Custom Technology Submission

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(CSR MX14493, Tokushi) - CSR MX1449, Envoy
Type: Offensive Tool
Rank: S
Range: Short - Long
Chakra Cost: X
Damage Points: X
Description:
Envoy is a Sniper Rifle crafted by that of the Barnacle Contract, Moyashi's Division of Weapon Technology. However this rifle is different from most of their other gadgets and tools, this one is more advanced and pristine - they have a lot of CSR models, but Envoy is one of a Kind. The Rifle is quite long and comes equipped with a Stock, Scope, Strap and Suppressor. Envoy uses a Bolt Action mechanism, meaning that after loading the weapon it is cocked and also after each time it's fired it is cocked. The Suppressor, Scope and Strap can be removed from the Weapon. Scope: If the user wishes to fire this weapon at longer ranges, the scope must be used to give an accurate shot - it can be fired from the hip, but only from mid range (Also with the scope the user can fire at enemies at even longer ranges, up to 1000 meters away as long as they have a linear clear shot through the scope, However at ranges like this the user must be resting the rifle on a Bipod or a surface.). The Suppressor works the same way, anyone within mid-range of the weapon when fired can hear it with or without the suppressor, however at long range the bullet is suppressed and cannot be heard by normal means unless opponents have some kind of advanced hearing.

The Main Usage of Envoy is a Powerful single shot Calcite round which is loaded into the weapon by the user, which are on the Wielder's person. The Calcite Rounds contains Rhizocephala inside which build up a lot of chakra before even before being fired, the Chakra input and damage output are equal to that of an S-Rank attack (40/80) and costs a move of three. The Main focus of this round is to pierce defences on a minimal expense, as long as the projectile is carried through, the Rhizocephala release strong bursts of chakra equal to defences they're coming against purposefully. For Example, when the bullet approaches a defence the Rhizocephala release the chakra to open up a small hole in the defence but not entirely destroying it allowing the projectile to pass through - even if the defence is equal to the attack, the round will still be carried through with no rank but still capable of damaging the opponent (Half Damage -40 to health). If the Defence is weaker then the bullet is carried through to do Full Damage, however if needed the left over chakra will be used to create holes in defences again unless they're strong enough to stop the attack as a whole. If the bullet passes through, it will lodge itself within the enemy which will cause them to start to bleed out if hit in the correct place. The Rhizocephala inside the bullet will also then be able to work, spreading their tendrils through the inside of opponent's body causing more damage -10 per turn. A Slow death if not killed by the first blow.

Gadget Barnacle ( ) & "Zombies" Shell ( ) can be fired from the weapon and then summoned or utilised in there new location. The Thoracica will stick to Targets or Surfaces that they have been shot at. Because of the high velocity the Shells are being fired at, the user will use the chakra and damage values of the Rank of the Technique used even if they do not have one. Because of the Calcite material the Chassis of the Weapon is made from, the user can use "Body of the Thoracica" and "Legs of the Thoracica" to slightly change it's form, to for example give the weapon a Bayonet or a bladed stock in the case of melee combat or even a Grappling Tendril. They can even be fired from the weapon's Barrel.

- Must have signed the Barnacle Contract ( )
- Projectiles fired through this weapon travel at the Speed of a Lightning Technique
- User carries four Calcite Rounds on them.
- Calcite Rounds can be created four times through the use of "Inner Daemons" from the user's body, with a two turn cool down when done this way
- "Zombies" can carry 2 Calcite rounds each.
- Kozui and Communities can be handed this weapon mid-battle for use.

¤ Declined, for starters, I only allow 2 abilities for Guns. More for Cyborgs and Mandalore. Death is also generally removed from the RP unless noted or Health System isn't used. That said, i won't allow a gun that by default is able to deal damage far beyond it's general rank allows it. The -10 damage every turn is a no. ¤
 
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Jishin sensā | Seismic Sensor
Type: Tool
Rank: B
Range: Short-Mid.
Chakra: 20 (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be activated and constantly fueled, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activty happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else.
NOTES
►Once activated, the device lasts as long as it is fueled, which can be cancled at anytime
►Only works when the user is connected to the ground or a static surface

¤ Approved ¤
Jishin sensā | Seismic Sensor
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be constantly fueled by chakra in order to function, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activity happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else. Costing a move with its activation, the Seismic Sensor is able to amplify the chakra signal that it releases allowing the device to combat and cancel out every foreign sources of chakra that lay beneath the user within a short range radius at the time of activation acting as a defense against ground based attacks. However, the watch can only combat jutsu of the same rank and lower limited times in battle.
NOTES
Device can be passively activated at anytime at the cost of having to be constantly fueled, but can be deactivated at any time
The watch's defensive maneuver costs a move slot, 30 chakra points, and can only be done 4 times per battle with a 1 turn cool-down of all of the watch's functions.
►Only works when the user is connected to the ground or other sustainable surfaces

¤ Declined, "every foreign source of chakra" is vague and can the description is weird. I need you to be clearer on what this means and what it targets. ¤
 
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( Eld no Jū ) The Guns of Eld
Type: Weapon
Rank: S-Rank
Range: Short - Long
Chakra: Depends
Damage: Depends
Description: A pair of revolvers once used by a man known as the Last Gunslinger, forged from an unknown indestructible alloy, said to be the melted down remnants of the mighty sword Excalibur, wielded by King Arthur Eld during his fateful battle with the Dark wizard Maerlyn and the Crimson Queen. The blacksmith who forged the dual six-shooters was said to have used his Katon Chakra to heat the sword, but was unable to reach it's alloys unknown melting point. It wasn't until he combined his Katon with a special Sage Oil similar to the oil found on Mt. Myōboku that he was able to reach temperatures hot enough to melt the mythic sword down and cast to create the revolvers which were passed down from father to son for generations. The revolvers are grey with sandalwood grips and symbols along the barrels. The process to forge them made the revolvers perfect conduits for Natural Energy and Fire Release granting them a number of abilities:

-From the Sage's Oil, the Guns naturally draw in Senjutsu Chakra from the world around them. This makes them extremely durable, nearly indestructible from their unknown alloy, making them resistant to oxidization, rusting, etc, explaining their pristine condition despite their age. This durability won't allow them to block or otherwise directly interact with Jutsu safely, however they can be incorporated into the user's hand-to-hand combat, inflicting 5 damage per strike with the added benefit where even if a strike doesn't physically connect, damage is done, akin to the "Frog Kata". Along with the physical benefits of Senchakra, there are also enhancements such as the revolvers themselves being able to act as conduits for the user's Senjutsu, and at a reduced cost of 10 Chakra, due to the Senchakra found within the revolvers. 3x per battle, the user, while in Sage Mode, can use the latent Natural Energy within the revolvers to add a passive +20 boost, within the same time frame as the selected technique. Doing so drains the guns of their Senjutsu Chakra, and requires that the user wait 2 turns before the Guns replenish this independent store, however during this time they can still act as conduits.

-From the infusion of Katon Chakra they can be used as conduits for the user's Katon, with the latent Chakra assisting the user's performance of Jutsu allowing either pistol to perform them without the need for seals, and at the same reduced Chakra cost as the Senjutsu usage. Katon specialists are able to take advantage of this even further, using this latent Chakra as an enhancement for other Jutsu, be it Fire, another element of the Basic 5, or Basic Ninjutsu allowing the user to perform, and combine any Jutsu that do not have handseals with Katon Chakra, resulting in differing effects depending on the combination. This would add an active boost of +20 damage to any Jutsu up to A rank or +10 to S-Forbidden, while also partially converting them into a Fire Jutsu. In the case of boosting their own Fire Jutsu, the user adds strength to their Jutsu, making it larger or more powerful, resulting in an extension to the Jutsu's range by one, or adding a passive boost of +20 to S rank and below. Boosting to non-Katon can be done 2x per battle, once per turn, with one turn cool down. Using either Katon effects can be done 3x per battle total, with 1 cool down between.

-The Guns of Eld can fire small, 2 inch diameter free form bullets made from Senchakra/Katon. The amount of Chakra naturally present in the metal is enough to shoot off 12 rounds having properties from both and would cause burning damage and sluggish movements hardening the area it strikes, dealing 4 damage per shot landed traveling as fast as a Raiton tech. Striking limbs would drop the damage done by the limbs hit 10 damage for 1 turn. Striking the legs would make someone also lose 2 levels of speed for 1 turn. These can be fired rapidly, and once empty the Guns need 1 turn cool down before using these type bullets again. Once per turn, the guns can release an S rank canon blast utilizing both properties, 1/4 meter diameter in size from each gun (combined S rank strength), being hit by this would turn the target to stone after 3 turns. This can be done 3x with 1 turn cooldown.

Note: Can only be used by Vegeta, and those he teaches. Naturally, this means the Guns of Eld will not work if stolen, as the user must be taught the deciphered symbols to use. They also cannot be used against Vegeta by anyone he allows to use them.

