Custom Technology Submission

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Ańbu Juniør

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Ōkami-Shin No Regaria | Regalia of the Wolf God
Type: Tool
Rank: A
Range: N/A
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The Regalia of the Wolf God is a scientific ninja tool made specifically for members of the Inuzuka clan that is inserted into the nose. It is a miniaturized respirator, similar in appearance to nasal filters, that is designed to protect the user from inhaling airborne particulate matter, including fumes, vapours, poison gases, and airborne microorganisms by filtering out harmful substances and delivering breathable air to the user. The regalia is capable of protecting the user from noxious airborne contaminants of A rank and below, but requires them to continuously provide chakra ot the regalia’s miniturzed motors.

¤ Declined, much like I told Pyro NB for his Tool, I cannot allow this filtering aspect as it clashes with perks of Poison, namely the fialtering of airborne gases and poisons. ¤
 
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Ushiro

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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. ¤
(Dōgigo) - Semblance
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. By forming the Seal of Confrontation in any position, the wearer and anyone linked to this device can transmit a mental command to it and have the Transformation technique passively applied to them. They appear to flicker for an instant when assuming their disguises instead of being covered in a puff of smoke. Regardless of the user’s skill with transformation, the result is so intricate it is impossible to tell it apart from the real thing. This device maintains the transformations itself so getting injured will not cancel them. Transformations applied by Semblance do not cost a move except when multiple people transform in the same timeframe. In that case it will cost just one move and remain passive.
-Each person may only use this device to transform once per turn
-Moving long range from it cancels the transformation
-Transformations can be cancelled at will


¤ Approved ¤
 
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-Haku Yuki-

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Mansuta ka-torijji: Monster Cartridge
Type: Tool
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: Monster cartridge, is a thick metal device that allows the user to seal in advance, their own summoning animals in them. Similar to the Kote, except instead of sealing jutsu into scrolls you seal your summons into a cartridge that you place in the slot (Kind of like gameboy) and release when ready to summon them. This cuts out the need to use the summoning jutsu, and thus negates the need for blood or chakra to summon the creature and makes it much faster to summon them as all you need to do is press the A button to release your summon. The summons are aware of whats going on in the outside world while inside the cartridge aswell so when summoned they know what the situation is. It also allows you to summon up to three summoning in a single turn all at the same time, however each summon counts as a jutsu.
Note: Each cartridge can only carry 3 summons in it
Note: The user can only carry a total of 3 cartridges
Note: Sealed summons must be stated in Bio or prior to battle.

¤ Declined, for starters if approved, it would only summon one summoning at any time. Secondly, this would still require chakra to activate as the chakra would activate the seal bringing me to 3, this would probably require Fuuinjutsu as you're sealing entities inside of it ¤

Erekutoronikku Hachimaki: Electric headband
Type: Tool
Rank: A
Range: Self
Chakra: N/A
Damage: Damage to self Varies by Genjutsu rank
Description: The electronic headband is a device, as the name implies to be worn like a headband. It looks just like a normal headband one would wear for working out but contains chakra sensors inside, allowing it to keep track of the wielders chakra. When the head band senses that the users chakra flow, in the brain or throughout their body, has been changed in some way it will send a small electric shock to the brain to kickstart the users chakra back to its normal flow, releasing them from the genjutsu through the damage of the shock and through the chakra send back into the brain. This only causes a small amount of pain but the higher the genjutsu the more damage it does to the wielder, due to the higher electric shock and sudden chakra volt coming from the headband. For genjutsu B rank and below it causes -15 to the user, for genjutsu A and S rank it does -25 to the use, for genjutsu of F rank it deals damage of -75.
Note: The headband automatically activates as soon as it senses a disturbance of the users chakra regardless if the user wants it to activate or not.
Note: For all genjutsu below S rank it is passive but for forbidden rank it counts as one of the users 3 jutsu.

¤ Declined, for this to release from Genjutsu, it'll require more damage than you have listed. It will also not be passive for any of the usages. ¤
 
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Onii Chan

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(寄生虫, Kiseichū) - Ninjutsu Pill: Parasyte
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Kiseichū or (parasyte) is a technological advancement in the art of pure chakra usages. Shinobi scientists discovered a organism that could change a ninja's chakra system to be more flexible, this was then turned into a pill through scientific advancements. A individual digests a white pill to which the pill immediately breaks open mid-way to the stomach and release a microscopic compound into the body. The compound eventually reaches and camps inside the core of someone's chakra which is located inside the abdomen, the microscopic compound once congregating fully inside the abdomen will harden into a white spherel successfully cutting off the circulation of chakra for 20 minutes. The side effects of losing the chakra system during the 20 minutes means being thrusted into a forceful comma, although it blocks the circulation of chakra it doesn't mean the user loses it; it remains hardened throughout the body like tree branches but then re-liquidizes after 20 minutes. Eventually after the comma and the individual awakens the individuals chakra will now be of white coloration, parasytes will now swim throughout the entirety of the system which gifts the ninja the ability to control his chakra more manually than others. These parasytes because they're connected and live solely inside the body and chakra system of the user can be manipulated like any other technique, however because they're living beings they're ideally self aware and move upon their own will if not commanded. In a example technique one can inject chakra on a kunai but now they'll be able to control the shape and behavior of the chakra covering the item; either it be immediately solidified or become liquid, goo, sharp, or sticky. All transformations of chakra have individual effects to them, either it be solidified for a counter against a offensive or liquid to dodge one so it may be preserved for later usages, Sticky, goo, or sharp for etc of usages. Through the act of Ninjutsu one can ideally manipulate the properties of the chakra to become explosive, absorbing, or even deflective; the combinations and manipulations are only based on the user's imagination.

