Custom Jutsu Submission - IV

Ushiro

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(Kuchiyose: Ko Kujira) – Summoning: Miniature Whale
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A relatively small, toothed whale with a number of body piercings linking its chakra with the user which manifests the Rinnegan. This whale has the ability to passively merge with any physical medium like rock or water and travel within it while also being able to influence a large area around it, up to a 10 meter radius. In transparent mediums, the whale appears to be enormous as a representation of its field of influence. It can control the medium in its merged with, making it capable of manipulating it with strength from C to S rank. The whale is not hurt when the medium is damaged and must be hit directly. While merged, it senses its environment through the vibrations in its medium but can also spawn eyes anywhere on the medium’s surface to see. It spends most of its time merged while absorbing water from its surroundings to stay hydrated. Its influence on its medium prevents others besides the user from manipulating it.
-Can only be summoned once per battle
-Lasts for 4 turns
-Medium manipulation counts as a move, S-rank usable twice per battle
-Can only be used by a Rinnegan bio with Animal Path active

Declined. I know you say relatively small whale, but that could mean a lot of things. So let's get some more specific dimensions in here. Second, this won't be passively merging. There also needs to be some description here that explains what happens if the whale is merged with an opponent's technique that manipulates the terrain (i.e. Swamp of the Underworld), present before the whale merges with it.

(Tentai no Hari) - Celestial Acupuncture
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: A passive technique developed as a means of enhancing the effects of a Rinnegan user’s chakra receivers. By piercing someone at key points along their chakra pathway system and transmitting chakra into them, their chakra flow can be altered in specific way. Controlling the victim’s chakra flow allows the Rinnegan user to suppress the target’s self control and exercise greater influence over them. The user’s influence manifests differently depending on the arrangement of chakra receivers in the body.
Taurus’ Bane, located near the spinal column: The victim’s body becomes numb and the user gains control of their movement.
Orion’s Bane, located near the lower torso: Obstructs the flow of chakra in the victim preventing use of jutsu.
Scorpius’ Bane, located near the head/neck: Causes the victim to enter a half-conscious state. They become unable to focus or notice things happening around them. Increases vulnerability to mental attack, meaning genjutsu used on the target are stronger by one rank.
-Requires the Rinnegan to use
-Must be mentioned in the user’s bio
-Only two effects can be applied at once on the same target
-Effects last as long as the the receivers remain in their position
-Ineffective on targets ranked higher than the user

Declined. Conceptually there are two issues with this. The first is the Rinnegan cannot see the Chakra Pathway. So you have no way of having the skill to have such precision. Aside from this, a passive technique such as this is well beyond the scope of what Chakra Receivers are capable of achieving.
(Kuchiyose: Ko Kujira) – Summoning: Miniature Whale
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A 2 meter long, toothed whale with a number of body piercings linking its chakra with the user which manifests the Rinnegan. This whale has the ability to merge with any physical medium like rock or water and travel within it while also being able to influence a large area around it, up to a 10 meter radius. In transparent mediums, the whale appears to be enormous as a representation of its field of influence. It can control the medium in its merged with, making it capable of manipulating it with strength from C to S rank. The whale is not hurt when the medium is damaged and must be hit directly. While merged, it senses its environment through the vibrations in its medium but can also spawn eyes anywhere on the medium’s surface to see. It spends most of its time merged while absorbing water from its surroundings to stay hydrated. Its influence on its medium prevents others besides the user from manipulating it.
-Can only be summoned once per battle
-Lasts for 4 turns
-Merging counts as a move
-Cannot merge with mediums created by an opponent's jutsu

-Medium manipulation counts as a move, S-rank usable twice per battle
-Can only be used by a Rinnegan bio with Animal Path active

Approved
 
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Lord of Kaos

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New Cycle: 12/05/2018 - 12/12/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions must not be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience. I plan to check everything pending myself tomorrow or give 2k Kumi for every day left Pending. If your technique is left Pending, post a link on my Wall or in DM on Discord and I will try to check it asap. This note only applies to open threads and starting with the time of this post onwards.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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

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Approved Summoning Contract: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-3#post-21862020

(Macuilcozcacuauhtli, Donshoku No Kami) —Macuilcozcacuauhtli, The God of Gluttony
Type:
Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The Wendigo known as Macuilcozcacuauhtli is known among the Wendigos as the God of Gluttony. He is a malevolent and cannibalistic beast, who looks gaunt to the point of emaciation, his skin pulled tightly over his bones, the bones almost visible through it as they push outwards. The complexion of his skin is ash gray, and his eyes are pushed back deep into their sockets. The lips that he may have had are tattered and bloody, and the bones stick out of his body like spikes. His head looks like that of a bloodied and meaty skull of a deer, and the antlers are large and sharp. Comparable to other Wendigos, he releases an eerie odor of decay and decomposition, of death and corruption, when he is summoned this foul stench will cover the battlefield. As of the same characteristics as other Wendigos, he possesses their innate abilities known to all the Wendigos. These abilities are that of horror and grotesque features, which gives them their innate ability to apply a terrifying fear and killing intent upon their victims [passive, equal to the Wendigos rank], as well as him also being an exceptionally skilled hunter of the Wendigos, allowing him to track his victims through his heightened senses, especially his innate sensory capabilities [passive]. Aside from these innate abilities that have been lined out above, the Wendigo has a unique ability, however before delving into it, it is important to note that this specific Wendigo is approximately 2 meters and 20 centimeters in height, a surprisingly small Wendigo compared to the rest, and when he is summoned, he may wear a white cloak to cover his entire body, concealing most of it, while it will have poisonous colors of green all across it. Macuilcozcacuauhtli is an exceptional illusionist, whom is considered an illusion specialist, capable of inducing all kinds of illusions ranging from the regular illusions known to all, as well as utilizing illusions that the summoner has access to as well. This also includes illusions that may pertain to inducing illusions through the eerie odor and sense of smell.

He has a unique technique only known to him, Hellscream it is called. It is caused by the Wendigo whom releases a powerful roar coming from its stomach, released out through its slashed and rotten mouth. The roar is so loud that it is deafening, and it causes a shockwave to form that is released forward and outwards in 180 degrees, covering everything in the front. The shockwave itself is like what we see from the Leaf Dragon God, it is made of pure force, causing the shockwave to tear through objects, people and techniques, shredding them and obliterating them. In addition to its destructive force, it carries the stench of death, rotting and blood with it, a stench so powerful that it will cause most people, especially someone whom have heightened sense of smell to experience it in a horrifying manner.

Note:
  • Macuilcozcacuauhtli can be summoned once per fight
  • Macuilcozcacuauhtli stays on the battlefield for a total of 4 turns
  • No other summons can be summoned to the field while Macuilcozcacuauhtli is present, by the one whom summoned him.
  • He can use all illusions that the summoner has access to, including Genjutsu List, Custom Illusions etc.
  • Any illusions used counts towards the jutsu use per turn.
  • The Hellscream Technique is an S-rank technique, which can be used once per fight

Declined: for reasons discussed via Discord.


(Fumeina Mono O Osoreru) — Fearing the Unknown
Type:
Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60 [Mental Damage]
Description: The Wendigo whom uses this technique, combines the powers of illusion with the cannon technique which allows someone to project their own voice upon a battlefield. In doing so, they will cause their victims to begin to hear the voices of their loved ones passed or present, hearing what ever the Wendigo desires. They can have these voices sound as if they are in the target(s) heads or from a location on the field. These voices may sound in distress, pain and suffering, and can say or mean anything that the Wendigo desires. In addition to the voices in their heads or on the battlefield, the Wendigo can make the voices come from itself if he so desires. This causes considerable mental strain upon the target(s) that will leave lasting mental damage upon them, followed by them being severely distracted causing their reaction time to be halved. If the target manages to release themselves from this unique illusion, they will experience the true demonic voice of the Wendigo before their reactions will begin to return to normal.
  • Usable 4 times per event
  • Can affect up to 3 people at once, without splitting the rank
  • Usable once per battle
  • The illusion lasts up to 3 turns
  • Can be used by all Wendigos
  • Can also be used by the contractor as he/she has learned their ways

Declined: for reasons discussed via Discord.


(Hanto No Suriru) — Thrill of the Hunt
Type:
Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 [- 5 per round]
Damage Points: N/A
Description: The Wendigos have unique hunting prowess. They are known as supernatural hunters that are impossible to escape from. This is due to them having heightened sense of smell that is highly sensitive towards foreign chakra and humans. This boils down to them being capable of smelling chakra across an entire battlefield, even a landmark outside of combat, and even capable of making distinctions between the human chakras, allowing them to identify the different humans and clones. Additionally, capable of smelling the different natures of chakra, as they give off different scents to them, seeing as water has a unique smell, same goes for earth, fire and much more. As such a Wendigo can smell the whereabouts of a human and the different techniques that they may use, they can identify them and its location and can track them. Furthermore, the Wendigos sense of smell is highly sensitive towards humans of any kind, meaning that the smell of humans stands out above all other smells together with chakra, allowing them to pinpoint the location of people and chakra, across great distances. They are even capable of smelling people and chakra through objects, underground, through buildings and more.
  • Can only be used by Wendigos
  • Wendigos can activate the Thrill of the Hunt passively

Approved: intact aside from having omitted the part where signers can use it.


(Shinseina Tanjō) — Unholy Birth
Type:
Summoning
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Unlike the regular summoning technique that allows for a person to summon a beast from their specific contract, this technique allows for someone to utilize their contract in a similar way like Summoning Technique: Earth Release: Tracking Fang. However, in this case, the contractor will perform the necessary hand seals or wipe blood across their summoning tattoo followed by them striking their palm upon the field. Through this, the contractor will summon a Wendigo in short-range of themselves, albeit within the ground, allowing for the Wendigo to stealthily approach their victims and crawl out of the ground with its demonic hands, like witnessing a demon being released from hell. The Wendigo can be summoned in the ground in a desired location (short-range), including beneath the opponent, where it will tear through the ground and grab a hold of the target and begin to attempt to restrain their movement, inducing their powers upon their target and more.
  • This technique can only be used with the Wendigo Contract
  • You must post the desired summoning as a reference
  • This is simply another way of summoning Wendigos than the regular way
  • The desired summoning will stay on the field for time that is stated in the summoning
  • This is a passive technique applying to the normal summoning technique, allowing to summon Wendigos in the ground in a desired location

Declined: at the submitter's request via Discord.

 
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ReXii

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(Fuuin: Hiraishin Junbi) - Sealing Technique: Flying Thunder God : Preparation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their body with the Kanji 準備 that remains present at all times. A variation of the base seal for the flying thunder God technique this body seal simply allows the user to have the seal placed using freeform during battle This seal is unique in that it can be transferred between objects by touch at the users discretion so they may plant it on an object then retrieve it by grabbing said object again. Giving them additional usability.

Note: Can only be used for one seal on the body and can't be duplicated by any means. This means only one seal exists on the users body and only that one seal can be transferred. It can not be duplicated by any means. No more than one of these seals may exist at once.
Note: This may only be used by users of flying thunder God.

¤ Declined, to apply the seals, you will need to use chakra to place them; N/A for chakra cost makes this impossible to approve. This means that freeform use will likely not work out like this either. I'm not sure if the note suggests it can function similarly to body seals but if so, it would require Advanced Fuuin. ¤

(Hiraishin: Shinseina burittsuēsusutairuzero) Flying Thunder God: Divine Blitz Ace Type Zero
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A technique where the user combines the use of weaponry and the flying thunder God ability. This powerful ability requires the user to have either directly marked their opponent or for said opponent to be within one meter of a seal. With the requirements fulfilled the user will begin to use a slashing or piercing attack with a weapon of their choice while teleporting instantly leaving no time to react or detect the attack. Due to it beginning before teleportation. This will allow the hit to cause severe damage quite possibly ending the fight. Though enemies who survive will find themselves suffering from heavy bleeding damage. Losing half the base damage of S rank jutsu (40) every turn to their hp until staunched somehow.
Note: Can only be used 3 times per battle
Note: Can only be used by characters with the ftg ability.

(Fuuin: Kō gyōko-zai) - Sealing Technique: Anticoagulant
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their weaponry with the Kanji 抗凝固剤 that remains present at all times. A variation of an advanced fuuin technique this weapon seal simply allows the users weaponry transfer the seal through contact to any wound they create. Preventing the wound itself from closing and causing the blood to not clot meaning it will continue to bleed heavily and freely until the seal is removed. This causes the victim to lose hp based on the damage caused by the initial attack. Losing 50% of the original base damage of the attack (i.e boosting doesn't augment the DoT) every turn to their hp until the seal is removed.

Note: This seal is placed on every weapon the user has so long as the user has it in his biography.
Note: This may only be used by people who have advanced fuuinjutsu as it's conceptually based on an advanced fuuin.

¤ Both Declined, the effect added to the first makes it and the latter technique unable to be approved. . Techniques that do lingering damage like this wont be approved. ¤
(Hiraishin: Shinseina burittsuēsusutairuzero) Flying Thunder God: Divine Blitz Ace Type Zero
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A technique where the user combines the use of weaponry and the flying thunder God ability. This powerful ability requires the user to have either directly marked their opponent or for said opponent to be within one meter of a seal. With the requirements fulfilled the user will begin to use a slashing or piercing attack with a weapon of their choice while teleporting instantly leaving no time to react or detect the attack. Due to it beginning before teleportation. This will allow the hit to cause severe damage quite possibly ending the fight. Though enemies who survive will find themselves suffering from heavy bleeding damage. Losing a quarter the base damage of S rank jutsu (20) every turn to their hp until staunched somehow.
Note: Can only be used 3 times per battle
Note: Can only be used by characters with the ftg ability.

Declined. Lingering damage is unapprovable.

(Fuuin: Kō gyōko-zai) - Sealing Technique: Anticoagulant
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their weaponry with the Kanji 抗凝固剤 that remains present at all times. A variation of an advanced fuuin technique this weapon seal simply allows the users weaponry transfer the seal through contact to any wound they create. Preventing the wound itself from closing and causing the blood to not clot meaning it will continue to bleed heavily and freely until the seal is removed. This causes the victim to lose hp based on the damage caused by the initial attack. Losing 25% of the original base damage of the attack (i.e boosting doesn't augment the DoT) every turn to their hp until the seal is removed.

Note: This seal is placed on every weapon the user has so long as the user has it in his biography.

Declined: As Drackos mentioned before, we aren't approving techniques that have lingering damage effects on the opponent.
 
