrounded by an aura of wind, the now formed pulse bomb will draw in chakra from techniques (according to strengths and weaknesses) and other items within a diameter of 5 meters towards the center - this includes tools (+10 damage if a group of Shuriken or Kunai are drawn in, +20 for explosive tags as well). Once it's all been drawn in it will explode outward in a maelstrom of blue flames with the power of the technique it was used against including all tools like kunai or shuriken, explosive tags cause extra explosions on the outside of 5 meters increasing it's size to 7 in diameter.

Pulse Bomb Barrage
A-Rank : Like it's lower ranked counterpart this one creates multiple Pulse bombs over the field to take out multiple targets. The bombs will have the same effects just in multiple locations, many of these can be created to deal with large scale techniques or to hit multiple targets. This has the same rules as it's lower ranked counterpart.

Graviton Surge
A-Rank : Can be launched from the hand or infused into a projectile the user creates and release an orb about half a meter in diameter at the target location. Anyone or anything caught within it's 10 meter radius, because this is more powerful it can drag in people and summons around that size too absorbing chakra from their bodys as they're pulled around and dragged by the surge (-80 chakra for each person), it also cuts them do to the wind aura of the vacuum causing small cuts all over the body before explosion. It takes a moment before the surge explodes outwards in a maelstrom of flame from the middle covering a 10 meter radius. If a big summon is caught within the radius it will not be drawn in but it's chakra will be taken. If there is more than two people/bodies of chakra caught in the surge because of the amohnt of chakra being absorbed and fuelled into the technique at a time this ability gains +20 damage, ONLY when multiple people, bodies of chakra or summons are caught in it.

- Must Know Dark Release
- Pulse Bomb Barrage has 4 usages
- Graviton Surge has 3 usages and a two turn cooldown
- Must be taught by LonelyAssassin

You must be registered for see images

□ Declined. Shorten this. Jk. The first B rank ability conflicts with existing techniques. Tools will only give +10 up to S rank, that's the cap, whether its explosive tools or w/e. Second one, A rank version, all those small orbs will be weakened and follow normal splitting rules, so unless they are all close together, they can't all suck in techniques of higher ranks. Also, if one sucks in a technique, can it release from another, or? From all of them? Clearly state. Third, Graviton Surge. I am fine with it, just define what a big summon is and then the entirety of the technique needs better restrictions in relation to Dark Release and Wind, as well as its usages. □
(Meiton/Fuuton : Bakushuku) - Dark / Wind Release : Implosion
Type: Offensive
Rank: B - S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description :
Each time this Technique is used "Inhaling Maw" or another absorption based technique must've been used beforehand. A New Dark Release style created and built by Tasuke a user in both Meiton and Futon. This initial part of this technique combines the use of Absorption and the Vacuum effects of wind, for example with a simple hand gesture a dark orb will be spawned on the field and then infused with the wind surrounding it, this strengthens and speeds up the absorption effect dramatically capable of having this spawned within an opposing energy-based techniques (according to strengths and weaknesses of dark). Since this is a new style there are various ways this technique can be used;

Pulse Bomb Barrage
B/A-Rank : The user performs 2 hand seals and outstretches their hand forms multiple dark orbs about 5 inches in diameter in the air surrounded by an aura of wind. These pulse bombs will draw in chakra from techniques according to dark release absorption strengths and weaknesses and using the wind any other items within a diameter of 5 meters towards the centre. (If Tools are dragged in to the orb then it gains +10 damage) Once drawn in the orbs will explode outward as a maelstrom of blue flames using the power of the technique it had absorbed plus any tools or tags drawn into it, explosive tags increase the radius range of the orbs from 5 meters to 7 due to the extra explosions. Follows normal splitting rules, and if all created close to one another can disperse large techniques. The orbs that absorbed the technique are the ones that explode.


Graviton Surge
A/S-Rank : After performing 3 hand seal this jutsu can be launched from the hand or infused into a projectile the user creates and release an orb about half a meter in diameter at the target location. Anyone or anything caught within it's 10 meter radius, because this is more powerful it can drag in people and summons around that size too absorbing chakra from their bodys as they're pulled around and dragged by the surge (-80 chakra for each person), it also cuts them due to the wind aura of the vacuum causing small cuts all over the body before explosion. It takes a moment before the surge explodes outwards in a maelstrom of flame from the middle covering a 10 meter radius. If a big summon (Size of Gamabunta) is caught within the radius it will not be drawn in but it's chakra will be taken. If there is more than two people/bodies of chakra caught in the surge because of the amount of chakra being absorbed and fuelled into the technique at a time this ability gains +20 damage, ONLY when multiple people, bodies of chakra or summons are caught in it.