✘ Passive
✘ Raw Chakra is neutral and still remains as such to all techniques
✘ Due to the neutral nature of chakra once the effect activates (whichever one the user chooses) it'll disappear
✘ Once consuming the pill the parasytes continually reproduce in your body, meaning the effect remains infinite
✘ Only two effects can be attached to a singular chakra source
✘ Chakra will always be white, because of this all techniques of any element will always be white
✘ Can be attached to Elemental Techniques, due to their chakra usages.

¤ Declined, this cannot be approved, DNR ¤
 
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Squidy

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Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

¤ Approved, made edits ¤
 
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Pervyy

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Morujion | Mortarion
Type: Offensive Tool
Rank: S
Range: Short - Long
Chakra Cost: X
Damage Points: X
Description: Mortarionis a drum-barrelled energy blaster and the preferred sidearm of Zeref. It is of unknown origin. Mortarion is a rather bulky handgun to use as a medium for releasing the powers of the rinnegan. Through this handgun he created small projectiles in the form of canisters which he sealed away abilities of his rinnegan to be shot as projectiles. This gun was created through augmenting the powers of the Asura path and is able to shoot a projectile or stream of chakra in the form of a laser, the same type that is released through the powers of Asura path but on a smaller scale. This laser can be passively shot, dealing 20 damage to a target, being able to be used once per turn. Zeref also created two unique projectiles that are loaded into the gun.

Magnus: Magnus is a small canister projectile created from the absorbing abilities of the Preta path. The abilities are sealed into the projectile with Fuuinjutsu being able to be shot at will. Upon being shot this projectile can act in two ways, firstly it can come into contact with another jutsu, releasing the seal and creating an orb around the bullet 1ft in diameter, absorbing the jutsu, breaking it down completely, drawing it all into the seal, as the projectile passes through it. The user can also activate the seal on the projectile at any time with a single handseal. The second ability of this bullet is that after it's passed through a jutsu and absorbed it, the user can then detonate the seal at any time, releasing a small range blast, 5m around the projectile, releasing damage equal to what the projectile absorbed. These projectiles can absorb only a single jutsu S rank and below. If this were to hit another shinobi, the seal can be released in their body, absorbing up to 80 chakra points into the seal if not destroyed or removed.

Angron: Angron is a projectile based on the abilities on the Nakara path, the ability to effect the mind of the target. Placed onto the projectile with a seal. When this hits it's target it releases the seal with a small portion of chakra contained in it with the powers of the Nakara path which would be released through the targets body, in a form of a shock surge, knocking this spirit and mind out of sync with their body for a mere moment. In doing this it would cause the ultimate distraction and leave the target out of sorts for one turn. Due to their disorientation, they'd be unable to use jutsu above C rank for the following turn as they regain control of their body. This is A rank. With a single handseal, the user can release the seal, releasing the chakra within in a short range burst, disorientating any targets within 5m for one turn, much like a flash bang grenade without the blinding abilities as their minds are shocked, stopping them from using jutsu above A rank for one turn.


Note: The user must possess the rinnegan to be able to use this weapon. This counts as the user's custom weapon.
Note: Magnus can only be used 3 times per battle, with two turns between uses. Detonating the projectile would cost one of the users three moves per turn, and the user can't use Angron powers in the same turn. Detonating the seal costs 10 chakra points.
Note: Angron can only be used 4 times per battle, with two turns between uses. It will not work on clones. This counts as one of the users three moves per turn. Detonating the seal costs 10 chakra points.


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¤ Declined, the first ability is doable. Limiting of jutsu due to ranged Naraka path usage is too much; you'd need to find different abilities for it as I won't allow it to limit people to C ranks and below. ¤
 
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Daemon

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( Ivu~ara) - Ivara
Rank: S
Type: Tool
Range: Short - Long
Chakra cost: 40 (if summoned/deployed)
Damage points: N/A
Description: Ivara is an advanced type of puppet that makes use of scientific ninja tools to attain a limited degree of autonomy, allowing it to act independently of the user. Ivara is a 6'1 tall humanoid puppet whose design is modelled after exotic frogs littered around rain forests. This gives her body a brightly colored design which contains mostly a mixture of browns, greens, and oranges. The material Ivara is a made of is a relatively light metal that retains a lot of its durability similar to steel. This lightweight metal allows to Ivara to move silently along the ground, making her footsteps and movements unheard. Moving on from her physical attributes. Ivara is made out of a reflective material that functions similarly to the Hidden in Camouflage Technique which refracts light around Ivara's Chassis giving her a degree of invisibility that can only last a maximum of 3 turns and can be used 3 times per battle. However, Ivara is not allowed to use her offensive abilities while cloaked, if she does the cloaking immediately ends. Offensively, Ivara posses a bow that allows her to shoot multiple chakra arrows at Kage ranged speed, these chakra arrows carry S rank strength. These arrow can be shot as singular arrows or as a line of 10 arrows that spans 7 meters in their overall width. This allows Ivara to strike multiple enemies if they are in close proximity to one another. These 10 arrows always add up to S rank strength. While focusing on stealth mechanics, Ivara is capable to recording noises such as full conversations and play them back for the user to relay information its collected. This ability can be used when cloaked and doesn't count towards a move per turn.
Note: Must have Puppetry as an Advanced Ninjutsu
Note: Can only be taught by Daemon

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¤ Declined, Autonomous puppets will only be approved for Cyborgs and Otsutsuki with Cyborg variants being more powerful ¤
 
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Vroqrak

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Iron Soles | Tetsu Soko
Type: Tool
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A (+ 15 for kick based Taijutsu)
Description: Created by Mei Hatsume, the Iron Armor Soles attached to Izuku's signature red shoes. Upon kicking something, the soles absorb the impact and redistribute the kinetic energy back out to increase the impact strength of Izuku's kicks. This means that the user generates the power equivalent to two kicks at the price of one. The tool also has another purpose, allowing the user to release A-Rank wind blasts while applied to a Kicking move. However, this requires additional +30 chakra and can only be used every alternate turn.
Note: This A rank blast can only be done 4 times in total.

