Custom Technology Submission

Strix

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Schimupanku | Streampunk
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
While most of the world developed using technology, a small cut off corner of civilization found an alternate spirce of power to use to evolve and create their technology. Steam power created wonders and allowed the civilization to flourish as much as any other technological society.
User who have steam punk technology have a uniquely looking style of technology compared to regular technology, mostly with more gears, steam and brass. The advantage of steam based technology compared to regular technology is that it cannot be shorted out by electricity or EMP based devices. High powered raiton based techniques can take out steampunk creations, however they require one addition rank or +20 damage for S rank steampunk creations.
If hit by a fire attack of yhe same rank, this will super charge the steampunk technology creation, increasing its rank by 1 or damage by 20, for 2 turns.
The disadvantage however is that should a steampunk creation come into contact with an equal rank technique of water, this will cool down the technology, causing it to shut down and be unusable for 2 turns until it sufficiently heats up again.
Should the user wish if they have this in their biography they are capable of summoning steampunk animals from their contracts. These animals follow the same rules, and still have the same abilities (following logical laws and reasoning. Eg snakes can have a container of venom inside their body and use needle like injectors to still use venom based techniques)

Declined: While Steam Punk technology is definitely possible, you'll need to submit a more specific technique than this. While you do a good job describing the aesthetic and some of the properties you'd like your steam punk technology to have, you don't describe a way to manifest any of the technology until you mention the steam punk summonings, which is too much as a blanket technique without access to advanced custom technology.

-Inch
Schimupanku | Streampunk
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
While most of the world developed using technology, a small cut off corner of civilization found an alternate spirce of power to use to evolve and create their technology. Steam power created wonders and allowed the civilization to flourish as much as any other technological society.
The user custom fits their technology to work based off a small fuel cell within the technology itself. This cell is two small seals placed opposite each other. One producing a small flame while the other procudes a stream of water. The bigger the tech, the larger the seals able to be used and the more of the fire or water that id able to be let out. Technology that requires drainage of chakra from the user allows them to constantly funnel chakra into these seals or one off uses activate like an on off switch for these seals. Once activsted the seals are turned on.
User who have steam punk technology have a uniquely looking style of technology compared to regular technology, mostly with more gears, steam and brass. The advantage of steam based technology compared to regular technology is that it cannot be shorted out by electricity or EMP based devices. High powered raiton based techniques can take out steampunk creations, however they require one addition rank or +20 damage for S rank steampunk creations.
If hit by a fire attack of yhe same rank, this will super charge the steampunk technology creation, increasing its rank by 1 or damage by 20, for 2 turns.
The disadvantage however is that should a steampunk creation come into contact with an equal rank technique of water, this will cool down the technology, causing it to shut down and be unusable for 2 turns until it sufficiently heats up again.
Should the user wish if they have this in their biography they are capable of summoning steampunk animals from their contracts. These animals follow the same rules, and still have the same abilities (following logical laws and reasoning. Eg snakes can have a container of venom inside their body and use needle like injectors to still use venom based techniques). Summoning work on a battery based system where they can only be activated for the 4 turns they are summoned before dispersing or powering down.

Declined: The overall idea is okay but the steampunk animal thing infringes on Rucken's cybernetic animal shenanigans. - Daemon

Wattusansu biribiri fenchi | Wattsons Eletrical Fence
Type: Tool
Rank: A
Range: Short-Mid
Chakra: N/A
Damage: 60
Description:
Portable small collapsed disks, these are capable of extending up to be 3 meters high with several coils running along its pole from the base. When thrown and activated they extend being fueled by a chakra battery however when thrown on their own they are inert. It is only when one or more are within short range of each other do they activate to sync up. When synced they produce an eletrical raiton current that jumps between the two or more poles. This current will deal 60 damage to people inbetween the two poles, or detroy physical objects up to A rank. Multiple poles can be connected at once producing a long chain of eletrical fences extending over long range, so long as all poles are within 5m of each other.
Once per turn, with a 2 turn cool down, they user can touch a pole to send a surge of chakra through to increase the voltage by one rank dealing 80 damage total or detroying any physical object up to S rank.
Notes:
User can only carry 4 discs into battle
Fences last for 3 turns till battery runs out.
Users with a cyborg bio or tech specialty can carry 6 discs
Overcharging can only be used once a turn with a 2 turn cooldown.

Approved with Edits made - Daemon
 
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Corazon

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( Yunikuron - Unicron )
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Unlike the element magnetism, the user instead uses the power of technology to make use of magnets. A permanent magnet is an object that produces a magnetic field around itself. It is this field that enables them to stick to each other and to some types of metal. The rule to remember is that opposites attract. Every magnet has both a North and South pole. When you place the North pole of one magnet near the South pole of another magnet, they are attracted to one another. When you place like poles of two magnets near each other ( North to North or South to South ), they will repel each other. The user takes advantage of this, using magnets within their tech or body for various effects.

Attract: By activating their technology, the user will cause a current to flow through the magnet with the pole facing in the direction they need. Due to the strong current this will create a form of super magnet, creating the opposite pole to the magnetised item, drawing in any and all magnetic metals ( including chakra metal, ones containing iron, etc. ) pulling them towards the source. This can reach up to mid range, pulling even the smallest of things such as a metallic button on someones clothes to something that weighs as much as the user. The way to avoid this would be to remove the magnetic item in some way, or find a way to negate the magnet itself by destroying it or hitting it with lightning release to negate the charge of current. The pulling force of this is A rank in power. If the user uses this on something weighing more than themselves they will be pulled towards that item instead, moving at twice their speed ( only applies if the magnet is still attached to them ).

Repel: In the same sense as the attract version, the user can use same pole to a magnetic item to create a form of repulse effect, pushing the metallic items away from the source. Much like when two magnets are pushed together. This repelling force is strong, and considered to be S rank, working on the same magnetic metals mentioned above. Should the user use this against those with speed and power enhancements, due to the force repelling them, they will run into the force, causing them to be reduced down to their base speed as they fight against the current.

A Cyborg can fit these through any part of their body. A normal shinobi can have a max of 2 on their bio while a cyborg can have 4. The user can release these from their body firing them up to mid range. This can be done passively. Activating the magnets costs one of the users three moves per turn. If the user activates the Attract and Repel aspect through two different magnets, it will cost a move each. The magnet's charge lasts for 3 turns or until negated. The user can activate these at any time.

Declined: This is nice and all but this, despite it not being magnet release, is still held by the same limitations customwise, I.e. it cannot and will not be used as a pseudo Shinra Tensei or Basho Tenin. Which this has the capability of being used as. - Daemon
 
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Solf J Kimblee

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Hoyū-sha | Holder
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Holder is an unique robotic animal that the user who is a cyborg can call their partner but also helper in battle. This animal has multiple abilities and has its own chakra system which has a max of 300 chakra. The animal look is based on the user so they can have any type of animal known or not known and name of the Holder is up to the user also. The holder can have two riders on it and doesn't lose any speed when max two is riding on it. Holders speed is Sage Rank. Holder acts on its own but can take commands from the user also and is immune to EMP.

