Custom Jutsu Submission - IV

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Skorm

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(Shikotsumyaku: Hone shifuto | Bone Shift)
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Bone Shift is a technique that uses the possibilities to make a user merge themselves with the bones created from their body as seen in the last Kagyua dance. The user weaves a single handseal and creates two pillars of bones that are connected to eachother underground through a physical connection of bones. The first pillar will grow from the users presence and dig itself underground and then reappearing anywhere on the field the user wants up to long-range. The user can then merge themselves with the bone pillar created right next to them and then re-emerge from the other pillar. This technique doesn't just work for the user however, and lets the user merge other Shikotsumyaku techniques within the pillars to allow them to travel through the bone tunnel and end up on the other side, as long as the technique is a projectile. Bone shift can be destroyed and act like just any other dead bone pulse technique. Destroying one pillar doesn't automatically destroy the other though unless a large scaled jutsu is used.

Note: Can only be used four times per battle with a turn cool down

Approved

[Yang's in muh inventoreh]

(Yang/Shikotsumyaku: Bōkyaku | Oblivion)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 140
Description: Oblivion is a pinnacle technique developed by Alucard tepes of the Hellsing Organisation. By using the similar concept of the finger bullets, Alucard will instead turn his entire body into a medium for the technique, rather than just his fingers. This creates thousands of bullets being shot from every single point of his body, breaking apart into a quasi-sentient swarm of bone bullets, capable of acting on their own and find their target even if they somehow dodge it. This is a property of the Yang aspect, which can bring life into techniques however, these bullets only operate under one single purpose. Seek and destroy. Alucard needn't to use hand gestures to guide the bullets but they will move on their own. The influence of Yang also grants the bullets a similar function to that of the white tiger technique but on a smaller scale. Each bullet will infuse a target with an overload of Yang energy but instead of working like white tiger, a single hit will induce one effect rather a multiple of bullets causing more and more effects. Oblivion focuses straight on decapitating a targets Yin abilities after a direct hit. The Yang energy will spread through the wound and act like a poison that causes an imbalance in the targets Yin/Yang ratio with the result being a target cannot use Yin techniques/genjutsu or other fields that have Yin release imbued to them. The effect can be nullified by a surge of senjutsu or outside source of Yin to level the targets Yin/Yang ratio back to normal. The aesthetics of the bullets also becomes changed, now shining like miniature suns and radiating heat much like a hot iron ball. This is purely cosmetic and doesn't impact the functionality of the technique.

Note: Can only be used twice per battle with a two-turn cooldown.
Note: User becomes unable to use S-rank and above techniques for two turns after use as well as Yang or Shikotsumyaku techniques for two turns all together.
Note: The Yang burn will last up to 4 turns if not cancelled by the target and results in their inability to use Yin/Yin-esque fields/techniques all together during that period.

Declined: How does giving the bullets sentience grant them seeking capabilities? Nothing physically changes about them such that they'd be capable of altering their path, let alone controlling it themselves. You say this technique works like the White Tiger on a smaller scale, but its ability to limit a target's access to and use of their abilities is equivalent to the effects of the fourth strike, inflicted if even a single bullet hits them, and can work at any range.
 
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Zatanna

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Buki Fuuinjutsu: Chien bakuhatsu | Weapon Sealing technique: Delayed Explosion
Type:
Supplementary
Rank: N/A
Range: N/A (+1 rank to bukijutsu/manipulated weapon techniqes)
Chakra: N/A
Damage: N/A
Description:
The user has applied all explosive tags to their manipulated weapons, causing all summoning ninjutsu manipulated weapons techniques, all techniques that summon forth weapons. This causes a small explosion upon the weapons on colliding with a target, giving the manipulated weapons techniques of the user an increase in one rank.
Notes:
- Can be placed in the user biography or posted at the start of battle, and is applied to all tools the user summons
Declined: This won't work for all tools because not all deal direct damage. And it also doesn't make sense to boost by rank and not just damage.

BukiFuuinjutsu: Nokogirihajō no ejji | Weapon Sealing Technique: Serrated Tools
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: +20 (-5 per turn)
Description:

Having customized all their ninja tools, the users bukijutsu and manipulated weapons techniques have serrated edges to cause further damage. These tools leave deep cuts and wounds that are designed to bleed and cut through as much material as possible to leave the target maimed. Due to the design of the tools, they grant the user an extra +20 damage to their tools, as well as causing the target to take 5 damage per turn for 3 turns.
Notes:
-Can be placed in the user biography or posted at the start of battle, and is applied to all tools the user summons
Declined: Sorry, but this barely seems worth the boost to me.

Sōsa sa reta buki: Yukimura no Tate | Manipulated Weapons technique: Shield of Yukimura
Type:
Offensive/Defensive/Supplementary
Rank: A-F
Range: Short
Chakra: 30 to summon
Damage: 60-90
Description:
A collection of weapons that was once held by Yagyū Muneakira, now they rest in the hands of a weapon master being put to use.
Being a master of weapons, the user summons forth the fabled shield of Yukimura, a specially designed umbrella that is capable of using 3 techniques.
A-Rank: Gaze of Yukimura
Within the spokes of the Umbrellas are several darts, that can be sent out as a stronger version of the Needle Rain Amegakure umbrella technique, where the umbrella spins, throwing out a barrage of needles. The user is capable of throwing the umbrella up in the air causing it to spin while it floats in place, launching out the needles in either a 360 degree arc or at a specific point.
40 chakra - S-Rank:
By causing an updraft in the umbrella the user is capable of launching it like a rocket towards an opponent, manipulated via Wind Chakra. Manipulating the wind that is trapped under the sail of the umbrella, the user can control the trajectory and speed of the umbrella, while also being able to recall the umbrella should they need.
50 chakra - F-rank:
By channelling their chakra through the umbrella, they can cause it to become solid and as dense as steel, increasing its defensive power. Capable of defending against 50 chakra cost techniques, the Umbrella is the fabled shield that is what protected Yukimura from harm.
Notes:
S rank technique can only be used 3 times with 1 turn in between
F rank technique can only be used twice with 2 turn in between
Can be used as a fan for Wind techniques that require it

Declined: I'm not so keen on allowing the f-rank to defend against any technique up to 50 chakra points.
 
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Ańbu Juniør

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(Fuuinjutsu: Disupursea Kabei) – Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: The user erects a transparent barrier that spreads out from their body up to mid-range, carrying with it no damaging properties or physical characteristics. To the untrained eye this barrier is entirely invisible, though chakra sensors and other Doujutsu users will be able to perceive its existence easily. The barrier’s purpose is temporary, acting to intercept a single technique and perform its functions on techniques or fields that have boosted or augmented it. The barrier’s mechanics allow it to ‘strip’ a single technique that it intercepts of its boosts or augmentations; in other words, the barrier must be able to physically intercept the targeted technique. Those that are intangible, like the Hands of Sloth, would be incapable of being interacted with under normal circumstances by this barrier technique unless it was modified by an external technique. In terms of boosts, this barrier is capable of stripping infusions that are directly infused into the technique in question – this counts passive infusions, as well as those actively done by techniques that infuse chakra directly into a technique. When the infusion is stripped the effects of that infusion are also removed. Note that if an infusion applies more than the chakra of this technique, then the barrier will be unable to strip the targeted boost. This technique can be used within the same timeframe as another technique, or used on its own.

Note: No Fuuinjutsu above A-Rank can be used in the same turn or next.
Note: Can only be used four times per battle.
Note: Requires a two-turn cooldown between applications.


Custom Edited for Approved Usage
 
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Removed Fuin aspect and made advanced apply for techniques.

(Kage: Karon No Michi) - Shadow Arts: Path of Charon
Type: Supplementary
Rank: C - B
Range: Short -Long
Chakra: 15 - 20 (5)
Damage: N/A
Description: Based around the ability of infusing objects with 'shadow chakra' shown in the the Shadow Imitation Shuriken technique, Charon allows the user to imbue physical objects/techniques with 'shadow chakra', referred to as Primordial Darkness, granting them traits of the user's shadow techniques. At it's base (C Rank), Path of Charon would grant the object the ability to paralyse opponents if it makes contact with their shadows, lasting for as long as the object remains in contact with shadow. In this variation, the objects own shadow would be the source of it's Primordial Darkness, enabling this technique to be utilised at a range, as long as the chakra was channeled through a source, and the user is aware of the object/shadow. Primordial Darkness would manifest in the form of a coating of tangible shadow around infused objects (aesthetically changing them). In it's advanced variation, the user can imbue the effects of shadow techniques in the same timeframe of performing a tangible technique as long as the technique originates from the user's body, or makes contact with his shadow upon creation. For each turn active the technique draws 5 chakra, as do objects infused. The infusion lasts three turns, and the advanced variation can only be used four times per battle, separated by a two turn interval between infusions.
Approved

Second CW
(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of in silver coloring with a tint of purple. In it's partial release, it assumes the shape of that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions, and can occur in the same t/f of other attacks. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the absorbed substances would be infused into the weapon, while either increasing in their lethality by a rank, increasing their resistance to 'cures' by a level, or having their effects reach their next progression stage. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, but should the user have the 'Natural Summoning Specialist' skill, they can add one additional substance per battle, with it being tied to the traits of a summon of the user's choosing. This additional slot should be mentioned either in the user's bio or at the start of a battle.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot, nor does it interfere with the timeframe. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a , or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.

Declined: Go ahead and remove that first colored portion there's no reason for this to be able to be used in the same time frame as something else. Reword the second colored part because I'm confused as to what you are trying to say. I'm confused about this third colored part as well. You say it has a cap of five? What exactly does this mean? Are you saying you can store up to five poisons beforehand or at one time? Either way, you can go ahead and remove that part about the specialty. The next colored part just removes that line. It's not necessary. Everything by default happens in the time frame.
Removed and clarified


(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of in silver coloring with a tint of purple. In it's partial release, it assumes the shape of that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the absorbed substances would be infused into the weapon and be enhanced by either increasing their lethality by a rank, increasing their resistance to 'cures' by a level, or having their detrimental effects reach their next progression stage. Notably, each substance can only be enhanced by one quality of the three. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
Declined: I already told you why.