¤ Approved ¤
 
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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 ¤

Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40/Bullet(+40/sealing)
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, which would be 40 damage points while the bullet also carries 40 damage points, resulting in totally 80 damage points. The other type of bullet is actually a non-harming bullet that, on impact, creates a sealing mechanism that drains chakra on impact, same amount as the bullet. The bullet travels at the same speed as the damaging bullet but creates no explosion, instead a sealing formula will start to spread from the impact point. Once completely embedding the target, the formula will start 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 150% its power for one turn. This doesn't necessarily need to be the same or the turn after it gets overloaded but it needs the charge to perform as such. The lightning 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. The chakra is transferred from the sealing bullet to the gun by a special sealing formula that is inscribed in the gun itself that starts to glow when a sealing shot is functioning. The chakra will be pulled from the target in a regular chakra absorbing manner.

Note: Needs completion of raiton and regular fuinjutsu.

¤ Declined, when I said no to the doubled damage, I meant no to damage beyond the norm of its rank. A 1.5x increase falls under this. I could remove it but I'm not sure how the +40 chakra now plays into this as it wasn't directly explained. ¤

Portal Gun
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The portal gun is an immensely powerful tool that can shoot an A and a B portal. These two portals correspond to eachother perfectly and everything that travels through portal A will travel out through portal B. Only one pair of portals can be used at a time and the hole of the portal is about 1,5 meters tall and 1 meter wide with an opal form. This device uses current technology involving space time ninjutsu and because it is a tool it doesn't require to be able to use space time. That being said it's an extremely powerful tool if used correctly. The gun is white and one portal can be shot per timeframe not more not less. If portal A is shot without any portal B, anything that falls or steps into the portal will end up in another dimension but eventually be pushed out through the opening of the portal after two turns. This deals no damage whatsoever and can only be used as a mean of escaping an attack or shoot a portal under a target to make them miss etc. When portal B is shot, portal A must've been created beforehand it cannot be created without portal A. Everything that ends up falling, stepping or etc through portal A will end up where portal B is and vice versa. This tool cannot create any damage by itself so it requires some fun and or strategic usage from the user to be helpful in battle or outside of it. There's no suction at the opening of the portals and if one portal is shot under a watersource, the water will sip out of the other portal as everything with a mass will carry over to the other end. Another feature of the portal is that when A and B are created, one can see through the portals whats happening at the other portal. This could act as a mirror.

¤ Declined, Tools to mimic space/time abilities will not be approved. Rare exceptions in the case the user himself already has these abilities and it's still on case by case basis then. ¤

Ultra Leg Weights
Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: The Ultra Leg Weights are the final step of the Leg weights training and are meant for some really masochistic ninjas. Instead of using their normal leg weights(which must've been acquired before and mastered) the user will replace those weights with the Ultra Leg Weights which are even heavier but when released, gives the user an even bigger boost towards running speed and kicks. Instead of the traditional boost of +20 damage and x2 speed, the user will be given +30 damage and x3 speed instead when dropped. Like the traditional weights, the user needs to drop them in battle in order to use this feature and they need to be in the users biography. They can also like the originals NOT stack with other speed boosts.

Note: Needs regular leg weights and training first.
Note: Needs to be stated in the users biography.

¤ Declined, advanced versions of the canon leg weights will not be approved and if anything, would be something to win as a prize ¤
 
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Vroqrak

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Iron Soles | Tetsu Soko
Type: Tool
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A (+ 15 for kick based Taijutsu)
Description: Created by Mei Hatsume, the Iron Armor Soles attached to Izuku's signature red shoes. Upon kicking something, the soles absorb the impact and redistribute the kinetic energy back out to increase the impact strength of Izuku's kicks. This means that the user generates the power equivalent to two kicks at the price of one. The tool also has another purpose, allowing the user to release A-Rank wind blasts while applied to a Kicking move. However, this requires additional +30 chakra and can only be used every alternate turn.
Note: This A rank blast can only be done 4 times in total.

¤ Approved ¤

Iron Soles | Tetsu Soko
Type: Tool
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A (x2 for kick based Taijutsu)
Description: Created by Mei Hatsume, the Iron Armor Soles is attached to user's shoes. Upon kicking something, the soles absorb the impact of the initial kick and stores kinetic energy which can be redistributed back out to increase the impact strength of the user's kicks. This means that the user generates the power equivalent to two kicks at the price of one. One of the other uses of this shoe is to create wind blasts which have A-Rank in strength. The user begins by performing any kick and instead of using the kinetic energy to be distributed at the point of contact, the user releases on the air that creates wind blasts extending upto Mid-Range
Note: This A rank blast can only be done 4 times in total.

¤ Update Declined, this is as far as the tech can go. ¤
 
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Sinthorus

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( Teoimeteoroi ) - Theoi Meteoroi
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 10-40 chakra per use )
Damage: N/A
Description: This is a unique generator fitted to the users chest the size of a small golf ball. From this, several wires are wrapped around the users body, two going over his shoulders joining at his back, one down each of his arms and one down each of they legs, attached to their body. This generator was specifically designed as a method to draw in, absorb, and store lightning to use it as a source for a later use. In a similar method to the absorption arm, but on a weaker scale, the user will activate the device in an instant as a lightning technique is released towards them. As it is, this lightning will be drawn into the wires and channeled through into the generator on the users chest that will glow blue. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now. It can be channeled around their entire body through the wires for a quick defense or to a specific point like one of their legs, to be released with a kick or stomp, or even be released to add to another jutsu such as a water jutsu. To release the lightning it will cost 10 chakra points and count as one of the users 3 moves per turn, releasing the power that had previously been absorbed.