¤ Declined, alright so guns can only have 2 abilities; this one has 4, 5 including the +5 damage (which wouldn't enhance FF btw). Also, the first paragraph doesn't need to be as expansive as it is just to describe it. ¤
( Eld no Jū ) The Guns of Eld
Type: Weapon
Rank: S-Rank
Range: Short - Long
Chakra: Depends
Damage: Depends
Description: A pair of revolvers once used by a man known as the Last Gunslinger, forged from an unknown indestructible alloy said to be the melted down remnants of the mighty sword Excalibur, wielded by King Arthur Eld during his fateful battle with the Dark wizard Maerlyn and the Crimson Queen. The blacksmith who forged the dual six-shooters was said to have combined his Katon with a special Sage Oil. The revolvers are grey with sandalwood grips and symbols along the barrels. The revolvers are conduits for Natural Energy and Fire Release granting them a number of abilities:

The Guns, besides always being warm to the touch from Katon in the alloy, naturally draw in Senjutsu Chakra from the world around them. This makes them extremely durable, nearly indestructible from their unknown alloy, making them resistant to oxidization, rusting, etc. This durability won't allow them to block or otherwise directly interact with Jutsu safely, however they can be incorporated into the user's hand-to-hand combat. There are also enhancements such as the revolvers themselves being able to act as conduits for the user's Senjutsu and Katon, and at a reduced cost of 10 Chakra, due to the Senchakra/Katon found within the revolvers. Once per battle, the user can use the latent Senchakra to speed the process of entering Sage Mode, allowing them to quickly enter Sage Mode while converting/replenishing 10% of their chakra reserves. (20% for Perfect) Doing so drains the guns of their Senjutsu/Katon Chakra, and requires that the user wait 2 turns before the Guns replenish this independent store, however during this time they can still act as conduits for either within reason but will not allow the Guns to fire off their special Senchakra/Katon bullets.

-The Guns of Eld, as mentioned just above, can fire special, 2 inch diameter bullets made from Senchakra/Katon. The amount of Chakra naturally present in the alloy is enough to shoot off single rounds from each Gun having properties from both and would cause burning/concussive damage and sluggish movements hardening the area it strikes for A rank and below, limbs struck would drop the damage done by the limb hit 10 damage for 1 turn. Striking the legs would make someone also lose 2 levels of speed for 1 turn. Once per turn used, the guns can release an S rank combined blast utilizing both properties, 1/4 meter diameter in size from each gun (combined S rank strength), being hit by this would not only severely burn and knock the target back, it would sear thru flesh and cauterize it in the process from the immense heat, and the natural energy present would begin to spread thru the hit targets body from the point of impact, and would turn the target to stone after 3 turns. This can be done 2x with 1 turn cool down. They can also fire off a total of 4 bullets per turn free form, doing 5 damage with 20 damage max. All bullets fired move at the speed of a standard Raiton jutsu

Note: Can only be used by Vegeta, and those he teaches. Naturally, this means the Guns of Eld will not work if stolen, as the user must be taught the deciphered symbols on the barrels to use. They also cannot be used against Vegeta by anyone he allows to use them. One could use the Guns without the ability to use Senchakra however would only be able to fire off Katon blasts, nothing related to Senchakra would work for them and would be disregarded during use by the individual.

¤ Declined, okay now this has been reduced dramatically, the biggest issue remaining is the entering SM part; this logically would not make it easier nor faster to enter SM. I'm willing to allow another ability if reasonable. If this is fine tho, let me know and I'll approve it. ¤
 
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(Daikonran) - Blunderbuss
Type: Weapon
Rank: S
Range: Short - Medium
Chakra: 40
Damage: 80
Description: The famous Daikonran or ''Blunderbuss'' was one of the very first shotgun designs in the modern shinobi age, using the capabilities of gunpowder and a revolver like lock that cocks back then upon pressing the trigger the lock located on the top of the gun will snap down on a ignition to cause the gunpowder to explode thus making the bullets stored inside the barrel to expel forwards in a limited ranged spray offensive. The bullets are made of metal, rounded unlike regular bullets and can be rather small, because of this its not very accurate however its damage is where the potential heavily lies. If the whole spray connects with the combatant (Short range) its a near instant kill, leaving a giant hole where the user shot in the body of the opponent. If shot from (Medium Range) only half of the spray of bullets will connect with the combatant, because of this the weapon's signature unique ability comes into play. Connecting shot from medium range will cause a parry effect; if the combatant performs any taijutsu or kenjutsu (or any offensive with major hand or body motion / not including just hand seals, hand seals above 5 will count however) from that range they'll stagger back thus giving the user enough time to perform only a singular offensive against them that cannot be dodged or blocked. During the parry the user may run up from medium range and into short range to thrust their hand into the stomach then by pulling back with force will cause internal bleeding of the adversary, this motion is often called a ''Visceral Attack'' to which is exclusive to this weapon alone. Due to the design of the weapon it can easily be wielded with one hand, even by regular shinobis, its overall design was purposely made for one handed combat whilst the user wields another weapon with the other. Positioning the stock underneath the armpit and the hand positioned near the trigger the user can easily cock the lock from the topside with their thumb midst battle in preparation for a parry or counter offensive.

► The lock must be prepared before firing the gun
► The gun can only be shot once before reloading it which costs a move to do
► Even if a parry opportunity doesn't present themselves, the opponent will still get interrupted if shot but not staggered

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¤ Declined, for starters, guns in this RP do not fire actual bullets; they fire chakra bullets, bullets made from bursts of chakra and appear as such. Firing real metal bullets wont be approved. The line about "near instant kill" is a no as well, simply describing the damage done and the health system will determine it's lethality. In addition to this, guns fire bullets comparable to lightning jutsu speeds. ¤
 
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(Ekō) - Echo
Type: Tool
Rank: A
Range: Short
Chakra: N/A (-10)
Damage: N/A (+20)
Description: Echo is a simple technological tool which compliments the use of Sound Ninjutsu. This comes in the form of ear buds that have a specific set of functions. First and foremost, the buds passively and automatically sync with the user's chakra and only comes into being "active" when Sound Ninjutsu are used. Once the earbuds sense the chakra being used, they both let off unique sounds. The left bud would only sap (-10) chakra from the user to create its sound, passively creating a pulsing echo of said sound which would in turn increase its range by 1. Of course this wouldn't apply to Long range techniques so the chakra deduction wouldn't happen with them. The right earbud would sap (-10) chakra from the user in order to apply it to said technique. This would passively create a sound that would resonate with the sound technique in such a way that they become louder and more aggressive. This in turn would increase the damage by (+20). An ability that the buds share in a defensive mechanism. By spending 30 chakra, the user is able to release from the buds that is inaudible and harmless. The sounds simply change wave lengths in order to resonate with and cancel out incoming sound techniques that rely on sound (Sound Gen) or entering the body (Hindering Sound). This ability would only work on A-rank and below techniques, With A-ranks simply losing a rank, while anything lower is simply cancelled. This can be done up to 5 times a battle.

Note: Left and Right buds cannot effect the same technique in the same turn; Other than the defensive mechanism.

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¤ Declined, if it canceled out techs of B rank and below, it will both need to count as a move per turn as well as have a limit on usage. ¤
(Ekō) - Echo[/b]
Type: Tool
Rank: A
Range: Short
Chakra: N/A (-10)
Damage: N/A (+20)
Description: Echo is a simple technological tool which compliments the use of Sound Ninjutsu. This comes in the form of ear buds that have a specific set of functions. First and foremost, the buds passively and automatically sync with the user's chakra and only comes into being "active" when Sound Ninjutsu are used. Once the earbuds sense the chakra being used, they both let off unique sounds. The left bud would only sap (-10) chakra from the user to create its sound, passively creating a pulsing echo of said sound which would in turn increase its range by 1. Of course this wouldn't apply to Long range techniques so the chakra deduction wouldn't happen with them. The right earbud would sap (-10) chakra from the user in order to apply it to said technique. This would passively create a sound that would resonate with the sound technique in such a way that they become louder and more aggressive. This in turn would increase the damage by (+20). An ability that the buds share in a defensive mechanism. By spending 30 chakra, the user is able to release from the buds that is inaudible and harmless. The sounds simply change wave lengths in order to resonate with and cancel out incoming sound techniques that rely on sound (Sound Gen) or entering the body (Hindering Sound). This ability would only work on A-rank and below techniques, With A-ranks simply losing a rank, while anything lower is simply cancelled. This can be done up to 5 times a battle.

Note: Left and Right buds cannot effect the same technique in the same turn; Other than the defensive mechanism, which would count as a move per turn to use.
Note: The boosts (Range or Damage) can only be applied to one technique per turn each.


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¤ Approved, made edits and fixed templates. All tools have a rank, and the ability to cancel out techs of lower ranks as I was saying required a limit on usage. If you don't agree with these edits, let me know and I'll reverse it. ¤
 
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(Hobābūtsu) - Hoverboots
Type: Tool
Rank: A
Range: N/A
Chakra: (-5/turn)
Damage: N/A
Description: The hoverboots are an icon tool created in the name of the Hellsing organization on Moon Isle. They use advanced technology to let the user hover over any surface without sinking into it. They also prevent sliding on ice and also give the user the ability to walk straight upside down even in battle. This is done by fine attuned elements crafted into the boots along the chakra that is drained from the user when worn. Friction between the surface and the boots are created through chakra in order to create the hovering effect and when the user channels earth chakra through the boots, spikes goes out and forms a perfect grip on any surface. This isn't all though, the boots gradually removes friction from the ground and the user to let them run and increase their overall speed drastically for every turn the user channels chakra into the boots. Their base speed is increased with one level per turn but gives the user a basic speed boost of 3 levels. Unlike leg weights however, these boots doesn't provide any damage increase to kicks but focuses mainly on being able to walk on any surface and gain a speed boost towards the user.

Note: Can max the users speed boost indefinitely but is reset after every encounter. The base +3 speed level is never reset however.