NT bio
(Nano Henkan: Fukkatsu ) - Nano Transformation: Resurgence
Type: Supplementary
Rank: N/A
Range: Short - Mid
Chakra: +10
Damage: N/A
Description: Maximizing the usage out of their microscopic cybernetic composition, the user is able to alter and modify how said composition behaves when performing a Nano Transformation related technique, specifically relating to the addition of rotations into the movement of the NT components. By virtue of these rapid rotations, the affected technique would be capable of producing currents of winds akin to those of the Leaf Dragon God without impeding on the techniques inane functionality. However, unlike in LDG where the currents are the product of a single powerful movement, those of Resurgence are the product of multiple movements rotating in a aligned sequences, typically supplementing the movement of the NT technique.

These currents behave in one of two manners depending on the type of rotation they take, the first being an 'outwards' rotation which serves to repel objects and as a defense mechanism, while the second is an inwards rotation that serves to draw objects towards the NT technique, as a supplementary/offensive mechanism. Due to the presence of multiple rotations and the NT being highly responsive to the user's commands, the user can control at which points repelling or drawing in occurs from, preventing any unnecessary casualties. Strength wise, it would repel based on the NT's rank, and likewise draw in at equal strengths, with A rank and above being able to affect up to mid range while lower ranked can affect up to short range. Naturally this occurs in the same timeframe of utilising a NT related technique/tool and last as long as the NT is still in play. Should the NT technique have it's own A.I/sentience, it can perform this technique itself without it counting towards the user's jutsu limit. Usable 4x per battle.

Declined: Using Konoha Ryujin like winds to draw in enemies into an attack is something similar to what my Eight Deva Guardians technique does. The repulsion part is fine though. The repel mechanic would work on Damage-Damage interaction not rank. Also this will certainly cost a move in a turn if an A.I. uses it. It also won't last as long as the technique is in play. - Daemon

(Nano Henkan: Suringā ) - Nano Transformation: Slinger
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (5)
Damage: N/A
Description: Utilising their Nano Transformation when releasing a physical technique from short range, the user is able to supplement the released attack in one of two ways. The first is by releasing a swarm of NT behind the technique, having it be a replica of the released attack composed of the user's own NT material. The replica, being composed of NT is harder to detect and would lay dormant until the afflicted technique is weakened or destroyed or overcame, upon which the NT would come into play. The NT would serve to restore the technique back to it's optimum strength by filling in the gaps per se, with the now combined technique being treated as a combination technique with NT. The second usage is by releasing the NT into the technique and have it act as a coating for the technique wherein the layer of NT would serve as a protective layer for the technique with the NT acting as a means to cause attacks to slide/skid away from the affected technique due to how the NT would be formed around it. Strength wise the NT would be sufficient to defend from techniques one rank lower than that of the affected technique, typically making it only a mere buffer to lower the offensive techniques in effect. It's true strength is due to it enabling the performance of other NT through the coating, opening up options for the user. Usable four times, and only on physical techniques that originate from short range around the user, lasting as long as the affected technique is in play.

Declined: The second application of this technique is fine while the first is not. Not gonna allow you to recreate a technique that was just overcome using Nanotech. I feel like ideas like this have been tried before and I think I recently declined a Yang technique that tried to do the same. So If I don't let Yang do it, Nano Tech would have to fall in line behind that. - Daemon

Updating https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-19#post-20861561

(Sodaina Gyorai Shin) - Grand Torpedo Needles
Rank: A
Type: Attack/Supplementary
Range: Short - Mid (Long range activation)
Chakra Cost: 30
Damage Points: 60
Description: Similar to how torpedo needles work, the user would throw/place any nail like constructs onto the field/surface(After infusing them with chakra). Upon impact the nails would dig themselves into the ground/surface. Unlike the original technique in which hundreds of small nails would shoot out of the ground/surface, hundreds of chakra infused nails would shoot out. The nails would have a small coating of pure chakra surrounding them once they are shot, thus they would be bigger(1.5 meters) and deadlier. This however removes the stealth trait of the original technique but does more damage. Alternatively, the user can apply this as an infusion to projectile techniques such as those of Guns and similar, allowing them to have a second somewhat stealthy follow up attack. This variation would cost +10 for the projectile technique.
-Five times per battle.
-The nails can travel up to mid range length(15m). However they can be activated with a hand seal from long range distance.
- Can be triggered up to two turns after their initial usage, or simply post contact for projectile technique variation.
Approved
 
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Satetsu: Kozumikkukurattā ✦ Iron Sand: Cosmic Clutter
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-5 per additional turn)
Damage: N/a (Iron Sand Techs +1 Rank, except S rank which receives +10)
Description: Cosmic Clutter is a highly advanced iron sand jutsu that requires an adept level of skill in order to initiate. This jutsu utilizes the user's magnetic chakra to create a highly dense magnetic field that encompasses a 10m radius around the user while ample amounts of iron sand debris forms within the field, gathered from the earth or a pre-existing source, as medium sized, stationary sources of iron sand, fixed around the user at various places. The debris varies in looks, coming in various shapes and sizes within the field, and can be used for future techniques if needed. One of the two special abilities this strong magnetic field holds, is its negative effect on all foreign things that are able to be affected by magnetism, reducing the speeds of all things that are not iron sand based, tremendously, to where they move at 20% of their original speeds within the field. The field also amplifies all iron sand techniques initiated by the user created within the space of the field, empowering them due the the amplified magnetic bonds making the techniques denser, and able to hold more iron sand grains within the volume of techniques. Use of this jutsu comes with drawbacks, described below, initiated after the technique has ended after its four turn course.
Can be used 2x per battle
Prevents usage of Iron Sand, S rank and above for 3 turns
User experiences -10 to health due to exaughstion
Declined: Remove the part about reducing speed.


Aianburaddojā
✦ Iron Blood Jar
Type:
Supplemtary
Rank: B
Range: N/a
Chakra: N/a
Damage: N/a
Description: The Iron Blood Jar is a special sealing tool unique to iron sand users who practice the Jashinist religion. The tool is a small iron gourd, light, and easily graspable within the palm of one's hand. The Blood Jar itself, is the medium of a seal that links the tool to its user, connecting both, through the usage of iron sand techniques initiated by the user. Now, whenever the user's iron sand damages a foreign source, drawing blood, a special seal appears within the iron sand technique, absorbing said blood, as the sealing tool illuminates in response, as the absorbed blood releases within the gourd in which the seal is linked to. From there, the user is then able to initiate a single Jashinist technique, leaving the gourd empty until another successful transference.
Jutsu is passive, and thus adds an additional -5 chakra to the user's iron sand techniques
Once blood is obtained, the additional chakra drawback of this sealing is nullified until the blood is used
Can Only be used by Iron Sand/Jashinist dual bios
Approved


Satetsu: Museigen no hikō ✦ Iron Sand: Limitless Flight
Type:
Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 next turn)
Damage: 80
Description: Limitless Flight is a powerful Iron Sand technique that can be utilized with the waving of two hand seals as the user focuses on a pre-existing source on the battlefield. The jutsu creates a magnetic expulsion from the source focused on, projecting a myriad of tiny pieces of iron sand shrapnel that take the shape of miniature birds. While active the jutsu makes a high pitch screeching sound as the flocking birds move as one unit, ultimately making the jutsu resemble a dark, metallic shroud that moves at extreme speeds even matching the lightning element. Limitless Flight is a honing jutsu that locks onto a foreign target, based on magnetism, following said target until contact is made. Upon contact the shrapnel like birds pierce through the target in multiple places, simultaneously impacting all at once. The shroud can range from 3m-6m and lasts for 2 turns, or, until contact is made.
Can be used 3x per battle
Has a 2 turn cooldown
No Iron Sand S rank and above next turn

Approved
 
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Yang Release in inventory

(Inkyubasu no Chi) – Blood of the Incubus
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Blood of the Incubus is not a conventional ability, but a trait carried by those flowing with vitality. Those such as Senju Hashirama, who was a descendent and the reincarnation of Ōtsutsuki Asura, possessed great life force, which granted potent regenerative abilities. It can be seen as an extension of these regenerative capabilities, having a direct effect on the process of aging. Through constant regeneration and repair of one’s cells, the body does not experience physical aging, and one’s lifespan is extended far beyond the limits of normal humans, granting the ability to live for centuries. In a similar manner to Birth of Nature, one’s overflowing vitality can affect the external environment, such as causing flowers to blossom from the ground with each step they take.

Approved - Daemon

(Inkyubasu no Niku) – Flesh of the Incubus
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Flesh of the Incubus is an ability which results from the combination of one's overflowing vitality, that is, an already powerful life force made greater by mastery over Yang Release, with their ability to utilise Wood Release at its highest form. Because of the latter condition, it is an ability unique to Merlin. Flesh of the Incubus does not require activation, it is more of a trait in this sense, as it is always active. It takes the form of a woodskin that perfectly mimics the user's appearance and anatomy, even replicating the feeling of normal skin, which is present on the body at all times, and is bolstered by Yang Release. The benefits granted by this are twofold; not only is the physical integrity of the wood greatly bolstered, allowing it to reduce incoming physical damage by 20 points, but the woodskin itself is granted sentience, allowing it to automatically balance the delicate ratio between Natural Energy and chakra on the user's behalf, meaning that the user no longer needs to remain still in order to generate Sage Chakra properly, nor are their abilities limited whilst generating Sage Chakra. Additionally, the woodskin itself is capable of activating Sage Mode, meaning that the user is free to perform other techniques in the same timeframe as when Sage Mode is activated, including Senjutsu techniques. While Sage Mode is active, the woodskin will no longer generate Sage Chakra. In order to utilise Flesh of the Incubus, it must be posted in the user's biography, and requires the Yang Release specialty.