Note: Can only absorb once per turn, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique using the same amount of chakra to absorb as the jutsu it's absorbing.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed.

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¤ Approved ¤
 
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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. 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.
( Eld no Jū ) The Guns of Eld
Type: Weapon
Rank: S-Rank
Range: Short - Long ( 50meters)
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 Fire Release, granting them a number of abilities:

The Guns are 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 Katon, and at a reduced cost of 10 Chakra, due to the Katon found within the revolvers. Also, 4x's per battle the Guns may be used to passively extend the range of one Katon technique, this is possible due to the Katon already in the guns being released into the jutsu as a boost. This requires 1 turn cool down between uses and doing so and drains the guns of their 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 within reason but will not allow the Guns to fire off their special Katon bullets.

-The Guns of Eld, as mentioned just above, can fire special, 2 inch diameter bullets made from 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 for A rank and below, limbs struck would drop the damage done by the limb hit 10 damage for 1 turn. Once per turn used, the guns can release an S rank combined blast utilizing 1/4 meter diameter in size "bullets" 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. This can be done 3x 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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¤ Approved ¤
 
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Geezus

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Senryuu | Whirling Dragon
Type: Tool
Rank: S
Range: Short-Mid
Chakra: 40 per reload; +5 per bullet fired
Damage: 80 per bullet
Description: Senryuu is a firearm ninja tool that was developed with a unique firing mechanism that allows its jutsu bullets to be shot with cannon like force traveling to mid range extremely quickly. By whirling the weapon around, the firing pin is able to rotate the barrel allowing it to fire its next bullet. This whirling motion is how the weapon got its name. The weapon has six loading chambers for the user's chakra. When the weapon is fired, it draws upon additional chakra for the firing mechanism building up the force behind the blast and a ring of kanji propels the bullet forward. Due to the force of the blast, the user is only capable of firing one chakra bullet at a time or risk recoil damage. The blast is so powerful it is capable of completely destroying up to A-rank earth jutsu. Although the bullets are powerful, they have no penetrative force, but can still cause significant blunt force trauma if the target were to take a direct hit. Senryuu is a unique weapon due to the fact it can use be used as a medium for special ninjutsu that's only possible with this type of weapon. After performing the whirling motion to prepare the technique, the user can shoot a water or earth medium transferring the chakra into the medium. This then causes a dragon to be created out of that medium with similar properties to that of the Water and Earth dragon techniques and counts towards the user's move count. These dragons are equal to S-rank and will last a maximum of two turns, however they are fully sustained by the injection of chakra during the time they are used. While the dragons are in use, the user may not use any additional gun jutsu or elemental technique that is of the same chakra nature as the dragon.
Note:
-Only one dragon may be on the field at a time.
-Only one jutsu bullet per turn, which travels at the speed of the average Lightning jutsu.
-The user must wait two turns between using the dragon technique.
-Senryuu is also capable of using other jutsu that requires a firearm.
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¤ Declined, um. If you spending 5 chakra to fire a bullet, it will not do 80 damage. It will have to release proportional chakra to the damage output so for 80 damage, you need to release 40 chakra minimum. The S rank dragons also need a usage limit. ¤
Senryuu | Whirling Dragon
Type: Tool
Rank: S
Range: Short-Mid
Chakra: 40 per bullet
Damage: 80 per bullet
Description: Senryuu is a firearm ninja tool that was developed with a unique firing mechanism that allows its jutsu bullets to be shot with cannon like force traveling to mid range extremely quickly. By whirling the weapon around, the firing pin is able to rotate the barrel allowing it to fire its next bullet. This whirling motion is how the weapon got its name. The weapon has six loading chambers for the user's chakra. When the weapon is fired, it draws upon additional chakra for the firing mechanism building up the force behind the blast and a ring of kanji propels the bullet forward. Due to the force of the blast, the user is only capable of firing one chakra bullet a turn, counting as a move otherwise they would risk recoil damage. The blast is so powerful it is capable of completely neutralizing up to S-rank jutsu (within reason). Although the bullets are powerful, they have no penetrative force, but can still cause significant blunt force trauma if the target were to take a direct hit. Senryuu is a unique weapon due to the fact it can utilize other bullet ninjutsu that's only possible with a firearm. Senryuu's main ability is also derived from its name. After performing the whirling motion to prepare the technique, the user can shoot their own preexisting elemental jutsu or surface on the field which fills that medium with the chakra from the user's chakra bullet transferring said chakra into the medium. This then causes a dragon to be created out of that medium with the same elemental properties of the jutsu or area shot and counts towards the user's move count. These dragons are equal to S-rank and will last a maximum of two turns, however they are fully sustained by the injection of chakra during the time they are used. While the dragons are in use, the user may not use any additional elemental technique that is of the same chakra nature as the dragon which would follow the strengths and weakness of the respective element.
Note:
-Only one dragon may be on the field at a time.
-Only one jutsu bullet per turn, which travels at the speed of the average Lightning jutsu, the chakra bullets can only be used to neutralize up to three S-rank techniques per battle.
-The user must wait two turns between using the dragon technique, this ability may only be used three times per battle.
-Senryuu is also capable of using other bullet jutsu that requires the user to whirl the weapon.
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¤ Declined, I was with you until you changed the dragon related ability; if this is the direction you're going, note that it will only be basic elemental affinities in use with this or limit it more for advanced affinities. Let me know whichever is fine for you. ¤
 
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Never

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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. ¤
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 with 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. Also apart of the circuitry the cards have motion sensors, that vibrate when foreign signals move within a 5 meter range of them, programmed to vibrate at specific points in the cloak to tell it's wearer something is approaching. For example; a fireball is approaching the wearer from behind the cards on his back would vibrate against his body.