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Mirai

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(Inton/Inkupo: Tsukiakari no Utsukushisa) Yin Release/Ink Arts: Beauty of the Moonlight
Type: Supplementary
Rank: N/A (Same As Technique Applied)
Range: Short - Long
Chakra Cost: N/A (Outlined In Technique)
Damage Points: N/A
Description: Tsukiakari no Utsukushisa is a unique technique that was developed by Katsushika Oi after attaining Yin Release. She came to an understanding of what Yin Release could provide her - taking the concept of "making something out of nothing" to a literal point. With a vision and goal in mind, she began to experiment with the nature - which through the teachings of "Yin Release: Change of Heaven" she achieved this goal. This was the ability to conjure and created Ink out of nothingness, something that would normally be unreachable due to the nature of her Ink Ninjutsu works. Oi however believe there was more to it, and thus this technique layouts the foundation of her achievement. This ink's properties are vastly beyond normal ink - as it is easily capable of replicating all ink ninjutsu. This includes becoming the ink she uses for her ink tattoos, written in scrolls or just in general anything related to ink ninjutsu. Though this is only the surface as for example techniques that may come from a scroll, this technique simply allows her to "spawn" ink into reality via Yin Release. The ink can be spawned at ranged lengths as well - but most always begin outside of short range of the enemy. While this requires a more conscious effort to do. Along side the ink, having been composed of the user's Yin chakra is naturally degenerative. Those who come into immediate contact with the ink will have their chakra absorbed. This is at a rate of - 50 per turn if contact isn't broken. When spawning techniques outside of short range, an additional +40 chakra is required per technique, where as starting from short range only needs +20. Oi can also use her ink brush infused with the Yin Release ink as normal to perform it traditionally like ink ninjutsu though doesn't require any specific canvas such a ink ninjutsu scroll etc. Techniques that are dormant and has this applied to them, require an additional +20 chakra to use normally. This must be posted along side the technique it is applied towards.
Note: This technique can only be used every other turn
Note: This technique is passive and can be applied to more than one technique per use

Examples can be seen in the video below of the character.
You must be registered for see medias
Approved
-Reborn

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21814673
(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 (-5 per turn)
Damage: N/A
Description: Usually used as a means for teaching other’s how to paint with ink, Painting Summer allows the user to manipulate their ink in various forms for different reasons such as demonstrating the applications of the ninjutsu. The range of this technique starts from short range as usual, painting the work of art into life such as furniture to sit on due to ink techniques having been known to sustain themselves, small animals for entertainment etc. The vast possibilities are endless, leaving it up to the user’s own imagination – though this technique has no offensive applications inherently though they may draw things such as weapons for demonstrations. These creations cannot be no bigger than five meters in height. Another usage of this technique is the passive cosmetic manipulation off ink techniques, such as if the user wishes to turn an eagle of ink into a spider of ink - this cosmetic variation can be used to achieve it. The only downside is that the user can grow the technique beyond its original dimensions however they can downsize it if needed but stays true to the techniques versatile nature. Can be applied onto existing ink sources, techniques being performed etc.

Declined. The complexity of this technique has exceeded what would be applicable for a D-Rank Ninjutsu. Keep the original.
 
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Jᴀʏ

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(Hebi Kuchiyose: Draco) — Snake Summoning: Draco
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Somewhere on the western continent, an baby snake by the name of Draco was discovered. Draco although he was a baby snake was proficient at many complex abilities, making him a prodigy at such a young age. Draco is a jet black snake that coils itself around Genji's waist. Draco is capable of drawing nature energy from the environment and transferring it similar to that of the chakra transfer jutsu into things and people he comes in contact with, this ability enables him to passively draw nature energy from the environment equivalent to 10% of the user’s maximum chakra pool. This chakra can be used as sage energy to utilize PSM/ISM. The nature energy however can only be instantly transferred passively to the user upon activating Sage Mode and until/before then is simply stockpiled within Draco. The user can in no way shape or form transfer nature energy from Draco to himself while in Perfect or Imperfect Sage Mode and without being in contact with Draco. This prevents the user from extending their Sage Mode while it is active. His second ability has to do with his venom production capabilities.Draco is capable of infusing the user’s liquid based attacks and constructs with poison this poison is not chakra-infused and thus can be performed passively. The poison also in no way enhances the liquid based technique in elemental clashes, however should the user’s liquid based techniques make contact with the opponent the poison would deduct 15 DMG per turn for the entirety of the battle. The venom also gives the user's liquid based techniques a green glow/hue however this is only a cosmetic property. Draco is capable of telepathically communicating with it’s summoner and is also capable of utilizing all fuuinjutsu the user knows up to A rank.

Note: In order to summon, no other snakes must be on the field. Lasts four turns. Can only be taught by Jᴀʏ.

Declined: The bolded portion simply won't be approved, considering that techniques like Gushing Water Imprisonment exist. If you want this, you would have to specify that it's only applied to techniques which need to physically 'travel' to the opponent (i.e water dragon). And, even then, it's not something that will last the entirety of the battle.

(Fuuinjutsu: Boutoku Bakemono) - Sealing Arts: Accursed Absolution
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 + ( 1/2 chakra of restored technique)
Damage: N/A
Description: This is a advanced fuuinjutsu seal that can be applied to techniques upon launching and or manifesting a technique by adding an additional seal to an existing set. The user applies the seal with the kanji for "Revive" on the technique they wish to utulize, the only restriction being that the user cannot apply this technique should the jutsu be apart of their body or in anyway attached to their body. While the seal is on the entity it copies and stores it's form, properties, nature etc. So upon it's destruction the seal is capable of instanteously reconstructing and restoring the technique (even it's momentum enabling it to continue on it's course). This technique also be applied after a jutsu had been destroyed (should it's remains still be on the field) and or disappiated without wasting a usage slot, however the technique cannot outlast it's duration. So for example: if a construct lasts three turns and was destroyed on it's first turn it can only stay on the field for two more turns.

Note: Can be used a maximum of four times per battle.
Note: No S rank and above Fuuinjutsu in the same turn.
Note: No A rank and above Fuuinjutsu in the next turn.

Declined, DNR: Restoring a technique as it's destroyed is ridiculous, especially at the same level of strength/momentum/etc.

(Futon: Ryūjin no Taberu Seiun) — Wind Release: Ryujin’s Devouring Nebula
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 to sustain)
Damage: 80
Description: Ryujin’s Devouring Nebula is a unique technique that employs the usage of two of Wind Release’ most powerful properties: it’s suction, and sharpness. The user will begin the technique by channeling his wind chakra throughout his body, and releasing it from every pore in his body, to then form a condensed green or blue dragon, then the user wills the wind dragon to swirl around them at incredible speeds, forming an orb-shaped vortex. This vortex moves at such high speeds that it’s capable of drawing entities towards it slicing them up to ribbons and devouring the technique, person or object entirely. The suction property of this vortex is so powerful it’s capable of drawing enemies objects and techniques from long range to mid range, from mid range to short range, and from short range straight into the Devouring Nebula. The user has an additional usage of this technique, utilizing the same principles by swirling the dragon in the counterclockwise direction, the user is capable of repelling enemies and other entities surrounding them back, preventing the opponent from entering range to perform their techniques. This technique is capable of pushing enemies, techniques and objects from short range to mid-range, and from mid-range to long range, as this technique pushes the enemy back it is more defensive and thus is easier to perform than it’s offensive counter-part. The user can choose to sustain both versions of this technique for a maximum of four turns, but will drain them of chakra for each turn sustained.

Note: Can only be taught by Jᴀʏ
Note: The user cannot utilize S rank or above Wind Techniques in the same turn.
Note: The user cannot perform any techniques that manifest from their person while using Ryujin’s Devouring Nebula.

Declined: This is fine, but not as a 'sustainable' technique. As it is, you're not just going to be restricted from using techniques that manifest from your person, but other techniques in general. Additionally, the technique requires handseals to abide by the new restrictions on elemental techniques.
Removed the ability entirely, added more restrictions to Draco. Entirely reworked sage ability.

(Hebi Kuchiyose: Draco) — Snake Summoning: Draco
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Somewhere on the western continent, an baby snake by the name of Draco was discovered. Draco although he was a baby snake was proficient at many complex abilities, making him a prodigy at such a young age. Draco is a jet black snake that coils itself around Genji's waist. Draco is capable of blending the users spiritual and physical energies into nature energy without the need for meditation, Draco can convert 10% of the users maximum chakra into Sage Energy per turn that can be utilized for PSM/ISM. This ability is instant and passive, but unfortunately upon performing this ability the user must enter Sage Mode, additionally Draco is incapable of converting more than the users natural capacity for Nature Energy so this in no way enables the user to extend his sage mode this simply a method to activate it without the need for meditation, furthermore this ability can only be performed however many times the Mode the user wishes to enter can. Alongside this, Draco is also capable of utulizing the chakra transfer jutsu. Lastly, Draco is capable of telepathically communicating with it’s summoner and is a Wind Specialist capable of utilizing all Wind techniques the user knows up to S rank.

Note: In order to summon, no other snakes must be on the field. Lasts four turns. Can only be taught by Jᴀʏ.

Approved

removed any mention of sustaining this technique, added handseals.

(Futon: Ryūjin no Taberu Seiun) — Wind Release: Ryujin’s Devouring Nebula
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Ryujin’s Devouring Nebula is a unique technique that employs the usage of two of Wind Release’ most powerful properties: it’s suction, and sharpness. The user will begin the technique by channeling his wind chakra throughout his body, and releasing it from every pore in his body, he will then perform three hand-seals to form a condensed green or blue dragon, then the user wills the wind dragon to swirl around them at incredible speeds, forming an orb-shaped vortex. This vortex moves at such high speeds that it’s capable of drawing entities towards it slicing them up to ribbons and devouring the technique, person or object entirely. The suction property of this vortex is so powerful (its strength is S Rank, and much like Swamp of the Underworld the enemy must utulize a technique of equal rank to escape it's clutches, this is true for the defensive usage as well) it’s capable of drawing enemies objects and techniques from long range to mid range, from mid range to short range, and from short range straight into the Devouring Nebula. The user has an additional usage of this technique, utilizing the same principles by swirling the dragon in the counterclockwise direction, the user is capable of repelling enemies and other entities surrounding them back, preventing the opponent from entering range to perform their techniques. This technique is capable of pushing enemies, techniques and objects from short range to mid-range, and from mid-range to long range, as this technique pushes the enemy back it is more defensive and thus is easier to perform than it’s offensive counter-part.

Note: Can only be taught by Jᴀʏ
Note: The user cannot utilize S rank or above Wind Techniques in the same turn.

Approved
 
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Krampus

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(Hyouton: Sunōdōmu) - Ice Release: Snow Globes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: Originally this technique was created as a means of entertainment. The Snow Globe would be crafted with ice with an internal structure so that light was reflected to create images within the ice. Skilled craftsmen could even make the light appear to move within the globe, adding to the artistry. It wasn't until later that this skill was developed into a technique to use in battle. Similar to the Ice Disk technique, this technique relies on the reflective nature of ice to concentrate light to the point where the energy becomes dangerous. Where the Ice Disk technique acts as a lense to focus the light on a target, the Snow Globes technique will reflect the light within itself in such a way that once light enters it becomes trapped. As more light rapidly enters the globe, the internal energy of the globe builds until it violently explodes. The user can create dozens of softball sized globes, one boulder sized globe, or something in between. These can be manifested anywhere on the field so long as the conditions permit it, but regardless of the number or size created they must be limited to a short range radius with their explosion. The user can craft the globes in such a way as to direct the explosion, preventing the attack from hurting themselves if used in short range.
-Can be used four times per battle.
-Requires a two turn cool down between uses.
-Requires sunlight to be used.

¤ Declined, I'm not sure how Ice is capturing and causing light to explode. I'm gonna need a stronger explanation with this one. ¤

(Hyouton: Kōruzōn) - Ice Release: Frozone
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15 (-10 per turn)
Damage: N/A
Description: To create this technique the user will flood the environment with their ice chakra to drop the temperature significantly. The main purpose of this technique is to raise the awareness of the user. While the frozone is active the user will be able to sense warmer objects in the area. This is a crude sensory type and cannot detect small variations, only becoming able to detect something when it is at least around normal body temperature. Non-ice users within this area will begin to feel the chill as well. They lose one point in speed per turn they're in the zone up to a maximum of four. The also lose some dexterity in their fingers, halving the speed of their hand seals.

¤ Declined, if this will decrease speed, it will need to be higher than C rank, have a duration limit and usage limit. I believe this, as is, would require A rank imo ¤

(Mythical Summoning Contract has been purchased and is in my inventory)

Summoning Animal: Bigfoot
Scroll Owner: Krampus
Other Users who have signed the contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to the contract: N/A
Description and Background: The Bigfoot is a mythological ape that has been sighted by cultures across the globe with varying descriptions and names. Despite being one of the most well known and most commonly sighted mythological creatures, the Bigfoot has continued to evade both capture and photographic evidence, displaying an almost supernatural level of avoidance. Some theorize that the Bigfoot is really a modern day descendant of Gigantopithecus, an extinct species of ape that grew to similar sizes. The Bigfoot of this contract have split into several clans which are geographically isolated. The northern clan call themselves the Yeti and are most notable for their white fur. They prefer the mountainous regions where contact with humans is quite rare, though it has become more common in recent times. The southern clan call themselves the Sasquatch and reside in heavily forested areas within the Land of Fire. They're slightly larger than the Yeti and have dark brown fur. The third clan of Bigfoot settled in a swampy region of the eastern continent, calling themselves the Skunk Ape. They're most notable for their orange-red fur and foul, swampy odor.
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While their appearances may vary, all three clans share similar abilities. The secret to their nigh-supernatural ability to disappear is two-fold. First, despite their size, they're able to passively move with the same deftness as someone using the silent homicide technique. On top of that, each member of this contract has access to the Hiding in Camouflage Technique, requiring activation and lasting the duration of their summoning unless canceled. These skills are more likely to be used for remaining hidden than in combat, but the Bigfoot are not unskilled fighters. Like other apes, they are strong in taijutsu capable of using up to A-rank taijutsu known to their summoner. They are also talented smiths, capable of creating unique weapons and armor so that each summon is equipped with one for battle, though these are far too heavy to be used by a human.

¤ Declined, no contract can be half humanoid or more (having human arms/legs/torso/etc or being completely humanoid). ¤
(Hyouton: Sunōdōmu) - Ice Release: Snow Globes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: Originally this technique was created as a means of entertainment. The Snow Globe would be crafted with ice with an internal structure so that light was reflected to create images within the ice. Skilled craftsmen could even make the light appear to move within the globe, adding to the artistry. It wasn't until later that this skill was developed into a technique to use in battle. Similar to the Ice Disk technique, this technique relies on the reflective nature of ice to concentrate light to the point where the energy becomes dangerous. Where the Ice Disk technique acts as a lense to focus the light on a target, the Snow Globes technique will reflect the light within itself using an intricate arrangement of hundreds of small ice mirrors in such a way that once light enters it becomes trapped. As more light rapidly enters the globe, the internal energy of the globe builds until it violently explodes. The user can create dozens of softball sized globes, one boulder sized globe, or something in between. These can be manifested anywhere on the field so long as the conditions permit it, but regardless of the number or size created they must be limited to a short range radius with their explosion. The user can craft the globes in such a way as to direct the explosion, preventing the attack from hurting themselves if used in short range.
-Can be used four times per battle.
-Requires a two turn cool down between uses.
-Requires sunlight to be used.

Have one more way to work it, if that is still no bueno.


(Hyouton: Kōruzōn) - Ice Release: Frozone
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (-10 per turn)
Damage: N/A
Description: To create this technique, the user will form 2 handseals and flood the environment with their ice chakra to drop the temperature significantly. The main purpose of this technique is to raise the awareness of the user. While the frozone is active the user will be able to sense warmer objects in the area. This is a crude sensory type and cannot detect small variations, only becoming able to detect something when it is at least around normal body temperature. The users ice techniques are improved while this technique is active, gaining 10 damage points and forming at twice their normal speed.
-Lasts for four turns.
-Can be used twice per battle.


Removed the effects on others, added boost to ice techs and usage limits.

¤ Both Approved, made edits ¤

Summoning Animal: Eastern Dragons
Scroll Owner: Krampus
Other Users who have signed the contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to the contract: N/A
Description and Background: The Eastern Dragon is a mythical creature that has been popularized in Chinese and Japanese folklore. They appear as long scaled creatures with a body form similar to serpents. They have four limbs that are disproportionately short when compared to the length of their body with each foot taking a bird-like shape with large, deadly talons. Unlike their Western cousins, the Eastern Dragon does not possess any wings. Despite this, they've retained the ability to fly by saturating the surrounding air with their chakra and 'swimming' through it. Because of this. the Eastern Dragon's arrival is often associated with changing weather. While most Eastern Dragons don't have any noticeable affect on the weather, the larger and eldest dragons saturate the environment to such a degree that it can cause sudden storms, rain, drought, etc. Any impact an Eastern Dragon has on the environment will be described in detail in the individual summons. The head of the Eastern Dragon is quite large and is often adorned with antlers and a lion-like mane of fur. Their snouts are long and lined with dagger shaped teeth, while two long strings of fur extend from below their nose to give a mustachioed look. The size of an Eastern Dragon can vary greatly, with the smallest appearing no larger than a moderate sized snake, and the largest being tens of meters in length.