Abilities
-The Holder can fly and levitate which uses 10 chakra points to activate it(passive) and uses 5 chakra points per turn up to four turns until it is deactivated with two turn in between uses. Holder one per turn can evade/dodge attacks with one turn usage in between and uses 20 chakra
-Holder main ability is that it actually wears armor as its "skin"(under the skin is just robotic skeleton). This armor is created from nano technology so its shape can be formed into anything the user can image. The armor is immune to weapons, B rank below ninjutsu, and A rank taijutsu/kenjutsu. The armor can completely block S rank ninjutsu and F rank taijutsu attack which completely destroys the armor. The samurai user uses 30 chakra to completely manipulate(passive) the armor to surround their selves as normal samurai armor(look is up to user; it keeps the defensive abilities) uses and -1 speed when wearing the armor; user must be 2 meters max from the Holder to use armor.
-Holder has the passive ability to track targets via chakra and/or heat.
-The armor the Holder wears the user can use 10 chakra and use partial of it and create weapons from it(must touch the Holder to create weapon; passive). The weapons the user can use is guns. These guns can be dual pistols, shotgun, sniper rifle, or assault rifle. These weapons uses the user's chakra(15 chakra points) and shot out chakra bullets. The user can change the weapon one per turn in a fight.
-Dual Pistols: 5 chakra bullets does 30 damage passive per turn
-Shotgun: 1 chakra bullet does 30 damage passive per turn
-Assault Rifle: 5 chakra bullets does 30 damage passive per turn
-Sniper Rifle: 1 chakra bullet does 50 damage per turn
-Holder must be posted in the user's bio or at the beginning of the match

Declined: Overall idea behind this is cool, but the tech in itself does waaaaayyy too much. Tone it down, I'll leave it up to you to decide which parts to take out or leave in. Also this will not have its own chakra system unless you telling me you have yang or y/y. - Daemon


Hachimaru | Cyborg
 
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BusinessManTeno

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(Aporo) Apollo
Type:
Weapon
Rank: N/a
Range: N/a
Chakra: N/a
Damage: N/a
Description: Apollo is a an mechanical arm that was molded and created for Hakuryuu who lost his arm in a ninja war. Apollo is molded to replicate Hakuryuu arms and does all the functions of a regular arm, as its connected to his nerves. This arm is made from some of the hardest materials thus makes it damn near indestructible with several tiny holes all throughout it, with enough strength to punch through a wall. Apollo is wrapped in wood bandages, giving it a wood look. Some may even think its made of wood but its not. The Special thing about Apollo is its ability to enhance sound and sound jutsus or drown sound/nullify sound customs. The user will channel into apollo creating high or low frequencies which transmit outward. This will either amplify sound or sound techniques, dealing more damage and even in some cases can emit sound waves from their arm blowing back D rank and below techniques, or the soundwaves will drown some sound techniques, causing sound techniques that enter within the transmitting ranged to be drowned.

Note: The Sound transmission travel up to short range
Note: Can only use each function three turns
Note: Increases sound techniques by +20 and must infuse the same amount of chakra into the arm as said technique.
Note: Can use passively with other sound technique

Declined: No indestructible weapons are allowed anymore. Also the use of soundwaves to deflect incoming attacks through the use of a mechanical arm infringes on the CW "Akira" used by Venom and others. Also your notes dont make sense, i.e "Can only use each function three turns" - Daemon
 
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Ignia

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(Shinsei chāji | Nova Charge)
Type: Tool
Rank: B
Range: Short-Long
Chakra: 40
Damage: +20
Description: This is a unique technique where a cyborg will over charge their enhancement while performing a technique. By releasing a surge of chakra into the technology, they will cause it to operate at its maximum capacity, converting the chakra to electrical energy to increase the overall output. This can have a series of effects. In the case of offensive jutsu it will translate to increasing the damage of the jutsu by +20 damage points. In the case of supplementary and defensive jutsu it will translate a little differently. In the case of defensive jutsu, it will increase it's defensive power by 1 rank up to a maximum of S rank. In the case of supplementary jutsu, the only general effect will be that off speed. If technology is used to increase the users speed through propulsion for example, it will increase their speed by an additional 0.5x the current boost. If a boost would cause them to move by x2 their current speed, this would increase that to x2.5 for example. This can be used in the same time frame as when activating a piece of technology.

Note: Usable 4 times lasting 3 turns, once per turn and only be used on a piece of tech once in general.
Note: If a piece of technology is buffed by this nova charge, its abilities can't be used in the following turn of this running out due to the device potentially overheating.

Declined: The bolded is a hard no. - Daemon
Removed all mention of speed increase:

(Shinsei chāji | Nova Charge)
Type: Tool
Rank: B
Range: Short-Long
Chakra: 40
Damage: +20
Description: This is a unique technique where a cyborg will over charge their enhancement while performing a technique. By releasing a surge of chakra into the technology, they will cause it to operate at its maximum capacity, converting the chakra to electrical energy to increase the overall output. This can have a series of effects. In the case of offensive jutsu it will translate to increasing the damage of the jutsu by +20 damage points. In the case of supplementary and defensive jutsu it will translate a little differently. In the case of defensive jutsu, it will increase it's defensive power by 1 rank up to a maximum of S rank. This can be used in the same time frame as when activating a piece of technology.

Note: Usable 3 times lasting 3 turns, once per turn and only be used on a piece of tech once in general.
Note: If a piece of technology is buffed by this nova charge, its abilities can't be used in the following turn of this running out due to the device potentially overheating.

Approved with Edits Made - Daemon


New:

(Genos)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced ninja tool made up of nano technology/Chakra metal infused with Med to create the perfect cyborg body, though on a lesser scale to Delta and Kawaki. This torso contains a core that powers the user's mechanical body which is self recharging, drawing from the users kinetic energy they produce and the heat energy from their body, their movements and even from the sun. The Ai within this is that the nano tech that forms this piece perfectly fits with the users body and is linked to them, acting on it's own while at one with the users. This torso can have various pieces of tech attached to it or within it such as the chakra blades or even have one of the chakra absorption arms fixed into it, making it extremely efficient.

Even with other items attached to the torso, the nano bots will work to enhance them and change the users body at need. A simple example of this would be to create jets from the users shoulders to allow for propulsion. This can be done in a linear manor or the jets can be moved to control the direction to move in arcs, vertically or horizontally. This can be done once per turn taking up one of the users three moves.

Not only does this allow for items such as jets to be made, the user can reshape their body and or arms to form other weapons such as cannons (various other jutsu in the style), weapons such as blades etc or even form shields. Reforming the users body can be done once per turn, equating to up to S rank in strength, depending on the users needs.

Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.

Approved: Removed this part "This allows for the user to not expend chakra to make use of various technology." if you have any issues and also put a usage limit on the amount of times you can reform your body. If you have any complaints, VM me or discord me or something and I'll decline this. - Daemon
 
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Solf J Kimblee

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Hoyū-sha | Holder
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Holder is an unique robotic animal that the user who is a cyborg can call their partner but also helper in battle. This animal has multiple abilities and has its own chakra system which has a max of 300 chakra. The animal look is based on the user so they can have any type of animal known or not known and name of the Holder is up to the user also. The holder can have two riders on it and doesn't lose any speed when max two is riding on it. Holders speed is Sage Rank. Holder acts on its own but can take commands from the user also and is immune to EMP.

Abilities
-The Holder can fly and levitate which uses 10 chakra points to activate it(passive) and uses 5 chakra points per turn up to four turns until it is deactivated with two turn in between uses. Holder one per turn can evade/dodge attacks with one turn usage in between and uses 20 chakra
-Holder main ability is that it actually wears armor as its "skin"(under the skin is just robotic skeleton). This armor is created from nano technology so its shape can be formed into anything the user can image. The armor is immune to weapons, B rank below ninjutsu, and A rank taijutsu/kenjutsu. The armor can completely block S rank ninjutsu and F rank taijutsu attack which completely destroys the armor. The samurai user uses 30 chakra to completely manipulate(passive) the armor to surround their selves as normal samurai armor(look is up to user; it keeps the defensive abilities) uses and -1 speed when wearing the armor; user must be 2 meters max from the Holder to use armor.
-Holder has the passive ability to track targets via chakra and/or heat.
-The armor the Holder wears the user can use 10 chakra and use partial of it and create weapons from it(must touch the Holder to create weapon; passive). The weapons the user can use is guns. These guns can be dual pistols, shotgun, sniper rifle, or assault rifle. These weapons uses the user's chakra(15 chakra points) and shot out chakra bullets. The user can change the weapon one per turn in a fight.
-Dual Pistols: 5 chakra bullets does 30 damage passive per turn
-Shotgun: 1 chakra bullet does 30 damage passive per turn
-Assault Rifle: 5 chakra bullets does 30 damage passive per turn
-Sniper Rifle: 1 chakra bullet does 50 damage per turn
-Holder must be posted in the user's bio or at the beginning of the match

Declined: Overall idea behind this is cool, but the tech in itself does waaaaayyy too much. Tone it down, I'll leave it up to you to decide which parts to take out or leave in. Also this will not have its own chakra system unless you telling me you have yang or y/y. - Daemon


Hachimaru | Cyborg
Hoyū-sha | Holder
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Holder is an unique robotic animal that the user who is a cyborg can call their partner but also helper in battle. This animal has three abilities. The animal look is based on the user so they can have any type of animal known or not known and name of the Holder is up to the user also. The holder can have only one rider on it and doesn't lose any speed. Holders speed is Sage Rank. Holder acts on its own but can take commands from the user also and is immune to EMP.