Those who have been taught in the "Reaper of the Cards" fighting style can already passively manipulate the Metal Cards and now 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 wear it or have it 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 3 turn cooldown before they're at strength enough to be used again.
- In no way can the levitation be used to evade jutsu unless used in tandem with an evasion jutsu.
- Example of Cloak :

¤ Declined, this needs to be submitted as a CFSJ ¤

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(Vár) - Vár
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: (40 Ability 1)(30 Ability 2)(10 to summon/revert summon)
Damage Points: (80 Ability 10)(60 Ability 2)
Description:
Vár is a very versatile weapon. The size of the weapon usually outmatches the user's own size, but wielder's are still able to use it with ease. It can be used as a great sword, and a variety of different firing guns depending on what rounds the user would like to use. The gun has a variant of attachments that are built into the weapon or kept on the user's person and can be placed onto the chassis for use - Var can be outfitted with a sniper scope that can be used for long ranges of up to 100 meters, the scope can also be used separately to scout distances. The Great-Sword attachment just means the wielder can use it as a normal sword or sword/blade/katana substitute. Var also has a grip on the Chassis which allows the user to wield it with both hands, used to shoot the weapon because of it's largeness.

Vár's first ability is to fire a large shell, and is the variant that can be used with a scope to fire at long ranges. The Shell is almost like a tank round and fires the quickest out of all of them, moving at two times that of a Kage's base speed. This bullet can be aimed accurately at up to 100 meters as long as the user has used the scope and is holding it in both hands, without the scope it's accuracy only reaches 25 meters before straying off. The round will drill through defences and attacks or terrain to get to it's desired target. Once it does reach it's target the round will eject other rounds within it and spread out from the original bullet, all of them will explode creating a cluster effect as the middle explodes and then the ejected shells explode - creating layers of the explosion that continue to erupt from it's origin point up to 6 meters away. This variant is S-Rank

Vár's Second ability is the ability to lock-down on multiple targets and fire at them simultaneously. Vár has a built in chakra lock system, recognising allies to enemies it will lock onto the chakra signatures the user deems necessary targets and will fire a barrage of bullets in each direction aiming to pierce them. The bullets have a capable of being able to twist and turn so they can reach targets This variant is A-Rank. Bullets can be fired all at one target as a sort of shotgun spread, this can only go up to Mid-range.

Vár then has it's Freeform shots which act as a semi-automatic rifle, firing a max of 5 shots that do four damage each - totalling a maximum of 20 damage against the opponent. There is also the matter of storage and capacity to carry, user's of Vár can opt to carry the weapon or have a Tattoo placed on the inside of their Forearm so it can be summoned straight to hand which acts like a summoning Tattoo for the weapon. By channelling a small amount of chakra into it will trigger the summoning of the weapon and by doing so again can revert the summoning so it can be carried easily after use. Summoning the weapon costs 10 chakra each time and a slot in the time frame but does not cost a turn unless summoning it and then performing one of it's abilities during the same moment.

- Vár can be used by the User, Clones or Humanoid Summons as long as they can manipulate Chakra.
- Vár's abilities are neutral to the elements.
- Vár must be reloaded after each time the first ability is used at some point, the user has to do this manually by loading the shell and then cocking it.
- Vár's A-Rank Ability has a two turn cooldown
- Vár's Looks and Scale :

¤ Declined, for starters, the increased speed is a no. All guns fire at similar speeds, x2 Kage speed definitely isn't it. If the scope allows it to be used with 4x the range, attaching it needs to require a move per turn. Explosion radius of 5 meters. If you're summoning the weapon, that's the use of a jutsu ergo it will cost a jutsu slot per turn. Use by summonings is a no. And these abilities need a usage limit. ¤
 
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RuckenTM

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(Saibanetikkubaiou~irusu) - Cybernetic Bio-virus
Type: Tool
Rank: S
Range: N/a (Mid-range Explosion)
Chakra Cost: 40 (-20 per turn)
Damage Points: N/a (-80 per turn to Victim)
Description: An experiment designed by X, to bring about psychic-like abilities in regular shinobi (or in WSE upon NPC). Those subjects who successfully displayed psychic abilities were given numbers. At least forty-one subjects were known to have displayed such abilities. Where usually they'd die due to brain injuries after during experimentation or period over time before exploding in a huge mass of gorge flesh. User inserts a 'liquid cybernetic substance' to their target, this liquid is made of tiny flea-sized bots that work to manipulate the cells around the living host. This in-particular gives way to removed chakra limits that surge out a burst in their body as they can use this new found chakra being free from their body into objects around to be under their control for a brief moment. With their body becoming over grown, they become a monster that isn't human in any form. As they expand they explode into a huge mess (upon sustain enough damage or chakra loss equal to zero), this allows the virus to spread into it's host. For example:

Note: User can be infected by the burst. Can only be used once per battle. Takes 1 turn before tool becomes into effect. Lasts for 4 turns. These bots can be cancelled/ destroyed by an A-ranked lightening-related jutsu surge. WSE: NPC's can be forced to explode/rapid evolve the stage by simply making a single handseal.