Mythical Summoning Contract purchased and in inventory.



DNR: there is already a dragon CSC and it would encompass these.

 
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Akiza

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Proof of approval can be found: Here

Summoning Animal:
White Tigers

Scroll Owner:
Akiza

Other Users who have signed contract:
- Yusuke

Summoning Boss if existing:
(kuchiyose no jutsu: Tigrerra howaido tora)-summoning: White tiger Tigrerra

rank: S
type: Attack/supplementary
range: Short-long
chakra: 40
damage: 80
description: User summons tigrerra, a huge white tiger,about the size of manda, with her battle armor on. Tigrerra can use her fierce claws and teeth to destroy whole forests, and maul the opponent to bits on the user’s command.

(needs updating when contract is)

Other Summoning Animals tied to contract:
(kuchiyose: Tigrerra’s howaido toras) summoning: Tigrerra’s white tigers
rank: B
type: Attack/supplementary
range: Short- long
chakra: 20
damage: 40
description: User summons several white tigers who obey their queen, tigrerra, a huge white tiger, about the size of manda, with her battle armor on. They use their fierce claws and teeth to destroy whole forests as well as maul their opponent to bits on the user’s command.
(needs updating when contract is)

Description and Background:
The White Tiger is one of the of the . It is sometimes called the White Tiger of the West (西方白虎, Xī Fāng Bái Hǔ), and is known as Bái Hǔ in , Byakko in , and Baekho in . It represents the west in terms of direction and the autumn season. In , the is the king of the beasts and has been presented with a (wáng, eng. king) on his forehead for centuries. According to legend, the tiger's tail would turn white when it reached the age of 500 years. In this way, the became a kind of mythological creature. It was said that the white tiger would only appear when the ruled with absolute virtue, or if there was peace throughout the world. Because the color of the theory also represents the west, the white tiger became a mythological guardian of the west.

The white tiger's have roamed the world of shinobi for thousands of years, watching, waiting. Being the perfect hunters they were great at hiding themselves while watching man fight, which they hated to see, being peaceful animals. Just because they enjoyed peace it didn't mean they weren't strong. Legends say that they were one of the only animals capable of fighting on par with dragons, as traditionally seen through the yin/yang symbol. They watched the rise and fall of Kaguya and with the great tree spreading chakra through the land, and with it, they adapted, growing to be stronger than before. With the chakra that flowed they noticed that their lifespan grew longer too, with some myths stating that they could live up to 500 years old, and as they grew older their tails become the purest of white, though, some stories are exaggerated.

Through the introduction of chakra into the world, they gained several traits:

  • White tigers have always been a symbol of strength and peace, having a strong will. Through this, all white tigers are immune to fear effects such as paralysing fear and similar techniques and give off an aura short range around them to encourage others.
  • Being a beast of nature, they are natural hunters that move silently when not running, to sneak up on their prey.
  • To track their prey they have keen senses, having enhanced hearing to notice sounds more clearly though not to the level of inner sonar, and they have a strong sense of smell for tracking like Inuzuka dogs.
  • Being apt hunters, they are quite fast when running on all 4 legs, being able to all move at 2x a jounin rank shinobi's speed
  • Lastly, they have found a unique way of using their stripes for unique skills. From moving their stripes around their body for a distraction and to mess with an opponents perception to infusing them with chakra, to shape their stripes into kanji for fuuin related techniques (to be explained in summons submitted)
¤ Update Declined, normal summoning contracts can only have up to 2 abilities. The fewr immunity related ability, enhanced sense of smell like Inuzuka (they have a x2 sensing, iirc), the enhanced speed and Fuuin ability are too much to allow for this. ¤
 
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Zenryoku

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Quillin Contract Approval

(Kuchiyose no Jutsu: Varnir ) - Summoning Technique: King of Wisdom and Thunder
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Vanir is a very regal looking Quilin, who's entire body is a mixture of white, yellow and blue shades and tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long white and pale yellow flowing mane that gracefully flows the length of his back. When charged with lightning chakra the mane stands up straight and takes strong shapes. He has eye lashes and whiskers extend outwards in a total length of 2 meters. From the forehead he has a long, pointed, sharp edged horn with razor sharp edges much like the sharpened edge of a true katana. From the side of His face he has two equally long horns that stretch out past the tip of his face and are about 3/4 a meter in length with the same sharp edges as the horn, and made of indestructible bone. Like with other Quilin he has a strong and tough armoured hide, adorned with pale white and yellow scaled Armor plates, with blue and golden gems. From his shoulders extends even more long fur that flows wildly out of control. He has legs much like a stallion and adorning the bottom is the purest white sleeves of fur and hair that flows freely. There are also distinctive blue veins of colour that extend from the shoulders and the hips of the legs down to the hooves. He stands about 2 meters tall and several feet long. His tail is thin but strong acting like a whip with the tip adorned with a lustrous white plume made of razor sharp hairs.
  • Varnir has a lightning release affinity, being able to use all the lightning Jutsu the user knows, all counting as one of the users three moves per turn.
  • He has a few unique abilities of his own. As passive effect of his is one known as "silent lightning". All Quilin have the passive trait of the silent homicide technique due to their gracefulness, Varnir adapted this to his lightning, using his chakra to mask the crackling of his lightning technique to muffle their sound to create silent lightning.
  • Another unique trait of his is at the cost of one of the users three moves per turn, once per turn he can release his chakra into his horns, acting as a conductor that draws in a lightning release technique up to S rank in power, absorbing it through his horns. He can then release this back as a blast or wave or even release the lightning around and through his body for a defence, holding the same power of what was absorbed.
  • The final ability of Varnir is his literal "charge" ability. Releasing his lightning chakra through his entire body, stimulating all his muscles while encasing himself in destructive lightning, he will charge in any given direction at twice a sage rank speed, with S rank power, smashing through anything in his path, being able to impale with his horns. This can only be used once per battle.
  • Due to his 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, lasts 4 turns, no summons for two turns after he disperse.
Note: Charge and absorbing counts as one of the users three moves per turn.

¤ Declined, too many abilities; this summoning has 4 abilities, 5 including the C rank immunity applied to it since the contract Submissions doesnt state any rank. I'll allow them to all have the C rank immunity as part of the contract but you can only have 3 additional abilities for them. Use of elemental ninjutsucis one and you wi have to pick two of the others. The charge ability likely exists with a Jutsu you may find or a version you can make using lightning so you dont have to include it as one. ¤

(Kuchiyose no Jutsu: Watasumi ) - Summoning Technique: Dragon God King of the Ocean
Type: Supplementary
Rank: S
Range: Short
Chakra cost:
Damage points: N/A
Description: Watasumi is a gentle natured Quilin who when angered has a furious wrath. His entire body is an array of deep and light coloured blue tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long azure coloured mane with platted hair like sea grass that flows effortlessly through the air, almost as if submerged by water which flows down the length of his back. He has eye lashes and whiskers extend outwards in a total length of 2 meters from the underneath of his chin. Extending from the side of his head are two horn shaped antlers made of a hard coral with razor sharp edges that extend outwards a meter long. Like with other Quilin he has a strong and tough armoured hide, adorned with pale and dark blue tones of scaled armour places, with sapphire and Green gem stones. Along the length of his back coral spines rise up evenly spread out. More hair also runs the length of his back, and up the flanks of his legs. His tail is a single long whip with three spines the shape of a trident protruding from the end. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Watasumi has a few unique traits of his own. First of all, he can use all water release techniques that the user knows without a source of water.
  • Having developed a unique skill, much like the cannon "wind return technique", Watasumi can release his chakra into oncoming water jutsu up and including S rank, forcing it to split down the middle, passing on either side of him as he take control of the water and redirects it at a target of his choosing. This can only be used twice per battle taking up one of the users three moves per turn.
  • Another unique trait, much like other quilin, is his charge ability. Coating himself in a strong moving torrent of water, he will propel himself forwards, using the water as like a thruster, pushing him at twice a jounin ranks speed, to smash into and attack anything in a linear manor, even able to move through the air with this. This is S rank and can be used once per battle counting as one of the users three moves per turn.
  • 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 summoned once, lasting four turns, no summons in the turn he disperses.
Note: All techniques he uses counts as one of the users three moves per turn

(Kuchiyose no Jutsu: Shanshen ) - Summoning Technique: The God of the Mountains
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Shanshen is a stocky and robust Quilin, with various shades of brown and sandy coloured patterns. He has a brown shaggy mane. Like all Quilin his head has the physical features much like a Chinese dragon but he has more plated Armor around his face than the other Quilin. Also unlike the other Quilin he does have a pair of horns, but the ends appear broken and rounded off like large stumps the size of mallets, which are strong, durable and heavy. Along his back shaggy brown hair covers its entirety with stumped spines running down his backbone. The body is covered in plated brown armour adorned by amber and onyx gem stones. His tail is fairly stocky with sharp spikes running down the length of the tail and a single massive club of rock and metal ore. His legs are also covered in a shaggy fur and his hooves clad in metal ore spikes. He is larger than the other Quilin at nearly 3 meters tall and about several feet long.
  • Being the earth Quilin he able to use all earth release techniques that the user knows counting towards the three jutsu per turn.
  • Being the earth Quilin he has a couple of unique skills of his own, the first being that of hardening his scales by releasing earth chakra through him, granting him a solid S rank earth defence. This will follow the s/w of earth release, so weaker to lightning to jutsu but allow him to tank near on any water jutsu (taking damage calculation into account). This lasts for up to 2 turns and can be used once per battle. He is known as being head strong due to the way he is known for smashing through jutsu.
  • Taking on the principles of the hiding like a mole technique that weakens earth, he releases chakra around his body that does the same thing, softening the earth as he uses his scaled body to smash through earth jutsu. This is S rank and can be used once per battle counting as a move. It will work on stuff up to 15m in size due to the force of impact he creates or on large things he can create a smaller hole for him to pass through.
  • He final ability is his ability to release an A rank pulse of earth chakra around him short range hardening any earth by petrifying it. This would compact sand forcing it to stay solid for a turn, dry out mud etc. This counts as a move per turn, can be used twice.
  • Due to his 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 be summoned once per battle, lasting 4 turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.

(Kuchiyose no Jutsu: Fengshen ) - Summoning Technique: Goddess of the Eastern Wind
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Fengshen is a Quilin that effortlessly moves around with a lot of grace and virtue. She has pale green complexion, with streaks of darker shades throughout her body. Like all Quilin his head has the physical features much like a Chinese dragon, her eyebrows flow like the wind, along with a set of red and gold whiskers that extend of the side of her face. She has the biggest set of horns than any of the other Quilin, extending from her head, two horns run down the length of her face whilst two larger ones extend out directly from her head and curve backwards creating crescents which are as sharp as the finest crafted blade. Their colour the purest jade green. The mane is a mixture of light and summer toned greens that wave through the air and down the length of her back. She has socks of hair along her legs that are braided with red bone tubes. Her hole body covered in slated armour plates, adorned with rubies and topaz gem stones. The tai extends 2 meters in length with a single tuft of fur extending out hiding a Long and sharp spine. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Being the wind quilin he is capable of using all wind release techniques the user knows counting towards the users three moves per turn. Being the most graceful of the quilin,
  • She uses wind release to enhance to the species unique ability to walk on grass without disturbing it, releasing wind around his body to allow him to walk or run through the air. He can move through the air passively but at a cost of a move per turn he can release wind streams from his body to move at twice a Jounin ranks speed for a quick dash to close a gap or a fast get away. The wind around his body will muffle the sound of his movements.
  • Taking this ability to the next level, Fengshen can release a powerful S rank torrent of sharp winds around his body expanding 5m around him as he propels through the air slicing all his path (following the s/w weaknesses of wind release. His final ability is to be able to use the wind return technique but at excelled level, allowing it to work on S ranks and below.
  • 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 four turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.

¤ All Declined, see first Summoning notes as they have have too many abilities; some of their unique abilities can exist as CJ do you can give them another ability and still get a chance to use their elemental Jutsu in another way. ¤

Pending. Leaving for Lord of Kaos.

Resubmitting, have removed from Varnir the charge ability so that he has three abilities along side the C rank damage resistance which you stated would be allowed under the contract, the same applies for Shanshen, have removed the petrification ability so that he too has 3 abilities, as for the other two summoning creatures I haven't edited them as they both only had 3 abilities along side the additional contract ability of C rank resistance.


(Kuchiyose no Jutsu: Varnir ) - Summoning Technique: King of Wisdom and Thunder
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Vanir is a very regal looking Quilin, who's entire body is a mixture of white, yellow and blue shades and tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long white and pale yellow flowing mane that gracefully flows the length of his back. When charged with lightning chakra the mane stands up straight and takes strong shapes. He has eye lashes and whiskers extend outwards in a total length of 2 meters. From the forehead he has a long, pointed, sharp edged horn with razor sharp edges much like the sharpened edge of a true katana. From the side of His face he has two equally long horns that stretch out past the tip of his face and are about 3/4 a meter in length with the same sharp edges as the horn, and made of indestructible bone. Like with other Quilin he has a strong and tough armoured hide, adorned with pale white and yellow scaled Armor plates, with blue and golden gems. From his shoulders extends even more long fur that flows wildly out of control. He has legs much like a stallion and adorning the bottom is the purest white sleeves of fur and hair that flows freely. There are also distinctive blue veins of colour that extend from the shoulders and the hips of the legs down to the hooves. He stands about 2 meters tall and several feet long. His tail is thin but strong acting like a whip with the tip adorned with a lustrous white plume made of razor sharp hairs.
  • Varnir has a lightning release affinity, being able to use all the lightning Jutsu (up to S-rank) the user knows, all counting as one of the users three moves per turn.
  • He has a few unique abilities of his own. As passive effect of his is one known as "silent lightning". All Quilin have the passive trait of the silent homicide technique due to their gracefulness, Varnir adapted this to his lightning, using his chakra to mask the crackling of his lightning technique to muffle their sound to create silent lightning.
  • Another unique trait of his is at the cost of one of the users three moves per turn, once per turn he can release his chakra into his horns, acting as a conductor that draws in a lightning release technique up to S rank in power, absorbing it through his horns. He can then release this back as a blast or wave or even release the lightning around and through his body for a defence, holding the same power of what was absorbed.
  • Due to his 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.