¤ Declined, contradicts itself and is confusing; "Their base speed is increased with one level per turn but gives the user a basic speed boost of 3 levels. " This essentially says that not only does this give you a +3 base speed levels, this also increases your final speed by 1 level as well. This is a no, either overall speed boost or a base speed boost. Keep in mind speed boosts do not stack and as such this would not stack with LW if used with it or any other speed increasing ability/technique. Increasing speed every turn is a definite no, this needs an actual hard cap on Speed. ¤
 
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(Ipushiron) - Epsilon
Type: Tool
Rank: B
Range: Short-Mid
Chakra Cost: N/A (-10 per turn)
Damage Points: N/A
Description: A device resembling a watch that is designed to aid in covert operations involving groups of people. Twisting a dial located along its edge makes it passively take chakra from the holder and link itself remotely with up to eight similar bands. The device supplies the wearer and others linked to it with chakra molded by the watch itself through high-spedd processing to make performance of basic ninja techniques virtually instant. It allows those linked to the watch to perform E-ranked ninjutsu at will without a chakra cost and without spending a move, only requiring mental commands transmitted to the watch. However there are limitations. Each person may use only one ninjutsu per turn with the devices aid. Moving long range from it cancels any ninjutsu used through it.
-Rules regarding substitution and clones still apply.

¤ Declined, no tool will allow a rank of techniques to no longer count as jutsu per turn and allow them to be done as freely as this attempts. ¤
 
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(Beri Potto) - Berry Pot
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Berry pot is a hand held green house of sorts and consists of two parts; a lid and a base. The lid is just a hardened glass dome that protects what ever is growing inside the pot. The base houses the important parts; it holds the soil which the berry can grow, as well as the mechanism that draws in natural energy and injects it into the soil, which in turn is absorbed by the berry plant growing inside to produce a berry. The berry plant can produce only one berry at a time, this berry can be ingested to convert the chakra reserves of the user into senjutsu chakra by 200 points or by 10%.

- Can start the battle with a berry full grown
- Once used takes 5 turns to grow a new berry
- Each berry past the first is only 50% as efficient.

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¤ Declined, this isn't a tool or technology; this is likely a jutsu masked as a tool to better Wood SM. This cannot be approved ¤
 
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(Hesutia no Rasso) — Lasso of Hestia
Type: Tool
Rank: N/A
Range: Short - Mid
Chakra Cost: 30 (-10 Per Turn)
Damage Points: N/A
Description: The Lasso of Hestia is a unique rope tool used as a lasso/noose created only by something known as the "Girdle of Gaea". It appears as a simple cylindrical handle/hilt with open ends. The mechanism is a housing unit for endless amounts of ropes it produces that it can release from its openings. From it, a single rope can be appear in a moment's notice, extending it's length as needed, ranging from Short to Mid. The rope can just as easily be pulled back into the handle. [SUP][ ][/SUP] It also can quickly reform it's lasso or hook knot on it's own if need be. The Lasso itself can actually be used more like a whip, allowing for it to snap at and/or wrap around anything it hits, or even strike like a whip. Additionally, the hilt itself is very close in feeling and weight to the rest of the rope and can slide it's position across, so it is not necessary to grip from it to utilize the tool and the user can seemingly retract/expel the rope's length from anywhere they are gripping. Simply expelling or retracting the rope does not cost a move or chakra cost. It's actual effects do however require a cost.

The Lasso enables the wielder to channel their chakra into it for techniques. However, it's not designed for damage. It's purpose is that of immobilization and interrogation. It even boasts a powerful binding & sealing ability, seeming to pulsate with an ornate energy force that can entrap anything in it's grasp, from people, summons, and even spiritual entities. Immediately upon grabbing hold of a target, whether through the actual loop knot, or by wrapping part of the target, the lasso passively locks and constricts both their physical bodies and their chakra. Though, the user will need to spend 30 Chakra Points in it's activation, and another 10 more per turn it is sustained. This constriction prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from while also preventing them from moulding chakra above B-Rank if they are secure around their body like around the torso, but only prevents above A-Rank chakra moulding if just a portion of their body is secured. When in contact with the tool, the Lasso can effectively utilize two settings for it's interrogation purposes: One of Honesty & One of Deception.

Lasso of Truth — The seal with the kanji for "Truth" courses through the Lasso, radiating it in a golden shimmer while in use. The Lasso is also known as the Golden Perfect in this form. This forcibly makes anyone touched by it to tell and understand the absolute truth. This allows the user to interrogate and get the full truth from the target(s). It also is able to restore people's lost memories, share memories, and get rid of illusions (Requires Equivalent Chakra Cost to Respective Gen). It also forces those entrapped by it to face their own falsehood. Individuals altered in any enhanced state different from their base, such as by undergoing a physical change in their bodies or chakra, forces a reset in the target(s), making the enhanced being revert back to their base self. It can only do one of these actions per turn.

Bind of Veils — The seal with the kanji for "Falsehood" courses through the Lasso, radiating it in a silver shimmer while in use. The Lasso is also known as the Silver Disconnect in this form. This forcibly makes anyone touched by it to feel as though a lie is their reality, believing falsehoods. This allows the user to lie to and have the target(s) be convinced they're telling the truth, though how they react is still up to them. It can remove people's memory like the Loss of Memory Technique, cast illusions (Counts as A-Rank Gen and is Damageless). It also forces those entrapped by it to embrace their own falsehood. Individuals altered in any state state different from their base, such as undergoing a physical change in their bodies or chakra, forces a overload in the target, making the individual enhance their current state to higher degree, essentially amplifying all the effects of their state by 1 stage/20 points (whichever it applies to). Likewise, all residual drawbacks and side effects such as cool downs similarly go up by 1 stage/20 points. This includes cosmetic features becoming more pronounced. It can only do one of these actions per turn.​

Note: Requires Fuin in order to utilize the Lasso of Truth or Bind of Veils
Note: The user can only utilize either Lasso of Truth or Bind of Veils at a time
Note: Lasso of Truth & Bind of Veils both count as A-Rank Fuinjutsu and each take up a move slot





(Kami no Heiki) — Divine Armament
Type: Tool
Rank: N/A
Range: N/A
Chakra Cost: -20 Per Turn
Damage Points: N/A
Description: The Divine Armament is a extraordinary armor that operates with a symbiotic relationship with the wearer. It was developed by a group known as the "Pantheon". The weapon is designed specifically unique to the person wearing it, though there is a general template it follows. [SUP][ ][ ][/SUP] This specific person-to-person designing also means it can not be mass produced easily, allowing there to only be one at a time. The armor is a mechanical masterpiece not dissimilar to the common Ninja Tool, Kote. Rather than sealing techniques though, the Divine Armament releases abilities and traits, sealed within it. Each gift offers it's own unique ability, with the wearer being able to passively choose which gift to take on at a time.

Zeus | Lord of the Sky — This gift is the suit's most carefully designed one, having the overall greatest usage within minimal restraints. It works thanks to the armor's release of Wind and Lightning Natures. Rather than like Kote which expels them as techs, this courses the natures through the user. The user's Wind and Lightning Release receives a +20 Damage Boost and no longer require handseals or weapons to activate and become resistant to paralyzation or shock. At this time however, they lose whatever primary elemental speciality they normally had for Wind and Lightning. They also gain flight thanks to Wind Release function of their suit pushing off the air.

Poseidon | Ruler of the Seas — This gift works thanks to the armor's release of Water Nature. Similar to Zeus, this courses the natures through the user. The user's Water Release receives a +20 Damage Boost and no longer require handseals or sources to activate. At this time however, they lose whatever primary elemental speciality they normally had for Water and are unable to perform Earth and Fire Release. Additionally, the user gains the ability to breathe underwater and move through it as if they were flying at twice to their Base Speed, thanks to the armor's waterproof design and it's Water Release preventing the lungs from filling up with liquid.

Demeter | Bringer of Nourishment — This gift works thanks to the armor's release of Earth Nature and actual mechanical design. Using Earth Release to increase it's weight, the user receives a passive passive boost of +25 Damage Points to physical attacks (Tai/Ken/Buki) only. Additionally, they're durability from physical attacks increase too, lowering all physical based attacks by 25 Damage Points upon impact with themselves.

Hermes | Emissary of Travel — This gift works thanks to the armor's release of Wind and Earth Natures and actual mechanical design. Opposite of Demeter's function though, Earth Release is used to decrease it's weight, allowing the user to receive a passive boost of ×2 to their Base Speed. This is also coupled with Wind Release of the suit to easily cause lift and allow for unassisted flight and levitation at the same rate. This only applies to the wearer though and can not be bestowed upon others.​

Due to the limits of the tool, it can only harness the abilities of each deity one at a time, unable to combine them all for even two of theirs power combined was too much. Additionally, only one gift can be activated per turn.

¤ Declined, you know this is too long. Reduce length of both. Some of this is filler words. And every tool has a rank and usage restrictions appropriate for the rank, N/A isn't going to fly. ¤
 
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Alyx

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(Saku Sanshain) Blooming Sunshine
Type: Tool
Rank: D - S Rank
Range: Short (Explosion & Absorption), Short - Long (Travel Range)
Chakra Cost: 10 - 40
Damage: 20 - 80
Description: Blooming Sunshine is a special designed ninja tool that utilized the “Absorption Arm” as a basis for its production – though many are surprised by this due to weapon being in the form of an umbrella. The overall design of the tool is highly durable in nature, allowing it to physically tank one S rank before being rendered useless, two A ranks but remains undamaged by B ranks and below while also doubling as a physical weapon that can be used in free form close combat. It also has a sword hidden within it’s structure which uses the handle as a hilt and the other base piece as a sheathe.

Moving onto the chakra related powers, the ferrule of the umbrella has the ability to release sphere of chakra similar to that of it’s predecessor where it intakes the chakra into the weapon itself but what makes it differ from the two is that the sphere doesn’t expand in size, but rather returns into the weapon instantly – with the whole process of absorption happening in the blink of an eye. Once the chakra is absorbed into the weapon, it acts as a “charge” to the weapons second chakra related ability.