¤ Declined, this entire jutsu is a mess as it leaves too many questions. You start talking abiut how it came from experiments to grant psychic like abilities but never tell what these are or how they work. You talk about a "liquid cybernetic substance" but don't define it or it's properties. You say it removes chakra limits but never expand on this. All that is known is it eventually turns you into a monster. Fill in the many holes, pls ¤
 
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Detective L

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

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

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

Never

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(Vár) - Vár
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: (40 Ability 1)(30 Ability 2)(10 to summon/revert summon)
Damage Points: (80 Ability 10)(60 Ability 2)
Description:
Vár is a very versatile weapon. The size of the weapon usually outmatches the user's own size, but wielder's are still able to use it with ease. It can be used as a great sword, and a variety of different firing guns depending on what rounds the user would like to use. The gun has a variant of attachments that are built into the weapon or kept on the user's person and can be placed onto the chassis for use - Var can be outfitted with a sniper scope that can be used for long ranges of up to 100 meters, the scope can also be used separately to scout distances. The Great-Sword attachment just means the wielder can use it as a normal sword or sword/blade/katana substitute. Var also has a grip on the Chassis which allows the user to wield it with both hands, used to shoot the weapon because of it's largeness.

Vár's first ability is to fire a large shell, and is the variant that can be used with a scope to fire at long ranges. The Shell is almost like a tank round and fires the quickest out of all of them, moving at two times that of a Kage's base speed. This bullet can be aimed accurately at up to 100 meters as long as the user has used the scope and is holding it in both hands, without the scope it's accuracy only reaches 25 meters before straying off. The round will drill through defences and attacks or terrain to get to it's desired target. Once it does reach it's target the round will eject other rounds within it and spread out from the original bullet, all of them will explode creating a cluster effect as the middle explodes and then the ejected shells explode - creating layers of the explosion that continue to erupt from it's origin point up to 6 meters away. This variant is S-Rank

Vár's Second ability is the ability to lock-down on multiple targets and fire at them simultaneously. Vár has a built in chakra lock system, recognising allies to enemies it will lock onto the chakra signatures the user deems necessary targets and will fire a barrage of bullets in each direction aiming to pierce them. The bullets have a capable of being able to twist and turn so they can reach targets This variant is A-Rank. Bullets can be fired all at one target as a sort of shotgun spread, this can only go up to Mid-range.

Vár then has it's Freeform shots which act as a semi-automatic rifle, firing a max of 5 shots that do four damage each - totalling a maximum of 20 damage against the opponent. There is also the matter of storage and capacity to carry, user's of Vár can opt to carry the weapon or have a Tattoo placed on the inside of their Forearm so it can be summoned straight to hand which acts like a summoning Tattoo for the weapon. By channelling a small amount of chakra into it will trigger the summoning of the weapon and by doing so again can revert the summoning so it can be carried easily after use. Summoning the weapon costs 10 chakra each time and a slot in the time frame but does not cost a turn unless summoning it and then performing one of it's abilities during the same moment.

- Vár can be used by the User, Clones or Humanoid Summons as long as they can manipulate Chakra.
- Vár's abilities are neutral to the elements.
- Vár must be reloaded after each time the first ability is used at some point, the user has to do this manually by loading the shell and then cocking it.
- Vár's A-Rank Ability has a two turn cooldown
- Vár's Looks and Scale :

¤ Declined, for starters, the increased speed is a no. All guns fire at similar speeds, x2 Kage speed definitely isn't it. If the scope allows it to be used with 4x the range, attaching it needs to require a move per turn. Explosion radius of 5 meters. If you're summoning the weapon, that's the use of a jutsu ergo it will cost a jutsu slot per turn. Use by summonings is a no. And these abilities need a usage limit. ¤
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(Vár) - Vár
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: (40 Ability 1)(30 Ability 2)(10 to summon)
Damage Points: (80 Ability 10)(60 Ability 2)
Description:
Vár is a very versatile weapon. The size of the weapon usually outmatches the user's own size, but wielder's are still able to use it with ease. It can be used as a great sword, and a variety of different firing guns depending on what rounds the user would like to use. The gun has a variant of attachments that are built into the weapon or kept on the user's person and can be placed onto the chassis for use - Var can be outfitted with a sniper scope that can be used for long ranges of up to 100 meters, the scope can also be used separately to scout distances - attaching it costs a turn.. The Great-Sword attachment just means the wielder can use it as a normal sword or sword/blade/katana substitute. Var also has a grip on the Chassis which allows the user to wield it with both hands, used to shoot the weapon because of it's largeness.

Vár's first ability is to fire a large shell, and is the variant that can be used with a scope to fire at long ranges. The Shell is almost like a tank round and is the strongest of all of them. This bullet can be aimed accurately at up to 100 meters as long as the user has used the scope and is holding it in both hands, without the scope it's accuracy only reaches 25 meters before straying off. The round will drill through defences and attacks or terrain to get to it's desired target. Once it does reach it's target the round will eject other rounds within it and spread out from the original bullet, all of them will explode creating a cluster effect as the middle explodes and then the ejected shells explode - creating layers of the explosion that continue to erupt from it's origin point up to 5 meters away. This variant is S-Rank and has a 3 turn cooldown, can only be used two times and no other Vár abilities in the same turn.

Vár's Second ability is the ability to lock-down on multiple targets and fire at them simultaneously. Vár has a built in chakra lock system, recognising allies to enemies it will lock onto the chakra signatures the user deems necessary targets and will fire a barrage of bullets in each direction aiming to pierce them. The bullets have a capable of being able to twist and turn so they can reach targets. Bullets can be fired all at one target as a sort of shotgun spread, this can only go up to Mid-range. This variant is A-Rank and has a 2 turn cooldown, can only be used 4 times

Vár then has it's Freeform shots which act as a semi-automatic rifle, firing a max of 5 shots that do four damage each - totalling a maximum of 20 damage against the opponent. There is also the matter of storage and capacity to carry, user's of Vár can opt to carry the weapon or have a Tattoo placed on the inside of their Forearm so it can be summoned straight to hand which acts like a summoning Tattoo for the weapon. By channelling a small amount of chakra into it will trigger the summoning of the weapon and by the user's command can reverse summon it back into the seal at any time. Summoning the weapon costs 10 chakra each time, a slot in the time frame and costs a turn.