Declined: This technique is wild. To have something his strong just always active isn't gonna fly. - Daemon
 
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Arthorius

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(Seimei No Umi: Hiretsuna Kigen) — Sea Of Life: Vile Genesis
Type:
Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: 120
Description: The user will focus their natural abilities with the sea of life before converting it in to the gaseous state of vile haze and releasing it from their body in razor sharp arcs of vile haze in a perfect sphere. This sphere of razor sharp haze will decimate the range it covers melting and slicing anything it makes contact with. As mentioned this technique takes the form of vile haze, as such it doesn't carry the Amino-Geis, however it has incredible heat which inflicts lingering damage that can't be healed through regular means such as medjutsu or sage mode healing, requiring advanced healing abilities such as Yang release. A unique aspect of this technique is that any life form struck by this that somehow survives the incredibly potent heat and slicing damage will find themself inflicted with continual burning damage as the haze like gas sticks to their body like napalm, causing twenty damage per turn until it's removed. This technique while extremely lethal generally, will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled by the Amino-Geis.
Note: May only be used twice per battle
Note: This ability prevents the usage of forbidden rank techniques in the same turn.
Note: After this ability is used, the user may not access the vile haze gaseous sea of life for three turns.

Approved

(Seimei No Umi: Bakuhatsu-Tekina Sangeki) — Sea Of Life: Explosive Scourge
Type:[/B] Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: 120
Description: By focusing and exerting control over the sea of life contained with any of the organisms created or controlled by the user, they will rapidly convert the sea of life contained within these beings in to the gaseous state of vile haze, this rapid shift has a grenade like effect causing an explosion of vile haze reaching short range in a 360 degree radius around the detonated being. This ability can work on multiple creations with a single usage allowing the user to effectively flood the field with vile haze, causing serious harm to anyone or anything that isn't a child of Tiamat. As mentioned this technique takes the form of vile haze, as such it doesn't carry the Amino-Geis, however it has incredible heat which inflicts lingering damage that can't be healed through regular means such as medjutsu or sage mode healing, requiring advanced healing abilities such as Yang release. A unique aspect of this technique is that any life form struck by this that somehow survives the incredibly potent heat and slicing damage will find themself inflicted with continual burning damage as the haze like gas sticks to their body like napalm, causing twenty damage per turn until it's removed. Due to the violent nature of this technique, the creations or beings detonated will be destroyed, in the case of a RPers bio controlled by the Amino-Geis, they will become disabled following standard recovery rules for biographies, they will however not die.
Note: May only be used twice per battle
Note: This ability prevents the usage of forbidden rank techniques in the same turn.
Note: After this ability is used, the user may not access the vile haze gaseous sea of life for three turns.

Approved

Genjutsu: Kami No Nozumo Zai | Illusion Technnique: Divine Presence
Type:[/B] Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives things using extrasensory methods, working exclusively against those who can sense chakra and see chakra, such as dojutsu users or sage mode users. When afflicted by this illusion the victims sensory ability will start to go haywire, causing them to sense enemy chakra in everything around them, or seeing it in everything around them in the case of Dojutsu. This illusion will cause no paralysis effects however it will completely overpower the sensory of opponents, rendering it useless as they can sense the users chakra everywhere like a blanket of fog, making it impossible to pinpoint actual sources of the enemy chakra. Should the illusion not be broken the opponent will begin to take spiritual damage, feeling as though they are being crushed beneath the sheer force of the chakra.
Notes:
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.

Approved
 
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Daemon

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Ronin in Inventory

Divine Immolation - (Kami no gisei)
Type: Supplementary/Offensive
Rank: B-S
Range: Short
Chakra: 20-40
Damage: N/A (40-80)
Description: Divine Immolation is a Spiritual Kenjutsu technique that combines the concepts of Seishin Iaidō and Dangerous Strike. The user quickly generates an ethereal arm from their body that quickly unsheathes their blade, stabbing the user with a spiritual blade performing a spiritual form of Seppuku. The quick strike of their blade, briefly severs the user's soul/spirit from their own body. In doing so, it allows the user to break spiritual techniques used on them of equivalent rank by separation the connection between the technique and the user. The spiritual sword is then quickly retracted from the user and sheathed causing the Susano'o like arm and blade to disappear. Upon the sheathing of the blade, the user's body and soul realign to come back to normal, reestablishing the normal. This technique can also be used on allies and/or opponents, using the ethereal blade to strike their spiritual enemies. When used on an opponent, the user can have this technique carry damage, harming the opponent spiritually. When used on the opponent, it carries similar effects as it's parent technique Dangerous Strike, separating the connection a spiritual technique has with the opponent effectively ending the technique. The S rank version of this technique can be used three times per battle, with a two turn cool down in between usages.
Note: Only usable by Ronin bios.

Apparition - Yūrei
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Apparition is a Spiritual Kenjutsu technique that utilizes the style's ability to separate spirit from body. Similar to the initiation of Kuekibo, the user slashes their palm inflicting their own Spiritual Kenjutsu effects on to themselves. The user in turn severs their spirit from their physical bodies in varying levels, akin to a form of astral projection. The user appears as an ethereal form of themselves, similar to a white wisp, fully equipped with a spiritual sword. Within this form, the user is a spirit in true form, able to pass through physical obstacles with ease and attacks that target the user's spirit form physically would be ineffective. Conversely, the user becomes unable to harm the opponent physically as well as their attacks will no longer physically affect the opponent. Thus as long as Apparition is active, non projectile-based Kenjutsu and Taijutsu fields will damage the target spiritually, not physically. For example, a normal punch will pass through the opponent's body but the impact of the punch will damage the opponent's spiritual energy. The user's kenjutsu and taijutsu fields will still interact with opponent's techniques, similarly to the to the Ronin Spiritual Blade Technique, which will target the spiritual balance of opposing techniques, dissipating them or disrupting them upon overpowering them or neutralizing them. Due to being free of their physical form, Apparition can be used to liberate themselves from the Physical Fatigue Drawbacks (Spiritual Fatigue Drawbacks would still affect the user in ethereal form), allowing them to fight the opponent in spirit form freely. However, Apparition does not come without risk or drawbacks. Severing the soul from the physical body leaves the user's body vulnerable to attack, unable to move and able to take physical damage. Apparition lasts for a total of four turns, able to be used twice per battle with a three turn cool down in between usages. At any point, the user can end Apparition at and can have their spirit return to their body instantly. Doing this allows the user to regain control of their body. Due to being a high level technique, this causes strain on the user's spiritual energy, limiting them to A rank and below Spiritual Kenjutsu for the next two turns.
Note: Can only be used by Ronin bios.

Nature's Guard - (Shizen no anchisukiru)
Type: Defensive
Rank: B - S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Nature's Guard is a technique based upon two concepts: One Derived from Dokkodo and the Other from Spiritual Kenjutsu, utilized by the Ronin. The user begins by gathering natural energy/senjutsu around their blade causing a mass of energy to form around their blade similarly to the Ronin Spiritual Blade Technique. The user then swells the chakra on their sword in every direction to form a barrier that encompasses the user's short range. This "barrier" has properties similar to that of (Dokkodo: Gatotsu) - The Alone Way: Fang Point. The "barrier" is capable of deteriorating anything that comes into contact with it, including advanced seals of equivalent rank. The true size of this "barrier" can be variable with its lowest rank (B) creating a skin tight barrier to the S rank variation encompassing the entirety of Short Range. Naturally, foes that are hit with this barrier would have their defenses decreased by 5 incrementally as the the ranks of this technique increase. The A rank version of this technique can be used three times, the S rank version of this technique can be used twice. With a turn cool down in between usages for the A rank variant and a two turn cooldown in between usages.
Note: Can only be used by Ronin or Samurai
Note: Can only be used with Dokkodo active. Ronin and Samurai can used this technique without entering Dokkodo but must have Dokkodo listed as their Mode.

All Approved, made edits
 
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Korra.

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https://animebase.me/threads/skarlet-chinoike-blood-eye-goddess-v-5.778068/ bio with Xenos, Kin, and med
https://animebase.me/members/korra.71560/#dbtech-shop-inventory Custom Kin in inventory

( Kinjutsu: Zenomorufu no Okurimono ) - Forbidden Technique: Gift of the Xenomorphs
Rank: Forbidden
Type: Offensive
Range: Short
Chakra: 50 ( -40 per turn )
Damage: 60
Description: A Kinjutsu developed by Skarlet Chinoike studying Orochimaru's White Snake jutsu and taking advantage of her Xenomorph's ability copying ability. The user produces a special facehugger from within their body to comes out of their mouth. This facehugger has 80 Health Points and can be destroyed when out which would prevent this jutsu. When the facehugger attaches to an opponent instead of injecting them with a parasite to create a Xenomorph, the facehugger will extra the opponent's DNA copying their KG/AE and combining it into the facehugger's body. The facehugger will than return back to the user and marge into the users body combining the stolen DNA to the user and giving them access to the target's KG or AE. When merged into the user's body the facehugger is still intact and can move around the user's body similar to Boro's core, to avoid taking damage. Just like Boro core, an opponent can hit the facehugger in the user and destroying it causing the user to loose the taken AE/KG. If the facehugger is destroyed before it can merge within the user (which takes 1 full turn to complete) the jutsu will also fail.
Note: Usable once
Note: Takes 1 turn for the facehugger to take the DNA and then merge with the user
Note: Must be done in the NW or Official BA
Note: Can only have 1 stolen KG at a time, and can be switched out after 1 month. Cannot steal Doujutsus, HA or CC
Note: Destroying the facehugger before the merge completes will stop the jutsu, and facehugger can be destroyed even inside the user


Declined: Allow this to only be used on AE and give this hand seals.
Adding handseals and taking out KG

( Kinjutsu: Zenomorufu no Okurimono ) - Forbidden Technique: Gift of the Xenomorphs
Rank: Forbidden
Type: Offensive
Range: Short
Chakra: 50 ( -40 per turn )
Damage: 60
Description: A Kinjutsu developed by Skarlet Chinoike studying Orochimaru's White Snake jutsu and taking advantage of her Xenomorph's ability copying ability. The user does 6 hand seals and produces a special facehugger from within their body to comes out of their mouth. This facehugger has 80 Health Points and can be destroyed when out which would prevent this jutsu. When the facehugger attaches to an opponent instead of injecting them with a parasite to create a Xenomorph, the facehugger will extra the opponent's DNA copying their AE and combining it into the facehugger's body. The facehugger will than return back to the user and marge into the users body combining the stolen DNA to the user and giving them access to the target's AE. When merged into the user's body the facehugger is still intact and can move around the user's body similar to Boro's core, to avoid taking damage. Just like Boro core, an opponent can hit the facehugger in the user and destroying it causing the user to loose the taken AE. If the facehugger is destroyed before it can merge within the user (which takes 1 full turn to complete) the jutsu will also fail.
Note: Usable once
Note: Takes 1 turn for the facehugger to take the DNA and then merge with the user
Note: Must be done in the NW or Official BA
Note: Can only have 1 stolen KG at a time, and can be switched out after 1 month. Cannot steal KGs, HA or CC
Note: Destroying the facehugger before the merge completes will stop the jutsu, and facehugger can be destroyed even inside the user
Note: Opponent must still be alive to be used.