- Must Know Dark Release
- No S-Rank Wind or Dark Release on the same time as this is used
- A-Rank of this ability has four usages
- S-Rank of this ability has two usages
- B-Rank cannot be used in the same turn twice
- Graviton Surge has a 3 turn cooldown
- A-Rank Pulse Bomb Barrage has a 2 turn cooldown

- Must be taught by LonelyAssassin

You must be registered for see images

□ Approved. Edits made. □​

(Fujitsuboātsu : Zonbi no furue) - Barnacle Arts : Zombie Quiver
Type: Offensive/defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description :
Barnacle Summons can produce these Calcite Arrows with specialized arrowheads directly from their body, and so can users with "Inner Daemons" fused within them. The Arrows can be fired straight from the body or produced to be used later on a Bow or to be thrown/planted. Once the arrows are produced they work independently. The arrow has acorn barnacles wrapped around the arrowhead, but there is still a point so when the arrow hits the target it still causes damage; the barnacles wrapped around the arrowhead can have a series of usages;

Restrict : The User can fire up to three arrows that will spread out towards different angles of their target. When in range the arrowheads will release a 5 meter long flesh tendril imbued with Lightning Release that will latch and wrap around a desired target and pump lightning into it. This can paralyse people, summons and disperse clones. Can be used to grab on to tools and nullify their trajectory or even penetrate earth techniques and relinquish the chakra within the earth stopping it's progression and causing it to crumble to pieces of useless rock.

Encase : The user can fire a single arrow that will upon command of the user create an orb of wind using the arrowhead as the center, this orb has a 5 meter diameter. This version can be used to trap techniques within the orb to stop them from coming further or can be used to trap targets inside. The sphere then rapidly shrinks and rapidly spins the inside suddenly feeling like you're being enclosed by hundreds of buzzsaws. Techniques of the same rank caught inside get subdued.

Communities can only use this 3 times with a one turn cooldown. The user can only use this three times with a two turn cooldown.

Note: Only useable by those that possess the requisite elements (Raiton for Restrict OR Fūton for Encase).


Approved: edits are in pink.




(Fujitsuboātsu : Zonbi sentō) - Barnacle Arts : Zombie Combat
Type: Offensive/defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A or 60
Description :
Because of the unique structure that Barnacle Summons have given themselves, it has given them a lot of unique applications in similar cases to "Power Reconstruct" where a community can completely change how they look and how their form is. This uses a similar idea but on a smaller scale and for more immediate combat purposes. The user of this technique can use their unique form to do unnatural things with their limbs or body, and even produce calcite shell from their skin for defensive or offensive ways to then counter. For example, the user may use their arm to break it's usual structure to suddenly become flexible and then wrap around an opposing arm that is coming to strike you whilst also growing out shell like spikes from its skin to lacerate the striking limb to make it useless or even use their legs as a spring to perform a high jump to dodge and strike from above. User can also create a shell around their forearm to block the impact of a very strong strike and then follow up with a kick or punch of the user's own which is aided by calcite spikes on the end of the knuckles for example. All close combat movement can be related to this technique when used by the summon.

The summoner cannot use this and is only available to use by Barnacle Summons including Communities and Kozui. This technique counts as a Taijutsu and/or Kenjutsu technique depending on it's usage. This technique is very versatile but near enough impossible to use to defend against larger scale techniques.

Note: Useable six times per event and has a one-turn cooldown.


Approved: edits are in pink.

 
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Adding link:
(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.

(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 grown up into his adulthood, he tends to say "Must be important to summon me." Upon being summoned, he acts defensive immediately to whatever the situation calls. 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 venomous cobra, ​he has the ability to spit his venom from his mouth. Upon spraying his venom, he can release it towards the sky, creating a down pour of it. (A-rank, Damage: N/a, takes a jutsu slot. Can only be once per match.) This venom slows down whomever makes contact with it by -2 to their base speed.

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.


Approved: edits are in pink. Don't forget to link the thread in which you signed the contract.


(Katon-Kemuri no Jutsu: Murasakin niato) --- Fire Release, Smoke technique: Deep Purple Art
Rank: C-class to Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-50 (+10 to depending when used on another jutsu)
Damage points: N/A
Description: Utilizing the elemental relative nature with excellent chakra control of fire release, supplementing it with smoke ninjutsu, which they make a distinct form of explosive ninjutsu. That appears and acts on a different scale than the regular smoke ninjutsu.That allows them to be confident that there are second to none who could mix both adv. ninjutsu ratios to match thechakra control to create such a volatile powerful ninjutsu. Being that this ninjutsu is based on smoke, the user can exhale immense quantities of suffocating gases to cause them to suffer from the lack of air or inability to breathe.