APPROVED


(Kuchiyose no Jutsu: Watasumi ) - Summoning Technique: Dragon God King of the Ocean
Type: Supplementary
Rank: S
Range: Short
Chakra cost:
Damage points: N/A
Description: Watasumi is a gentle natured Quilin who when angered has a furious wrath. His entire body is an array of deep and light coloured blue tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long azure coloured mane with platted hair like sea grass that flows effortlessly through the air, almost as if submerged by water which flows down the length of his back. He has eye lashes and whiskers extend outwards in a total length of 2 meters from the underneath of his chin. Extending from the side of his head are two horn shaped antlers made of a hard coral with razor sharp edges that extend outwards a meter long. Like with other Quilin he has a strong and tough armoured hide, adorned with pale and dark blue tones of scaled armour places, with sapphire and Green gem stones. Along the length of his back coral spines rise up evenly spread out. More hair also runs the length of his back, and up the flanks of his legs. His tail is a single long whip with three spines the shape of a trident protruding from the end. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Watasumi has a few unique traits of his own. First of all, he can use all water release techniques (up to S-rank) that the user knows without a source of water.
  • Having developed a unique skill, much like the cannon "wind return technique", Watasumi can release his chakra into oncoming water jutsu up and including S rank, forcing it to split down the middle, passing on either side of him as he take control of the water and redirects it at a target of his choosing. This can only be used once per battle taking up one of the users three moves per turn.
  • Another unique trait, much like other quilin, is his charge ability. Coating himself in a strong moving torrent of water, he will propel himself forwards, using the water as like a thruster, pushing him at twice a jounin ranks speed, to smash into and attack anything in a linear manor, even able to move through the air with this. This is S rank and can be used once per battle counting as one of the users three moves per turn.
  • 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 summoned once, lasting four turns, no summons in the turn he disperses.
Note: All techniques he uses counts as one of the users three moves per turn


Approved: edit(s) marked in pink.


(Kuchiyose no Jutsu: Shanshen ) - Summoning Technique: The God of the Mountains
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Shanshen is a stocky and robust Quilin, with various shades of brown and sandy coloured patterns. He has a brown shaggy mane. Like all Quilin his head has the physical features much like a Chinese dragon but he has more plated Armor around his face than the other Quilin. Also unlike the other Quilin he does have a pair of horns, but the ends appear broken and rounded off like large stumps the size of mallets, which are strong, durable and heavy. Along his back shaggy brown hair covers its entirety with stumped spines running down his backbone. The body is covered in plated brown armour adorned by amber and onyx gem stones. His tail is fairly stocky with sharp spikes running down the length of the tail and a single massive club of rock and metal ore. His legs are also covered in a shaggy fur and his hooves clad in metal ore spikes. He is larger than the other Quilin at nearly 3 meters tall and about several feet long.
  • Being the earth Quilin he able to use all earth release techniques (up to S-rank) that the user knows counting towards the three jutsu per turn.
  • Being the earth Quilin he has a couple of unique skills of his own, the first being that of hardening his scales by releasing earth chakra through him, granting him a solid S rank earth defence. This will follow the s/w of earth release, so weaker to lightning to jutsu but allow him to tank near on any water jutsu (taking damage calculation into account). This lasts for up to 2 turns and can be used once per battle. He is known as being head strong due to the way he is known for smashing through jutsu.
  • Taking on the principles of the hiding like a mole technique that weakens earth, he releases chakra around his body that does the same thing, softening the earth as he uses his scaled body to smash through earth jutsu. This is S rank and can be used once per battle counting as a move. It will work on stuff up to 15m in size due to the force of impact he creates or on large things he can create a smaller hole for him to pass through.
  • Due to his 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 be summoned once per battle, lasting 4 turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.


APPROVED


(Kuchiyose no Jutsu: Fengshen ) - Summoning Technique: Goddess of the Eastern Wind
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Fengshen is a Quilin that effortlessly moves around with a lot of grace and virtue. She has pale green complexion, with streaks of darker shades throughout her body. Like all Quilin his head has the physical features much like a Chinese dragon, her eyebrows flow like the wind, along with a set of red and gold whiskers that extend of the side of her face. She has the biggest set of horns than any of the other Quilin, extending from her head, two horns run down the length of her face whilst two larger ones extend out directly from her head and curve backwards creating crescents which are as sharp as the finest crafted blade. Their colour the purest jade green. The mane is a mixture of light and summer toned greens that wave through the air and down the length of her back. She has socks of hair along her legs that are braided with red bone tubes. Her hole body covered in slated armour plates, adorned with rubies and topaz gem stones. The tai extends 2 meters in length with a single tuft of fur extending out hiding a Long and sharp spine. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Being the wind quilin he is capable of using all wind release techniques the user knows counting towards the users three moves per turn. Being the most graceful of the quilin,
  • She uses wind release to enhance to the species unique ability to walk on grass without disturbing it, releasing wind around his body to allow him to walk or run through the air. He can move through the air passively but at a cost of a move per turn he can release wind streams from his body to move at twice a Jounin ranks speed for a quick dash to close a gap or a fast get away. The wind around his body will muffle the sound of his movements.
  • Taking this ability to the next level, Fengshen can release a powerful S rank torrent of sharp winds around his body expanding 5m around him as he propels through the air slicing all his path (following the s/w weaknesses of wind release.
  • 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 four turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.


Approved: note that the third bullet point was reduced to one actual ability.

 
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Korra.

Sage of Snakes
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Bio with everything Im submitting https://animebase.me/threads/sage-of-snakes-avatar-korra-v-8-wse.763037/

Resubbing from the old med cj thread https://animebase.me/threads/custom-medical-techniques-submission.461831/page-4

(Nano iryō hebi) Nano Medical Snakes
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama. The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. When made contact with an opponent a few snakes can easy move from the users body into the opponent undetected and start reeking havoc inside the opponents body. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes when inside opponents body eat the opponents organs, bone marrow, stem cells. The snakes can only enter an opponent's skin thru their skin with physical contact with an opponent. The snakes are also the size of aburame bugs.

Passively - The snakes are able to passive things being in the user's body. The snakes can automatically heal small cuts and wounds, bruised bones and chipped bones and some nerve damage without the user needing to do anything about it. The snakes can also detect when the user's chakra flow is being distributed and can reset the user's chakra system. Having senchakra in them and being able to use it they can break any genjutsu besides MS level and above genjutsu. The snakes can release up to S rank genjutsu up to 3 times a battle with a 2 turn cool down between usages it will count as a turn. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. When injected the snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per tuurn to replinsh for the user. The snakes can not hold more than the max sencharka cap the user has. For offensively purposes when the snakes enter an opponent's body the snakes can passively destroy bones and tissue inside the opponent's body. They can also release their venom through their mouth inside the opponent's body poisoning them from the inside. The user can also have the snakes stay inside the opponent's body and be able to track them due to the user having a mental link to the snakes. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. When it comes to ninja tools the snakes can eat the tools and can take the iron in the weapons to replace iron in the user's body.

Level 1 - The first level of healing the snakes can use can be automatically activated if the user suffers from moderate damage such as deep cuts, broken arms or legs, head trauma, poison being injected into the body. If poisoned the snakes can basically eat the poison and heal and damage the poison might have caused before any of the damage becomes permanent. For deep wounds and stabs, the snakes rush to the area and heal it and close off the area by using their scales to help close off the wound from further bleeding. The scales are also used to heal and give the user snake scales on their skin giving that area a more of a defense from more attacks and replacing any missing skin with scales. For the offensive purpose, the user can have them the snakes when they are inside the opponent start eating bone marrow from the opponent's bone. The user can also have the snakes start going inside the opponent's organs and start eating them or start messing with their functions.

Level 2 - The last level can be automatically activated in extreme conditions like lost of limbs, at the point of near death, spinal injury, blindness, etc. The snakes utilize the Hashirama's DNA they have injected into them to replace body parts and damage organs by using Hashirama's DNA and melding it with the user's to replace damaged organs, limbs and parts of the body that are damaged like blindless and spinal injuries. The DNA will basically be replacing damage tissues and etc. If the gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. When the snakes reattach a limb the snakes will than heal the area/limb to allow the limb to be used again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body.


Note: Must be posted in the user's bio or in the beginning or during a fight
Note: Must have Regeneration and Self Empowerment
Note: Level 1 last for 5 turns while Level 2 last for 3 turns.
Note: After the release of Level 2 and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again. The user can not also use Medical Ninjutsu for the next 3 turns following Level 2 ending.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count
Note: Only usable by Korra.



(Middohanī ) - Mad Honey
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Mad Honey is a special type of honey Korra has her Bee summons use instead of normal honey that contains grayanotoxins . The honey can affect opponents and none bee users or medical ninjutsu with effects varying with how much is exposed to an opponent. The opponents get exposed to the honey by either consuming any or having contact with it. Mad Honey can cause nausea, vomiting, salivation, headache, blurred vision, sweating, weakness, circumoral paresthesia, tongue numbing, fainting, drowsiness, drunkenness, tingling, and seizures. For these effects the users must be exposed to at least a cup of Mad Honey with the effects following in order the more turns the opponent is in contact or consuming honey. After 1 turn the opponent will experience headaches, nausea, and tingling. After two turns the user will experience salivation and sweating and weakness. After 3 turns the opponent will experience drowsiness and drunkenness. After 4 turns the user will experience vomiting, blurred version, circumoral paresthesia, numbing and fainting and seizures. Mad Honey can also cause cardiovascular system problems resulting in significantly low heart rate (bradycardia) and low blood pressure (hypotension.)and also can lead to 1st to 3rd-degree heart block, asystole, and myocardial infarction. The opponent would need to exposed to half of their body size worth of Mad Honey and be exposed or have consumed the honey for at least 5 turns straight.
Note: Must be posted in either the user's bio or at the beginning of a fight
Note: This honey replaces regular that the user's bee uses
Note: Must be taught by Korra
Note: Must know Bee Summoning



Declined: the requisite edits were discussed via Discord.

Resubmitting

Middohanī ) - Mad Honey
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Mad Honey is a special type of honey Korra has her Bee summons use instead of normal honey that contains grayanotoxins . The honey can affect opponents and none bee users or medical ninjutsu with effects varying with how much is exposed to an opponent. The opponents get exposed to the honey by either consuming any or having contact with it. Mad Honey can cause nausea, vomiting, blurred vision, circumoral paresthesia, tongue numbing, fainting, drowsiness, drunkenness, and seizures. For these effects the users must be exposed to at least a cup of Mad Honey with the effects following in order the more turns the opponent is in contact or consuming honey. After 1 turn the opponent will experience nausea and tingling. After two turns the user will experience weakness and have their speed drop by one level. After 3 turns the opponent will experience drowsiness and drunkenness while their speed drops by 2 levels. After 4 turns the user will experience vomiting, blurred version, circumoral paresthesia, numbing and fainting and seizures. Mad Honey can also cause cardiovascular system problems resulting into 1st to 3rd-degree heart block, asystole, and myocardial infarction. The opponent would need to exposed to half of their body size worth of Mad Honey and be exposed or have consumed the honey for at least 5 turns straight and would have their speed drop by 3 levels.
Note: Must be posted in either the user's bio or at the beginning of a fight
Note: This honey replaces regular that the user's bee uses
Note: Must be taught by Korra
Note: Must know Bee Summoning

Approved
 
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Zaphkiel

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(Fūinjutsu: Pararia no Ōkan)- Sealing Arts: The Pariah's Crown
Type: Defensive
Rank: D - A
Range: Self
Chakra: N/A
Damage: N/A
Description: This seal, once activated, is one that is always active on the user's person in a diamond shape (similar to Tsunade's White Seal). Within this shape is a set of kanji repeated many times that translates roughly to "We Protect". How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for ever ten points of chakra absorbed, starting at D. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. Of course, being a barrier type defensive technique, it is able to contend with opposing techniques of equal or lesser rank based on its own rank. This barrier can stay until completely destroyed by an enemy but once this happens the seal goes on a two turn cool down. Unique to this seal is its ability to continuously regenerate (unless completely destroyed) per turn based on the amount of chakra supplied as well as increase in power until its default max is reached. After which any excess chakra goes straight to the user instead. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall.

Declined. Honestly a cool as shit idea, but it requires Advanced Fuuinjutsu.

(Adamu) Adam
Type: Puppet
Rank: A
Range: Short-Long
Chakra: N/A (+30 First Instrument)
Damage: N/A
Description: The first Angel, and puppet of the Hands of God lineage, Adam is a very peculiar puppet like others of the line that is summoned exclusively through the Heaven's Host Seal. It appears nothing like the men or creatures of this earth because it hails from a place only the Ōtsutsuki are familiar with. It is also one of the biggest puppets of the line, standing at six meters with long arms that are 4 meters in length each. It boasts abnormally square shoulders that seem to be bolstered with skull looking protrusions. The puppet has no head, but instead has it's face protruding from the center of its broad chest that looks eerily similar to a bird skull. It's 'skin' is a rubbery material meant to hold all its impressive gears and mechanics in place while allowing it to move as fluid as an organic being. Adam has with it two red, spiraled spears that sport a forked tip exactly 3 meters across. These serve as its main means of attack and defense. Each ability counts as a move for the user.

AT-Field Generation: The AT-Field or "Absolute Terror Field" is a unique barrier type Ninjutsu only utilized by puppets of the Hand of God lineage. Adam has this ability, which originates from a seal on its forehead and comes in the form of a transparent barrier that always surrounds its body like a second skin. Upon being met with techniques, the barrier will glisten and then explode, which allows it to rebound attacks back at their sources at the same strength and force it was initially released with like a mirror. This barrier can contend up to two A-Rank techniques or one S-Rank before being dispersed. Once destroyed it takes up to three turns to recharge. The barrier itself is A-Rank in strength.

The First Instrument: The second ability of Adam is its ability to 'evolve' and up its own abilities and rank. The user will supply the puppet a surge of chakra through their connection (be it chakra threads or Otsutsuki Puppet Technique), and trigger a metamorphosis to take over the puppet. A second face will forcefully emerge beneath the first after a turn wait along with two extra pair of arms above the first pair, each carrying two more spears as well as a halo of chakra above its head. The AT-Field, if not destroyed, will gain the ability to project beyond the puppet's body up to mid ranged in various shapes such as hands, spears, shields, etc carrying the same defensive characteristics of contending up to two A-Rank techniques or one S-Rank but can now be used offensively too (of course the durability carries over, meaning if the field had defended an A-Rank prior to evolution then the advanced version can only mitigate one more A-Rank before dispersing). If the AT-Field is destroyed by the time Adam evolves, the boost instead goes to its spears which will become A-Ranked each. This ability can only be activated once.

Longinus and Cassius: These are the two spears that Adam carries. Each carry B-Ranked damage and can be thrown with impressive speed and accuracy up to Long range. However, they are not necessarily just regular weapons. They are actually surrounded in lesser, B-Ranked AT-Fields that allow them to drill through techniques of that rank and lower without losing momentum or power. Once they make contact with a target the user can have Adam call them back to its possession through thin wires attached to the hilt of the weapons. Up to two spears can be thrown each time this ability is activated, even when 'First Instrument' is in effect.