Approved
 
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Shady Doctor

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Adv. Uzumaki in inventory ofc.

( Shankusu no shokunin-waza ) | Lost arms of Shanks
Rank: S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost:70 ( -15 per turn)
Damage Points: 80
Description: Lost Arms of Shanks is a secret Uzumaki chain technique crafted to further expand the versatility of the Uzumaki clans special abilities. By releasing the chains in abundance, the user shapes their chains into two branching arms protruding from their back. The chains are then tightly weaved together into concrete structures giving the hits from them even more strength than ordinary blows due to their sheer weight and high density because of the chains being tightly packed together; along with the fists being covered in the sharp ends of the chains. This technique can be used for various purposes including directly attacking the opponent, restraining them, rappelling from one part of the terrain to another in quick succession and performing more advanced Taijutsu attacks due to the user now possessing 4 arms instead of two. The unique thing about the technique is that the arms are laced with sealing scripts, with "shatter" written in kanji. This gifts the chains the same ability as the canon Barrier Shatter technique, enabling the arms to passively shatter/end any barrier that touches them. This would only work on barriers with equal or less chakra and only only on barriers that actually touch the arms.
Note: Usable 2x, lasting up to 3 turns each use, though needing a 3 turn cool down between uses.
Note: Once ended the user can't use any Fuuinjutsu above A-rank for a turn.
Note: Only Usable by Advanced Uzumaki bios
Approved

Volumen Hydrargyrum | Marrow of the Moon Spirit
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 60 (-10 per turn)
Damage: N/A (80-100 for Offensive Form)
Description:

Volumen is an extremely unique weapon passed down in a specific portion of the Uzumaki family, given to only a select few chosen ones throughout the span of numerous generations. It is said that it was once a solid metal-crafted sword at one point, but this was so long ago that it's true shape had been lost in time, and only those who lived during the first era of shinobi saw it's true form. Legend has it that it was infused with Yin chakra to change its form over and over, and due to it having no mind or control of itself it had become a simple blob of liquid which no longer held a definite shape once it had no owner. But this is said to just be a myth. In the current era, Volumen takes on the form of a silver-ish blob of liquid with a mirror-like surface to it when looked upon, all connected to the hilt of a sword. It is linked to its owner's chakra network and would be motionless and stored away in a special sword sheath until called upon with a chakra sacrifice (60). Once "Drawn", Volumen will seep out of the sheath and expand into its full form (a sphere that is about 3m diameter with the hilt connected to it by an invisible string of chakra) where it can freely be manipulated to change forms and be used to attack, defend and supplement its owner. This includes passively becoming a platform for him to ride on or carrying objects on/within it if it's owner wills it to, though at the cost of it constantly consuming a small portion of his chakra (-10) until it is put back to rest. When activated, a miniscule piece of Volumen inserts itself into it's owner's body, just in case it is destroyed completely, it would manifest 3 turns later and expand back to its full blob form, again placing a piece of itself within the owner. With that said, Volumen is broken down into 3 main "Forms" when used; Attack, Defense and Tracking.

Attack - Volumen is a heavy liquid as a whole, and it posses great kinetic energy when moving rapidly under high pressure. With the command "Scalp", It can be manipulated into shapes like whips, spears, blades, and tentacles at will, and its sharpness can even overwhelm contructs made from the greatest of elemental chakra. Nothing can be said to be unbreakable before it, allowing it to destroy the most solid defenses if it possessed enough strength. Compressing itself into a thin edge a few millimeters thick before striking, its blade rivals pressurized water jet cutters, thus giving it amazing offensive capabilities. When attacking, Volumen usually strikes out in whipping motions to slash targets, though it isn't rare for it to purely pierce through targets with thrusting motions or grabbing targets to crush them with pressure.
Using Volumen to attack is an S-rank ability but two times per battle can compress its attacking form to hold enough density and power to strike with even more damage (100), while any other offensive usage will only be pressurized enough to create an 80 damage attack. What's unique about the attacking form of Volumen is the ability to attach Yin chakra to the chakra system of living beings that it strikes. When a being is struck, Volumen surrounds the wound in an invisible aura of chakra which would directly absorb chakra of healing techniques in order to null their effectiveness; Though this would only work on techniques of equal or less chakra than the activation of Volumen (60). Anything above the said amount would simply have the difference of chakra remain and heal double the chakra amount. I.e. a yang technique used to heal costs 80 chakra, it would have 60 chakra absorbed and heal double the remaining chakra (20). This can only be added to attacks 3x per battle.

Defense - Activated with the command "Boil, my blood", Volumen can take on numerous defensive attributes that serve to protect its owner at all costs. Being connected to the user's chakra network, it becomes a nearly automatic defense, though with restrictions and limits to how it works. As long as the owner is able to sense an attack or such happening to him, Volumen will react accordingly to adapt to the situation and protect him. An example of this is, if the user hears water incoming from behind him, Volumen would rush to his backside, creating a pressurized wall that would attempt to block it. Though if the user isn't aware of the existence of something, Volumen won't react. One of the most regularly used defenses is a dome form, which encompasses the entirety of short range around the user, having the inside hollowed out. Volumen makes itself semi-translucent, enabling the user to see out of it, though from the outside people would still see its mirror like surface.
Though a great defensive mechanism, Volumen of course has its limitations. It can become pressurized to the point it surpasses an S-rank defense up to two times without losing its form, blocking up to 100 damage, though the turn after that it will only be able to take on A-rank and below attacks before being overwhelmed. Even though Volumen can be overwhelmed, due to its liquid form, it can't be broken, or crushed, so it will simply lose its form and have to reform again once it is overpowered. Whenever the defensive form of Volumen successfully defends an attack without being overwhelmed, it can take on the effects of the ( Takazanusu No Kamereon ) | Transfusion of the Chameleon Blood technique. Specifically, Volumen would absorb the chakra from the technique and put it to use. Having the chakra absorbed and using Yin's ability to change things dramatically, the technique would adapt and take on any unique or special effects of the jutsu it overpowered. For example, if Volumen defended and overpowered a lightning technique, the liquid would take on the effects of the electricity and would be able to paralyze/shock things upon contact. This ability can only be added to Volumen's defenses 3x per battle.

Tracking - The tracking form is quite simple, yet intricately created within the terrain by the command "Track and Kill". Upon the command, Volumen will let out thousands of string-like tendrils that are broken down into mist-like particles which are invisible to the eye due to their very thin composition, though still seeable by doujutsu and sensed by sensors. These mist-like tendrils will cover the terrain in a mid range radius, taking on an intricate web like pattern that are connected to Volumen as the epicenter. The mist webbing has a unique nature to it, sending back a specific vibration to Volumen when things pass through them, thus giving Volumen, and by connection, the user information of something being present within. Of course when things pass through the webbing, whether it be a technique or just an object, the webbing would be compromised and broken in that particular area. Once a part of the webbing is compromised, Volumen will suck an additional portion of chakra (-5) from the user to reproduce more webbing in that specific area, making the webbing whole again. This is a B-rank skill, costing 20 chakra to be done while taking - chakra per turn, giving the user 2x tracking increase through the wepon.


Note: Can only be used by Shady
Note: Attack and Defense form of Volumen will cost a move to use.
Note: The Attack and Defense forms can't be used at once, though either can be used in conjunction with the Tracking form.
Note: The tracking form can only be used 3x, lasting as long as the user has enough chakra to sustain it.
Note: Volumen can be controlled to move up to mid range away from the user and still function, though it's attacks and such can only extend mid range away from its "body", maxing out at long range from the user.

Leaving for someone else.
 
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Removed and clarified

(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of in silver coloring with a tint of purple. In it's partial release, it assumes the shape of that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the absorbed substances would be infused into the weapon and be enhanced by either increasing their lethality by a rank, increasing their resistance to 'cures' by a level, or having their detrimental effects reach their next progression stage. Notably, each substance can only be enhanced by one quality of the three. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
Declined: I already told you why.

NT bio
(Nano Henkan: Fukkatsu ) - Nano Transformation: Resurgence
Type: Supplementary
Rank: N/A
Range: Short - Mid
Chakra: +10
Damage: N/A
Description: Maximizing the usage out of their microscopic cybernetic composition, the user is able to alter and modify how said composition behaves when performing a Nano Transformation related technique, specifically relating to the addition of rotations into the movement of the NT components. By virtue of these rapid rotations, the affected technique would be capable of producing currents of winds akin to those of the Leaf Dragon God without impeding on the techniques inane functionality. However, unlike in LDG where the currents are the product of a single powerful movement, those of Resurgence are the product of multiple movements rotating in a aligned sequences, typically supplementing the movement of the NT technique.