After the absorption of the chakra the user is able to return the attack at the enemy as a chakra blast, moving at the speed of a Lightning Technique but carrying the same damage as the technique it absorbed in the first place. Although it moves in a linear path, the explosion radius is five meters; meaning simply dodging the path of the blast wouldn’t always be enough to avoid it completely.

This of course isn’t the lonesome way to “charge” the tool, as the user may willingly infuse his/her own chakra into the umbrella itself in order to fuel it, dealing damage based on the amount of chakra is placed into it. The absorbing of an enemy technique counts as a move each, but absorbing and releasing it back can be done within the same time frame and counting as one move if used like this but the user can simply absorb the chakra and store it without sending it back.

Charging the weapon with chakra from the user is done passively but sending it as a blast counts as a move, with the chakra amount ranging from 10 (D) to 40 (S), thus the user must spend chakra based on the rank in order to fire the blast. The user however can only retain a certain amount of chakra inside of the umbrella with its max being 200.

The last and final ability of the tool is the user being able to directly intake the absorbed chakra into their body as a means to rejuvenate their own supply, with the user being able to take 50 per use which also counts as a move. Umbrella absorbs based on the rank of enemy technique.
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¤ Declined, the last ability has to go as well as the earlier mentioned "instantly". This needs an overall usage limit and the S ranked usages need restrictions. ¤
 
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Korra.

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Saibādoragon - Cyber Dragons
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-30 when activated the first time)
Damage: N/A
Description:These Cyber Dragons were created by Korra to make it easier to have access to her paper ninjutsu. The user has two robotic snakes that have a special seal inside them. Once the user channels the required amount of chakra the cyber dragons start releasing paper sheets that the user uses themselves. Channeling the chakra into the cyber dragons can be done passively. The cyber dragons are self sustating so once activated they will keep releasing paper sheets on their own. The cyber dragons release the sheets in short range of the user and expands into longer ranges as time goes on. When first form the sheets start within short range of the user. After 1 full turn the sheets would reach mid range while after 2 full turns the paper sheets would just reach long range as they keep multiplying. This jutsu gives the user a source of paper across the field be able to form paper ninjutsu across the paper terrain. The user can have the cyber dragons attach to them on their sides/clothes or inside their their body and sticking out. The cyber dragons are mixed in with the user's chakra chakra so if the user turns their body into paper the cyber dragons will also turn into paper with the user. The user can also set the cyber dragons on the field so they don't have to worry about them being on the use's body.
Note: Usable by Paper bios
Note: Must be posted on the user's bio
Note: The user can only have up to 3 cyber dragons

¤ Approved, removed the passive notes. Gotta cost a move per turn to produce endless amounts of paper lol ¤


OCC: Using the name of an old submission
 
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Sasori

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( Kōgaku renzu ) – Optic Lens
Rank: B
Type: Tool
Range: Short-Long
Chakra cost: (-5 each turn)
Damage points: N/A
Description: The Optic lens is a ninja tool created to be worn over the user’s eye sight and is akin to a pair of lens. Once active, the lens will adjust to the user’s vision and become specially suited to be worn by them. Each turn the user will need to spend five chakra points in order to keep the lens active. The lens essentially allows the user to become more aware of their surroundings. The first ability of the lens involves obtaining information about incoming attacks and opponents, more specifically, it will allow the user to see incoming opponents who are moving faster than they can track and make them appear to be moving slower than they are due to the lens information processor. Instead of the user being unable to track or see an opponent who is moving faster than them, the lens will have adjusted the user’s vision so that said opponent will appear to be moving in a slower and more predictable nature compared to if they were looking at them with their naked eye. The ability to predict the movements of a target leads to the next ability of the lens which is its ability to give the user an ability known as probability vision. Probability vision involves the len’s ability to store information inside of it. Essentially, the lens will be able to quickly find patterns by trying out different scenarios very quickly and find the one most likely to occur and these patterns will be shown visually as arrows showing where the opponent is going to be next, the information processors in the lens also showcases information such as speed and direction that will be visually shown as words somewhere in the user’s field of vision. With the information in their head, the user will be able to provide a counter to the incoming opponent if they know what direction they are coming from. For instance, if the opponent is moving in a zig-zag manner or even a linear one, the user will be notified of the enemy’s body positions and the lens will make a reasonable deduction of where the opponent will be when they reach the user. When the user is engaged in a close quarters fight, the lens probability function is even more useful because the user will be able to predict the position and direction of rudimentary strikes such as a leg sweep or a punch. Lastly, the lens will heighten the user’s senses by providing them with details about certain aspects of their surrounding. For example, the lens will be able to measure certain aspects of the opponent or other sentient constructions such as height, weight, elemental type, health, and chakra points. From the user’s perspectives, the information will be present directly above said object in written letters.

Note: The tool’s functions are all passive in nature.
Note: Just because the user can predict where the opponent will be does not mean they will be able to react in any way they choose, so it still needs to be logical.

¤ Declined, this replicates a Sharingan's core abilities too much; the first ability (seeing targets faster than you can track) is reminiscent of it's ability to make objects appear slower, hence the tracking increase. Probability Vision is the Sharingan's ability to predict actual based on movement patterns and the measuring aspects of the opponent is the primary and first ability of the Sharingan to see chakra flow and more and also clashes with a tool approved a few cycles ago. ¤
 
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Kai NB

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(Hesutia no Rasso) — Lasso of Hestia
Type: Tool
Rank: N/A
Range: Short - Mid
Chakra Cost: 30 (-10 Per Turn)
Damage Points: N/A
Description: The Lasso of Hestia is a unique rope tool used as a lasso/noose created only by something known as the "Girdle of Gaea". It appears as a simple cylindrical handle/hilt with open ends. The mechanism is a housing unit for endless amounts of ropes it produces that it can release from its openings. From it, a single rope can be appear in a moment's notice, extending it's length as needed, ranging from Short to Mid. The rope can just as easily be pulled back into the handle. [SUP][ ][/SUP] It also can quickly reform it's lasso or hook knot on it's own if need be. The Lasso itself can actually be used more like a whip, allowing for it to snap at and/or wrap around anything it hits, or even strike like a whip. Additionally, the hilt itself is very close in feeling and weight to the rest of the rope and can slide it's position across, so it is not necessary to grip from it to utilize the tool and the user can seemingly retract/expel the rope's length from anywhere they are gripping. Simply expelling or retracting the rope does not cost a move or chakra cost. It's actual effects do however require a cost.

The Lasso enables the wielder to channel their chakra into it for techniques. However, it's not designed for damage. It's purpose is that of immobilization and interrogation. It even boasts a powerful binding & sealing ability, seeming to pulsate with an ornate energy force that can entrap anything in it's grasp, from people, summons, and even spiritual entities. Immediately upon grabbing hold of a target, whether through the actual loop knot, or by wrapping part of the target, the lasso passively locks and constricts both their physical bodies and their chakra. Though, the user will need to spend 30 Chakra Points in it's activation, and another 10 more per turn it is sustained. This constriction prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from while also preventing them from moulding chakra above B-Rank if they are secure around their body like around the torso, but only prevents above A-Rank chakra moulding if just a portion of their body is secured. When in contact with the tool, the Lasso can effectively utilize two settings for it's interrogation purposes: One of Honesty & One of Deception.

Lasso of Truth — The seal with the kanji for "Truth" courses through the Lasso, radiating it in a golden shimmer while in use. The Lasso is also known as the Golden Perfect in this form. This forcibly makes anyone touched by it to tell and understand the absolute truth. This allows the user to interrogate and get the full truth from the target(s). It also is able to restore people's lost memories, share memories, and get rid of illusions (Requires Equivalent Chakra Cost to Respective Gen). It also forces those entrapped by it to face their own falsehood. Individuals altered in any enhanced state different from their base, such as by undergoing a physical change in their bodies or chakra, forces a reset in the target(s), making the enhanced being revert back to their base self. It can only do one of these actions per turn.

Bind of Veils — The seal with the kanji for "Falsehood" courses through the Lasso, radiating it in a silver shimmer while in use. The Lasso is also known as the Silver Disconnect in this form. This forcibly makes anyone touched by it to feel as though a lie is their reality, believing falsehoods. This allows the user to lie to and have the target(s) be convinced they're telling the truth, though how they react is still up to them. It can remove people's memory like the Loss of Memory Technique, cast illusions (Counts as A-Rank Gen and is Damageless). It also forces those entrapped by it to embrace their own falsehood. Individuals altered in any state state different from their base, such as undergoing a physical change in their bodies or chakra, forces a overload in the target, making the individual enhance their current state to higher degree, essentially amplifying all the effects of their state by 1 stage/20 points (whichever it applies to). Likewise, all residual drawbacks and side effects such as cool downs similarly go up by 1 stage/20 points. This includes cosmetic features becoming more pronounced. It can only do one of these actions per turn.​

Note: Requires Fuin in order to utilize the Lasso of Truth or Bind of Veils
Note: The user can only utilize either Lasso of Truth or Bind of Veils at a time
Note: Lasso of Truth & Bind of Veils both count as A-Rank Fuinjutsu and each take up a move slot

¤ Declined, you know this is too long. Reduce length of both. Some of this is filler words. And every tool has a rank and usage restrictions appropriate for the rank, N/A isn't going to fly. ¤
(Hesutia no Rasso) — Lasso of Hestia
Type: Tool
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 Per Turn)
Damage Points: N/A
Description: The Lasso of Hestia is a rope tool used as a lasso/noose. It appears as a simple cylindrical handle/hilt with open ends. The mechanism is a housing unit for ropes it produces from its openings. From it, a whip/rope can be appear or retract in a moment's notice, ranging from Short to Mid. [SUP][ ][/SUP] It can easily form it’s own lasso or hook knot. The hilt actually can slide across the rope too, making it seem as though the rope can retract/expel from anywhere they are gripping.