- Vár can be used by the User
- Vár's abilities are neutral to the elements.
- Vár must be reloaded after each time the first ability is used at some point, the user has to do this manually by loading the shell and then cocking it.
- Vár's Looks and Scale :

¤ Approved, made edits ¤
 
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Pyro NB

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(Misuriru-ito) - Mithril thread
Type: Tool
Rank: A
Range: Short
Chakra: 30
Damage: X(The amount stored)
Description: Mithril threads are tiny chakra conductive metal springs that are woven into the layers of clothing and armor. When a user of mithril threads is hit by a physical force the kinetic energy from that force will transfer to the springs compressing them and storing the kinetic energy as elastic potential energy. These springs, however, have a max capacity of energy they can store(75 dmg) which the user by releasing a small amount of chakra forces the springs back to their original position releasing the stored energy in the form of a concussive wave capable damaging people within range or neutralizing techniques/jutsu equal to the damage(Example: ). The springs whilst absorbing the energy from attacks it doesn’t stop their momentum. For example, if a boulder was launched at a user while the springs will take care of the damage the boulder would still continue forwards taking the user with it

Notes:
~Releasing energy takes a move slot
~If hit with above A-Ranked dmg the springs snap in two rendering them useless
~Springs have no effect on energy based attacks unless they have some form of solidity
~Can only be taught by Pyro NB

¤ Declined, for starters this won't ever be able to hold more than A rank damage if it were to be allowed. Second, the logic behind this doesn't make sense. Chakra conductivity wire doesn't mean it can absorb incoming force and mitigate the impact; it means it can allow chakra to flow through the wires and be enhanced by it; i.e. if lightning chakra punches hit that wire, the current is traveling through it to affect everything in contact. Last, this doesn't have a usage limit or drawbacks to usage. ¤
 
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Geezus

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Senryuu | Whirling Dragon
Type: Tool
Rank: S
Range: Short-Mid
Chakra: 40 per bullet
Damage: 80 per bullet
Description: Senryuu is a firearm ninja tool that was developed with a unique firing mechanism that allows its jutsu bullets to be shot with cannon like force traveling to mid range extremely quickly. By whirling the weapon around, the firing pin is able to rotate the barrel allowing it to fire its next bullet. This whirling motion is how the weapon got its name. The weapon has six loading chambers for the user's chakra. When the weapon is fired, it draws upon additional chakra for the firing mechanism building up the force behind the blast and a ring of kanji propels the bullet forward. Due to the force of the blast, the user is only capable of firing one chakra bullet a turn, counting as a move otherwise they would risk recoil damage. The blast is so powerful it is capable of completely neutralizing up to S-rank jutsu (within reason). Although the bullets are powerful, they have no penetrative force, but can still cause significant blunt force trauma if the target were to take a direct hit. Senryuu is a unique weapon due to the fact it can utilize other bullet ninjutsu that's only possible with a firearm. Senryuu's main ability is also derived from its name. After performing the whirling motion to prepare the technique, the user can shoot their own preexisting elemental jutsu or surface on the field which fills that medium with the chakra from the user's chakra bullet transferring said chakra into the medium. This then causes a dragon to be created out of that medium with the same elemental properties of the jutsu or area shot and counts towards the user's move count. These dragons are equal to S-rank and will last a maximum of two turns, however they are fully sustained by the injection of chakra during the time they are used. While the dragons are in use, the user may not use any additional elemental technique that is of the same chakra nature as the dragon which would follow the strengths and weakness of the respective element.
Note:
-Only one dragon created this way may be on the field at a time.
-Only one jutsu bullet per turn, which travels at the speed of the average Lightning jutsu, the chakra bullets can only be used to neutralize up to three S-rank techniques per battle.
-The user must wait two turns between using the dragon technique, this ability may only be used three times per battle.
-Senryuu is also capable of using other bullet jutsu that requires the user to whirl the weapon.
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¤ Declined, I was with you until you changed the dragon related ability; if this is the direction you're going, note that it will only be basic elemental affinities in use with this or limit it more for advanced affinities. Let me know whichever is fine for you. ¤
Senryuu | Whirling Dragon
Type: Tool
Rank: S
Range: Short-Mid
Chakra: 40 per bullet
Damage: 80 per bullet
Description: Senryuu is a firearm ninja tool that was developed with a unique firing mechanism that allows its jutsu bullets to be shot with cannon like force traveling to mid range extremely quickly. By whirling the weapon around, the firing pin is able to rotate the barrel allowing it to fire its next bullet. This whirling motion is how the weapon got its name. The weapon has six loading chambers for the user's chakra. When the weapon is fired, it draws upon additional chakra for the firing mechanism building up the force behind the blast and a ring of kanji propels the bullet forward. Due to the force of the blast, the user is only capable of firing one chakra bullet a turn, counting as a move otherwise they would risk recoil damage. The blast is so powerful it is capable of completely neutralizing up to S-rank jutsu (within reason). Although the bullets are powerful, they have no penetrative force, but can still cause significant blunt force trauma if the target were to take a direct hit. Senryuu is a unique weapon due to the fact it can utilize other bullet ninjutsu that's only possible with a firearm. Senryuu's main ability is also derived from its name. After performing the whirling motion to prepare the technique, the user can shoot their own preexisting basic elemental jutsu or surface (naturally occuring) on the field which fills that medium with the chakra from the user's chakra bullet transferring said chakra into the medium. This then causes a dragon to be created out of that medium with the same elemental properties of the jutsu or area shot and counts towards the user's move count. These dragons are equal to S-rank and will last a maximum of two turns, however they are fully sustained by the injection of chakra during the time they are used. While the dragons are in use, the user may not use any additional elemental technique that is of the same chakra nature as the dragon which would follow the strengths and weakness of the respective element.
Note:
-Only one dragon may be on the field at a time.
-Only one jutsu bullet per turn, which travels at the speed of the average Lightning jutsu, the chakra bullets can only be used to neutralize up to three S-rank techniques per battle.
-The user must wait two turns between using the dragon technique, this ability may only be used three times per battle.
-Senryuu is also capable of using other bullet ninjutsu.
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¤ Approved ¤