Abilities
-The Holder can fly and levitate which is activated passively and last for four turns max and has to have two turns in between usage. This can be used to evade or dodge an attack once per turn and requires a slot.
-Holder main ability is that it actually wears armor as its "skin"(under the skin is just robotic skeleton). This armor is created from nano technology so its shape can be formed into anything the user can image. The armor is immune to weapons, B rank below ninjutsu, and A rank taijutsu/kenjutsu. The armor can completely block S rank ninjutsu and F rank taijutsu attack which completely destroys the armor. The samurai user uses 30 chakra to completely manipulate(passive) the armor to surround their selves as normal samurai armor(look is up to user; it keeps the defensive abilities) uses and -1 speed when wearing the armor; user must be 2 meters max from the Holder to use armor.
-Holder has the passive ability to track targets via chakra and heat signature.

Declined: Almost done, the abilities are fine but explain how immunity to EMP is possible. It has to be logical you can't just toss that line in there. - Daemon


Dēmontsuingan | Demon Twin Guns
Type: Tool
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: Demon Twin Guns(DTG) are named Liz and Patty and are Beretta M9 Pistols. Starting out each gun clip hold 100 chakra. The user must spend 100 chakra per clip to fill them up. These guns can release bullets from D-A rank that uses 10 - 30 chakra points which goes from 20 - 60 damaged; they do use a move per turn. These bullets can be shaped into different looks besides just bullets. These bullets can be elemental or raw chakra and follow the weaknesses of shaped manipulated elemental or raw chakra. The real special ability of these pistols are they can be used by Samurais to be used for Samurai Saber and to extend out the barrel and be used the same away as a katana when they use Samurai Saber and follow the same principles. The handles can fold down by just pressing a button on whichever one or both to be used as hilts and the barrel acts as the blade its self to be used with Kenjutsu but mainly Samurai Saber because they are not sharped.

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Approved - Daemon

Beruzebabu | Beelzebub
Type: Tool
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Beelzebub is a skateboard that has red wheels and a green deck with a picture of two skulls connected symmetrically at the jaw. This skateboard has only one ability, it can fly and levitate. While in flight mode, the wheels rotate 90°, so that they point downwards and shoot jets up that uses the user chakra to keep it going which is -5 per turn. The flight mode activates passively by the user tapping their foot on the board one time or when the user fuel the board to activated it by using 15 chakra points. The board can fly and levitate around passively but to be used to evade or dodge a move requires a move slot and can only be done once per turn. The board can only hold max one person and only levitate at max a foot off the ground.

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Approved - Daemon
 
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BusinessManTeno

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(Seiyaku-sha) Oathkeeper
Type: Weapon
Rank: N/a
Range: N/a
Chakra: N/a
Damage: N/a
Description: Oathkeeper is a an mechanical arm that was molded and created for Hakuryuu who lost his arm in a ninja war. Apollo is molded to replicate Hakuryuu arms and does all the functions of a regular arm, as its connected to his nerves. This arm is made from some of the hardest materials thus makes it incredibly sturdy, with enough strength to punch through a wall. Oathkeeper is wrapped in wood bandages, giving it a wood look. Some may even think its made of wood but its not. Oathkeeper is a rare weapon cause it acts as an extender for jutsus. The arm has three seals on it, which layers on top of each other due to the fact they all do the exact same thing. The user can then release one of the seals on the arm to boost said techniques. Not in terms of power but in terms of how far they reached (Unless illogical like a rasengan, or something thats self applied). The boost works in conjunction with techniques similar to blowing a balloon with more air in it to make it bigger without impacting the overall concept. This does not increase the damage output and does not work on techniques that already reaches long range

Note: Can only use the seal once every two turns
Note: Once the three seals are gone, the arm just acts as a regular replacement arm
Note: Can only increase short-mid or mid-long (This excludes mental techniques)
Note: Can use passively with other techniques.

Declined: Fuuin will not be used to extend the range of techniques.
 
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Korra.

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Updating, taking the landmark restriction out since we can have normal cellphones and message each other1 in the NW so landmark restriction makes no sense

(Iryō-yō Gantoretto ) - Medical Gauntlet
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The medical gauntlet is a gauntlet that is also a computer that was created by Korra for gathering data and storing it. The gauntlet is a standard gauntlet with a touch screen/holo display. The screen always faces up no matter what angle the user has their arm up. The gauntlet also has an opening to fit in 5 test tube the user can use to store poison vials or DNA vials. With the DNA/Poison being stored the user is able to scan and learn about the KG/AE in the DNA as well as antidotes for poisons. In the NW the gauntlet can connect to any NPC computer to send and take files for the user. If other users have a gauntlet they can communicate with each other landmarks away to share important info faster. This is done by incorporating a similar sealing technique like (Fuuinjutsu: Kami Komyunikēshon) Sealing Arts: Scroll Communication technique to allow for the communication. The gauntlet computer that also can alert the user to when their chakra system is disrupted and in a genjutsu. The Gauntlet can release a burst of chakra into the user and break them out of A rank and below genjutsu. It can also alert the user to any damage they have taken and to what extent.
Note: Must be placed in the user's bio or posted at the beginning of the fight
Note: Must be taught by Korra
Note: Only 1 Gauntlet per bio
Looks similar to
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Update approved - Daemon


New Submission

(Iryō Dorōn ) - Medical Drone
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (activation) (X for healing)
Damage: N/A
Description: The Medical Drone is a Drone created by Skarlet/Korra that is used for medical purposes as well as spying, scouting, and some offensive purposes. For medical purposes, the drone is able to scan allies and opponents and is able to alert the user (for Skarlet/Korra through their Medical Gauntlet) the other person's health/diagnostics as well as scan for abilities and alert the user what abilities they are going against. It also can release a chakra rope that then attaches to either the user or allies and heals them. The drone will use the user chakra and follow Mystic Palm for healing the damage (chakra cost and restrictions). For scouting/spying the drone can cause the panels on it to blend into light making it invisible. It is able to scan the area (entire landmark) and sends the info to the user (Gauntlet) and the map of the area. For offensive purposes, the drone can release a barrage of shuriken and senbon (coated in poison if the user has a custom one) as well as release a stun blast (B rank in strength up to Mid Range) that can stun enemies for 1 turn.
Note: Must be taught by Korra.
Note: User can have 2 drones while cyborgs can have up to 3
Note: Note once activated the drones are able to move on their own and the user can pilot them remotely.
Note: The Stun blast and healing count as one of the users move
Looks like
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Declined: This drone does a little too much, tone it down. - Daemon
Resub taking out the offensive stuff

(Iryō Dorōn ) - Medical Drone
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (activation) (X for healing)
Damage: N/A
Description: The Medical Drone is a Drone created by Skarlet/Korra that is used for medical purposes as well as spying, scouting. For medical purposes, the drone is able to scan allies and opponents and is able to alert the user (for Skarlet/Korra through their Medical Gauntlet) the other person's health/diagnostics as well as scan for abilities and alert the user what abilities they are going against. It also can release a chakra rope that then attaches to either the user or allies and heals them. The drone will use the user chakra and follow Mystic Palm for healing the damage (chakra cost and restrictions). For scouting/spying the drone can cause the panels on it to blend into light making it invisible. It is able to scan the area (entire landmark) and sends the info to the user (Gauntlet) and the map of the area.
Note: Must be taught by Korra.
Note: User can have 2 drones while cyborgs can have up to 3
Note: Note once activated the drones are able to move on their own and the user can pilot them remotely.
Note: Healing count as one of the users move
Looks like
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Approved - Daemon
 
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Solf J Kimblee

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Hoyū-sha | Holder
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Holder is an unique robotic animal that the user who is a cyborg can call their partner but also helper in battle. This animal has three abilities. The animal look is based on the user so they can have any type of animal known or not known and name of the Holder is up to the user also. The holder can have only one rider on it and doesn't lose any speed. Holders speed is Sage Rank. Holder acts on its own but can take commands from the user also and is immune to EMP.