The tool is designed for immobilization and interrogation instead of damage. It has a powerful binding that can entrap anything in it's grasp. Immediately upon grabbing hold, the lasso passively locks and constricts both their physical bodies and their chakra. (30 Chakra Points) This constriction prevents the target from moving unless it has some sort of enhanced strength ability. It also prevents the victim from moulding B-Rank and above chakra if they are completely captured (torso and neck), and A-Rank and above if just a portion is secure (arm, legs, etc.) When in contact with the tool, the Lasso can utilize either one of two settings for it's interrogation purposes: One of Honesty & One of Deception.

Golden Perfect - Lasso of Truth — The seal with the kanji for "Truth" courses through the Lasso, radiating it in a golden shimmer while in use. This forcibly makes anyone touched by it to tell and understand the absolute truth, allowing the user to interrogate the target(s) and guarantee full answers. It also is able to restore people's lost memories, share memories, and get rid of illusions (Requires Equivalent Chakra Cost to Respective Gen). It also forces those entrapped by it to face their own falsehoods resulting in individuals altered in any enhanced state different from their base, such as by undergoing a physical change in their bodies or chakra, to force a reset in the target(s), reverting them back to their base self. It can only do one of these actions per turn.

Silver Disconnect - Bind of Veils — The seal with the kanji for "Falsehood" courses through the Lasso, radiating it in a silver shimmer while in use. This forcibly makes anyone touched by it to feel as though a lie is their reality, believing falsehoods, allowing the user to lie to and have the target(s) be convinced they're telling the truth, though how they react is still up to them. It can remove people's memory like the Loss of Memory Technique, cast illusions (Counts as A-Rank Gen and is Damageless). It also forces those entrapped by it to embrace their own falsehood, resulting in individuals altered in any state state different from their base, such as undergoing a physical change in their bodies or chakra, to force an overload in the target, making the individual enhance their current state to higher degree, essentially amplifying all the effects of their state by 1 stage/20 points (whichever it applies to). Likewise, all residual drawbacks and side effects such as cool downs similarly go up by 1 stage/20 points. It can only do one of these actions per turn.​

Note: Requires Fuin in order to utilize the Lasso of Truth or Bind of Veils
Note: The user can only utilize either Lasso of Truth or Bind of Veils at a time
Note: Lasso of Truth & Bind of Veils both count as A-Rank Fuinjutsu and each take up a move slot

¤ Declined, the primary ability is a replication of Infinite Embraces and at B rank, it can only prevent above S rank chakra usage and at A rank, prevent above A rank chakra usage. This will not prevent above B rank chakra usage in any capacity. Neither the Lasso of Truth or Veil of Binds have usage limitations or restrictions, both needed. Lasso will only break alterations if it is of same rank and/or has fewer chakra than the Lasso technique does. Veils will not be capable of amplifying effects of techniques or amplifying altered states either. Same with the residual effects. ¤
 
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Skorm

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Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40/Bullet
Damage: 80/Bullet(non-sealing)
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun can shoot bullets that explodes on collision that creates an AoE effect reaching short-range in an omni-directional discharges from the point of impact. This discharge does half the damage of the actual bullet. The other type of bullet is actually a non-harming bullet that, on impact, creates a sealing mechanism that drains chakra on impact. The bullet travels at the same speed as the damaging bullet but creates no wound, instead a sealing formula will start to escavate from the impact point. Once completely imbedding the target, the forumal will statt glowing purple and drain the chakra of the target and charge the gun itself, not the user. When this charge has been active for two turns, the gun becomes ”overloaded” and fires projectiles with twice its power and speed for one turn. This doesnt necessarily need to be the same or the turn after it gets overloaded but it needs the charge to perform as such. The lightninh bullets are of S rank each and follows the s/w of said elements. The sealing bullet is also of S rank. When used, the user cannot use lightning techniques above A rank in the same turn as it is used. Once the overloaded bullet(s) have been used, the gun is reset to regular damage/speed. The overloaded factor can be repeated.

Note: Needs completion of raiton and regular fuinjutsu.
Note: Bullets travel at the speed of the most high-end S-rank lightning techniques there is.

¤ Declined, the first type of bullet doing "half the damage of the actual bullet" is worded weirdly and could imply it does more damage than the base for S rank bullets. Just a small rephrasing will fix that. The second ability is more confusing and contradictory; you say it makes no wound but later mention the effects will start will the bullet is embedded into the target. You also make no mention to how much chakra is drained or how this chakra is given to the gun; if the bullets absorbs chakra, how does this chakra return back to you if it's not connected in some way? The doubled power is also a no. Last note isn't needed because all bullets travel at the same base speed ¤
 
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Vegeta

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( Eld no Jū ) The Guns of Eld
Type: Weapon
Rank: S-Rank
Range: Short - Long
Chakra: Depends
Damage: Depends
Description: A pair of revolvers once used by a man known as the Last Gunslinger, forged from an unknown indestructible alloy said to be the melted down remnants of the mighty sword Excalibur, wielded by King Arthur Eld during his fateful battle with the Dark wizard Maerlyn and the Crimson Queen. The blacksmith who forged the dual six-shooters was said to have combined his Katon with a special Sage Oil. The revolvers are grey with sandalwood grips and symbols along the barrels. The revolvers are conduits for Natural Energy and Fire Release granting them a number of abilities:

The Guns, besides always being warm to the touch from Katon in the alloy, naturally draw in Senjutsu Chakra from the world around them. This makes them extremely durable, nearly indestructible from their unknown alloy, making them resistant to oxidization, rusting, etc. This durability won't allow them to block or otherwise directly interact with Jutsu safely, however they can be incorporated into the user's hand-to-hand combat. There are also enhancements such as the revolvers themselves being able to act as conduits for the user's Senjutsu and Katon, and at a reduced cost of 10 Chakra, due to the Senchakra/Katon found within the revolvers. Once per battle, the user can use the latent Senchakra to speed the process of entering Sage Mode, allowing them to quickly enter Sage Mode while converting/replenishing 10% of their chakra reserves. (20% for Perfect) Doing so drains the guns of their Senjutsu/Katon Chakra, and requires that the user wait 2 turns before the Guns replenish this independent store, however during this time they can still act as conduits for either within reason but will not allow the Guns to fire off their special Senchakra/Katon bullets.

-The Guns of Eld, as mentioned just above, can fire special, 2 inch diameter bullets made from Senchakra/Katon. The amount of Chakra naturally present in the alloy is enough to shoot off single rounds from each Gun having properties from both and would cause burning/concussive damage and sluggish movements hardening the area it strikes for A rank and below, limbs struck would drop the damage done by the limb hit 10 damage for 1 turn. Striking the legs would make someone also lose 2 levels of speed for 1 turn. Once per turn used, the guns can release an S rank combined blast utilizing both properties, 1/4 meter diameter in size from each gun (combined S rank strength), being hit by this would not only severely burn and knock the target back, it would sear thru flesh and cauterize it in the process from the immense heat, and the natural energy present would begin to spread thru the hit targets body from the point of impact, and would turn the target to stone after 3 turns. This can be done 2x with 1 turn cool down. They can also fire off a total of 4 bullets per turn free form, doing 5 damage with 20 damage max. All bullets fired move at the speed of a standard Raiton jutsu

Note: Can only be used by Vegeta, and those he teaches. Naturally, this means the Guns of Eld will not work if stolen, as the user must be taught the deciphered symbols on the barrels to use. They also cannot be used against Vegeta by anyone he allows to use them. One could use the Guns without the ability to use Senchakra however would only be able to fire off Katon blasts, nothing related to Senchakra would work for them and would be disregarded during use by the individual.

¤ Declined, okay now this has been reduced dramatically, the biggest issue remaining is the entering SM part; this logically would not make it easier nor faster to enter SM. I'm willing to allow another ability if reasonable. If this is fine tho, let me know and I'll approve it. ¤
( Eld no Jū ) The Guns of Eld
Type: Weapon
Rank: S-Rank
Range: Short - Long
Chakra: Depends
Damage: Depends
Description: A pair of revolvers once used by a man known as the Last Gunslinger, forged from an unknown indestructible alloy said to be the melted down remnants of the mighty sword Excalibur, wielded by King Arthur Eld during his fateful battle with the Dark wizard Maerlyn and the Crimson Queen. The blacksmith who forged the dual six-shooters was said to have combined his Katon with a special Sage Oil. The revolvers are grey with sandalwood grips and symbols along the barrels. The revolvers are conduits for Natural Energy and Fire Release granting them a number of abilities:

The Guns, besides always being warm to the touch from Katon in the alloy, naturally draw in Senjutsu Chakra from the world around them. This makes them extremely durable, nearly indestructible from their unknown alloy, making them resistant to oxidization, rusting, etc. This durability won't allow them to block or otherwise directly interact with Jutsu safely, however they can be incorporated into the user's hand-to-hand combat. There are also enhancements such as the revolvers themselves being able to act as conduits for the user's Senjutsu and Katon, and at a reduced cost of 10 Chakra, due to the Senchakra/Katon found within the revolvers. Also, 3x's per battle the Guns may be used to extend the range of one Katon or Senjutsu technique. This requires 1 turn cool down between uses and doing so and drains the guns of their Senjutsu/Katon Chakra, and requires that the user wait 1 turn before the Guns replenish this independent store, however during this time they can still act as conduits for either within reason but will not allow the Guns to fire off their special Senchakra/Katon bullets.