These currents behave in one of two manners depending on the type of rotation they take, the first being an 'outwards' rotation which serves to repel objects and as a defense mechanism, while the second is an inwards rotation that serves to draw objects towards the NT technique, as a supplementary/offensive mechanism. Due to the presence of multiple rotations and the NT being highly responsive to the user's commands, the user can control at which points repelling or drawing in occurs from, preventing any unnecessary casualties. Strength wise, it would repel based on the NT's rank, and likewise draw in at equal strengths, with A rank and above being able to affect up to mid range while lower ranked can affect up to short range. Naturally this occurs in the same timeframe of utilising a NT related technique/tool and last as long as the NT is still in play. Should the NT technique have it's own A.I/sentience, it can perform this technique itself without it counting towards the user's jutsu limit. Usable 4x per battle.

(Nano Henkan: Suringā ) - Nano Transformation: Slinger
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (5)
Damage: N/A
Description: Utilising their Nano Transformation when releasing a physical technique from short range, the user is able to supplement the released attack in one of two ways. The first is by releasing a swarm of NT behind the technique, having it be a replica of the released attack composed of the user's own NT material. The replica, being composed of NT is harder to detect and would lay dormant until the afflicted technique is weakened or destroyed or overcame, upon which the NT would come into play. The NT would serve to restore the technique back to it's optimum strength by filling in the gaps per se, with the now combined technique being treated as a combination technique with NT. The second usage is by releasing the NT into the technique and have it act as a coating for the technique wherein the layer of NT would serve as a protective layer for the technique with the NT acting as a means to cause attacks to slide/skid away from the affected technique due to how the NT would be formed around it. Strength wise the NT would be sufficient to defend from techniques one rank lower than that of the affected technique, typically making it only a mere buffer to lower the offensive techniques in effect. It's true strength is due to it enabling the performance of other NT through the coating, opening up options for the user. Usable four times, and only on physical techniques that originate from short range around the user, lasting as long as the affected technique is in play.

Updating https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-19#post-20861561

(Sodaina Gyorai Shin) - Grand Torpedo Needles
Rank: A
Type: Attack/Supplementary
Range: Short - Mid (Long range activation)
Chakra Cost: 30
Damage Points: 60
Description: Similar to how torpedo needles work, the user would throw/place any nail like constructs onto the field/surface(After infusing them with chakra). Upon impact the nails would dig themselves into the ground/surface. Unlike the original technique in which hundreds of small nails would shoot out of the ground/surface, hundreds of chakra infused nails would shoot out. The nails would have a small coating of pure chakra surrounding them once they are shot, thus they would be bigger(1.5 meters) and deadlier. This however removes the stealth trait of the original technique but does more damage. Alternatively, the user can apply this as an infusion to projectile techniques such as those of Guns and similar, allowing them to have a second somewhat stealthy follow up attack. This variation would cost +10 for the projectile technique.
-Five times per battle.
-The nails can travel up to mid range length(15m). However they can be activated with a hand seal from long range distance.
- Can be triggered up to two turns after their initial usage, or simply post contact for projectile technique variation.
(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
Approved
NT bio

(Nano Henkan: Kage Bunshin) - Nano Transformation: Shadow Clone
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Acting somewhat similar to the normal clone technique, this Nano Transformation variation creates clones whose bodies are composed of said NT, giving them a unique set of skills. Due to how NT functions, the clones would have access to all the user's abilities and techniques, but due to said production via NT, they would carry with them the unique trait of being able to create copies of the tools/SNT present on the user's body upon creation, producing replicas composed of NT. The replicas, being composed of NT would naturally function at a better rate than normal, specifically a rank/range/effect higher in terms of scaling. This is attributed simply to the nanobot components being of a higher quality, capable of outputting more, but this would come at the cost of cutting down the usability of said tools by half. The second aspect these clones carry is that upon their defeat, instead of simply dispersing like normal clones, they would explode in violent fashion, releasing a thin external layer NT nanobots either in the direction of the attack/person that killed it (up to mid range) or in an omnidirectional fashion (short range all around). The clones would explode once their base ‘health’ of 60 is exceeded, or at will, with the explosion occurring at twice the users speed similar to other NT techniques of the rank. Naturally the NT clones follow the normal restrictions placed on clones in terms of usability and numbers. However, rather than returning chakra back to the user, the NT components that were not released in the explosion would return and repair the user, healing up to 60 Health Points, be it mental or physical damage due to the user’s unique physiology.

Declined: Talked to Chris about it. We aren't allowing Custom "clone" tehniques like this. - Daemon

(Fūinjutsu: Rain No Owari) - Sealing Arts: End of the Line
Type: Supplementary/Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: N/A
Description: Created by those who heavily use tools in combat, End of the Line is a technique that serves the process of defending and empowering the tools one uses in battle. The user would simply need to mark their tools beforehand with a kanji of Immutable (不変) in order to give them the effects. The seal would remain largely unused until an opposing technique/entity attempts to negatively affect the user's tools in some fashion. This would trigger the expansion of a barrier short range around the tool that would be capable of absorbing both chakra and physical components. Chakra wise, the absorbed chakra would simply be used to power the SNT, utilsing said chakra as a power source rather than relying on it's own chakra source/battery. Dependent of the tools and amount of chakra absorbed, this could potentially extend the usability of the tools, such as if a tool required 10 chakra per turn to be maintained and the seal absorbed 20 chakra, it would be maintained for an additional two turns. Physical components would refer to techniques that aren't fully reliant on chakra, such as an EMP attack or elements that inherently affect tools. In such cases, the seal would simply serve to absorb them rather than using for a power source for the tools. While applied in short range, the seal could be triggered at any range, with it's S rank variation usable twice and the A rank thrice, and it must be separated by two turns interval for A&S ranks, and no A rank or above Fuin the turn this is used in. Usable 5x in total, though notably if used by Cyborgs whom have multiple tools overlapping within their bodies or similar, the seal would serve to protect the various tools.

Declined: Give this a single rank.
 
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Ańbu Juniør

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Updating:
(Can't quote due to the thread being locked)
-Made minor grammatical changes. Anything else is bolded.

Fenriru no Busō | Fenrir's Armament
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage:
80
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.
Approved

Updating: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20381388
(Can't quote due to the thread being locked)
-Made minor grammatical changes and added Hunter ninja dogs to the technique description.

Vánagandr Wa - Odin Ni Hoshoku Shimasu | Vánagandr - Preying of Odin
Type:
Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent, an Inuzuka bonded with a Ninken will be influenced by the strong frenzy and excitement elicited from the shared senses with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock-on effect to the enemy's scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space-time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short-range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their primary affinity by a full -20. However this can be treated in the same was as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.

Hunter - Void Assault

Being Apex Predators High Breed and Hunter Ninken take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predator's natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through the use of chakra a High Breed is capable of entering into unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilized to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however, the moment a High Breed makes a move or attempts to mold chakra the stealth will be broken.

Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponent's blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or Ninken is required to be within short-range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken.
- Void assault can be initiated 4 times through the use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.

Keep the original.
Updating: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20330630
(Can't quote due to the thread being locked)
-Made minor grammatical changes and removed independent chakra supply to comply with the High Breed update.

Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Rank:
S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times. (In the case of the user's biography, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka's. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)

Approved
 
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The_Empire

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Resubbing this weapon as my second and final weapon and of course some improvements with wording and abilities add ons.

link to past approval

Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, the user has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability to A rank and below attacks being able to with stand them even when extended so no one can really cut it. The last ability is the user has C rank seal on it that passive activates and deactivates when they go across the blade with their hand which transforms the katana that hold into Zabimaru or the other way around. Originally when not in use the seal conceals Zabimaru appearance by looking like a normal katana.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.

You must be registered for see images

Approved - Daemon
Took out the seal and changed the A rank durability to 60 damage per clash.

Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, the user has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability to reduce 60 damage per clash.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.

Declined: I don't what you mean by reducing 60 per clash. If you mean this can do 60 damage then say that because otherwise this isn't being approved.-Sasori
 
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Sasori

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(Junsuina tochi no shukufuku) Sealing Arts: Blessings of the Pure Land
Type: Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 70
Damage: N/A
Description: The user will first perform three hand seals and erect from their body a spherical crimson-colored barrier. This barrier is opaque in nature and will be able to extend up the mid-range. The special thing about this barrier is that it holds the ability to absorb chakra at an increased amount. Once a technique has come into physical contact with the barrier it will instantly begin to be sealed inside of it. After the sealing process has been completed the barrier will then seemingly explode into an array of chakra up the mid-range. This chakra is harmless in nature and its true purpose mainly comes into play for the next three turns. For the next three turns, the chakra from the sealed technique will rain down upon the field as drops of chakra. This ability enables the user to replenish their chakra points as well as one of their opponents on the field. The chakra granted to the people on the battlefield will be equivalent to one-fourth of the damage in the technique. For instance, if a one-hundred damage attack was absorbed then during the first turn the user and opponent would receive 25 chakra points. Next, they would receive another 25 and so on until all of the original damage of the technique has been met with the chakra given out. Since the rain lasts three turns it might not always be possible to get the maximum amount of chakra out of a technique at a single time.

Note: Can only be used twice with a turn cooldown, no fuuinjutsu above A rank in the following turn
Note: Requires Advanced Fuinjutsu.

Approved with Edits made - Daemon

(Rā no okurimono) Sealing Arts: Gift of Ra

Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Gift of Ra is an advanced sealing technique that is directly related to puppetry. Due to its unique nature, it must be stated in the user’s biography or at the start of a fight. Gift of Ra is a sealing ability that enables the user to seal off one of their elements such as a base five, advanced element, or custom element one. The user will seal said chakra off from themselves preventing them from utilizing it anymore. In exchange for giving up said element the user will be able to bestow the element onto one of their puppets which is why it must be stated in the user’s biography which puppets or at the start of a fight. The puppet bestowed with an element will become similar to a human puppet in a sense. The puppet will be able to utilize the canon abilities of said element and in terms of custom elements, they will be able to utilize the user’s given set of customs for them. Each puppet can only have one element sealed inside of it and the user at most can seal up to four of their elements and place them into up to four puppets.