Starts by using the fire style abilities; gas chakra components through a smoke ninjutsu techniques as they knead that chakra in a form such as blowing into a balloon. This smoke appearing white as a summoning’s smoke, it’s then manipulated into objects through the user’s mouths/ in palms of their hands, which they can infuse gas chakra quantities within to formulate explosive smoke.

This can range from solid to a gas like state of the smoke with it, still exhibiting that mixed chakra formulation. Users can then produce or manipulate an existing amount of smoke, shaping it into various things such as grass, hoses, boat, rabbits, and dolls. They can change the size, color, toxic properties, and gas-scent depending on the amount of the smoke used to make the created objects seem more realistic.

Users can even change it's consistency to the point to making them solid and unbreakable-alike creations that can be brought to life and controlled remotely. With a mental command, they can detonate the katon chakra (gas) ninjutsu within the smoke, by performing the seal of confrontation. The technique varies in strength, depending on how much chakra is put into the creation of this "living" or not smoke objects. Despite all this, it’s still prominently based on smoke based jutsu, which can only be defused by a Suiton Ninjutsu.

This ninjutsu can be used alongside existing smoke ninjutsu, and or gas-related fire style jutsu/ninjutsu. Therefore depending on that jutsu, they’ll stream their chakra into that jutsu formulating that very jutsu to become a “Deep purple” art style ninjutsu release. This takes a very small timeframe.

Note: Can only be used by Smoke bios & Fire style Specialists.
Note: This smoke ninjutsu is scorching, if trapped within its gas mist as it's capable of scorching the skin off.
Note: User can only create up to three creations from this jutsu, per every other turn. If forbidden art style is used, they can’t use this ninjutsu for the rest of the battle.
Note: This jutsu damage depends on the jutsu Type, and only when Offensive/Defensive style is used, the jutsu will correspond to chakra cost as the regular damage ratio.

Leaving for Vex.
(Katon-Kemuri no Jutsu: Murasakin niato) --- Fire Release, Smoke technique: Deep Purple Art
Rank: C-class to S-class (+1 Rank to Smoke Ninjutsu)
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-40 (+10 to depending when used on another jutsu)
Damage points: N/A
Description: Utilizing the elemental-relative nature of fire release to smoke advanced ninjutsu, with excellent chakra control of fire release. Supplementing it with smoke ninjutsu, which they make a distinct form of fire explosive ninjutsu. That appears and acts on a different scale than the regular smoke ninjutsu. Being that this ninjutsu is based on smoke, the user can exhale immense quantities of suffocating gases to cause them to suffer from the lack of air or inability to breathe.

Starts by using the fire style abilities; gas chakra components through a smoke ninjutsu techniques as they knead that chakra in a form such as blowing into a balloon. This smoke appearing white as a summoning’s smoke, it’s then manipulated into objects through the user’s mouths/ in palms of their hands, which they can infuse gas chakra quantities within to formulate explosive smoke.

This can range from solid to a gas like state of the smoke with it, still exhibiting that mixed chakra formulation. Users can then produce or manipulate an existing amount of smoke, shaping it into various things such as grass, hoses, boat, rabbits, and dolls. They can change the size, color, toxic properties, and gas-scent depending on the amount of the smoke used to make the created objects seem more realistic.

Users can even change it's consistency to the point to making them solid and unbreakable-alike creations that can be brought to life and controlled remotely. With a mental command, they can detonate the katon chakra (gas) ninjutsu within the smoke, by performing the seal of confrontation. The technique varies in strength, depending on how much chakra is put into the creation of this "living" or not smoke objects. Despite all this, it’s still prominently based on smoke based jutsu, which can only be defused by a Suiton Ninjutsu.

This ninjutsu can be used alongside existing smoke ninjutsu, and or gas-related fire style jutsu/ninjutsu. Therefore depending on that jutsu, they’ll stream their chakra into that jutsu formulating that very jutsu to become a “Deep purple” art style ninjutsu release. This takes a very small timeframe.

Note: Can only be used by Smoke bios. Cannot be used Smoke Ninjutsu of S-rank or more.
Note: This smoke ninjutsu is scorching, if trapped within its gas mist as it's capable of scorching the skin off.
Note: User can only create up to three creations from this jutsu, per every other turn. If S-class is used, they can’t use this ninjutsu for 4 turns.
Note: This jutsu damage depends on the jutsu Type, and only when Offensive/Defensive style is used, the jutsu will correspond to chakra cost as the regular damage ratio.

Approved
 
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