-The Guns of Eld, as mentioned just above, can fire special, 2 inch diameter bullets made from Senchakra/Katon. The amount of Chakra naturally present in the alloy is enough to shoot off single rounds from each Gun having properties from both and would cause burning/concussive damage and sluggish movements hardening the area it strikes for A rank and below, limbs struck would drop the damage done by the limb hit 10 damage for 1 turn. Striking the legs would make someone also lose 2 levels of speed for 1 turn. Once per turn used, the guns can release an S rank combined blast utilizing both properties, 1/4 meter diameter in size from each gun (combined S rank strength), being hit by this would not only severely burn and knock the target back, it would sear thru flesh and cauterize it in the process from the immense heat, and the natural energy present would begin to spread thru the hit targets body from the point of impact, and would turn the target to stone after 3 turns. This can be done 2x with 1 turn cool down. They can also fire off a total of 4 bullets per turn free form, doing 5 damage with 20 damage max. All bullets fired move at the speed of a standard Raiton jutsu

Note: Can only be used by Vegeta, and those he teaches. Naturally, this means the Guns of Eld will not work if stolen, as the user must be taught the deciphered symbols on the barrels to use. They also cannot be used against Vegeta by anyone he allows to use them. One could use the Guns without the ability to use Senchakra however would only be able to fire off Katon blasts, nothing related to Senchakra would work for them and would be disregarded during use by the individual.
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¤ Declined, much like the last time, this doesnt make sense in relation to the gun. You need to explain how this increase is possible, not just add it in. The other issues are minor and can be fixed when editing for approval but this one needs better explanations and/or removal to be approved. ¤

Edit: Actually, I have to double check something first regarding the others weapons before I check them.
 
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Zatanna

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The Banshee's Wail | Josei Himei
Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description:
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.

¤ Approved, made edits. If you don't agree with the edits, VM me and I'll reverse them. ¤
 
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Gutsy

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I can provide info about the adaptive camouflage if needed as well as the knowledge for plasma shield device.

(Momokutekina Hogo no Kyogaku) — Greatcloak of Blind Protection
Type: Tool
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A unique cloak created in the forges of Gondolin, the ancient homeland of the elves. The cloak is a uniquely designed tool, which in it self covers the one wearing it from their heels to their neck, and the hood is so large that it goes several centimeters out over the persons head, laying their face in darkness. The cloak is known for what is called adaptive camouflage, as well as the cloak being covered in a pattern that looks like the cells in a honeycomb, covering the entirety of the cloak. This honeycomb design is important in the way that it allows the wearer to still move with complete freedom. These cells are constructed of elements that can be cooled or heated up very quickly as well as controlled individually, allowing different patterns to be created. This technological cloak is designed to effectively allow someone to blend into their surroundings and hide their chakra signature as well as their heat signature. This technology is manipulated, so that it mimics the temperature of its surroundings to suit varying terrain, effectively blending into his surroundings, making it impossible to detect his heat signature. Furthermore, if someone were to mainly focus on finding him through heat signature or otherwise known as thermal imaging, then it would be impossible, due to the temperature manipulation through the cloak, but also because it can manipulate the cloak to make the user look like other objects such as animals, bushes, rocks etc. mimicking their heat signature and size etc. Furthermore, due to the unique design of the cloak it also masks the one wearing it from someone detecting their chakra signature using chakra sensing or similar abilities, as well as blocking Dojutsu users from seeing into their chakra pathways and into their bodies.

Beyond the cloaks ability to mask the wearer from detection, it also has another defensive mechanism which allows the wearer to stay safe from both heat and cold. Due to the technological advancement and the heat and cooling manipulation that can be done through this cloak, whenever someone would send an attack that revolves around heat such as fire, lava etc. then the wearer can manipulate the cloak to cool down immensely, to the point where when the technique comes into short-range of the cloak, the incredibly cold cloak would emit such cold air around it, so that a fireball would lose all its potency and extinguish. This also counts for fluid heated elements, where when they come into short-range of the wearer, the element such as lava would be cooled so immensely that it would immediately turn into a solid and stop in its tracks. This ability can also work the other way, against cold elements such as water, ice and other elements that work in the same way. This is done through heating up the cloak immensely, allowing for when water gets within short-range of the cloak it would immediately turn into steam and rise into the sky above. When it comes to solid elements such as ice, or other incredibly cold elements, they would also when coming into short-range turn into water and then steam immediately rising into the air, before contacting the cloak or the wearer, effectively shielding him from water and cold elemental attacks.
Note:
- The cloak is constantly cloaking the wearer from thermal tracking and from chakra sensors and Dojutsu
- The cloaks ability to defend from heat or cold as mentioned, can protect the wearer against the total damage of an A-rank ability every time the ability is used
- The ability to protect the wearer from attacks can be used 4 times per fight
- The cloak can defend from both heat and cold at the same time, due to the wearer being able to manipulate the cloaks honeycomb cells individually to protect specific areas against different attacks
- To protect the wearer, the wearer has to release chakra of equal to A-rank into the cloak to activate the ability and manipulate it to protect the wearer
- Must be mentioned in biography that they are wearing it

¤ Declined, for starters this will not mask your presence completely; if they are able to track your movement speed, you will appear similarly to a distortion in space/the environment if they are viewing your location. 3T and above level Doujutsu will also still be capable of sensing you. The heat/cold based abilities of the cloak are also a stretch and not approvable; im not gonna approve a cloak that prevents attacks like Lava or Amaterasu based attacks from affecting you or ones on the opposite scale as well. ¤

(Momokutekina Hogo no Kyogaku) — Plasma Shield Device
Type: Tool
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This device was developed after the combination of a rapid explosion sensor and an arc generator idea, which is designed to protect buildings, cities and personnel. The device is a small device that can be attached with straps to a person, building, other tools etc. However generally designed to be strapped to the user. The device is designed to when an explosion or shockwave is detected through the sensory part of the device, it shines red and the wielder can activate it through releasing chakra into it, activating its defensive mechanism. Here when the device is activated it would release a transient medium that intercepts the shockwave or explosion and attenuates its energy density before it reaches a protected asset or person. In other words, the system will create a buffer zone of up to short-range from the wearer with different temperature, air density and other characteristics that reflect, refracts, absorbs and deflects the explosion or shockwave. It is important to note that such a device can only deflect explosions and shockwave like effects as well as the element of fire or similar elements, it does not affect any incoming projectiles or solid objects. The newly designed Plasma Shield Device can protect the tools, buildings or person that it is attached to against explosions and shockwave like effects of up to S-rank techniques.
Note:
- The device can protect against explosions and shockwaves up to S-rank when activated
- The device can be activated once per turn and has a two-turn cooldown
- The device can be used three times per fight
- Must be mentioned in biography that they are wearing one
- The user can carry 4 Plasma Shield devices besides the one they are carrying, to be used for other purposes

¤ Declined, this clashes with a Mandalorian technique created by Penguin. ¤
 
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Never

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Picture Owned By Me

(CSR MX14493, Tokushi) - CSR MX1449, Envoy
Type: Offensive Tool
Rank: S
Range: Short - Long
Chakra Cost: X
Damage Points: X
Description:
Envoy is a Sniper Rifle crafted by that of the Barnacle Contract, Moyashi's Division of Weapon Technology. However this rifle is different from most of their other gadgets and tools, this one is more advanced and pristine - they have a lot of CSR models, but Envoy is one of a Kind. The Rifle is quite long and comes equipped with a Stock, Scope, Strap and Suppressor. Envoy uses a Bolt Action mechanism, meaning that after loading the weapon it is cocked and also after each time it's fired it is cocked. The Suppressor, Scope and Strap can be removed from the Weapon. Scope: If the user wishes to fire this weapon at longer ranges, the scope must be used to give an accurate shot - it can be fired from the hip, but only from mid range (Also with the scope the user can fire at enemies at even longer ranges, up to 1000 meters away as long as they have a linear clear shot through the scope, However at ranges like this the user must be resting the rifle on a Bipod or a surface.). The Suppressor works the same way, anyone within mid-range of the weapon when fired can hear it with or without the suppressor, however at long range the bullet is suppressed and cannot be heard by normal means unless opponents have some kind of advanced hearing.

The Main Usage of Envoy is a Powerful single shot Calcite round which is loaded into the weapon by the user, which are on the Wielder's person. The Calcite Rounds contains Rhizocephala inside which build up a lot of chakra before even before being fired, the Chakra input and damage output are equal to that of an S-Rank attack (40/80) and costs a move of three. The Main focus of this round is to pierce defences on a minimal expense, as long as the projectile is carried through, the Rhizocephala release strong bursts of chakra equal to defences they're coming against purposefully. For Example, when the bullet approaches a defence the Rhizocephala release the chakra to open up a small hole in the defence but not entirely destroying it allowing the projectile to pass through - even if the defence is equal to the attack, the round will still be carried through with no rank but still capable of damaging the opponent (Half Damage -40 to health). If the Defence is weaker then the bullet is carried through to do Full Damage, however if needed the left over chakra will be used to create holes in defences again unless they're strong enough to stop the attack as a whole. If the bullet passes through, it will lodge itself within the enemy which will cause them to start to bleed out if hit in the correct place. The Rhizocephala inside the bullet will also then be able to work, spreading their tendrils through the inside of opponent's body causing more damage -10 per turn. A Slow death if not killed by the first blow.