Note: Requires Advanced Fuinjutsu.
Note: This technique only allows the user to seal one of the base 5 elements/AE or CE into their puppets. Logically, this will hinder the user, locking them from using other elements that require the element they lost. For example, sealing fire into a puppet will stop the user from being able to use any custom elements that require fire release.

Approved with edits made- Daemon

(Junsuina tochi no shukufuku) Sealing Arts: Copycat

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: The user will perform three hand seals and erupt somewhere short-range around them an emerald-colored barrier. This barrier will take a humanoid form but with no inherent physical features. The barrier will appear translucent almost as if one could see their own reflection in it. CopyCat is a barrier that only activates once a technique comes into range of it. Upon a chakra-based technique containing up to 70 chakra points comes into short range of the barrier it will activate and begin to siphon the chakra from said technique via Fuinjutsu. Once this is done the CopyCat will then take advantage of its malleable properties and begin to shift its body into the form of whatever technique it just absorbed. This technique, however, is limited to only absorbing elemental based techniques. Once the CopyCat has assumed its new form it will then be able to be controlled at the user’s discretion For example, if the CopyCat absorbed an earth golem it would take the form of the golem with the same dimension. In case of a projectile-based attack such as a fireball, the CopyCat would take that form and be able to launch it at a target. Once a technique has been absorbed the user is capable of utilizing the CopyCats new form up to long-range. The CopyCat will assume the original damage of the absorbed technique and will be considered neutral to all forms of attack since it is still just a barrier in reality.

Note: Can only be used twice with a turn cooldown
Note: Requires Advanced Fuinjutsu
Note: Creation lasts up to three turns.

Declined: You want this to absorb a technique, mimic the technique, launch it back at the person with the techniques original strength and have it be neutral to interactions at the same time? - Daemon
 
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The_Empire

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Resubbing this weapon as my second and final weapon and of course some improvements with wording and abilities add ons.

link to past approval

Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, the user has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability to A rank and below attacks being able to with stand them even when extended so no one can really cut it. The last ability is the user has C rank seal on it that passive activates and deactivates when they go across the blade with their hand which transforms the katana that hold into Zabimaru or the other way around. Originally when not in use the seal conceals Zabimaru appearance by looking like a normal katana.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.

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Approved - Daemon

Took out the seal and changed the A rank durability to 60 damage per clash.

Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, the user has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability to reduce 60 damage per clash.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.

Declined: I don't what you mean by reducing 60 per clash. If you mean this can do 60 damage then say that because otherwise this isn't being approved.-Sasori
Just took out the seal from the original approval

Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, the user has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability to A rank and below attacks being able to with stand them even when extended so no one can really cut it.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.

Approved - Daemon
 
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Goetia

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(Inkyubasu no Niku) – Flesh of the Incubus
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Flesh of the Incubus is an ability which results from the combination of one's overflowing vitality, that is, an already powerful life force made greater by mastery over Yang Release, with their ability to utilise Wood Release at its highest form. Because of the latter condition, it is an ability unique to Merlin. Flesh of the Incubus does not require activation, it is more of a trait in this sense, as it is always active. It takes the form of a woodskin that perfectly mimics the user's appearance and anatomy, even replicating the feeling of normal skin, which is present on the body at all times, and is bolstered by Yang Release. The benefits granted by this are twofold; not only is the physical integrity of the wood greatly bolstered, allowing it to reduce incoming physical damage by 20 points, but the woodskin itself is granted sentience, allowing it to automatically balance the delicate ratio between Natural Energy and chakra on the user's behalf, meaning that the user no longer needs to remain still in order to generate Sage Chakra properly, nor are their abilities limited whilst generating Sage Chakra. Additionally, the woodskin itself is capable of activating Sage Mode, meaning that the user is free to perform other techniques in the same timeframe as when Sage Mode is activated, including Senjutsu techniques. While Sage Mode is active, the woodskin will no longer generate Sage Chakra. In order to utilise Flesh of the Incubus, it must be posted in the user's biography, and requires the Yang Release specialty.

Declined: This technique is wild. To have something his strong just always active isn't gonna fly. - Daemon
Resubmitting: Removed the damage shaving ability

(Inkyubasu no Niku) – Flesh of the Incubus
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Flesh of the Incubus is an ability which results from the combination of one's overflowing vitality, that is, an already powerful life force made greater by mastery over Yang Release, with their ability to utilise Wood Release at its highest form. Because of the latter condition, it is an ability unique to Merlin. Flesh of the Incubus does not require activation, it is more of a trait in this sense, as it is always active. It takes the form of a woodskin that perfectly mimics the user's appearance and anatomy, even replicating the feeling of normal skin, which is present on the body at all times, and is bolstered by Yang Release. Through this infusion, woodskin itself is granted sentience, allowing it to automatically balance the delicate ratio between Natural Energy and chakra on the user's behalf, meaning that the user no longer needs to remain still in order to generate Sage Chakra properly, nor are their abilities limited whilst generating Sage Chakra. Additionally, the woodskin itself is capable of activating Sage Mode, meaning that the user is free to perform other techniques in the same timeframe as when Sage Mode is activated, including Senjutsu techniques. While Sage Mode is active, the woodskin will no longer generate Sage Chakra. In order to utilise Flesh of the Incubus, it must be posted in the user's biography, and requires the Yang Release specialty.

Declined: This is still a wild technique, the issue primarily is the ability to activate Sage mode in the same time frame as a technique. Also since it has to gather natural energy, you need to make reference to how much chakra its actually converting to NE (percent wise). Also need to note how much chakra per tun does it convert into NE etc etc. - Daemon
 
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Alyx

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(Fuin Inkupo: Kurafuto) Sealing Ink Art: Crafting
Rank: B-Rank
Type: Supplementary
Range: Self ( Short - Long, For Active)
Chakra Cost: N/A (+ 10 Active Use)
Damage Points: N/A
Description: Based on its parent technique “Sealing Ink Art: Jutsu Formulae” this adds a little more flavor to the concept it emphasizes on. Using one’s own actual ink in order to form the formulae and kanji of seals – the user is capable of using their own body as a canvas or in the case of Fuinjutsu “the medium”. To understand this, an example of the “Tag Barrier” technique is used, in which the user places a kanji on a surface or tool – the user can instead form the kanji using ink in order to form the seals on the user's body instead. The seal then performs its intended purpose which in the latter technique's case releases the barrier from the seal etc. The other passive use of this is allowing for those certain seals to be able to be placed in a dormant state on the user's body in order to utilize them later on in battle such as having the Tag Barrier technique prepared prior to battle to be used later on. These will count to the user's allowed total of body seals if used like this however. The active portion to instead construct said seals in such a manner in battle which can only be done four times per battle but within the same timeframe as the applied technique and can only be used thrice per battle with a cooldown of three turns. Like it's parent technique, it causes all applied techniques to be treated as ink/fuinjutsu combinations. The passive portion must be mentioned in user's bio while the active needs a single hand seal.

Declined. Now that I understand this technique, I see too many ways to abuse altering the required medium of other Fuuin-based techniques.

-Drackos


(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer

Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 per turn)
Damage: 10 - 80
Description: Usually used as a means for teaching others 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.These creations can be no bigger than five meters in height. These creations can be formed for combative purposes if the user needs this, now dealing damage in accordance to it's rank. A rank usage has a limit of thrice per battle while S rank is twice per battle however the former leaves the user unable to use ink based techniques above S rank in the same and next turn while the latter prevents use of ink based techniques above A rank for the same and next turn. A rank has a cooldown of one turn while S has two turns after use. Though this technique can be used with no damaging properties simply for cosmetic use. This is considered freeform and doesn't count as a move. B rank needs a single hand seal, A rank needs two while S rank needs three.

Approved
-Drackos
(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer
Type: Supplementary, Offensive, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 per turn)
Damage: 10 - 80
Description: Usually used as a means for teaching others 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. These creations can be no bigger than five meters in height. These creations can be formed for combative purposes if the user needs this, now dealing damage in accordance to it's rank. A rank usage has a limit of thrice per battle while S rank is twice per battle however the former leaves the user unable to use ink based techniques above S rank in the same and next turn while the latter prevents use of ink based techniques above A rank for the same and next turn. A rank has a cooldown of one turn while S has two turns after use. Though this technique can be used with no damaging properties simply for cosmetic use. This is considered freeform and doesn't count as a move. B rank needs a single hand seal, A rank needs two while S rank needs three.

Approved
 
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BusinessManTeno

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(Fuinjutsu: Kuadoraboruto) Sealing Arts: Quadra Bolt
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Quadra bolt is a fuin technique used to propel themselves in haste, be it mid air, towards the target or even to simply dodge. This technique is utilize by causing seals to appear at the bottom of the the users feet. Upon doing this, the seal will instantly seal in air pressure and release it very violently. This would cause the user to have a huge burst of speed in the direction they choose at 2x the speed of their current rank. This technique can be used in the same time frame as taijutsu or kenjutsu technique, while also being able to dodge attacks on the ground or even mid air as long as it doesnt extend five meters as the user cant propel themselves further than five meters.

Note: Cant use technique back to back

Declined: Take out the part about being able to use in same time frame as kenjutsu or taijutsu.
(Fuinjutsu: Kuadoraboruto) Sealing Arts: Quadra Bolt
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Quadra bolt is a fuin technique used to propel themselves in haste, be it mid air, towards the target or even to simply dodge. This technique is utilize by causing seals to appear at the bottom of the users feet. Upon doing this, the seal will instantly seal in air pressure and release it very violently. This would cause the user to have a huge burst of speed in the direction of choosing at their current speed rank. This technique is also able to dodge attacks on the ground or even mid air as long as it doesn't extend five meters as the user cant propel themselves further than five meters.

Note: Cant use technique back to back
Note: Can only be used four times total
Approved: Made edits.