Abilities
-The Holder can fly and levitate which is activated passively and last for four turns max and has to have two turns in between usage. This can be used to evade or dodge an attack once per turn and requires a slot.
-Holder main ability is that it actually wears armor as its "skin"(under the skin is just robotic skeleton). This armor is created from nano technology so its shape can be formed into anything the user can image. The armor is immune to weapons, B rank below ninjutsu, and A rank taijutsu/kenjutsu. The armor can completely block S rank ninjutsu and F rank taijutsu attack which completely destroys the armor. The samurai user uses 30 chakra to completely manipulate(passive) the armor to surround their selves as normal samurai armor(look is up to user; it keeps the defensive abilities) uses and -1 speed when wearing the armor; user must be 2 meters max from the Holder to use armor.
-Holder has the passive ability to track targets via chakra and heat signature.

Declined: Almost done, the abilities are fine but explain how immunity to EMP is possible. It has to be logical you can't just toss that line in there. - Daemon

Dēmontsuingan | Demon Twin Guns
Type: Tool
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: Demon Twin Guns(DTG) are named Liz and Patty and are Beretta M9 Pistols. Starting out each gun clip hold 100 chakra. The user must spend 100 chakra per clip to fill them up. These guns can release bullets from D-A rank that uses 10 - 30 chakra points which goes from 20 - 60 damaged; they do use a move per turn. These bullets can be shaped into different looks besides just bullets. These bullets can be elemental or raw chakra and follow the weaknesses of shaped manipulated elemental or raw chakra. The real special ability of these pistols are they can be used by Samurais to be used for Samurai Saber and to extend out the barrel and be used the same away as a katana when they use Samurai Saber and follow the same principles. The handles can fold down by just pressing a button on whichever one or both to be used as hilts and the barrel acts as the blade its self to be used with Kenjutsu but mainly Samurai Saber because they are not sharped.

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Approved - Daemon

Beruzebabu | Beelzebub
Type: Tool
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Beelzebub is a skateboard that has red wheels and a green deck with a picture of two skulls connected symmetrically at the jaw. This skateboard has only one ability, it can fly and levitate. While in flight mode, the wheels rotate 90°, so that they point downwards and shoot jets up that uses the user chakra to keep it going which is -5 per turn. The flight mode activates passively by the user tapping their foot on the board one time or when the user fuel the board to activated it by using 15 chakra points. The board can fly and levitate around passively but to be used to evade or dodge a move requires a move slot and can only be done once per turn. The board can only hold max one person and only levitate at max a foot off the ground.

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Approved - Daemon
Hoyū-sha | Holder
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Holder is an unique robotic animal that the user who is a cyborg can call their partner but also helper in battle. This animal has three abilities. The animal look is based on the user so they can have any type of animal known or not known and name of the Holder is up to the user also. The holder can have only one rider on it and doesn't lose any speed. Holders speed is Sage Rank. Holder acts on its own but can take commands from the user also.

Abilities
-The Holder can fly and levitate which is activated passively and last for four turns max and has to have two turns in between usage. This can be used to evade or dodge an attack once per turn and requires a slot.
-Holder main ability is that it actually wears armor as its "skin"(under the skin is just robotic skeleton). This armor is created from nano technology so its shape can be formed into anything the user can image. The armor is immune to weapons, B rank below ninjutsu, and A rank taijutsu/kenjutsu. The armor can completely block S rank ninjutsu and F rank taijutsu attack which completely destroys the armor. The samurai user uses 30 chakra to completely manipulate(passive) the armor to surround their selves as normal samurai armor(look is up to user; it keeps the defensive abilities) uses and -1 speed when wearing the armor; user must be 2 meters max from the Holder to use armor.
-Holder has the passive ability to track targets via chakra and heat signature.

Approved - Daemon
 
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BusinessManTeno

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(Seiyaku-sha) Oathkeeper
Type: Weapon
Rank: N/a
Range: N/a
Chakra: N/a
Damage: N/a
Description: Oathkeeper is a an mechanical arm that was molded and created for Hakuryuu who lost his arm in a ninja war. Oathkeeper is molded to replicate Hakuryuu arms and does all the functions of a regular arm, as its connected to his nerves. This arm is made from some of the hardest materials thus makes it incredibly sturdy, with enough strength to punch through a wall. Oathkeeper is wrapped in wood bandages, giving it a wood look. Some may even think its made of wood but its not. Oathkeeper is a rare weapon cause it acts as an extender for jutsus. The arm has three seals on it, which layers on top of each other but still have different functions. The seals are labeled, Mind, Body, and Spirit and have different triggers. Mind is a seal that is triggered when any form of mental based technique is casted onto the user. The seal will release, flooding and surging the user with chakra, breaking the mental attack. Body is a seal that is triggered once the user takes 80 or damage. The seal will release activating a psuedo medical mode only healing by +15 per turn, while also giving an increase in speed by +3 and taijutsu/kenjutsu by +15. Lastly is Spirit, which is a seal that is triggered once the user use 25% of their current chakra cost. Doing this, will spike the users chakra into their direct chakra nature giving them an increase to their ninjutsu. This is only specific to certain fields, for an example, If they were a Uchiha it would increase their Dojutsu techniques, if the user is a KG user it will increase their KG, or if they are a custom clansmen it will increase their custom clansmen style ninjutsu. Though it only increases techniques by one rank or if its S rank or above, by +20. This can only be applied to one field for the duration of the seal activation. Once the seals are used (if they are ever used) the arm will simply be used as a replacement of a regular normal arm. Just strong and sturdy


Note: Once the three seals are gone, the arm just acts as a regular replacement arm
Note: Seals Are passive when active and must be activated if conditions are met.
Note: Mind Seal last for one usage, Body and Spirit last for a max of 4 turns before dispersing.

Approved with Edits - Daemon
 
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Vayne

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(Arutemisukonjitto) The Artemis Conduit
Type:
Tool
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Artemis Conduit, otherwise known as TAC, is a pair of twin handguns that were crafted to be used in times of duress. TAC's main distinguishing feature is the internal functions of it's barrel, which contains many rune-like scripts etched in ink. The bullets fired through these barrels are quite unique, as they are not composed of any run of the mill material, but rather shadows taken solid form. This results in the user not needing to carry extra magazines and whatnot, as the bullets are formed directly in the chamber. However, this shadow bullet component allows the user to insert any normal bullet into the guns, and fire them with a shadow coating. This is due to the fact that the shadow bullets/coating would form in the barrel based on what's needed, as it is a shadow. Once fired, the shadow bullets would have the runes imprinted onto it's exterior, with one rune giving the bullets the ability of negation. The ability of negation is essentially an auto fūin barrier that comes into play when any external forces try to tamper with the bullets. Once such a thing is attempted, the barrier would form, sealing the chakra into the bullet, giving the bullet the opposing techniques damage points, or, in cases of techniques with no DMG points, the chakra is converted into damage in a ratio of 1::2.