Declined: to preface this check, I've been discussing Fūinjutsu with other staff recently to get more informed. This puppet's AT-Field has a trait some other barrier(s) CJ already have so the one described in your Lilith puppet submission is more feasible. That being said, lower the durability by one rank. Also, it won't be able to transform into just anything via "The First Instrument" so make it more niche. Lastly, don't forget to quote or link prior checks


And resubmitting this from an earlier check: here.
(Tensei Kyū) - Reincarnation Sphere
Type: Defensive, Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: N/A
Description: Tensei Kyū is a technique that is only accessible to those of the Ōtsutsuki bloodline. The Reincarnation Sphere is one that bares a similar appearance to that of (Ningyō Noroitama) - Puppet Cursing Technique but behaves very differently. Tensei Kyū, instead of boasting an offensive, defensive, and supplementary side like its counterpart, is entirely defensive and/or supplementary in nature. Whenever the Reincarnation Sphere makes contact with a technique that is not the user's, due to a unique seal embedded within the technique with the kanji for 'rebuke', it deals solely with the expelling the chakra found within a technique from it. Which is in direct contrast to its parent technique that absorbs. The seal allows the technique to perform based on rank, where the A-Ranked variant can contend equally with A-Ranked techniques and below and etc. After disassembling a technique of equal or lesser rank, if the technique is one that depends on chakra to maintain function like a water beast or stone golem it will subsequently lose it's form and fall apart leaving the illusion that the Reincarnation Sphere technique had been the one to destroy it. For techniques that carry multiple individual parts or are expansive in nature, the user can release a 'blast' version of this technique where a single Reincarnation Sphere can be broken down into tiny embers that spread out great distances (as much as 120 degrees) to encompass the incoming technique, this method of release does not follow splitting rules but remains the original rank chosen. The number of orbs left behind by this technique is determined by a factor of 10 where for every 10 points of chakra expelled from a target one orb is created, and so if 50 chakra is expelled 5 orbs will be created. They (the orbs) are about the size of a closed fist and are 'intangible' in nature, meaning they are unable to interact with people, techniques, or the environment around them and can be considered harmless. The opponent is not able to harvest these orbs either, unless they posses chakra absorbing abilities and even then, can only absorb half the amount of chakra in the orb while the other half is wasted. This technique is also able to affect people, summons, and entities that posses chakra within themselves as well and can expel either massive or tiny amounts of chakra from their bodies depending on which rank of this technique is used. For C ranked applications Tensei Kyū can 'rebuke' up to 25 of the opponent's chakra from their reserves in the form of an orb(s). For B ranked applications this moves to 70, A ranked removes up to 100, and S ranked applications can relieve the opponent of up to 120 of their total chakra reserves and deposit it in the form of an orb(s). Due to its defensive/supplementary nature, Tensei Kyū is incapable of delivering direct damage to its targets unlike its counterpart, Puppet Cursing Technique. Multiple spheres can also be created following regular splitting rules.

Note: Both A and S ranked usages will restrict the user form performing Ōtsutsuki related techniques above A ranked for the rest of the turn. S ranked usages will also place this technique on a turn cool down.

Declined. Your use of Fuuinjutsu is flawed. In this you say it expels it, but Fuuinjutsu is designed to seal. Colored portion: reword this to make better sense. I'm not really sure what's going on here anymore. Also when I said shorten it, I meant by a meaningful amount. This is such a mouthful of a technique shoved into a wall of text.

And stop using the word intangible. That's literally not how you describe this.
(Adamu, Jinsei no Shīdo) Adam, Seed of Life
Type: Puppet
Rank: A
Range: Short-Long
Chakra: N/A (+30 First Instrument)
Damage: N/A
Description: The first Angel, and puppet of the Hands of God lineage, Adam is a very peculiar puppet like others of the line that is summoned exclusively through the Heaven's Host Seal. It appears nothing like the men or creatures of this earth because it hails from a place only the Ōtsutsuki are familiar with. It is also one of the biggest puppets of the line, standing at six meters with long arms that are 4 meters in length each. It boasts abnormally square shoulders that seem to be bolstered with skull looking protrusions. The puppet has no head, but instead has it's face protruding from the center of its broad chest that looks eerily similar to a bird skull. It's 'skin' is a rubbery material meant to hold all its impressive gears and mechanics in place while allowing it to move as fluid as an organic being. Adam has with it two red, spiraled spears that sport a forked tip exactly 3 meters across. These serve as its main means of attack and defense. Each ability counts as a move for the user.

AT-Field Generation: The AT-Field or "Absolute Terror Field" is a unique barrier type Ninjutsu only utilized by puppets of the Hand of God lineage. Adam has this ability, which originates from a seal on its forehead and comes in the form of a transparent barrier that always surrounds its body like a second skin. This barrier can contend techniques equal to its rank before being dispersed. Once destroyed it takes two turns to recharge. The barrier itself is B-Rank in strength.

The First Instrument: The second ability of Adam is its ability to 'evolve' and up its own abilities and rank. The user will supply the puppet a surge of chakra through their connection (be it chakra threads or Otsutsuki Puppet Technique), and trigger a metamorphosis to take over the puppet. This change can be described explicitly as the following: a second face will forcefully emerge beneath the first after a turn wait along with two extra pair of arms above the first pair, each carrying two more spears as well as a halo of chakra above its head. Nothing more.The AT-Field, if not destroyed, will gain a rank boost and the ability to project beyond the puppet's body up to mid ranged in various shapes such as hands, spears, shields, etc. The AT-Field will now carry the defensive/offensive capability to contend with one S-ranked attack equally or two A-ranks. But, if the AT-Field is destroyed by the time Adam evolves, the boost instead goes to its spears which will become A-Ranked each. This ability can only be activated once.

Longinus and Cassius: These are the two spears that Adam carries. Each carry B-Ranked damage and can be thrown with impressive speed and accuracy up to Long range. However, they are not necessarily just regular weapons. They are actually surrounded in lesser, B-Ranked AT-Fields that allow them to drill through techniques of that rank and lower without losing momentum or power. Once they make contact with a target the user can have Adam call them back to its possession through thin wires attached to the hilt of the weapons. Up to two spears can be thrown each time this ability is activated, even when 'First Instrument' is in effect.


Declined: close, but you misunderstood part of the prior check. The part now marked in pink is what needs to be limited as those shapes vary too much in terms of both form and function.


REF: Heaven's Host.

(Ririsu, Shiso) Lilith, Mother of All Things
Type: Puppet
Rank: A
Range: Short - Long
Chakra: N/A (+10 per turn)
Damage: N/A
Description: The second Angel of the Hands of God puppet lineage, but arguably the first to exist, is Lilith the progenitor of all modern puppets who is summoned only through the Heaven's Host seal. This impressive piece of machinery blurs the line between what is considered begotten and that which is manufactured with its strikingly organic body covered in an elastic, white material that resembles and behaves like skin and it's inner gears and chakra core which is surrounded by water dyed red to symbolize blood. Lilith is a humanoid puppet standing eight feel tall with a face holding seven eyes and no other prominent features except for a lower body that ends in white, flailing tendrils that eerily resemble tiny, human legs. The Angel stays afloat through chakra control and has no physical weapons like the others but instead has an instrumental chakra core complete with a chakra network similar to human's called an S² (Super Solenoid) Engine which is actually a work of chakra conductive metal intricately designed to store large amounts of chakra and supply the puppet. No other puppet that came before it had such a contraption and very few after it do.This 'engine' allows all of Lilith moves listed below to come from itself rather than the user (not counting toward move limit), but it can only perform and have active at any turn one technique. All other techniques performed by Lilith will count towards the user's moves.

Divine Subjugation: When on the field, all other puppets are referred to as Lilin, meaning children of Lilith as it is the progenitor. Through a seal with the kanji for "My" on the aft side of the unique engine in its body Lilith is able to create an invisible and intangible barrier that spreads from its body up to the borders of mid range in all directions. All puppets in the area not of the Heaven's Host seal will be subjected to its effects where a debilitating amount of chakra is siphoned from them and by extension their users per turn and stored inside the engine. The siphoning takes ten chakra per turn per puppet from the puppets' user through their connections (be it threads or Otsutsuki connection) which lowers the rank and power of all their abilities while retaining their original cost (so an A ranked moved to B while still costing 30 chakra). Unless there are no opposing puppets in the vicinity, this move costs ten chakra per turn from the user. Lasts up to four turns per use and requires a two turn cool down.
A Cruel Angel's Thesis: Through another seal on Lilith's engine with the kanji for "Children", the Angel is able to self destruct. This releases a hellish amount of the red water which was stored inside its body, that can create a powerful wave to crush and drown an enemy (A ranked in strength) or even serve as source for up to S ranked water techniques. In the chaos of it's self destruction, Lilith is able to transfer its engine to another puppet even if it is not an Angel of the Heaven's Host. If there are no other puppets in the area the engine can instead be kept by the user in a protective barrier (no strength assigned, purely cosmetic) for up to three turns, after which it disintegrates. However, should the engine do find it's way into another puppet, said creation would see a rank boost in all its abilities up to S ranked. Abilities that were already S ranked will see an additional twenty damage points increase instead. The engine can provide such an effect for only three turns after which it disintegrates, and the puppet that benefited will see all its abilities losing a rank in power for two turns after.
AT-Field Generation: The final ability of Lilith is its AT-Field which it shares with Adam, the First. This is a unique, defensive barrier that covers the puppet's body like a second skin and originates from a seal on its chest. The barrier is mundane for all intents and purposes being able to defend from up to two A ranked attacks or one S ranked. Upon being destroyed it takes up to three turns to regenerate but as per Lilith's uniqueness, this ability can only be active any time the puppet is not performing any of its other moves. The ability is A ranked and costs 30 chakra from the user to activate.


Declined: first and foremost, none of these abilities will be exempted from the three-move per turn limit. I also believe the artificial CPS has been tried before and declined (but verifying now). Either way, transferring it to another puppet won't fly due to twofold reasons of the explosion and sheer complexity of said CPS.


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(Kami no Te: Wakeru Mono)- Hands of God: That Which Divides
Type: Offensive/Defensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: This is an ability that can only be used by Angels of the Hands of God puppet lineage. How it works is by using the puppets' chakra pathways to create a beam of highly concentrated chakra. This beam is then surrounded with an A ranked, undulating barrier that revolves like and behaves as a drill. The end result is a lance of energy capable of piercing the densest of techniques up to and including S rank. Unique to this attack is its innate ability to sever all attacks of lesser power without it itself losing power or slowing down. This is thanks to the undulating barrier which serves as a shield and buffer to the actual beam of chakra which is the true attack. The barrier is able to contend equally with opposing techniques up to its own rank no matter their damage but cannot be augmented any further. The beam, on the other hand, is only A ranked in power, neutral to elemental techniques, and can be powered up to deal more damage. Once the beam finds its mark it will erupt in an explosion capable of consuming a 10 meter radius of impact (mid ranged) and so it is not wise to use this at close quarters. This technique can only be used four times per battle, with a turn cool down in between uses.

Declined. This is hella janky. It seems you only included the barrier to achieve its ability to lose no strength or speed when it clashes with something. But I don't particularly like how this is an S-Ranked technique (only on the merits that you combined an A-Rank barrier with an A-Rank beam). So if you're going that route, this is going to require two of your three moves in a single turn since this is a combination between Ninjutsu and Fuuinjutsu. Second, this needs to be restricted better.
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(Ririsu, Shiso) Lilith, Mother of All Things
Type: Puppet
Rank: A
Range: Short - Long
Chakra: N/A (+10 per turn)
Damage: N/A
Description: The second Angel of the Hands of God puppet lineage, but arguably the first to exist, is Lilith the progenitor of all modern puppets who is summoned only through the Heaven's Host seal. This impressive piece of machinery blurs the line between what is considered begotten and that which is manufactured with its strikingly organic body covered in an elastic, white material that resembles and behaves like skin and it's inner gears and chakra core which is surrounded by water dyed red to symbolize blood. Lilith is a humanoid puppet standing eight feel tall with a face holding seven eyes and no other prominent features except for a lower body that ends in white, flailing tendrils that eerily resemble tiny, human legs. The Angel stays afloat through chakra control and has no physical weapons like the others but instead has an instrumental device called an S² (Super Solenoid) Engine which is actually a intricately designed casing that houses a supplementary orb of the Ōtsutsuki Puppet Cursing Technique (S-Ranked). On the outer shell are two seals that perform two of Lilith's key abilities while the orb itself is used in a bit more complex manner. No other puppet that came before it had such a contraption and very few after it do. All techniques performed by Lilith will count towards the user's moves.

Divine Subjugation: When on the field, all other puppets are referred to as Lilin, meaning children of Lilith as it is the progenitor. Through a seal with the kanji for "My" on the aft side of the unique engine in its body Lilith is able to create an invisible and intangible barrier that spreads from its body up to the borders of mid range in all directions. All puppets in the area not of the Heaven's Host seal will be subjected to its effects where a debilitating amount of chakra is siphoned from them and by extension their users per turn and stored inside the seal and not the orb/engine itself. The siphoning takes ten chakra per turn per puppet from the puppets' user through their connections (be it threads or Otsutsuki connection) which lowers the rank and power of all their abilities while retaining their original cost (so an A ranked moved to B while still costing 30 chakra). This move costs ten chakra per turn from the user, lasts up to four turns per use and requires a two turn cool down.
A Cruel Angel's Thesis: Through another seal on Lilith's engine with the kanji for "Children", the Angel is able to self destruct. This releases a hellish amount of the red water which was stored inside its body, that can create a powerful wave to crush and drown an enemy (A ranked in strength) or even serve as source for up to S ranked water techniques. In the chaos of it's self destruction, the Solenoid Engine will be destroyed and it's precious chakra 'core' exposed. The orb will then diffuse into the water as it escapes giving the water a special effect. This effect allows the red water, now teeming with the orb's chakra, to temporarily take control of anything that it touches and effectively link them back to the user. This only lasts a turn, and can affect up to two Jounin ranked shinobi, or two S-Ranked summons, or a combination of both. The same limitations of the Puppet Cursing Technique stands; the user is unable to make any of the opponents under their control commit suicide or otherwise hurt themselves. To note, controlling any amount of opponents through this technique will cut into the user's number of puppets allowed (so if they had 4 puppets on the field and took control of two opponents they would lose control of two puppets in exchange) and Jounin and above shinobi will count as S-Ranked puppets. This is an 'either or' type of technique where either the user will employ the water's A-Ranked crushing force or as a source to attack OR use the water to control an opponent(s). Never both. Needless to say, this can only be performed once.

AT-Field Generation: The final ability of Lilith is its AT-Field which it shares with Adam, the First. This is a unique, defensive barrier that covers the puppet's body like a second skin and originates from a seal on its chest. The barrier is mundane for all intents and purposes being able to defend from up to two A ranked attacks or one S ranked. Upon being destroyed it takes up to three turns to regenerate but as per Lilith's uniqueness, this ability can only be active any time the puppet is not performing any of its other moves. The ability is A ranked and costs 30 chakra from the user to activate.


Declined: just like with Pyro NB's fūinjutsu on the next page, the "Divine Subjugation" seal is obliged to provide an explanation as to how only puppets are to be affected by this, in addition to how it distinguishes between your puppets and foes' puppets. Also, if the "same limitations of the Puppet Cursing Technique stands", then don't arbitrarily expand on its description and instead just state that it can be used via the red water.


(Kami no Te: Wakeru Mono)- Hands of God: That Which Divides
Type: Offensive/Defensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: This is an ability that can only be used by Angels of the Hands of God puppet lineage. How it works is by using the puppets' chakra pathways to create a beam of highly concentrated chakra. This beam is then surrounded with an undulating barrier that revolves like and behaves as a drill. The end result is a lance of energy capable of piercing dense, mass based techniques like Doton, Steel, DBP, etc up to and including S rank. Unique to this attack is its innate ability to sever all attacks of lesser power without it itself losing power or slowing down. Once the beam finds its mark it will erupt in an explosion capable of consuming a 10 meter radius of impact (mid ranged) and so it is not wise to use this at close quarters. Can only be used four times per battle, with a two cool down in between uses. The puppet that performs this will be then become unable to perform any other technique above A-ranked for a turn afterward.


Declined: while some restrictions were added as per Drackos' prior check, the crux of it remains unaddressed. This CJ will have to count as two moves and the rank of jutsu that it can pierce needs to be reduced to match the reduced rank of the jutsu itself.