Custom Kinjutsu in Inventory

(Kinjutsu: Unmei No Akai Ito) Forbidden Technique: Red Thread of Fate
Type:
Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (-100 Per Activation) (-5 per turn activated)
Damage: N/A (-10 due to extreme chakra exhaustion)
Description: Red Thread of fate is a technique created by a shinobi who was desperate to save the lives of others. By normal means he wasnt able to find a way so he decided to go deeper into the arts of jutsu, the darker and forbidden side. By doing this, the shinobi was able to find a way to alter reality but at a heavy price. By doing a set of four handseals the user creates a cat from red thread that forms on the users shoulders. By simply touching a target, the cat can change the outcome of an event to something more favorable for the user, making the cat the gateway of altering reality. This can not directly affect the opponent only the actions. An example would be if the opponent shot an lightning arrow at the user, the technique would make it seem as if the lightning arrow randomly distorted missing the user. However, the cat only protects those about whom the user cares for meaning it cant be used on an enemy or anything. The cat also only reacts to direct attacks so the user and their allies can be transported, restrained, or indirectly attacked while the spell is active. Though the technique is simple, it is a very draining jutsu, dangerously draining. The moment this technique activates, it drains a huge portion of the users chakra.

Note: Can use the technique once and last for two usages
Note: Each Activation drains 100 Chakra per usage
Note: The technique cant be used to redirect or directly attack or harm the opponent
Note: Upon using the technique due to the major drain the user speed drop by 2 and jutsus take a -5 damage for three turns after usage. If used a second the user is limited to two turns for three turns and speed drops by 4 and jutsus take a -10 Damage for three turns
Note: The cat cant be sealed, hurt, or took away.

Declined: This technique is wild. No reality warping Kinjutsu like this will be allowed by me. - Daemon

(Ototon: Shiroi zetsubō) Sound Style: White Despair
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (-20 to user)
Description: White Despair is a very powerful sound technique, created by the ancient users of the Oto style. Only able to perform by those with mastery and full understanding of sound style. Utilizing both the destructive nature of sound and the supplementary nature of the sound. The user will string together four handseals causing a huge translucent orb roughly the size of a small meteor about 15 meters above the opponent. Once done, the Orb will quickly disperse creating a very powerful explosion that reaches 20 meters outward. The reason the the technique is caused whiteout is because once the technique explodes, it creates a whiteout around the whole field, temporarily blinding those around. The unique thing about this technique isnt the destructive nature but more so the supplementary nature. Once the explosion triggers, the vibration from the sound will deal damage to those within 10 meters of the explosion, while causing ear bleeding damage to those who arent a sound specialist, or those within a 20 meter radius, causing lost of balance and double vision. This comes with great drawbacks. The damage from the sound vibration cant be blocked by the user, only prepared for. Dealing 20 damage to the user while also paralyzing them for that one turn.

Note: Can only use once per battle
Note: If the user isnt a sound specialist, they take an additional 30 damage due to the ear bleeding
Note: Cant use other sound jutsus in the same turn
Note: Cant use sound techniques S rank and above for two turns after usage

Declined: This technique is both a Destructive and Hindering Sound technique built into one, which isn't allowed according to the Sound rules. Hindering Sound techniques cannot cause direct damage, which this technique does.
 
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Vayne

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(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
Approved
NT bio

(Nano Henkan: Kage Bunshin) - Nano Transformation: Shadow Clone
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Acting somewhat similar to the normal clone technique, this Nano Transformation variation creates clones whose bodies are composed of said NT, giving them a unique set of skills. Due to how NT functions, the clones would have access to all the user's abilities and techniques, but due to said production via NT, they would carry with them the unique trait of being able to create copies of the tools/SNT present on the user's body upon creation, producing replicas composed of NT. The replicas, being composed of NT would naturally function at a better rate than normal, specifically a rank/range/effect higher in terms of scaling. This is attributed simply to the nanobot components being of a higher quality, capable of outputting more, but this would come at the cost of cutting down the usability of said tools by half. The second aspect these clones carry is that upon their defeat, instead of simply dispersing like normal clones, they would explode in violent fashion, releasing a thin external layer NT nanobots either in the direction of the attack/person that killed it (up to mid range) or in an omnidirectional fashion (short range all around). The clones would explode once their base ‘health’ of 60 is exceeded, or at will, with the explosion occurring at twice the users speed similar to other NT techniques of the rank. Naturally the NT clones follow the normal restrictions placed on clones in terms of usability and numbers. However, rather than returning chakra back to the user, the NT components that were not released in the explosion would return and repair the user, healing up to 60 Health Points, be it mental or physical damage due to the user’s unique physiology.

(Fūinjutsu: Rain No Owari) - Sealing Arts: End of the Line
Type: Supplementary/Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: N/A
Description: Created by those who heavily use tools in combat, End of the Line is a technique that serves the process of defending and empowering the tools one uses in battle. The user would simply need to mark their tools beforehand with a kanji of Immutable (不変) in order to give them the effects. The seal would remain largely unused until an opposing technique/entity attempts to negatively affect the user's tools in some fashion. This would trigger the expansion of a barrier short range around the tool that would be capable of absorbing both chakra and physical components. Chakra wise, the absorbed chakra would simply be used to power the SNT, utilsing said chakra as a power source rather than relying on it's own chakra source/battery. Dependent of the tools and amount of chakra absorbed, this could potentially extend the usability of the tools, such as if a tool required 10 chakra per turn to be maintained and the seal absorbed 20 chakra, it would be maintained for an additional two turns. Physical components would refer to techniques that aren't fully reliant on chakra, such as an EMP attack or elements that inherently affect tools. In such cases, the seal would simply serve to absorb them rather than using for a power source for the tools. While applied in short range, the seal could be triggered at any range, with it's S rank variation usable twice and the A rank thrice, and it must be separated by two turns interval for A&S ranks, and no A rank or above Fuin the turn this is used in. Usable 5x in total, though notably if used by Cyborgs whom have multiple tools overlapping within their bodies or similar, the seal would serve to protect the various tools.

Declined: Give this a single rank.
(Fūinjutsu: Rain No Owari) - Sealing Arts: End of the Line
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Created by those who heavily use tools in combat, End of the Line is a technique that serves the process of defending and empowering the tools one uses in battle. The user would simply need to mark their tools beforehand with a kanji of Immutable (不変) in order to give them the effects. The seal would remain largely unused until an opposing technique/entity attempts to negatively affect the user's tools in some fashion. This would trigger the expansion of a barrier short range around the tool that would be capable of absorbing both chakra and physical components. Chakra wise, the absorbed chakra would simply be used to power the SNT, utilsing said chakra as a power source rather than relying on it's own chakra source/battery. Dependent of the tools and amount of chakra absorbed, this could potentially extend the usability of the tools, such as if a tool required 10 chakra per turn to be maintained and the seal absorbed 20 chakra, it would be maintained for an additional two turns. Physical components would refer to techniques that aren't fully reliant on chakra, such as an EMP attack or elements that inherently affect tools. In such cases, the seal would simply serve to absorb them rather than using for a power source for the tools. While applied in short range, the seal could be triggered at any range, with it's being usable 3x, separated by a two turn interval. Notably if used by Cyborgs whom have multiple tools overlapping within their bodies or similar, the seal would serve to protect the various tools.

Approved - Daemon

(Kage Fūinjutsu: Teiden) - Shadow Sealing Arts: Blackout
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30 (5)
Damage: N/A
Description: After marking an object or themselves with the kanji of blackout (停電), the user would perform a hand seal and erect a translucent barrier all around the marked spot, with the barrier reaching 20 meters in each direction. The barrier serves to create a zone that favors the user, while keeping the events occurring inside hidden from those outside of the barrier as no physical (sound, smell, vision etc) or chakra cues leak outside of the barrier. Inside this zone a 'dampening' effect is triggered upon it's erection, as the barrier's internal walls will be used to cast shadows across the area in a non-damaging fashion. These shadows can appear in various shapes and forms, typically changing the scenery into a darker foreboding one, but regardless of the iteration of shapes used, a layer of shadow is always produced on the entirety of the ground/terrain itself. This dampening field serves to augment and protect shadow manipulation performed by the user. Protection wise, techniques from energy light producing elements (fire, lightning, light etc) of A rank and lower would be immediately sealed away, preventing their use for both the user and opposition, while higher ranked would be weakened by a rank. Should the user have marked themselves with the blackout seal, their techniques would not be affected, but at the cost of Blackout lasting less. Augmentation wise, the shadows produced in the zone would enable physical shadow techniques used by the user to carry the ability of non-physical shadow techniques, specifically in regards to being hidden when moving across other shadows. This would allow the physical shadow technique to essentially merge with the zone's shadows and move to emerge from a different point to attack the targets. This would be usable once per turn passively, with the movement inside the zone's shadow occurring similar to that at Dusk/Dawn, as in at twice speed, but only during transit and not when the shadow attack emerges. Blackout when applied to an object lasts for 5 turns, while it lasts for 3 turns if applied on the user. Usable thrice and must be separated by a two turn interval.

Declined: Having this erect a barrier that can span 20 meters is insane. I'm fine with you being able to relocate your physical shadows within the barrier but there needs to be some restrictions on where the shadows can emerge from (following spawning rules) and get rid of the double speed portion. - Daemon

(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique. For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to four pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique. As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated. Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well.

Declined: While a unique idea there are certain things this technique implies such as using your shadows to basically apply any fuuin technique as long as that fuuin technique requires a scroll which I likely won't allow. Mainly, because this would allow you to apply Fuuin Techniques in the same time frame as other shadow techniques by using Tartarus as a proxy. I'm okay with the Ink and Manipulated tools stuff. - Daemon

Updating; name, clarified some wording, and added a new ability Rule.

(Inku Ninpou/Fūinjutsu: Tithonus no supōn) Ink Arts/Sealing Arts: Spawn of Tithonus
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 3 meter large mosquito/fly hybrid (or a swarm of smaller flies, also up to 3 meters size), similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs.

Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended, while for the user, it would consume foreign chakra sources first (if any) releasing the user from their deliberating effects. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, either cancelling it, or weakening it by 30 chakra while also piercing it with power. The absorption quality stems from combining Fūinjutsu, specifically through the kanji swarm(群れ) which appears as a part of the creature's body. Alternatively Power can be used on techniques in a non lethal manner to absorb higher margins similar to it's application on humans, but with it's damage being treated as N/A, with only freeform damage being delivered as it pierces.

Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg(s), through which a copy version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move. The maximum power that can be increased is 20 points, but it should be noted that each 'Life' usage requires it's own 'Power' usage in which blood is taken. The eggs created would double the amount of creatures on the field, so for a big mosquito/fly only one copy is produced in the first increase. Should the creature be used with Oath Sign variation of ink, it's Life function would occur passively upon consuming chakra.

Rule:
It is the creature's control over it's bodily functions and movement. Control wise refers to the ability of the fly to change between it's larger and swarm variations, at a cost of a move. Movement wise it is the combat ability of the fly to move a distance relative to it's body size(1.5x) in a single turn without it costing a move. So for a swarm/fly 3 meters big, up to 4.5 meters distance can be covered in order avoid attacks directed at it, somewhat reflecting the natural illusiveness of flies/mosquitos. Two times per usage the flies can avoid up to mid range away, but at a cost of a move slot.

Usable twice per battle, lasting 4 turns, with a four-turn interval between usages.

Update declined: The golden part would bypass the Fuuin/Chakra absorption rule. Since This is an A rank technique it should only be able to absorb a max of 30 chakra from opponent's techniques. - Daemon
 
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Satetsu: Kozumikkukurattā ✦ Iron Sand: Cosmic Clutter
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-5 per additional turn)
Damage: N/a (Iron Sand Techs +1 Rank, except S rank which receives +10)
Description: Cosmic Clutter is a highly advanced iron sand jutsu that requires an adept level of skill in order to initiate. This jutsu utilizes the user's magnetic chakra to create a highly dense magnetic field that encompasses a 10m radius around the user while ample amounts of iron sand debris forms within the field, gathered from the earth or a pre-existing source, as medium sized, stationary sources of iron sand, fixed around the user at various places. The debris varies in looks, coming in various shapes and sizes within the field, and can be used for future techniques if needed. One of the two special abilities this strong magnetic field holds, is its negative effect on all foreign things that are able to be affected by magnetism, reducing the speeds of all things that are not iron sand based, tremendously, to where they move at 20% of their original speeds within the field. The field also amplifies all iron sand techniques initiated by the user created within the space of the field, empowering them due the the amplified magnetic bonds making the techniques denser, and able to hold more iron sand grains within the volume of techniques. Use of this jutsu comes with drawbacks, described below, initiated after the technique has ended after its four turn course.
Can be used 2x per battle
Prevents usage of Iron Sand, S rank and above for 3 turns
User experiences -10 to health due to exaughstion
Declined: Remove the part about reducing speed.
Satetsu: Kozumikkukurattā ✦ Iron Sand: Cosmic Clutter
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per additional turn)
Damage: N/a (Iron Sand Techs +1 Rank, except S rank which receives +20)
Description: Cosmic Clutter is a highly advanced iron sand ninjutsu that requires an adept level of skill in order to initiate. This jutsu utilizes the user's magnetic chakra to create a highly dense magnetic field that encompasses a 10m radius around the user who serves as its epicenter at all times. Initiated with a single hand seal, ample amounts of iron sand merge together within the concentrated field, gathered from the earth or a pre-existing source, forming medium sized(2-3m) sources of iron sand that stay fixed around the user at various places. The debris varies in shape and size and can be used for future techniques if needed, and although the objects are fixed within the space they occupy, they move with the field while always keeping said position. The field's main ability is its power to amplify all iron sand techniques created within its space, empowering them due to the increased magnetic bonds making the techniques denser, compact, and able to hold more iron sand grains within its listed volume within techniques. Use of this jutsu comes with drawbacks, described below, initiated after the technique has ended, although it runs a four turn course.
Can be used 2x per battle
》Jutsu has a 2 turn cooldown after ending
》No
Iron Sand A rank and above for 2 turns

Approved Edits made - Daemon

Satetsu: Shiroari no miryoku ✦ Iron Sand: Termite Attraction
Type:
Offensive
Rank: A
Range: Short/Mid.
Chakra: 30
Damage: 60
Description: This is an iron sand jutsu that can be initiated by the user with 2 hand seal and either clapping their hands together, or stomping one foot on the ground. Upon completion a swarm of termites made of iron sand will spread out from the user and into the air, or into the ground if the latter initiation method was used, increasing in range with time yet staying dormant on the battlefield until triggered by the jutsu's true purpose. The swarm of iron sand termites are designed to read opposing magnetic fields produced by the moving electrical charges that come with opponents using lightning style jutsu and transform into a plethora of darts with wings that hone in on the first opposing electrical source used within their realm, striking the target from every angle, or in the case of the ground method springing fourth upwards from the earth and striking from every angle. This jutsu lasts for 3 turns; first starting off in short range and then increasing into mid.range in the second turn where the swarm then remains for an additional turn. When using the ground method the swarm only goes as far as 5m deep, but can still spread outwards horizontally.
>Has a 3 turn cooldown
>No other jutsu above S rank while in use by user
>Can be used 3x per battle
Approved
UPDATING

Satetsu: Shiroari no miryoku ✦ Iron Sand: Termite Attraction
Type:
Offensive/Defensive
Rank:
A
Range: Short-Mid.
Chakra: 30 (+5 per additional turn)
Damage:
60
Description: This iron sand ninjutsu is initiated with a single hand seal followed by the user either clapping their hands together or stomping a foot on the ground. Depending on the initiation method used, upon completion a swarm of iron sand termites will violently propagate outwards onto the battlefield from the user either through the air as widespread shroud, if initiated with a clap, or widespread through the earth unnoticed, if initiated with a stomp, where the jutsu then stays dormant until triggered by the its true purpose. The swarm of iron sand termites are designed to read opposing magnetic fields produced by; moving electrical charges, that are produced when opponents use lightning style techniques, magnetism, or other elemental ninjutsu that gives off a strong magnetic charge, so strong that it is mentioned sub or tech, in which the termites respond to activating the iron sand creatures true purpose. Upon activation the bugs hone in like a plethora of darts with wings as they hone in on the source of the first opposing electrical charge generated within their realm, striking the target from every angle, or in the case of the ground method's usage, springing fourth upwards from the earth and striking from every angle. This jutsu lasts for 3 turns when activated, and when using the ground method the swarm only goes as far as 5m deep, but still spreads outwards horizontally.
Can be used 3x per battle
Has a 2 turn cooldown

Approved: Removed that faster than lightning jutsu part. - Daemon

Satetsu: Jiryoku ✦ Iron Sand: Magnetic Force
Type:
Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: A jutsu initiated by performing two hand seals and closing one's fist towards the targeted source, the targeted source being a pre-existing defensive/supplementary iron sand jutsu that has within bonded objects, Magnetic Force is a jutsu that manipulates the magnetic field within said pre-existing jutsu of iron sand for attack. Upon initiation the user makes various sections within a targeted source polar opposites, thus causing the source to explode within. The process is fairly swift, the explosion triggering when the user opens their closed fist, where the iron sand then violently reacts to itself and explodes outwards in various directions while staying within the realm of the targeted source making the jutsu a controlled, shrapnel-like explosion.
>Can be used 3x per battle
>Has a 2 turn cooldown

Approved
UPDATING

Satetsu: Jiryoku ✦ Iron Sand: Magnetic Force
Type:
Offensive
Rank: S
Range:
Short-Long
Chakra: 40
Damage:
80
Description:
A jutsu initiated by performing two hand seals and closing one's fist towards the targeted source, the targeted source being a pre-existing defensive/supplementary iron sand jutsu that has within bonded enemies, Magnetic Force is a jutsu that manipulates the magnetic field within said pre-existing source for attack. Upon initiation the user makes various sections within a targeted source polar opposites thus causing the source to violently explode within itself. The process is fairly swift, the explosion triggering when the user closes their fist, where the iron sand technique then ferociously reacts within itself and internally explodes in various directions while staying within the realm of the targeted source making the jutsu a controlled, shrapnel-like explosion.
Can be used 2x per battle
Has a 2 turn cooldown
》No Iron Sand above A rank 1 turn after usage

Update Approved - Daemon

Doton: Gādianwāmu
✦ Earth Release: Guardian Worm
Type:
Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per additional turn)
Damage: 80
Description: The Guardian Worm technique is an adaptable jutsu initiated by the user after performing 2 hand seals and slamming one's hands on the ground as they focus their earth chakra at a select location. Upon slamming one's hands the jutsu is initiated and forms a creature akin to a worm made of an adhesive earthen material that springs fourth from the ground ready to immediately aid the user by any means. The creature's body is 10m in circumference and can reach a height/length of 15m max, and is able to move here and there through the earth with ease while leaving it unaltered due to the creature's ability to seep through the source's pores. The creature is able to branch off at its base, splitting in rank and dimensions, in order to tailor to a situation if need be. The creature is not dense, and so, it is able to engulf targets within its body, binding them, which can lead to suffocation in the preceding turn. The creature can also passively harden parts of its body at whim in order to maximize damage when attacking, even able to harden parts of its body holding targets crushing them, or efficiently block opposing targets and also does the inverse in order to revert to its natural state. At the cost of a move the worm can detach parts of its self to be sacrificed in order to escape things out of its league in terms of power, albeit the worm lessens in rank and size accordingly with each use, and can only be done once per turn. Although fueled by the user the creature acts independently, being able to sense all things connected to the earth as well as see the environment when extended out of the earth, and lasts a total of 4 turns or until destroyed.
Can be used 2x per battle
Has a 2x turn cooldown
No Earth S rank and above 1 turn after usage

Declined: Explain this part more. Whats the max it can escape from etc etc. The way you have it worded now it seems like it can just avoid clashes all together by sacrificing a rank in power, which aint it. - Daemon
 
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