Due to the bullets having such a strong ability, when fired alone, and unchecked, they would have a low damage output by themselves, being merely equivalent to C rank DMG. The bullets would move at the speeds of lightning techniques, and they can be fired off in semi, burst, or fully automatic modes, depending on the needs of the user. The negation aspect can deal with fourty chakra points, allowing it to counter most techniques, but if it went up against something with more than that amount, it would still absorb fourty chakra points, weakening the opposing techniques significantly, while gaining strength itself. Alternatively, the bullets themselves can be composed of ink, rather than shadows, following the same limitations and capabilities as if it were of shadows, although in such cases the user would need to supply the ink into the magazines of the guns, rather than it forming in the barrel. In any case, the ability of negation can only be used five times per conflict, and as implied, the can be only used by Nara or Ink users, preferably both. Firing a bullet costs 15 chakra per bullet.

Declined: Bolded is a hard no.

-Inch
(Arutemisukonjitto) The Artemis Conduit
Type:
Tool
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Artemis Conduit, otherwise known as TAC, is a pair of twin handguns that were crafted to be used in times of duress. TAC's main distinguishing feature is the internal functions of it's barrel, which contains many rune-like scripts etched in ink. The bullets fired through these barrels are quite unique, as they are not composed of any run of the mill material, but rather shadows taken solid form. This results in the user not needing to carry extra magazines and whatnot, as the bullets are formed directly in the chamber. However, this shadow bullet component allows the user to insert any normal bullet into the guns, and fire them with a shadow coating. This is due to the fact that the shadow bullets/coating would form in the barrel based on what's needed, as it is a shadow, meaning that it can also be used as a source for shadow based techniques. The rune-like scripts have a modified version of Into The Light and Living Barrier seals's functions embedded in them, allowing for two unique abilities if the user chooses to activate them. The first is in regards to when the bullets clash with techniques of any nature and the user chooses to activate the ability, denoted The Long Night. The Long Night would be the release of a vapor that would instantly spread from the bullet's location, encasing the opposing technique and 'constricting' on them, forcing the technique to be stored into the shadow bullet/coating in a similar fashion to Into The Light (Can't be manipulated/sensed by opponents, and in a form of preservative stasis). Unlike it's parent technique, The Long Night does not suffer from the size limitation, but rather functions similar to the Elemental Sealing technique, where size becomes essentially irrelevant. If the bullet is destroyed in some fashion, the technique stored within it would be released, with the user having a mental command on the direction of the release. For cases where the user is incapable of making this decision, or simply opts to, the technique's release would be angled away from the user towards the nearest foreign hostile chakra source. Alternatively, the user can actively chose to have the technique released towards a specific direction. The Long Night can combat techniques of any nature that interact with the bullet, up to and including S ranks, with it being usable thrice for a chakra cost of fourty, with the active release aspect costing twenty points, usable twice, and never in the same timeframe of a techniques storage.

The second ability, denoted The White Walker, enables the bullets, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance), to seal away thirty percent of the creatures chakra into the bullets, canceling active techniques, whilst also restricting the usage of techniques beyond A rank and preventing the utilisation of multiple techniques in the single timeframe. The limitation, if the bullet simply clashes with the target and does not pierce them, would last for a single turn. However, if the bullet manages to pierce the defenses/skin of the target, the effects would be more severe, as the bullet would be closer to the chakra network, enabling the sealing effects to last for two turns after contact is made. The White Walker can only be used thrice for a chakra cost of fourty, and must be separated by a turn interval.

The bullets have a low damage output being merely equivalent to free-form, essentially acting as kunai. The bullets would move at the speeds of the user's shadow techniques with an additional two levels and they can be fired off in semi, burst, or fully automatic modes, depending on the needs of the user. Alternatively, the bullets themselves can be composed of ink, rather than shadows, following the same limitations and capabilities as if it were of shadows, although in such cases the user would need to supply the ink into the magazines of the guns, rather than it forming in the barrel, and the bullets would move at the speed of standard ink techniques. Similarly, the ink can be used as a source for Ink techniques. In both the case of shadow and ink techniques, they are limited to A rank level. The user can chose to fire stronger bullets, supplying chakra at a 1::2 rate, up to fourty chakra, usable five times per battle.

Declined: We spoke about it on discord. In short tone it down please. - Daemon
 
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Gutsy

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Cyborg in inventory:

Bleeding Edge Armor
Rank: N/a
Range: Short - Long
Chakra: N/a
Damage: N/a
Description: Using the advancements in technology, Tony Stark designed a full body suit formed of Nano bots allowing him to form it when needed. The user will have the nano bots stored within a piece of technology on their person and at the cost of a move per turn, can activate the Nano bots to take the form of a full body suit around the user. This can be done in the same time frame as another jutsu. This suit is controlled by the user moving with them reacting to their brain signals a chip is fitted behind their ear, relaying the motions. Although seeming simple in application this suit has an AI within it by the name of J.A.R.V.I.S. Allowing for nanobots around the user to pick up on movements all around and relay the information to the user, notifying them of what's going on around them while being able to scan for heat signatures along with the motion sensors on the suit. The suit forms around the body creating a separate atmosphere within as the suit supplies the Cyborg with filtered oxygen and the nanobot armor vibrates on different frequencies as to not allow anyone to phase through or enter it from the outside. This suit can tank up to A rank damage though it's weak to lightning above C rank. The nanobots take a unique form on the users palms and soles of the feet taking the form of unique turbines. The user at the cost of a move per turn can release their chakra into the these turbines to create one of two effects. The first effect is to create currents of chakraless wind that pushes out. This wind is like a strong natural wind with no chakra that can either be used to push stuff away from the user in a quick pulse or even sustained so the user can use it to push them, using it as a stream, moving their arms and legs to control the direction of the flight. If used for pushing another object it can reach up to mid range and has A rank in power/damage. The second use of the turbine can apply the same effect but instead of wind it will be chakraless fire for the same effects and damage. This suit can be combined with any other technology on the users body to make use of it, for example, the suit can form around a kote or absorption arm integrating it into the suit to not hinder the user ability to use his other technology.

Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.

Note: Use of the turbines can be used once per turn.

Declined: There are somethings here that need to be clarified, mainly with the defenses and healing aspect of the armor. You say that it's weak to C rank Lightning techniques then later on in the technique say it's immune to C rank and below techniques. I most likely won't allow this armor to shave -30 damage off of technique interactions especially since you want "all interactions" either pick physical or energy based and when you do tone down the damage reduction. Also describe what kind of injuries the nanobots can repair. In this technique it's vague on what type of injuries the nanobots are capable of fixing, is it fatal injuries, minor cuts/burns etc, severed body parts? Put a cooldown on this ability as well. Also note that the chakraless Wind and Fire abilities are only protecting you against B rank and below techniques. - Daemon
 
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Ignia

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(Shīringu gijutsu) Sealing technology
Type: Tool
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: N/a
Description: This is an advanced technology based on the applications of the Kote. The Kote fires a capsule that releases a jutsu from a seal within it. This is the opposite. The user will fire a capsule with a seal placed on it. This capsule can reach up to long range. From there the seal will release barrier outwards wrapping around a jutsu and drawing it in compacting it within the barrier and storing it within the capsule. The chakra require is equal to the rank used, and it can seal one rank above itself. This capsule can then be collected and loaded into a kote to be used in turn, allowing the user to use an opponents jutsu against them. Following the same logic as the kote, it wont be able to seal stuff such as edo's or a taijutsu attack, but can seal anything from a swamp to a projectile etc. The jutsu will be released with the same power and form as when it was sealed into the capsule. The user can passively retract the capsule by activating the magnet within it to be drawn back to the users kote. The user can have a max of three capsules at any given time. Sealing a jutsu counts as one of the users three moves per turn. Making use of the capsule counts as one of the users three moves per turn.