Sukābarafea | Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. Said to have been crafted by one known as the Demon-smith Rodin, these four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. Each weapon is jeweled and focuses on four out of the five basic elements. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. The handguns have the possibility of being fired in one of two firing modes. Single, which has powerful stopping power or Semi Automatic, which allows the user an increased fire rate for wide spread damage. Depending on the situation, the user can activate these firing modes at will and interchangeably, and each have their own individual benefits. During development, Ninja Scientists recognized that some situations may require more offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to reload multiple at a time, but can only distribute up to 40 chakra between the weapons. This may be done within the same time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful single blasts or even larger barrages of bullets as the need arises. As mentioned, the handguns are named because each weapon represents a specific chakra nature. In the right hand, green jeweled, is Parsley, which says "Parsley, ever joyous", is conduit for the wind element. In the left hand, red jeweled, is Sage, saying "Sage, ever strong" and acts as a conduit for the user's fire element. The right foot has Rosemary, blue jeweled, saying "Rosemary, ever reminiscent", acts as conduit for water. The left foot has Thyme, white jeweled, saying "Thyme, ever courageous", acts as conduit for lightning. Following the firing rates, naturally as long as the weapons are loaded with chakra they can fire chakra bullets with damage that respects the amount of chakra released up to S-rank as they can only expend up to 40 chakra between the weapons in a single turn. Depending on the needs, these bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used at a time unless the user possess Y/Y. It should be noted that in the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously resulting in the additional bullets being made up of raw chakra unless another move is spent to fire additional elemental bullets. This means the user will not be able to fire more than three of the weapons per turn. These weapons are held and mounted in such a way, they also can be used to aid the user's melee combat, and can be used to increase the user's known taijutsu by half the damage of normal ranked techniques at the expense of chakra within the weapon and thus a move. For example, if the user uses an A-rank taijutsu, they could supplement with 10 chakra from the chosen handgun, resulting in half the damage from a B-rank to be added to the technique which translates to +10 extra damage to the technique alongside additional flurries or blast of bullets which increases the techniques range by one. This happens within the same time frame of the taijutsu if it's used this way, and one or more weapons may be fired in each instance counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank). Should the opponent avoid the taijutsu, the bullets that follow after when used this way will deal normal damage based on the chakra expended.
Note:

  • Bullets respect the elemental strengths and weaknesses.
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¤ Declined, guns and weapons can only have 2 Abilities. This goes beyond that limit, reduce the things it can do to only 2 Abilities ¤
 
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Sinthorus

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( Teoimeteoroi ) - Theoi Meteoroi
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 10-40 chakra per use )
Damage: N/A
Description: This is a unique generator fitted to the users chest the size of a small golf ball. From this, several wires are wrapped around the users body, two going over his shoulders joining at his back, one down each of his arms and one down each of they legs, attached to their body. This generator was specifically designed as a method to draw in, absorb, and store lightning to use it as a source for a later use. In a similar method to the absorption arm, but on a weaker scale, the user will activate the device in an instant as a lightning technique is released towards them. As it is, this lightning will be drawn into the wires and channeled through into the generator on the users chest that will glow blue. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now. It can be channeled around their entire body through the wires for a quick defense or to a specific point like one of their legs, to be released with a kick or stomp, or even be released to add to another jutsu such as a water jutsu. To release the lightning it will cost 10 chakra points and count as one of the users 3 moves per turn, releasing the power that had previously been absorbed.

Note: Can only absorb once per turn, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique using the same amount of chakra to absorb as the jutsu it's absorbing.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed.

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¤ Approved ¤
(Boreas )
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like akimichi style techniques for example. At the center of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channeling it through the wires into the generator. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the center of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. The second use is through the users chakra to power the gloves, create the rotation within the centerpiece and release the wave.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.

¤ Approved, made edits. ¤

(Zephyrus)
Type: Tool
Rank: S
Range: short - long
Chakra: N/A
Damage: 20 - 80
Description: A unique projectile based on the the generator Theoi Meteoroi. Small mechanical shuriken with their own mini generators within them. The user can either throw these like normal shuriken or attach them to a jutsu that they release. The user can control the trajectory of these shuriken with their chakra, changing their direction passively to suit their needs, much like how AO controlled his drones. What makes these shuriken unique is their ability to conduct and absorb lightning into the mini generator, storing up to S rank lightning chakra within them. A feature of these shuriken, is rather than focusing purely on cutting, the spikes and detach and from them wires within the shuriken will shoot out and wrap around an object in question. This could be one of the users solid jutsu such as an earth wall or even a weapon like a sword. These wires will conduct the lightning release and store it within the generator that then can be released at will. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now, being able to either used it unforced or a method of enhancing their own attacks such as releasing the lightning around their sword to create additional striking power without expending their own chakra. The shuriken are thrown and controlled passively, but using their absorbing or releasing of the lightning counts as one of the users three moves per turn.

Note: The users bio can only have up to 4 of these in total.
Note: Can only absorb once per turn through one shuriken being used at a time, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed

¤ Declined, the lightning absorption is a no for this. You have to rework the rest of it accordingly ¤
 
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