Gadget Barnacle ( ) & "Zombies" Shell ( ) can be fired from the weapon and then summoned or utilised in there new location. The Thoracica will stick to Targets or Surfaces that they have been shot at. Because of the high velocity the Shells are being fired at, the user will use the chakra and damage values of the Rank of the Technique used even if they do not have one. Because of the Calcite material the Chassis of the Weapon is made from, the user can use "Body of the Thoracica" and "Legs of the Thoracica" to slightly change it's form, to for example give the weapon a Bayonet or a bladed stock in the case of melee combat or even a Grappling Tendril. They can even be fired from the weapon's Barrel.

- Must have signed the Barnacle Contract ( )
- Projectiles fired through this weapon travel at the Speed of a Lightning Technique
- User carries four Calcite Rounds on them.
- Calcite Rounds can be created four times through the use of "Inner Daemons" from the user's body, with a two turn cool down when done this way
- "Zombies" can carry 2 Calcite rounds each.
- Kozui and Communities can be handed this weapon mid-battle for use.

¤ Declined, for starters, I only allow 2 abilities for Guns. More for Cyborgs and Mandalore. Death is also generally removed from the RP unless noted or Health System isn't used. That said, i won't allow a gun that by default is able to deal damage far beyond it's general rank allows it. The -10 damage every turn is a no. ¤
(CSR MX14493, Tokushi) - CSR MX1449, Envoy
Type: Offensive Tool
Rank: S
Range: Short - Long
Chakra Cost: X
Damage Points: X
Description:
Envoy is a Sniper Rifle crafted by that of the Barnacle Contract, Moyashi's Division of Weapon Technology. However this rifle is different from most of their other gadgets and tools, this one is more advanced and pristine - they have a lot of CSR models, but Envoy is one of a Kind. The Rifle is quite long and comes equipped with a Stock, Scope, Strap and Suppressor. Envoy uses a Bolt Action mechanism, meaning that after loading the weapon it is cocked and also after each time it's fired it is cocked. The Suppressor, Scope and Strap can be removed from the Weapon. Scope: If the user wishes to fire this weapon at longer ranges, the scope must be used to give an accurate shot - it can be fired from the hip, but only from mid range (Also with the scope the user can fire at enemies at even longer ranges, up to 1000 meters away as long as they have a linear clear shot through the scope, However at ranges like this the user must be resting the rifle on a Bipod or a surface.). The Suppressor works the same way, anyone within mid-range of the weapon when fired can hear it with or without the suppressor, however at long range the bullet is suppressed and cannot be heard by normal means unless opponents have some kind of advanced hearing.

When firing freeform shots, the user can only fire once per turn. The gun must be cocked as it's bolt action between fire. Each shot is 20 damage. The Main Usage of Envoy is a Powerful single shot Calcite round which is loaded into the weapon by the user, which are on the Wielder's person. The Calcite Rounds contains Rhizocephala inside which build up a lot of chakra before even before being fired, the Chakra input and damage output are equal to that of an S-Rank attack (40/80) and costs a move of three. The Main focus of this round is to pierce defences on a minimal expense, as long as the projectile is carried through, the Rhizocephala release strong bursts of chakra equal to defences they're coming against purposefully. For Example, when the bullet approaches a defence the Rhizocephala release the chakra to open up a small hole in the defence but not entirely destroying it allowing the projectile to pass through. If the Defence is weaker then the bullet's strength is recovered due to the Rhizocephala it's made up of regenerating it and will head up against the next defence at full strength, the bullet is stopped by strong/neutral defences. The user can choose to summon from their contract at this new range using the bullet as a summoning medium, hence the name "Envoy" this costs another move of three.


- Must have signed the Barnacle Contract ( )
- Projectiles fired through this weapon travel at the Speed of a Lightning Technique
- Calcite Shell/Rounds are strong against Water, Weak against Lightning.
- User carries four Calcite Rounds on them.
- Calcite Rounds can be created four times through the use of "Inner Daemons" from the user's body, with a two turn cool down when done this way
- "Zombies" can carry 2 Calcite rounds each.
- Kozui and Communities can be handed this weapon mid-battle for use and have their own usages.

¤ Declined, 100 meters max and what are Inner Daemons, Zombies, Kozui and Communities? Unless these are names of clones of the user or other ninja, this cannot be used by others nor as a means to summon Barnacles or other Barnacle jutsu. This is a gun, not a means to use summoning Ninjutsu. This goes beyond the 2 core abilities of the gun. I can't allow this to be used alongside the contract. ¤

Unmei no dīru | Fate's Deal
Type: Tool
Rank: S
Range: Self
Chakra Cost: 40 on activation (-5 per turn)
Damage Points: N/A
Description:
Fate's Deal begins as what seems to be a simple decks of cards, however they're much more than that, being combined with Ninja Technology and derived from a User who utilises "Reaper of the Cards" Fighting Style. The Cards are of an ornate metal, sharp enough to easily cut through the skin like a blade and thin enough for them to be quite flexible and bendy - but they're still metal and still tough. The Cards when activated begin to draw from the deck one at a time, keeping parallel with one another and in lines as they wrap around the User's body, bending and linking into position as they form a customised cloak/large garment with any patterns of the user's choice with sections that glow with power. Once formed into the Cloak, Fate's Deal remains a sturdy flexible cloak until deactivated where it will all shuffle back into Decks of Cards holstered on the user. The Cards work by using one side, the outer side as a sort of armour against free form weapons and attacks awith patterns which create the Cloak's looks. Then on the other side of the card, the inner side is a sort of circuit board with electronics, chakra and wiring linked throughout the cloak to give it it's technological abilities and only begins to work when activated and formed correctly over the user, activating the circuits.

Fate's Deal is programmed to independently use and self-sustain (without the need of chakra being applied over time except the initial chakra placed into the techniques, initial chakra will still be sapped from user however) "Reaper of the Cards" Techniques from the user or any Technique which utilises these cards, with a Rank Boost / +20 Damage Boost at S-Rank or Higher. When a technique is used through Fate's Deal, patterns on it glow cosmetically of colour related to said technique.

User's of the "Reaper of the Cards" style can passively manipulate the Cards needed for the Fighting Style quite freely, because of the Volume of cards around the User at this point the user can passively manipulate themselves to levitate off the ground and move around through the air. This also gives the user the freedom to form the Cloak off their person and have it float around without needing to be within it or float around another person.

- Smoke (Grey), Flash (White), Explosive (Red) Cards replace the use of ordinary Tags and Bombs in Freeform and Jutsu.
- Cards can replace Kunai and Shuriken in Freeform and Jutsu
- Can be deactivated at will
- When hit with an S-Rank technique or equivalent the cards will defend the jutsu but then deactivate.
- Can only be activated 3 times, when deactivated there is a 5 turn cooldown before they're at strength enough to be used again.
- In no way can the passive levitation be used to evade jutsu unless used in tandem with an evasion jutsu.
- Can be taught to people who DO NOT know reaper of the cards fighting style, if this is the case they cannot use the ability to passively manipulate cards for levitation.
- Example of Cloak :

¤ Declined, reading through most of this, it reads more like an actual Reaper of the Cards custom than a Ninja Tool, particularly the bolded portions. I'm also not sure how I feel about it passively being utilized by users of said contract and the levitation aspects. Use by none CFS users sounds weird given how heavily this is intertwined with the CFS itself. ¤
 
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Jishin sensā | Seismic Sensor
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be constantly fueled by chakra in order to function, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activity happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else. Costing a move with its activation, the Seismic Sensor is able to amplify the chakra signal that it releases allowing the device to combat and cancel out every foreign sources of chakra that lay beneath the user within a short range radius at the time of activation acting as a defense against ground based attacks. However, the watch can only combat jutsu of the same rank and lower limited times in battle.
NOTES
Device can be passively activated at anytime at the cost of having to be constantly fueled, but can be deactivated at any time
The watch's defensive maneuver costs a move slot, 30 chakra points, and can only be done 4 times per battle with a 1 turn cool-down of all of the watch's functions.
►Only works when the user is connected to the ground or other sustainable surfaces

¤ Declined, "every foreign source of chakra" is vague and can the description is weird. I need you to be clearer on what this means and what it targets. ¤
Jishin sensā | Seismic Sensor
Type: Tool
Rank: A
Range: Short-Long
Chakra: {-15 with Def. Activation} (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be constantly fueled in order to function, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activity happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else. Costing a move with its activation the Seismic Sensor, with the user's help, is able to amplify the chakra signal that it releases into the surface below subsequently making them more destructive thus allowing the device to combat and neutralize basic chakra as well as the basic 5 elemental chakra being manipulated underneath the user by a foreign source. This move only has affect over the below area short range underneath the user at the time of activation, acting as a defense against ground based attacks. However, the watch can only combat jutsu of the same rank and lower a limited amount of times per battle.
NOTES
►Device can be passively activated at anytime at the cost of having to be constantly fueled, but can be deactivated at any time
►The watch's defensive maneuver costs a move slot at -15 chakra points to the user who aids the device, and can only be done 4x with a 2 turn cool-down
►Only works when the user is connected to the ground or other sustainable surfaces

¤ Approved, made edits. Note that because it utilizes raw chakra to accomplish this, Same rank Elemental Ninjutsu will be stronger still. ¤


Gyōgaku purēto | Suffocation Plates
Type: Tool
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The Suffocation Plates are a set of technological advance devices that consists of a set of six pieces each fitting to their respective limb; the limbs being the head, chest, arms, and legs. Fashioned like thick half bangles each component is gold in color with several vents for function placed at varied positions of their respective surfaces. The overall programming of the Plates is to act as an enhancer to the user while performing smoke ninjutsu through the special passive emission of numerous small metallic chakra charged particles into the smoke suspension at hand. Happening rather swiftly, the process the Suffocation Plates forego of adding the numerous charged metallic particles to ones smoke happens simultaneously with body stemming creation/release, subsequently causing one's smoke to appear opaque and black in color as well as severely denser than before as the amount of particles holding within the suspension of smoke increases greatly. This increased density within the user's smoke ninjutsu while being aided by the Suffocation Plates is ample enough to combat smokes former weakness thus making the user's smoke ninjutsu neutral to all elements beside fire. The added chakra charged metallic particles within the user's smoke ninjutsu also exacerbates the suspension in terms of breathing within its realm making slight exposure bad and prolonged exposure deadly as the smoke deals -10 affliction damage per turn to non-smoke users when exposed to the suspension.