Declined: Reduce the range of the technique, add a cooldown and for the applications and potential of this technique, it will have to work based on chakra values as you said meaning this technique can only seal techniques that have 40 chakra or less. Also no real point in this being multiranked if you go the chakra route- Daemon
 
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Vroqrak

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Kouyou Gurabu | Utility Glove
Type
: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Utility glove can be best summarized as the device which applies ninjutsu through technological medium. They're a pair of lightweight yet extremely durable gauntlets with a sleek-design and utility. Extending up to the length of the user's arms, these gauntlets made of chakra-sensitive materials on the inside that very quickly absorb and store chakra from the user. They also do not hinder from performing handseals or utilizing ninjutsu that require handseals. The gauntlets are extremely strong but not unbreakable. After taking S-Rank worth of damage, the gaunetlets break apart and are rendered incapable of their functions. Alongside several other special abilities, the gauntlets can be primarily used to defend from freeform taijutsu and weapon attacks. Yhe gauntlets have an outlet at the palm area that has several functions. The other aforementioned special abilities/functions are:
The first ability the weapon grants is called called Judgement. It is a passive ability that boosts hand-based taijutsu. The gauntlets absorb the impact of user's attacks (hand-based taijutsu) and redistributes the kinetic energy back out to increase the impact strength of said techniques. This effectively means that a single punch effectively acts as two, giving the user +20 damage boost to hand-based taijutsu.
The second ability of the weapon is called Retribution. Utilizing the absorption technology of the gauntlets, they store chakra directly from the user's reserves (20 chakra passively at start and 15 from next turn onwards) and allows the user to store upto 50 chakra. This stored chakra can be then used to maximize the output of kinetic energy from the gloves through the outlet on the palm area. After gathering the limit amount of chakra, the user can either choose to use it all to create a S-Rank blast of pressurized wind that extends upto mid-range or create two B-Rank blasts of wind that can be used to provide defense or a mobility boost (even at mid-air/underwater). The user also needs to spend the 50 chakra completely before beginning to restart the storing process again.
The final ability of the weapon is called Ascension. Through overclocking the gauntlet to it's maximum potential, the user incorporates the two previous abilities into one. By using the outlet on the palm, the user creates a layer of chakra encasing the hands of the user that allows for a +40 boost to hand-based Taijutsu techniques for a single turn as each of the fists release enough energy to create pressurized wind-blasts up-to mid-range. This technique can only be used thrice throughout the match and causes the gauntlet to rest a full turn before beginning to absorb chakra again. The user is also incapable of accessing either of the two previous techniques during this turn.

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Declined: This isn't too bad but there are some things you need to fix. You need to put a hard cap on how many times you can use each of the abilities. My suggestion is to be able to use Ascension only once, with Retribution and Judgement being able to be used multiple times (at the most 3 times for Judgement and 3 times for Retribution). Also note that the +40 to taijutsu you want to give to Ascension will not boost the damage of the wind blasts by 40. - Daemon
 
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Rucken

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(Saibane-Shīrugēto) Cybernetic Technology - Seal Gate Connection
Type: Tool
Rank: S class
Range: Short-Mid
Chakra: N/a (-20 Chakra per Fuinjutsu-related jutsu utilized via this tool)
Damage: N/a
Description: The Seal Gate Connection (S.G.C) is a shoulder-mounted, articulated A.I mechanical seal sensor used by individuals venturing into the dangerous lands. Using a scroll that emits some sort of special chakra as it’s ”brain” it speaks and reacts sentient. SGC design possess a variant with four symmetrical, rectangular panels and a shorter fifth digit surrounding the main sensor 'head' or 'eye'. Thus far, all known with SGC use a three-panel variant, as opposed to the five-panel variant used by ONLY Cyborgs. One of SGC‘s primarily abilities is that it serves as a Fuinjutsu scanner, able to passively analyze terrain as well as detect sealed tags and objects. The device typically remains in its stowed position unless manually activated or connected to/ within a Barrier - after establishing a Seal Gate connection, users are able to use SGC to detect the Barrier’s limited range. However, SCG can function without a Seal Gate connection but, it won’t be able to detect the range limit if so. In the presence of Fuinjutsu, the SCG is activated automatically. Its panels or 'flaps' will light up and can take on a variety of shape and color patterns, indicating of the direction and proximity to nearby Seals; the quicker the SGC claps, the closer one is to a Seal. Spinning and orange-colored lights indicates a Seal, that is dangerously close by. If the User is caught in a Seal/Barrier, the SGC can sometimes be seen taking a shape with two panels pointing straight up while two point out in perpendicular directions. It may also arrange itself to 'point' in the direction of Seal/Barrier chasing the user. In the presence of a Forbidden ranked Seal/Barrier, the SGC is seen to arrange into a shape akin to that of a "+", or a cross - curiously, this same form can also be observed when the user connects the Seal Gate connection.

The Seal Gate Connection - Within the SGC, a program which the system utilizes can scan, analyze and, detect seals can be by supplied chakra within it to augment the user’s seals to function relatively unique; this is the process known as “Seal gate connection.” Upon using chakra via the SGC the user can use the SGC to generate and create a chakra-hologram-like projections of Seals which appear much as gates (an arrangement of Fuinjutsu characters in a circular manner as such that the sum of the quantity of seals on each circle and the sum of each character on each diameter are identical); these seals having special properties imbued within the projected chakra gates, when something flows through those projections, that object takes on the effects of such seal. Utilizing this allows the user to make use a new form of Cybernetic Fūinjutsu fighting style from the use of the Seal Gate Connection system. (Customs created via this tool will need to be approved respectively in the Custom jutsu section.) Another function of the SGC, has the ability to absorbs Seals of the User’s jutsu to augment them into the SGC functions of Seal Gate Connection system properties (up to A-rank).

Note: If damaged (A-rank physical dmg), the SGC will hang limply, recovers after Battle. In one of their several states, SGC are capable of repelling Physical/ Energy-related Projectile attacks (B-rank or below) by producing a chakra shield while spinning at insane speeds. If the user manages to defeat a Seal, or otherwise escapes a Barrier’s territory, the SGC will often take the shape of a human hand and 'wave goodbye', or even clap and poke the User’s shoulder to point out that Fuinjutsu are no longer nearby.

Depiction:
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Declined: While this is a cool idea, some things need to be adjusted. You need to put a hard cap on how many times you can copy a fuuinjutsu on to an object. You also need to put a rank limit. I checked your inventory and you only have basic fuuinjutsu so the most I'm willing to allow is A rank. A cool down must also be put in place for it's non-sensory abilities. Also put a cap on how many times you can absorb your own fuuinjutsu technique as well as a cooldown. - Daemon
 
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Rucken

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(Saibane-Shīrugēto) Cybernetic Technology - Seal Gate Connection
Type: Tool
Rank: S class
Range: Short-Mid
Chakra: N/a (-20 Chakra per Fuinjutsu-related jutsu utilized via this tool)
Damage: N/a
Description: The Seal Gate Connection (S.G.C) is a shoulder-mounted, articulated A.I mechanical seal sensor used by individuals venturing into the dangerous lands. Using a scroll that emits some sort of special chakra as it’s ”brain” it speaks and reacts sentient. SGC design possess a variant with four symmetrical, rectangular panels and a shorter fifth digit surrounding the main sensor 'head' or 'eye'. Thus far, all known with SGC use a three-panel variant, as opposed to the five-panel variant used by ONLY Cyborgs. One of SGC‘s primarily abilities is that it serves as a Fuinjutsu scanner, able to passively analyze terrain as well as detect sealed tags and objects. The device typically remains in its stowed position unless manually activated or connected to/ within a Barrier - after establishing a Seal Gate connection, users are able to use SGC to detect the Barrier’s limited range. However, SCG can function without a Seal Gate connection but, it won’t be able to detect the range limit if so. In the presence of Fuinjutsu, the SCG is activated automatically. Its panels or 'flaps' will light up and can take on a variety of shape and color patterns, indicating of the direction and proximity to nearby Seals; the quicker the SGC claps, the closer one is to a Seal. Spinning and orange-colored lights indicates a Seal, that is dangerously close by. If the User is caught in a Seal/Barrier, the SGC can sometimes be seen taking a shape with two panels pointing straight up while two point out in perpendicular directions. It may also arrange itself to 'point' in the direction of Seal/Barrier chasing the user. In the presence of a Forbidden ranked Seal/Barrier, the SGC is seen to arrange into a shape akin to that of a "+", or a cross - curiously, this same form can also be observed when the user connects the Seal Gate connection.