(Tensei Kyū) - Reincarnation Sphere
Type: Defensive, Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: N/A
Description: Tensei Kyū is a technique that is only accessible to those of the Ōtsutsuki bloodline. The Reincarnation Sphere is one that bares a similar appearance to that of (Ningyō Noroitama) - Puppet Cursing Technique but behaves very differently. Tensei Kyū, instead of boasting an offensive, defensive, and supplementary side like its counterpart, is entirely defensive and/or supplementary in nature. Whenever the Reincarnation Sphere makes contact with a technique that is not the user's, due to a unique seal embedded within with the kanji for 'take', it deals solely with the sealing away the chakra found within a technique. The seal allows the technique to perform based on rank, where the A-Ranked variant can contend equally with A-Ranked techniques and below and etc. For techniques that carry multiple individual parts or are expansive in nature, the user can release a 'blast' version of this technique where a single Reincarnation Sphere is released in the form of blast of chakra that spreads out and cover a wide area (as much as 120 degrees) to encompass an incoming technique. Upon being destroyed or timing out, the Reincarnation Sphere will then release the chakra it had sealed away in the form of tiny orbs that are absorbed by the user. The number of orbs left behind is determined by a factor of 10 where for every 10 points of chakra absorbed one orb is created, and so if 50 chakra is expelled 5 orbs will be created, etc. It's also able to affect people, summons, and entities as well and can seal either massive or tiny amounts of chakra from their bodies depending on the rank used. For C ranked applications Tensei Kyū will 'take' 25 chakra points. 50 for B-ranked, 75 for A-ranked, and 100 for S-ranked. Due to its defensive/supplementary nature, Tensei Kyū is incapable of delivering direct damage to its targets. Multiple spheres can also be created following regular splitting rules. This technique can be used once every other turn regardless of rank used. Applications A-Rank and above prevent the user from using Fuuinjutsu above B-Rank for a single turn thereafter. A-Rank applications can be used a maximum of three times, while S-Rank applications can be used twice. This technique can only be used a total of four times per battle regardless of rank used.

Approved. Made significant restriction changes.
 
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-Best-

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( Kōraru ninjutsu: Uta Euripides ) — Coral Ninjutsu: Poetry of Euripides
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Using the unique chakra of Sanbi, the user will be able to create objects, tools and other creations composed of Coral. These can be created directly from the user's body or created from a source of water. The creations can be created in the form that is "free lance" similar being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination. Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (D) to being as big as the Sanbi himself (S). Due to being living organisms, each construct created would last until destroyed and be able to act remotely as the user wishes. S Rank Version can only be used thrice per battle, with a cool down of two turns between each use while no Coral above A-rank in the same turn.

Approved: Looking forward to seeing your upcoming coral arsenal fam.

( Kōraru ninjutsu: Chō tokubetsuna subarashī sango no yoroi ) - Coral Ninjutsu: Super special awesome coral armour
Rank: S
Type: Attack/Defense
Range: short - mid
Chakra Cost: 40
Damage Points: 80
Description: This technique takes the basic applications of coral but instead of simply coating someone else, the user will release a surge of chakra around their entire body and in doing so release a layer of coral that covers them. This layer will move with the user as it's controlled through their chakra much like the cannon S rank earth armor. This layer of coral will enhance theirs striking skills as it can be made solid to the touch. This armor can be bend and reshaped at the cost of a move per turn, creating shield, spikes, even an arm made of coral, only reaching up to mid range though as they extend. On contact with someone or something solid the user can release a layer of coral over the target that will bind them in place, a stronger version of the skill yagura showed. This will be A rank.

Note: Usable twice lasting up to 4 turns, two turns between uses.
Note: Coating something can be used 4 times, is A rank costing a jutsu
Note: Creating items from the amour is A rank and counts as one of the users three moves per turn.
Note: No jutsu above S rank in the same turn.

Approved: Cool jutsu.

( Haibumaindo ) - Hive mind
Rank: N/A
Type: suplementary
Range: short - Long
Chakra Cost: N/A
Damage Points: N/A
Description: Hive mind is a passive technique applied within the bio itself and only works with the host of the Sanbi. The way this works is it plays off the unique feature of coral, although it seems like a plant, it's actually an animal which means it has some form of sentience. The way this works is, through the power of the three tails, user is linked to all their coral creations in a sense of a hive mind. What ever the Coral touches or feels, the user can feel it too. If someone to walk on coral the user has created they would feel it through this linked connection, if it were to be burnt by fire, the user would feel that happen and where it's happening. The user can't talk with the coral due to their lack of an actual "mind" but they can feel what it senses as though they had felt it themselves, though without the adverse side effects such as actually being burned.

Approved, keep in mind you can't say that you feel the pain from your coral being burned to break x gen or whatever lmao.
 
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Rust

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Clay Training

₪ (Kurafuto) | The Craft ₪
Type:
Supplementary
Rank: A rank
Range: Short - Mid range
Chakra cost: 30
Damage points: N/A
Description: A technique where the user will place their hands into the clay and mold it. Through the formation of a Clay creation, the user will cause an extra layer of clay to be formed around their creations. This allows their creations to have an extra defense and offense. The thick layer of clay is able to be formed into any form of armor that the user can think of. This clay is capable of dragging opponents, summons, and the like into it through direct physical contact much akin to the Clay Clone technique. The clay layer also softens the impact of physical elements B rank and below, causing a -20 damage from them upon impact with the enhanced creations. With the incantation of Katsu, the armor formed around the Clay creation can be caused to explode outwards, leaving the creation formed within unharmed and untouched, the strength of the explosion is B rank and encompasses a short range radius around the creation. This technique happens in the same time frame as the creation is formed.

Note:

Can only be used by Deidara bios
Can only be used three times per fight with a turn cool down in between.
Lasts for 2 turns
Can only be used by Rust

Storm biography
Storm Training

¤ Approved ¤

₪ (Ranton: Sairen no denwa) | Storm Release: Siren's Call ₪
Type:
Supplementary
Rank: B rank
Range: Short - Mid range
Chakra cost: 20 (-10 per turn)
Damage points: N/A
Description: Through the formation of two hand seals, the user will focus their chakra into their Storm technique. This allows the user to forcefully shape any existing or created Storm technique on the field into a familiar of their choosing. A dark cloak of black clouds form over the technique as it transforms within an instant. This familiar formed retains the shape and form of the initial storm technique (either in a shifting thunder cloud like shape or in a beam like form) but remains solid and tangible. This familiar is capable of impacting the opponent with the force of the parent technique and causing subsequent damage. The familiar also gains the capabilities of the animal it was transformed into, being able to fly when it has wings, for example. However, the damage remains the same as the initial technique that the familiar is based on. The familiar is capable of being smaller than the initial technique but not larger, and follows the same speed. The shape of the familiar is up to users' imagination. This technique can be performed with another to bring shape to a technique, or it can be initiated mid battle.

Notes:

Can only be used up to 4 times
Lasts up to three turns per use, with a two turn cool down in between.
No A rank and above Storm techniques in the same turn.
Can only be used by Rust

Approved. Made edits. Contact Drackos if you don't like the changes.

₪ (Ranton: Deivu~isu no giman) | Storm Release: Davy's Deception ₪
Type:
Supplementary
Rank: B rank
Range: Short - Mid range
Chakra cost: 20
Damage points: N/A
Description: A technique that is initiated passively in tandem with another technique, either being formed or already on the field. Through command, the user will cause their Storm techniques to shift between their two forms. This allows the user to turn existing Storm techniques on the field into either swirling black clouds as seen in Storm Release: Thunder Cloud Inner Wave or into the beam like energy as seen in Storm Release: Laser Circus. This does not increase their power in any way. The technique however, retains its integrity in terms of shape and form, despite the change of state.

Can only be used up to 4 times
Requires a single turn cool-down in between
Can only be used by Rust

¤ Declined, both have been done before ¤

₪ (Ranton: Marifisshu mērusutorōmu) |Storm Release: Maleficent Maelstrom ₪
Type:
Supplementary
Rank: A rank
Range: Short - Mid range
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: A technique initiated through the gesture of the hand, object or weapon. The user will punch forward, unleashing a massive amount of chakra. Through this, the user will manifest a stable halo of Storm to form around the chosen weapon/hand. From this halo, the user will unleash a maelstrom of Storm beams. These beams however, burst outward in the shape of the chosen weapon or object used to initiate, creating a far larger replica of it (the size of Susano's incomplete arm). For example, if a sword is used, a massive sword of Storm energy would be created and blast towards the opponent. This can be manifested and launched, or through the payment of an amount of chakra per turn, the user is able to sustain it.

Can only be used up to 4 times and lasts up to two turns per use.
Requires a turn cool-down in between
No A rank and below Storm techniques in the turn after this has been activated.
Can only be used by Rust

¤ Declined, for starters, need appropriate handseals, not gestures. The size is also too high for this, lower the scale somewhat. ¤
Resubmitting

₪ (Ranton: Marifisshu mērusutorōmu) | Storm Release: Maleficent Maelstrom ₪
Type: Offensive/Supplementary/Defensive
Rank:
A rank
Range: Short - Mid range
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: A technique initiated through the formation of three hand seals. The user will then gesture with a weapon, limb or object unleashing a massive amount of chakra. Through this, the user will manifest a stable halo of Storm to form around the chosen weapon/hand. From this halo, the user will unleash a maelstrom of Storm beams. These beams however, burst outward in the shape of the chosen weapon or object used to initiate, creating a far larger replica of it (around three times the size of the weapon/object or limb). For example, if a sword is used, a massive sword of Storm energy would be created and blast towards the opponent. This can be manifested and launched, or through the payment of an amount of chakra per turn, the user is able to sustain it.

Can only be used up to 4 times and lasts up to two turns per use.
Requires a turn cool-down in between
No A rank and below Storm techniques in the turn after this has been activated.
Can only be used by Rust

Approved: Note, you not using this on any weapons that are part of the user's attire (i.e tool pouch, swords they're wearing, etc).

New submissions

₪ (Ranton: Sutōmuzuai) | Storm Release: Storm's Eye ₪
Type:
Supplementary/Defensive/Offensive
Rank: A rank
Range: Short - Mid range
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: Through the formation of three hand seals, the user will focus their Storm chakra into the area before them. Through manipulation, the user is able to create several rings of Storm chakra around an oncoming object or solid technique. This allows the user to cause the rings to manifest around the object and then compress inward, causing the rings of Storm to spin violently and create static electricity within it. With its capability of cutting, the Storm energy will rip through the solid object, effectively breaking it apart. This technique can be used to defend against solid techniques according to the strengths and weakness of Storm. This can further be used offensively to manifest the rings around the foe and cause it to come inwards. This can be focused around singular limbs, or the opponent's entire body. The user has the freedom on the size of the orbital rings, however they will not go far beyond what the rank allows for the size (no Golem size rings).

Can only be used three times with a turn cool-down period in between
No A rank and above Storm techniques in the same turn
Can only be used by Rust

Approved: Note, they form like 3-5 meters away and then move inwards.

₪ (Ranton: Shinkokyū) | Storm Release: Calling of the Deep ₪
Type:
Supplementary ~ Defensive ~ Offensive
Rank: B rank
Range: Short - Mid range
Chakra cost: 20 (-10 per turn)
Damage points: N/A
Description: An initiation technique, done with the formation of three hand seals. The user will manifest forth thick clouds of Storm energy. These thick clouds can be manipulated to form into shapes that the user wants to, for cosmetic purposes. These clouds remain stationary, shifting and crackling with Storm energy, a deep dark blue color. Throughout their existence, the user will be able to pull from them via hand gestures, Storm energy that can be used to perform rudimentary tasks like firing small bolts of Storm energy that are C rank in nature. This action is usable once every two turns, and don't cost a move. The user will however be able to perform certain Storm based techniques from these thick clouds of Storm. These are limited only to projectile based techniques which can effectively be shot from the thick clouds with a sudden surge, instead of from the user. This can be done with the initiation of a single hand seal.

Can only be used three times with a two turn cool down in between
Lasts three turns
No S rank Storm techniques in the same turn this is activated
Can only be used by Rust

₪ (Ranton: Unazuki) | Storm Release: A Rumble ₪
Type:
Supplementary
Rank: B rank
Range: Short
Chakra cost: 20 (-10 per turn)
Damage points: N/A
Description: A rather simple technique that is passive in nature, however it requires a move slot. With three hand seals, the user will initiate it. This technique focuses on the manipulation of the dark cloud like energy of Storm Release. The user will focus their chakra into an existing cloud variant, and be able to manipulate it. This allows the user to move a stagnant, stationary cloud like formation through hand gestures. While higher ranked techniques can be manipulated via this technique, it does not enhance them in any way. This technique merely allows for the manipulation of the technique in terms of its position, as well as its size and purpose. The user can use this technique to position the clouds around themselves for a defense, for example. Or to place it in the way of an oncoming technique, where the technique manipulated will fare according to the S/W of Storm Release. Its height and width can be manipulated, making clouds extremely thin or making them square shaped, is all within the limits of the technique. However, the techniques manipulated cannot fare too far from the original size (as in, it can't become too small nor too big, in relation to the size of the original technique).

Can only be used 5 times with a turn cool-down in between
Lasts as long as the technique it is being used on
Can only be used by Rust

Both Approved, cool jutsus.
 
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Left Pending:
However minor edits made to make it easier to read.

Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: N/A (-20 chakra per turn unsealed; -10 chakra sealed.)
Damage: N/A (-5 to user per turn unsealed, +20 to kenjutsu unsealed.)
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 was 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. To contain the weapon's bloodlust, the Akujiki is normally in a sealed state that limits its growth and chakra drain. In Akujiki's case, the blade has been sealed with a sealing formula known as the Ariake Seal.

Ariake Seal
This seal's kanji runs along the length of the sword and forms a thin barrier along the blade equal to A-rank. The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally, this seal was a counter measure put in place to prevent it being undone by those who's only wish was to gain power. The chakra within the kanji activates when the Ariake Seal comes into contact with a foreign sealing technique. As the sword comes into contact with an opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and counters the chakra within preventing the seal from activating or remaining active. This disruption can counter one sealing technique of equal rank and below once per turn. 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. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's lifeforce. But by sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on the user's life force seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
The weapon shares the name with the curse placed upon the user. The user will sustain damage each turn as they bleed in the hand they wield the sword. This is a blood sacrifice the user must forcibly pay in order to temporarily sate the blade's hunger and prevent it from fully consuming him. Meanwhile, the blade fuels itself 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 similar to that of a Tailed Beast in Version 2. This chakra is very dense, and equivalent to an S-rank technique. The chakra is a manifestation of the blade's hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu an increase to an additional +20 damage while unsealed. As this dense and evil chakra seeps from Akujiki, it begins to invade the user's body and mind sapping at their consciousness and will not only make the user unable to preform genjutsu/mental attacks, but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. The invasive chakra also makes it impossible for the user to mold elemental chakra during its use. 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 on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. However, they are restricted to non-elemental techniques during the duration the seal is undone. The seal can only be undone for a maximum of 6 turns per battle.
Declined. There is A LOT going on here. This gonna take a few cycles to make approvable. The first major issue here is that this weapon comes remarkably close to being a sentient creation (jk it is sentient by definition). Given the current state of Yin-Yang Release, that won't fly. Second, this weapon can't use life force, health, blood sacrifices, etc, to activate its abilities given that it would require Medical Ninjutsu or Yang Release.

We're gonna talk about the first ability. This one won't give you a practical immunity to fuuinjutsu (A-Rank and lower). Restrict it better and limit uses.

Oh. And shorten this. Like seriously shorten it. Make it clear and to the point.

Ariake Seal, Active.
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Evil Eater, Active
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Re-submission:
Note: Arachne's Madness has now been split up into two abilities. Please see changes below.

Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40
Damage: N/A
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. She is 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's physical form 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 only capable of inflicting C-rank damage physically 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.

Arachne's Web
At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads made of pure chakra visible to the naked eye in an ability called Arachne's Web. This webbing is equal to A-rank as 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. The spider silk capable of completely entrapping targets within short-range as the threads wrap around them like a cocoon preventing handseals and movement.Those in mid-range would be reduced to half their base speed as they are entangled by the threads. Targets that are caught in the webbing then come into direct contact with Arachne's chakra. For those affected, 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. This allows Arachne to subject the target to her personal genjutsu, Arachne's Madness.