Skills
~Tightening the connecting bonds of the suspended metallic particles within the user's smoke ninjutsu being created/manipulated at hand at the cost of a move seemingly acting along with the user's will, the Suffocation Plates system will further aid the user's current smoke manipulation/creation process making it 10x harder than before. This subsequently adds +20 damage to the smoke ninjutsu at hand as the suspension becomes more dense and severely harder to the point that it almost mimics metal in terms of structural hardness. Being that this is the devices doing this A ranked move will cost the user no chakra and can be used 1x per turn, albeit has a 1 turn cooldown

~A technique that originally stems directly from the body, with activation the user is able to create weapons, armors, or structures of shapes made of dense black smoke connected to their person to be used to strike, defend, or supplementary means like evasion during battle. The constructs can range in size to be less than 1m or as big as 5m, but can be no bigger, being B-S rank upon creation where the one set of the same creations will split in power accordingly. A unique trait about this technique is that when used while engulfed in a pre-existing source of smoke the user has freedom of range with his creations that no longer have to stem from the body but the smoke source itself, as long as the source size allows it, although in order to attack an opponent with force the structures must be created at least 4m away and the creations can be sustained via the devices doing for up to 2 additional turns.

~The technique coined as the device's signature move, being S ranked and requiring a single hand seal to initiate, allows the user to release an adaptable shroud of the dark opaque smoke around their person that grows outwards onto the battlefield at blazing speeds with prolonged usage. Having a special link with the user in terms of positioning relativity, the shroud moves with the user who must stay within its field at all times, although not at its center, leaving the user to freely move within their own shroud that grows outwards with each additional turn. Upon activation the shroud engulfs short range around the user, at the beginning of turn two it then spreads to mid.range, at turn three it encompasses the entire battlefield where it then stay active at full strength for an additional turn. Being damage-less the expansion of the shroud is swift to mimic the speeds of lightning ninjutsu, and the device sustains as well as maintains the shroud by keeping it active and replenishing areas of lost smoke thus saving the user some chakra.
NOTES
►All A ranks have a 1 turn cooldown while the cooldown of S ranks double
►B ranks @4x, A ranks @3x, S ranks @2x per battle
►Requires Smoke AE
►Tool counts as a Custom Weapon Scientific Tool



Rījentoāmā | Regent Armor
Type: Tool
Rank: A
Range: Self
Chakra: (-10 per turn)
Damage: N/A
Description: The Regent Armor is a scientifically modified underarmor worn by shinobi, fitted and designed to supplement the body while also monitoring the chakra source within, linking the suit and its user together. It resembles a divers suit in appearance, all black hugging the body close, but this armor leaves the hands and head exposed. Woven from a lightweight, flexible metal that is also highly dense and durable, this scientifically modified suit is further altered to passively negate paralyzation factors via electrical currents due to its minor ability to seperate and ground itself to the earth with small cable like cords that extends from the feet area. However, that feat is only accessible when in contact with the ground. The suit is embedded with a CPU integration system that allows the armor to easily connect to other systems, not only on a processing level, but physically to the suits surface as an attachment if desired. Once foreign chakra enters the user's system from another source, the suits defense protocols activates and releases a repetitive beeping sound from a part of the suit near the neck area, alerting the user to the imminent threat within. That is when the user has the ability to activate the suits defensive feat. Holding pre-stored water chakra within, the Regent Armor's defense system upon activation releases the held water chakra out into the user's circulatory system, infiltrating it as it cycles throughout the enitre body cleansing the system before releasing out from the body via the suit as a force of expelled mist. This water ninjutsu acts as a body cleansor from all foreign sources like Kai, able to combat illusions of all ranks, excluding the usually higher bared illusions via MS.
NOTES
►Defense activation counts as a move and can be done 4x per battle
►Fueling the suit contributes to the armors ability to register the body's vital signs, and stops when ceased



¤ Declined, reduce the length of this next cycle, particularly the abilities section and the notes. ¤
 
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(Saku Sanshain) Blooming Sunshine
Type: Tool
Rank: D - S Rank
Range: Short (Explosion & Absorption), Short - Long (Travel Range)
Chakra Cost: 10 - 40
Damage: 20 - 80
Description: Blooming Sunshine is a special designed ninja tool that utilized the “Absorption Arm” as a basis for its production – though many are surprised by this due to weapon being in the form of an umbrella. The overall design of the tool is highly durable in nature, allowing it to physically tank one S rank before being rendered useless, two A ranks but remains undamaged by B ranks and below while also doubling as a physical weapon that can be used in free form close combat. It also has a sword hidden within it’s structure which uses the handle as a hilt and the other base piece as a sheathe.

Moving onto the chakra related powers, the ferrule of the umbrella has the ability to release sphere of chakra similar to that of it’s predecessor where it intakes the chakra into the weapon itself but what makes it differ from the two is that the sphere doesn’t expand in size, but rather returns into the weapon instantly – with the whole process of absorption happening in the blink of an eye. Once the chakra is absorbed into the weapon, it acts as a “charge” to the weapons second chakra related ability.

After the absorption of the chakra the user is able to return the attack at the enemy as a chakra blast, moving at the speed of a Lightning Technique but carrying the same damage as the technique it absorbed in the first place. Although it moves in a linear path, the explosion radius is five meters; meaning simply dodging the path of the blast wouldn’t always be enough to avoid it completely.

This of course isn’t the lonesome way to “charge” the tool, as the user may willingly infuse his/her own chakra into the umbrella itself in order to fuel it, dealing damage based on the amount of chakra is placed into it. The absorbing of an enemy technique counts as a move each, but absorbing and releasing it back can be done within the same time frame and counting as one move if used like this but the user can simply absorb the chakra and store it without sending it back.

Charging the weapon with chakra from the user is done passively but sending it as a blast counts as a move, with the chakra amount ranging from 10 (D) to 40 (S), thus the user must spend chakra based on the rank in order to fire the blast. The user however can only retain a certain amount of chakra inside of the umbrella with its max being 200.

The last and final ability of the tool is the user being able to directly intake the absorbed chakra into their body as a means to rejuvenate their own supply, with the user being able to take 50 per use which also counts as a move. Umbrella absorbs based on the rank of enemy technique.
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¤ Declined, the last ability has to go as well as the earlier mentioned "instantly". This needs an overall usage limit and the S ranked usages need restrictions. ¤
(Saku Sanshain) Blooming Sunshine
Type: Tool
Rank: D - S Rank
Range: Short (Explosion & Absorption), Short - Long (Travel Range)
Chakra Cost: 10 - 40
Damage: 20 - 80
Description: Blooming Sunshine is a special designed ninja tool that utilized the “Absorption Arm” as a basis for its production – though many are surprised by this due to weapon being in the form of an umbrella. The overall design of the tool is highly durable in nature, allowing it to physically tank one S rank before being rendered useless, two A ranks but remains undamaged by B ranks and below while also doubling as a physical weapon that can be used in free form close combat. It also has a sword hidden within it’s structure which uses the handle as a hilt and the other base piece as a sheathe.

Moving onto the chakra related powers, the ferrule of the umbrella has the ability to release sphere of chakra similar to that of it’s predecessor where it intakes the chakra into the weapon itself but what makes it differ from the two is that the sphere doesn’t expand in size, but rather returns into the weapon swiftly. Once the chakra is absorbed into the weapon, it acts as a “charge” to the weapons second chakra related ability.

After the absorption of the chakra the user is able to return the attack at the enemy as a chakra blast, moving at the speed of a Lightning Technique but dealing damage based on the rank of the jutsu absorbed. Although it moves in a linear path, the explosion radius is five meters; meaning simply dodging the path of the blast wouldn’t always be enough to avoid it completely.

This of course isn’t the lonesome way to “charge” the tool, as the user may willingly infuse his/her own chakra into the umbrella itself in order to fuel it, dealing damage based on the amount of chakra is placed into it. The absorbing of an enemy technique counts as a move each, but absorbing and releasing it back can be done within the same time frame and counting as one move if used like this but the user can simply absorb the chakra and store it without sending it back.

Charging the weapon with chakra from the user is done passively but sending it as a blast counts as a move, with the chakra amount ranging from 10 (D) to 40 (S), thus the user must spend chakra based on the rank in order to fire the blast. The user however can only retain a certain amount of chakra inside of the umbrella with its max being 200. While the umbrella’s firing/absorbing (each one separately) mechanism can be done once every two turns, while S ranks can only be done twice per battle causing it go on cool down for three turns instead. A rank can be done thrice while B rank and below can be used collectively 6 times a battle. The design of the umbrella is cosmetic, allowing for various coloration and patterns to suit a person's need.[/b]
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¤ Approved, with the edits you made it bought it to my attention you never actually mention Fuuinjutsu usage in this; without it and a clear description how, this will work on a chakra/damage basis (i.e. if it has more than the default for those ranks, it will not be able to absorb it, like the Absorption Arm) not rank basis. ¤
 
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