The Seal Gate Connection - Within the SGC, a program which the system utilizes can scan, analyze and, detect seals can be by supplied chakra within it to augment the user’s seals to function relatively unique; this is the process known as “Seal gate connection.” Upon using chakra via the SGC the user can use the SGC to generate and create a chakra-hologram-like projections of Seals which appear much as gates (an arrangement of Fuinjutsu characters in a circular manner as such that the sum of the quantity of seals on each circle and the sum of each character on each diameter are identical); these seals having special properties imbued within the projected chakra gates, when something flows through those projections, that object takes on the effects of such seal. Utilizing this allows the user to make use a new form of Cybernetic Fūinjutsu fighting style from the use of the Seal Gate Connection system. (Customs created via this tool will need to be approved respectively in the Custom jutsu section.) Another function of the SGC, has the ability to absorbs Seals of the User’s jutsu to augment them into the SGC functions of Seal Gate Connection system properties (up to A-rank).

Note: If damaged (A-rank physical dmg), the SGC will hang limply, recovers after Battle. In one of their several states, SGC are capable of repelling Physical/ Energy-related Projectile attacks (B-rank or below) by producing a chakra shield while spinning at insane speeds. If the user manages to defeat a Seal, or otherwise escapes a Barrier’s territory, the SGC will often take the shape of a human hand and 'wave goodbye', or even clap and poke the User’s shoulder to point out that Fuinjutsu are no longer nearby.
Depiction:
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Declined: While this is a cool idea, some things need to be adjusted. You need to put a hard cap on how many times you can copy a fuuinjutsu on to an object. You also need to put a rank limit. I checked your inventory and you only have basic fuuinjutsu so the most I'm willing to allow is A rank. A cool down must also be put in place for it's non-sensory abilities. Also put a cap on how many times you can absorb your own fuuinjutsu technique as well as a cooldown. - Daemon
(Saibane-Shīrugēto) Cybernetic Technology - Seal Gate Connection
Type: Tool
Rank: S class
Range: Short-Mid
Chakra: N/a (-20 Chakra per Fuinjutsu-related jutsu utilized via this tool)
Damage: N/a
Description: The Seal Gate Connection (S.G.C) is a shoulder-mounted, articulated A.I mechanical seal sensor used by individuals venturing into the dangerous lands. Using a scroll that emits some sort of special chakra as it’s ”brain” it speaks and reacts sentient. SGC design possess a variant with four symmetrical, rectangular panels and a shorter fifth digit surrounding the main sensor 'head' or 'eye'. While only Cyborg’s may tend to have an artificial droid-like baby that helps communicate in place of the special Scroll that would be acting as the brain, it’s strapped and kept in a portable pod on their suit. Thus far, all known with SGC use a three-panel variant, as opposed to the five-panel variant used by ONLY Cyborgs. One of SGC‘s primarily abilities is that it serves as a Fuinjutsu scanner, able to passively analyze terrain as well as detect sealed tags and objects. The device typically remains in its stowed position unless manually activated or connected to/ within a Barrier - after establishing a Seal Gate connection, users are able to use SGC to detect the Barrier’s limited range. However, SCG can function without a Seal Gate connection but, it won’t be able to detect the range limit if so. In the presence of Fuinjutsu, the SCG is activated automatically. Its panels or 'flaps' will light up and can take on a variety of shape and color patterns, indicating of the direction and proximity to nearby Seals; the quicker the SGC claps, the closer one is to a Seal. Spinning and orange-colored lights indicates a Seal, that is dangerously close by. If the User is caught in a Seal/Barrier, the SGC can sometimes be seen taking a shape with two panels pointing straight up while two point out in perpendicular directions. It may also arrange itself to 'point' in the direction of Seal/Barrier chasing the user. In the presence of a Forbidden ranked Seal/Barrier, the SGC is seen to arrange into a shape akin to that of a "+", or a cross - curiously, this same form can also be observed when the user connects the Seal Gate connection.

The Seal Gate Connection - Within the SGC, a program which the system utilizes can scan, analyze and, detect seals can be by supplied chakra within it to augment the user’s seals to function relatively unique; this is the process known as “Seal gate connection.” Upon using chakra via the SGC the user can use the SGC to generate and create a chakra-hologram-like projections of Seals which appear much as gates (an arrangement of Fuinjutsu characters in a circular manner as such that the sum of the quantity of seals on each circle and the sum of each character on each diameter are identical); these seals having special properties imbued within the projected chakra gates, when something flows through those projections, that object takes on the effects of such seal. Utilizing this allows the user to make use a new form of Cybernetic Fūinjutsu fighting style from the use of the Seal Gate Connection system. (Customs created via this tool will need to be approved respectively in the Custom jutsu section.) Another function of the SGC, has the ability to absorbs Seals of the User’s jutsu to augment them into the SGC functions of Seal Gate Connection system properties (up to A-rank).

Note: If damaged (A-rank physical dmg), the SGC will hang limply, recovers after Battle. In one of their several states, SGC are capable of repelling Physical/ Energy-related Projectile attacks passively (B-rank or below) by producing a chakra shield while spinning at insane speeds. If the user manages to defeat a Seal, or otherwise escapes a Barrier’s territory, the SGC will often take the shape of a human hand and 'wave goodbye', or even clap and poke the User’s shoulder to point out that Fuinjutsu are no longer nearby. The user can copy/ augmented their Fūinjutsu/Barrier jutsu onto objects a maximum of two times per battle with a four turn cooldown in between usages. (A-rank and below Fūinjutsu). Scanning and analyzing a Fūinjutsu/ Barrier jutsu is instant however, the user needs 2 turns after to reuse it. Can also be made as a bracelet.

Depiction:
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Approved with Edits Made - Daemon
 
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Vroqrak

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Kouyou Gurabu | Utility Glove
Type
: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Utility glove can be best summarized as the device which applies ninjutsu through technological medium. They're a pair of lightweight yet extremely durable gauntlets with a sleek-design and utility. Extending up to the length of the user's arms, these gauntlets made of chakra-sensitive materials on the inside that very quickly absorb and store chakra from the user. They also do not hinder from performing handseals or utilizing ninjutsu that require handseals. The gauntlets are extremely strong but not unbreakable. After taking S-Rank worth of damage, the gaunetlets break apart and are rendered incapable of their functions. Alongside several other special abilities, the gauntlets can be primarily used to defend from freeform taijutsu and weapon attacks. Yhe gauntlets have an outlet at the palm area that has several functions. The other aforementioned special abilities/functions are:
The first ability the weapon grants is called called Judgement. It is a passive ability that boosts hand-based taijutsu. The gauntlets absorb the impact of user's attacks (hand-based taijutsu) and redistributes the kinetic energy back out to increase the impact strength of said techniques. This effectively means that a single punch effectively acts as two, giving the user +20 damage boost to hand-based taijutsu.
The second ability of the weapon is called Retribution. Utilizing the absorption technology of the gauntlets, they store chakra directly from the user's reserves (20 chakra passively at start and 15 from next turn onwards) and allows the user to store upto 50 chakra. This stored chakra can be then used to maximize the output of kinetic energy from the gloves through the outlet on the palm area. After gathering the limit amount of chakra, the user can either choose to use it all to create a S-Rank blast of pressurized wind that extends upto mid-range or create two B-Rank blasts of wind that can be used to provide defense or a mobility boost (even at mid-air/underwater). The user also needs to spend the 50 chakra completely before beginning to restart the storing process again.
The final ability of the weapon is called Ascension. Through overclocking the gauntlet to it's maximum potential, the user incorporates the two previous abilities into one. By using the outlet on the palm, the user creates a layer of chakra encasing the hands of the user that allows for a +40 boost to hand-based Taijutsu techniques for a single turn as each of the fists release enough energy to create pressurized wind-blasts up-to mid-range. This technique can only be used thrice throughout the match and causes the gauntlet to rest a full turn before beginning to absorb chakra again. The user is also incapable of accessing either of the two previous techniques during this turn.