Arachne's Madness:
Arachne continues to feed chakra into her webbing, initiating her genjutsu, at the cost of a move. As he genjutsu takes effect the target becomes unable to concentrate chakra to the point they are unable to preform S-rank and above techniques. By the next 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 due to the mental strain, 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, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, during the last turn, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Note:

  • Usable once per battle lasting four turns.
  • Arachne's Madness is equal to S-rank and 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. Usable once.
Pending. Leaving for @Pekoms

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New Submission:

Raiton: 120mm Kokuraihou | Lightning Release: 120mm Black Lightning Cannon
Rank:
A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: A focused attack which is initiated by the user horizontally placing thier partially open palms away from his body; the palms are facing each other, albeit distant some inches apart. The user accumulates a mass of his Lightning chakra into tiny sparks of the user's signature black lightning generated between his hands, growing larger and larger in semicircles, that is, until a similarly colored electric projectile is fired from their center towards the target. This technique is powerful despite its reduced size, piercing through techniques of equal rank with ease. The 120mm is a large weapon caliber employed to load very massive cannons and mortars, hence the techniques name.
Note:
  • Can only be used three times per battle, and not in consecutive turns.
Approved. Made edits.

(Raiton: Kuro Raiton no Jutsu) - Lightning Release: Black Lightning Release Technique
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-20 per turn)
Damage: N/A
Description: A technique used to enhance those of water or lightning in combination. As the user is in the process of using a Water or Lightning technique they will continue by infusing or lacing Black lightning into said technique within the same time frame. This will increase the offensive or defensive output of the technique by one rank, or in the case of S-ranks by +20 damage points. In the event that this technique is used to enhance a technique that lasts multiple turns; like those of a Water Golem. This technique will add a defensive layer of black lightning. This increases the techniques defense to A-rank. This will however, cost the user to spend extra chakra while the enhanced technique is active and ends upon the deactivation of the sustained technique.
Note:
  • Requires a 2 turn cool down.
  • Can only be used twice per battle.
Declined. A technique such as this, which uses multiple distinct elemental natures in infusion, would require Yin-Yang Release as a skill necessary to manipulate them simultaneously.

-Removed any reference to something living in the blade
-reduced backstory, and removed any damage loss reference, replacing it with additional chakra loss.

Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -40 chakra per turn unsealed; -10 chakra sealed.
Damage: +20 to kenjutsu unsealed
Description: The personal katana of Hotsuma Hayabusa, 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." Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. 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 was possible to seal the demon blade by using fuinjutsu to contain its power. 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. Hotsuma has taken it upon himself to end the bloodstained legacy of the blade.

Ariake Seal
The Ariake seal's formula runs along the length of Akujiki and forms a thin barrier along the blade equal to A-rank. The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally, this seal was a countermeasure put in place to prevent it being undone by those whose only wish was to gain power. The chakra within the formula activates when the Ariake Seal comes into contact with a foreign sealing technique. As the sword comes into contact with an opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and counters the chakra within preventing the seal from activating or remaining active. The Ariake Seal can counteract one sealing technique of equal rank and below three times per battle. To sustain this seal requires no concentration on the user's part, but it does drain a small portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's chakra substantially. But by sacrificing a move, the user can choose to undo the seal and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on large portions of the user's chakra seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
Akujiki shares the name with the curse placed upon the user in exchange for its power. As the Akujiki consumes a large amount of the user's chakra, the chakra becomes dense and visible in the form of a blood-red hue completely coating the blade. The chakra exuded from the blade is a manifestation of its hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu +20 damage while unsealed. As Akujiki continues to consume the user's chakra, it begins sapping at their consciousness and will not only make the user unable to perform genjutsu/mental attacks but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. The large chakra loss makes it impossible for the user to mold elemental chakra during its use. 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 on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. The seal can only be undone for a maximum of 6 turns per battle.
? Declined. This weapon eating away at your consciousness and your mind would not make you any more resilient to Genjutsu/mental attacks, much less immune to them. It would make you more susceptible to them. The logic of this would be named to drastically changed.?

Raiton: Shippū Jinrai - Lightning Release | Whirlwind
Rank:
S
Type: Defensive/Supplementary/Offensive
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The core function of the Lightning Chakra Armor is to wrap the user's body in a layer of lightning chakra to increase their physical parameters, with more lightning causing greater increases. The lightning chakra stimulates the user's nervous system, enhancing their speed and their reaction time. Whirlwind takes this concept to allow the user to automatically react to external stimuli. Instead of the normal process in which stimulus being perceived by the nerves, transmit a signal to the brain, which in turn sends an instruction to the muscles, the user programs his Lightning Armor to send an electric signal directly to his muscles so as to instantly react to a threat, bypassing the comparatively slow nervous system. Using chakra manipulation, the armor can be programmed to respond to different stimuli: physical contact, foreign chakra sources, or someone stepping in a predetermined perimeter (short-range), and the specific response is preprogrammed as well. Concretely, this results in a drastic boost to the user's reaction time, which has both offensive and defensive uses. When one of the three stimuli has been triggered, the user's Lightning Armor will cause one to react in either an offensive or defensive manner, determined by the user at the time of this technique. Whirlwind is also effective as an offensive ability. If the opponent executes the action the user has preprogrammed a response for, he will, in most cases, be able to land an attack before they can, thanks to both his reaction and his movement speed being drastically enhanced by the current level of the Lightning Chakra Armor. This technique, being a manipulation of the user's Lightning Chakra Armor is passive and activates alongside the armor, however may only last a max of three turns per battle.
Note:
  • User may only use the Lightning Element while active.
  • Usable once per battle.
Declined: This just seems like a way to bypass the time frame rules, which is a big no. Additionally, by making this so encompassing, you can basically say that you have a pre-programmed response for ANY attack or action that the user takes within x range. And, finally, the technique is conceptually flawed. Looking at the bolded portion, by requiring the user's input and conscious thought, you're voiding the point of this technique -- autonomous responses used by the body independently of any conscious input. This technique needs some pretty heavy reworking to be approved.

(Raiton: Kuro Raiton no Jutsu) - Lightning Release: Black Lightning Release Technique
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-20 per turn)
Damage: N/A
Description: While using Lightning Release techniques, the user will continue by lacing their signature Black Lightning into the technique in the same timeframe. Techniques that are enhanced this way have their offensive or defensive output increased by one rank, or in the case of S-ranks by +20 damage points. In the event that this technique is used to enhance a technique that lasts multiple turns; This technique will add a defensive layer of black lightning. This increases the techniques defense to A-rank. This will however, cost the user to spend extra chakra while the enhanced technique is active and ends upon the deactivation of the sustained technique.
Note:
  • Requires a 2 turn cool down.
  • Can only be used twice per battle.
Declined: This isn't what black lightning does in the RP. In the RP, it isn't stronger than normal lightning, it's simply neutral to elements that normal lightning is weak to. In this case, it'd be like saying "Adding more lightning to an existing lightning jutsu to make it bigger and stronger" which would clash with Pervy's expansions.

Raiton: Kaminari no Metsujin no Jutsu - Lightning Release: Lightning God Slayer Technique
Rank:
D-S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Utilizing the user's signature Black Lightning, the user combines shape manipulation with their Black Lightning to form various tools and objects to aid the user in combat. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The objects created by this technique may be created anywhere, however, must be at least 5 m away from the opponent.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Lightning on the turn following the use of the S-Rank variant.
  • Requires one turn cool down between uses.
Approved: Note, scaling upwards B ranks would require two handseals and A ranks 3.
 
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Zatanna

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(On'yomi ninpo: On'yomi Kaibō) — Slug Arts: Slug Anatomy
Type:
Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (-10 to taijutsu)
Description:
After signing the slug contract, one begins to live and learn about the anatomy of the slugs, how they move and the advantages their body has. One of the most curious feats the Slugs can do is stretch their body far beyond the norm, effectively acting like rubber, thanks to their gelatinous like nature. As evidence by the 6 Tails Bijuu, Slugs can take no physical damage from attacks their aim to pierce, slice or use blunt force trauma to damage them. By concentrating chakra around the users body and modifying their cells, the user can copy this nature to stretch their body to incredible limits. This unique ability allows them to increase the range (up to long) of their physical attacks, at the cost of reduced physical damage due to the now soft like flesh that they have changed to.
Notes:
-When activated lasts up to 4 turns
-Can only be used twice per battle
-2 turn cooldown after expirey.

Declined, DNR: This is just soften body modification lite, lol. Additionally, bodily modification to this degree with a simple slug ninjutsu is quite the reach imo.

(Kuchiyose no Jutsu: Juria ) - Summoning Technique: Julia
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description:
One of the lesser known slugs, Julia is one that rarely leaves the forest of the slugs where they all gather, preferring to stay away from humans and be surrounded by nature. Julia is one with nature and as such, similarly to Ma and Pa, can easily gather natural energy without requiring meditation. Julia is a slug that specialised in (Perfect Slug) Sage mode, effectively always being in Sage mode due to how in tune with nature she is. Like all slugs she shares the traits of them, being able to modify her body to various sizes and shapes, as well as being able to connect and cling to a host. While connected to a host, she is capable of infusing their attacks with natural energy adding an additional 20 chakra cost to the attack to balance the natural energy mixing in, increasing the damage of the attack by 30. While attached, Julia is capable of connecting to the users system allowing her to mentally communicate with her host. One benefit of having Julia attached to the user is the user being aware of natural energy surrounding them as well, being somewhat attuned to it.
Notes:
Can only be summoned once
Lasts 4 turns
While attached to the user, Julia absorbs 10% of the users chakra to convert into Sage Chakra should the user have sage mode without the user having to meditate, allowing a free transfer of chakra.

Pending: Leaving for LA/Pekoms.

Declined | +30 Damage nature infused techniques is just way too much.

(Futon: Fujin no Kokyu ) - Wind Release: Breath of the Wind God
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-15 per turn)
Damage points: N/A
Description:
With deep understanding of the wind, the user is able to control the wind to their advantage. One of the main reasons that a lot of things slow down is due to resistance, whether you can see it or not, the wind pushing against something.With Breath of the Wind God, the user channels wind chakra from deep inside them to flow outwards and envelop their body, after 2 seals forming a soft current that bends to their will. While active the user can manipulate the currents around them to push away incoming air currents to reduce their resistance and drag giving them an edge in their physical movement. This allows them to accelerate their body at twice the speed they usually can, whether it be to move or dodge incoming attacks or to attack. While active, the user can only use Wind related elemental ninjutsu.
One special feature about this technique is that the user can gather up the wind currents around their body to effectively 'split' incoming techniques. This works by the user creating a wind current that splits down either side of their body, where in by the attack will follow the path of least resistance, which would be on either side of the body.
Note:
Can on be used 3 times
Lasts for 3 turns when activated
Two turn cooldown inbetween each use.

Declined: This would require three hand seals minimum as an A rank. Secondly, I can't imagine this wind based defense working against energy based techniques like lightning/fire or even intangible techniques like other wind and certain CEs/AEs. And, finally, I believe this would clash with an existing CJ that (I think Vision or Nathan made it?) has been made already.

(Suiton: Ameton no Kandazuchi) - Water Release: Raindrop Hammer
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description:
A simple but effective use of nintaijutsu, use use will pool water chakra into their feet and make three hand seals, releasing a pool of water beneath themselves. Gathering enormous strength into their fist, they smash it down into the water while channeling more water chakra through their feet, creating an omnidirectional wave of water to erupt from their fists impact upon the water.
Notes:
Can only be used 4 times per battle

Approved: Added handseals, per new specialty rules.
1 turn cooldown between uses
 
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Ignia

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Original Approval

[Chitanfōmu] - Titan Form
Type: Offensive/Supplementary
Rank: A - S
Range: Short - long
Chakra: 30 - 40
Damage: 60 - 80 (For physical attacks)
Description: This is a mode based off the basic principles of healing techniques that allow you to regrow flesh. But rather than try to heal and regrow damaged tissue in a persons body, this takes on a more drastic measure. The user will release a surge of chakra around their body and in doing so, their chakra will form pure muscle flesh all around the user, surrounding their entire body but on a large scale, the same size of the earth golem technique. Unlike Akimichi techniques which expand the users body, this grows around the users body, and is linked to their body and their chakra system. Eyes will form that are linked to the users vision, but the rest is just muscle tissue that the user controls through their extreme chakra control. Through chakra control the user will be able to feel what happens to this body, but wont feel the pain of it. The user will be in the in neck part of this giant form of muscle, but their will be a thin layer of skin tissue layered over it, making it look near human, though savage at the same time, with no clothes, and no genitalia. Due to the sheer size and mass of muscle being controlled, the user will gain +20 to their taijutsu in this form, and due to their size their moving speed would increase. Much like leg weights, only the users moving speed would be faster, as with one step they'd cover a distance of 10m, giving them 2x their base speed. This will not stack with other boosts such as dropping leg weights. This is purely based on using chakra control the create new muscle tissue around the user, to form an avatar of muscle tissue, being at Max 30m in stature. This is the A rank version and the basic tai attacks of this beast would be A rank. The user can release jutsu from this flesh body as it's liked to their chakra system.

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A unique ability of this form is that the user can harden the outer layer of the titan, by compacting the flesh muscle through chakra control, compressing it to become like stone, increasing the power and density of the Titan to S rank, though in doing this, though their power and defense increase, they will lose their x2 to speed as the hardened flesh wouldn't move as fast while running. The user can create this solid defense from the moment they form it if they so choose. The titan will stand 30m tall and take the shape of the user along with cosmetic features like hair and eyes etc.

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This technique looked different depending on the user as they are creating flesh in their own image, though some users altered the image of this form as they created it. While creating layers for flesh they would also create the hair over the body, though this was harder to control through medjutsu alone without the creativity of yin release. When the full form was achieve there were those that would come to have the image looking like a giant ape, the cells they created to form this flesh going back to their primal state to look more of a beast than a man. This is purely cosmetic and follows the same two forms previously stated. Some of those who use this form seem to go a bit extra, having a tail on their body as they forget to release all the "flesh" created through the user of this jutsu.



Note: Once used, lasts for 4 turns, can be used twice and two turns between uses.
Note: Due to the chakra control it takes and the creation of flesh, once this ends the user can't use any medical jutsu for two turns afterwords.
Note: The user can escape from this at any point through the back of the neck.
Note: S rank version lasts three turns, and elemental techniques cannot be utilized through the S rank version.

Update Approved
 
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Shinta

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This was left pending in the previous CJ thread


Hakai-teki no Koromo - Destructive Shroud
Type:
Supplementary
Rank: S-rank
Range: Short (self)
Chakra: 40
Damage: 15 on contact
Description: In a similar manner to how they would gather Positive and Negative Chakra for a Bijuudama, in a ratio of 8:2, the Jinchuuriki and Bijuu will incorporate this and mould it into their Chakra Shroud. This would darken the normally translucent appearance of the standard Chakra Shroud as the density of the chakra is drastically increased, having the same density as a Bijuudama, drastically strengthening the offensive and defensive capabilities of the shroud. Being a much more dense chakra, the defensive capabilities rise significantly to the point where it can defend against S-rank taijutsu or equally ranked Ninjutsu and below, while dealing 15 damage on contact with a target. Offensively, this Shroud grants and extra +10 damage to offensive Tailed Beast Skills and a +15 boost to taijutsu with the option to forgo these boosts in favour of an explosive/concussive effect instead by detonating on contact with the target if they so choose. This explosive effect will boost the power of the tailed beast skill or taijutsu by 1 rank up to S-rank, giving S-ranks and greater a +10 damage boost, as well as violently knocking the opponent short-range away. When the detonation is used in conjunction with Taijutsu, the Jinchuuriki will not have the shroud covering the limb/area that was detonated for one turn while it reforms, passively costing an additional activation chakra to do so.
Notes:
-Counts as a use of the Chakra Shroud.
-Can only be used twice and lasts for a maximum of four turns.
The following two where also left pending in the previous CJ submission thread.