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Declined: This isn't too bad but there are some things you need to fix. You need to put a hard cap on how many times you can use each of the abilities. My suggestion is to be able to use Ascension only once, with Retribution and Judgement being able to be used multiple times (at the most 3 times for Judgement and 3 times for Retribution). Also note that the +40 to taijutsu you want to give to Ascension will not boost the damage of the wind blasts by 40. - Daemon
Kouyou Gurabu | Utility Glove
Type
: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Utility glove can be best summarized as the device which applies ninjutsu through technological medium. They're a pair of lightweight yet extremely durable gauntlets with a sleek-design and utility. Extending up to the length of the user's arms, these gauntlets made of chakra-sensitive materials on the inside that very quickly absorb and store chakra from the user. They also do not hinder from performing handseals or utilizing ninjutsu that require handseals. The gauntlets are extremely strong but not unbreakable. After taking S-Rank worth of damage, the gaunetlets break apart and are rendered incapable of their functions. Alongside several other special abilities, the gauntlets can be primarily used to defend from freeform taijutsu and weapon attacks. The gauntlets have an outlet at the palm area that has several functions. The other aforementioned special abilities/functions are:
The first ability the weapon grants is called called Judgement. It is a passive ability that boosts hand-based taijutsu. The gauntlets absorb the impact of user's attacks (hand-based taijutsu) and redistributes the kinetic energy back out to increase the impact strength of said techniques. This effectively means that a single punch effectively acts as two, giving the user +20 damage boost to hand-based taijutsu. It can be used three times per battle.
The second ability of the weapon is called Retribution. Utilizing the absorption technology of the gauntlets, they store chakra directly from the user's reserves (20 chakra passively at start and 15 from next turn onwards) and allows the user to store upto 50 chakra. This stored chakra can be then used to maximize the output of kinetic energy from the gloves through the outlet on the palm area. After gathering the limit amount of chakra, the user can either choose to use it all to create a S-Rank blast of pressurized wind that extends upto mid-range or create two B-Rank blasts of wind that can be used to provide defense or a mobility boost (even at mid-air/underwater). The user also needs to spend the 50 chakra completely before beginning to restart the storing process again. It can be used three times per battle.
The final ability of the weapon is called Ascension. Through overclocking the gauntlet to it's maximum potential, the user incorporates the two previous abilities into one. By using the outlet on the palm, the user creates a layer of chakra encasing the hands of the user that allows for a +40 boost to hand-based Taijutsu techniques for a single turn as each of the fists release enough energy to create pressurized wind-blasts up-to mid-range. This technique can only be used once throughout the match and causes the gauntlet to rest a full turn before beginning to absorb chakra again. The user is also incapable of accessing either of the two previous techniques during this turn.
Note: Ascension does not increase the damage of the wind blast by +40.

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BoiNez

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(Supankingu Sodomi) Spanking Sodomy
Type: Weapon
Rank: B
Range: Short-Long
Chakra: N/A
Damage: 40
Description: Spanking Sodomy, a Custom Beretta, is a black, oddly-shaped gun. Prominent features from Spanking Sodomy are the three spikes surging from the top of the gun's barrel and a Sabre-like metal elongating from the ejector rod to the gun's muzzle; meant to be used to mortally wound one's opponents by stabbing them. The user is able to remarkably shoot multiple targets at once whilst having their back turned to them—the gun allows for a flexible change of aim.
Pictures
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Note: Can only be used thrice per battle.


(Saikederikku Gosuperu) Psychedelic Gospel
Type: Weapon
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Psychedelic Gospel, a Custom Beretta, is a silver, oddly-shaped gun. Prominent features from Psychedelic Gospel are the three spikes surging from the top of the gun's barrel and a Sabre-like metal elongating from the ejector rod to the gun's muzzle; the user is noted to utilize the sharp object to mortally wound their opponents by stabbing them when at a close proximity. The user is able to fire multiple bullets whilst maintaining their balance, and successfully inflict severe wounds on enemies.
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Note: Can only be used thrice per battle.


Both declined: You are a genin you can't even submit techniques this high of rank.
 
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Serpent

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(Nen Resu) Sensory Dampener
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Nen Resu is a unique tool worn on the users belt that emits a dampening field around the user in order to better hide their movement and hinder an opponent from accurately tracking them. This dampening field only works on Sensory ability's (Chakra Sensing, Sage Mode, etc) but doesn't hinder a Doujutsu's ability to see or track chakra. The field emitted dampens sensory abilities both by range and tracking. This means that if a sensory ability is able to track an opponent from two landmarks away, It will only be able to track the user from one landmark away and if the sensory ability has x3 tracking, it will only be able to track x1.5 when tracking the user of the sensory dampener. This Nin-tech is a double edged sword, as it also hinders the users sensory abilities to an equal degree. Meaning their sensory ability will also be reduced by half in terms of range and tracking.
Notes:
-Must be placed in the users biography
-Cannot reduce sensory range less then a single landmark
-Can only be taught by Serpent

Approved - Daemon

(Kaihou Kasugai) Automated Clamps

Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

Approved - Daemon
 
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BoiNez

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(Baraniumu) Varanium
Type: Tool
Rank: Forbidden
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: By replacing a superlative amount of his innards with Varanium machines, Kagetane is able to vent numerous techniques that prove versatile when in the midst of a fight. The mysterious man acquired these Varanium machines during the Great Gastrea War, utilizing his abilities to fight as a Mechanical Soldier in the year 2021 alongside the others during the New Human Creation Plan activities' epoch.
Note: Can only be acquired through Kagetane

Techniques Utilized By Varanium
(Repurushan Shirudo) Repulsion Shield
Type: Tool, Defensive, Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 10-100
Damage Points: N/A
Description: Kagetane is able to emit a transparent shield that can block off any and all attacks coming from any direction. The shield can also return attacks and projectiles such as bullets from the original opposing side, as well as elongate enough to protect more than one person at a time. It has also been stated that the shield is capable of blocking incoming attacks from Stage IV Gastrea, earning its title as the "strongest shield."
Note: Can only be used with Varanium
Note: This protective form can only be used 4 times in a battle.

(Makishimamu Pein) Maximum Pain
Type: Tool, Offensive
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 20-90
Damage Points: 30-80
Description: Kagetane recites several words; lighting up the area within reach, creating a sphere encompassing them and pushing the target into nearby structures. Kagetane is able to increase the pressure of this technique, causing tremendous pain to the opponents upon contact. This technique has been noted to be an ability of the Repulsion Shield, with Kagetane freely being able to expand the sphere protecting him at a remarkable speed and utilize it as a form of offense, proving versatile when in means of combat.
Note: Can only be used with Varanium
Note: Can only be used thrice per battle

(Endoresu Sukurimu) Endless Scream
Type: Tool, Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 40-90
Damage Points: 40-100
Description: Kagetane gently places his palm on his opponent's abdomen; electrical-like waves emitted from within as the technique commences charging. A bright light surges, encompassing and illuminating the area around Kagetane, and the opponent, shortly enough taking the shape of a spear which soars high above the ground, fading and becoming thin as it continues to tower the opponent. After the technique's initial invocation, the thick, transparent layer of the spear surrounding Kagetane's palm slowly vanishes. The spear effectively manages to create a sizable void where Kagetane desires, and additionally prevents those who possess superhuman recovery from achieving such feat of instant recuperation. Endless Scream is formulated from the Repulsion Shield, allowing Kagetane to point the shield itself towards the favored location and release the mighty spear towards the acknowledged course.
Note: Can only be used with Varanium
Note: Can only be used thrice per battle


All Declined: You are a genin and can't submit techniques this high of a rank. - Daemon
 
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