Declined: I like the idea, but this isn't going to be an S rank defense that lasts 4 turns and can be used twice lol. Reduce the defensive capabilities substantially. Moreover, when looking at the explosive effect, I'm confused as to how this would effect ranged Bijutsu techniques (such as the Tailed Beast Ball). Are you applying these effects to ranged techniques, or is it simply to techniques revolving around usage of the chakra shroud (Such as the chakra arms)?
Hakai-teki no Koromo - Destructive Shroud
Type:
Supplementary
Rank: S-rank
Range: Short (self)
Chakra: 40
Damage: 10 on contact
Description: In a similar manner to how they would gather Positive and Negative Chakra for a Bijuudama, in a ratio of 8:2, the Jinchuuriki and Bijuu will incorporate this and mould it into their Chakra Shroud. This would darken the normally translucent appearance of the standard Chakra Shroud as the density of the chakra is drastically increased, having the same density as a Bijuudama, drastically strengthening the offensive and defensive capabilities of the shroud. Being a much more dense chakra, the defensive capabilities rise significantly to the point where it can defend against S-rank taijutsu or A-ranked Ninjutsu and below, while dealing 10 damage on contact with a target. Offensively, this Shroud grants and extra +10 damage to offensive Tailed Beast Skills and a +15 boost to taijutsu with the option to forgo these boosts in favour of an explosive/concussive effect instead by detonating on contact with the target if they so choose. This explosive effect will boost the power of the Chakra Shroud based tailed beast skill or taijutsu by 1 rank up to S-rank, giving S-ranks and greater a +10 damage boost, as well as violently knocking the opponent short-range away. When the detonation is used in conjunction with Taijutsu, the Jinchuuriki will not have the shroud covering the limb/area that was detonated for one turn while it reforms, passively costing an additional activation chakra to do so.
Notes:
-Counts as a use of the Chakra Shroud.
-Can only be used once and lasts for a maximum of four turns.

Approved: Note, however, that the boosts that this shroud confer are only applicable to non-ranged Bijutsu skills that are directly reliant on the shroud itself (e.g. the tailed beast chakra arms and not the tailed beast ball or shockwave).
 
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Sasori

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(Fukitsuna ito) - Sealing Arts: Ominous Threads
Type: Supplementary
Rank: C
Range: Short-Long
Chakra cost: (+10 to affected technique)
Damage points: N/A
Description: The user will first perform a hand seal at the end of one of their physical or projectile techniques. After doing so, kanji transcripts will begin to spread across said object or technique. For example, if this is used on a free-form kunai then it will cause the kuna to be covered in kanji transcripts. The purpose of this technique comes into play once said object strikes a physical surface. For instance, if the user has a kunai and throw it at the grown in front of them it will cause the kanji transcripts to activate. Once activated the transcripts will release a small scale sealing jutsu that seals everything one meter from its location all directions. As a result this will seal even the affected object. At the most, the seal could create a small cylindrical hole in the ground or whatever it made contact with.

Note: Can only be used five times with a turn a cool down

Declined. Need limits on what this can seal in terms of chakra and rank of other physical techniques.
(Fukitsuna ito) - Sealing Arts: Ominous Threads
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user will first perform a hand seal at the end of one of their physical or projectile techniques. After doing so, kanji transcripts will begin to spread across said object or technique. For example, if this is used on a free-form kunai then it will cause the kuna to be covered in kanji transcripts. The purpose of this technique comes into play once said object strikes a physical surface. For instance, if the user has a kunai and throw it at the grown in front of them it will cause the kanji transcripts to activate. Once activated the transcripts will release a small scale sealing jutsu that seals everything one meter from its location all directions. As a result this will seal even the affected object. At the most, the seal could create a small cylindrical hole in the ground or whatever it made contact with. This technique can seal objects up to the chakra input of this jutsu, and does not work against living opponents. Kanji created by this technique are in plain view, and cannot be obscured to an opponent aside from being out of line of sight.

Note: Can only be used five times with a turn a cool down

Pending. Leaving for Drackos.
Approved. Made edits.
 
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Punk Hazard

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(Inton: Hebunzu Doā) Yin Release: Heaven's Door
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: Heaven's Door is a Stand with the abilities of Change into Heaven imbued into it. Rather than manipulating one of their own techniques, the user can release Heaven's Door outwards into another object in the environment around them, allowing them to change its properties. Much like Change into Heaven, the user can alter the target's properties into something "impossible," such as making fire act as a solid or turning earth acidic. When Heaven's Door possesses an object the change its properties, the user gains control over the object due to their own control over Heaven's Door, and the entirety of the object is possessed(for example, if used on the ground, the properties would be applied to the entirety of the ground up to mid range, making the technique potentially detrimental to the user if used without caution).

Alternatively, Heaven's Door can be imbued into the user's own Ninjutsu, converting non-elemental techniques into the Nature they choose and grafting the Nature's properties into the technique. Yin Masters are capable of using this on advanced fields, such as Fuuinjutsu(cannot be used on Hindering Sound Waves), granting them various Natures.

Note: Heaven's Door's possession only lasts for two turns on objects and can only be invoked three times per battle(does not infringe on usage of Change to Heaven). Once Heaven's Door's possession ends, the changes to the objects properties will be reverted back to normal, and the user's control over the object will be rendered null as the object becomes inert(techniques possessed by Heaven's Door will dissipate while other objects would simply fall to the ground).
Note: No other Stand can be used at the same time as this one.
Note: Can only be used to convert one's own techniques four times per battle
Note: Two-turn cooldown between usages for either variation

(Inton: Howaitosuneiku) Yin Release: Whitesnake
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: Whitesnake is a humanoid Stand of similar size and build to the user, appearing to be all white and wearing garments of black. Whitesnake is composed of pure Yin energy, lacking physical form, similar to that of the Yin-natured TSB. As such, Whitesnake is incapable of physically interacting with anything around it, able to pass through it. This incorporeal interaction is the key to Whitesnake's power; upon passing through another living being, Whitesnake is capable of acting as a spiritual parasite, similar to that of the Hungry Ghost. Upon passing through the target, Whitesnake will be emerge from their body holding a disc; this disc, silver in color, is a manifestation of a memory of the target, removed from their mind by virtue of Whitesnake's spiritual properties. This memory can be any number of things, from the target's memory of their own name to their memory on how to perform a certain field of Ninjutsu. This can allow Whitesnake to effectively remove a target's ability to utilize a particular field; their actual ability to perform the field is, of course, not literally gone, just their memory of the field, rendering them incapable of utilizing it until the memory is returned to them via insertion of the disc. Should the disc be destroyed, the memory will be gone forever. Due to the potency of Whitesnake's composition, the target's memory will not truly return unless the disc is returned to their mind; for instance, even if an ally reminds the target that they were capable of using a particular field that was removed into the memory disc, they will remain incapable of using the field. However, should Whitesnake be defeated as well as the user be defeated, the memory disc will dissipate and said memory will return to the target.

Note: Whitesnake can be manifested twice per battle, lasting three turns and is capable of stealing one memory disc per usage.
Note: While Whitesnake is capable of removing a field from the target's memory, it cannot remove general fields(meaning, it cannot remove the target's ability to use Taijutsu, Ninjutsu, Genjutsu, or use chakra in general, but can remove advanced fields such as Medninjutsu, Fuuinutsu, or particular elemental releases or Advanced Ninjutsu)
Note: Due to being spiritual in nature, spiritual-based attacks, such as Yin Release, Yin-Yang Release, along with Sage Arts, are capable of destroying or blocking Whitesnake. In the case of such a clash, Whitesnake carries an integrity of 80 damage. A memory disc, while being held by Whitesnake, carries the same properties as it, but is capable of being destroyed by any technique A-rank and above once let go of by Whitesnake
Note: No other Stands may be on the field at the same time. Upon Whitesnake's expiration but not the user's defeat, either through destruction or the expiration of its duration limit, an extracted memory disc will be left behind, a permanent object.
Note: Required a four turn cooldown before Whitesnake can be manifested again
Note: Removal of a disc costs a move slot. Should a memory pertaining to a field the user is utilizing be removed, any techniques in use pertaining to that field will cease(for example, removing Senjutsu from a target in Sage Mode would end the mode).

(Inton: Soffuto Ando Wetto) Yin Release: Soft and Wet
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 90
Description: Soft & Wet is a humanoid Stand of a streamlined, robotic form, light in color and of similar height and build to the user. Soft and Wet is a physically formidable Stand, capable of dealing tremendous damage through its physical blows. Like most Stands, Soft and Wet carries a special ability; upon making contact with other inanimate objects or living beings, Soft and Wet is capable of "stealing" one of its properties for itself. This effect is accomplished through using Yin Release's ability to alter the properties of other objects, allowing Soft and Wet to transform that object into a near-identical form, simply lacking the chosen property. This can also be done while clashing with other techniques, so long as Soft and Wet survives the encounter. Upon doing so, Soft and Wet will memorize the "stolen" property, allowing it to transfer that property to something else upon touching it through the same transformation process. Soft and Wet is not capable of stealing properties such as "life" or "chakra," simply being able to remove physical properties and transfer it to another object (examples of these include but are not limited to enhanced strength, speed, durabilities, or similar physical properties in targeted people).

Note: Soft and Wet can only be used three times per battle, lasting for three turns per usage.
Note: Soft and Wet carries a three-turn cooldown between usages, and can only steal a property from something once per turn.
Note: No other Stand may be on the field at the same time as this one.

(Inton: Ōbā Hebun ) Yin Release: Over Heaven
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Over Heaven is an ability achieved upon becoming a Yin Release master, characterized as an awakening of one own's spiriual and mental prowess due to their heightened control over their spiritual energy. Those who possess Over Heaven are said to be candidates chosen by heaven, having the characteristics of a natural born king. The user's heightened spirit allows for their spiritual senses to be fine-tuned, particularly towards the natural ability to sense spirits granted to Yin Masters. This does not increase the user's tracking or perception in any way, but rather allows for their natural sense of spirits to manifest within the five senses. Rather than just a general "sense" of the presence of spirits, the user will also be capable of seeing and hearing these spirits as well. Spiritual entities will glow, as though enveloped in a blue, non-blinding aura, and will give off a distinct, non-defeaning sound similar to that of wailing voices, allowing the user to keep track of their position. Upon activation, this lasts until the user either willingly deactivates it or can no longer pay the chakra required to sustain it.

(Inton: Sutōn Furī ) Yin Release: Stone Free
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 50 (+30 to original cost of Jutsu being repaired)
Damage: 90
Description: Stone Free is a powerful humanoid Stand, wearing what what appear to be a pair of sunglasses varying in darkness, obscuring vertically ridged eyes. Four blade-like protrusions run over its head from the top of the jaw to the back of its neck, bordering the sides of both eyes. Cones truncated at a length of one-third the width of its head protrude from the region of the ears. Stone Free's physical form is actually composed of multiple strings intertwined into its shape and figure; these strings can be unraveled from Stone Free as a means of attack or defense, re-twining the strings into threads to form various shapes. For example, the user can create a net out of the powerful strings to repel an attack or bind them together into shapes such as hammers or spikes to attack. Alternatively, the user can have Stone Free attack through punches and kicks. The user is also capable of unraveling Stone Free completely, spreading the strings that consist its form throughout the terrain in order to "sense" whatever may be in the terrain by hearing sounds that are conducted through the thin strings, allowing the user to even pinpoint the location of what may trigger the vibrations. Due to being composed of Yin Release energy, the user can also inflict a unique effect on other objects; should an object be damaged, the user can use the strings composing Stone Free to repair the object by stitching it back together, using Yin Release's ability to alter the forms of things to repair the physical damage done to restore an object or even other jutsu back to its full form if it has not been completely destroyed. Should the user's techniques be weakened, the user can use this to restore the technique back to its full power, though this can only be done once on a technique

Note: Stone Free lasts for three turns per usage and can be used twice per battle
Note: Releasing and shaping a string into a weapon takes up one of the user's move slots
Note: Repairing a technique occupies a user's move slot, but can be done within the same timeframe as another technique. This ability can only be used once every two turns.
Note: Stone Free can only be used for sound recon through unraveling part of itself. Unraveling itself up to short-range consumes one of Stone Free's limbs. Unraveling through mid-range consumes half of Stone Free's body, and unraveling up to long-range unravels Stone Free's entire body, rendering it incapable of being used for any other usages.

¤ Approved, made edits to all. ¤
 
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Daemon

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(Senpo: Majo no fukusō) - Sage Art: Witch's Garb
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-5 per turn)
Damage: 80
Description: Witch's Garb is a Senjutsu technique that is based on the principles found in Sage Art: Inorganic Reincarnation. The user imbues their clothing with dense senjutsu chakra causing their clothing to glow white. Similar to the parent technique, the user's clothing has now been given a "life" of it's own able to be actively manipulated by the user in ways they never could before, thus adding to their close range lethality. The user is allowed harden, soften, sharpen, extend. etc. their clothing however they see fit as long as it is within reason, although it costs a move to do so after the initial activation. Witch's Garb, under the user's control, can be used in conjunction with other taijutsu techniques, occupying the same time frame as the taijutsu technique. For example, the user would be able to extend their cloak into a spiked protrusion to stab the opponent as the user uses a taijutsu technique. Witch's Garb can only be used twice per battle and lasts a total of 4 turns each usage. Can only be used in Snake Sage Mode. Can only be taught by Daemon

Approved with edits. I removed the part about the simultaneous thing only being usable once per turn. You only have three moves per... so that's kind of a given. Also, this being usable in conjunction with non chakra-costing Tai is kinda self-evident, but hey, whatever floats your boat. I added a bit of text to make it clear that manipulating the clothing requires active manipulation (so that another chakra-costing tech can't be used simultaneously) and costs a move per use after the initial usage. Message me if you hate the edits.

(Senpo/Fuuinjutsu: Burakkushīru) - Sage Art/Sealing Technique: Black Seal
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+20 to Taijutsu)
Damage: N/A (+ 20 to Taijutsu )
Description: Sage Art: Black Seal is a Senjutsu Seal that is triggered by the user clasping their hands. Once their hands are clasped, thick white lines travel up their body, originating from their arms and spreads to their extremities. The Black Seal itself is the white lines that cover the user’s body. This fuuinjutsu works by absorbing Nature Energy into the white markings as soon as the technique is initiated. The white markings serve as a “reservoir” for the Nature Energy absorbed from the user’s environment. The purpose of this additionally absorbed Nature Energy is the user’s ability to access and utilize it when striking. As the user of Black Seal strikes an opponent, they are capable of releasing bursts of Natural Energy from the seal to increase the impact and a damage behind their hits (+20). Once this natural energy is released, it is injected into the opponent's chakra system if the hit lands. By injecting Nature Energy into the opponent, their chakra system balance will be thrown off. As a result, the target's body will begin to petrify and turn into stone. After one strike, the target will become notably slower, moving at 75% of his top speed. After more than 60 chakra has been inserted, the target will become half as fast. Should more chakra be inserted through this, the target will become stone. Once activated, Black Seal will remain active for alone as Sage Mode is active for an additional -5 chakra drained per turn. (Turns -10 per turn to sustain SM into -15 per turn.) Black Seal can be used a total of three times per battle. Can only be Taught by Daemon.

¤ Approved, made edits ¤
https://animebase.me/threads/kd-mode.765319/ Training thread
 
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