(Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm(Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm
Type: Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40/turn
Damage points: 80(+20/if used with fire)
Description: The ash storm is a combination technique where the user will conjure up a huge typhoon and then fill it with explosive and burning hot ash either after they create the typhoon or along with a companion who can use the fire release. Together do the techniques create the ash typhoon which the user will have total control over and like the ice typhoon and lava typhoon it is contains enough mishmash of chakra signatures that it negates dojutsu users ability to see through it. The ash is burning hot and will give 1st degree burns on anything that comes in contact with the wind. The ash is also explosive, as previously mentioned, and can be ignited anytime if the user produces a special handseal. This explosion will consume the entire storm and anything inside of it will explode.
Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.
± Declined. The restrictions needs to be tweaked somewhat, make it last for shorter and it has to have hand seals, like all B rank and above techniques. ±
(Fuuinjutsu: Jaakuna Fuyu no Kaze) - Sealing Arts: Wicked Winter Winds(Fuuinjutsu: Jaakuna Fuyu no Kaze) - Sealing Arts: Wicked Winter Winds
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Wicked Winter Winds is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Jet Booster" techniques utilized by those of the Sage Transformation Clan, upon using an offensive or even a defensive technique, the user will simultaneously lace this jutsu in a seal with the kanji for "Surge." The technique will than release a burst of chakra to propel the technique forwards at +5 lvls the users current running speed. The technique in no way enhances the power of the jutsu, but the speed. This technique can be initiated just as the offensive of defensive technique is being formed so as to instantly be activated.
Note: Can only be taught by Jᴀʏ
Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn
± Declined. That speed boost is a no. ±
Outer Tide ▽ Soto Shio
Type: Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Upon the formation of a solid technique from the user or ally, the user will convert and release chakra over the intended technique in the same time frame in order to conjure a plethora of shark teeth and jaws around that object. The jaws themselves are durable like most shark teeth, however, it's true ability lies in the consummation of foreign physical techniques similar to (Alexander's Jaw Manifestation Ability) The jaws of shark teeth would, upon contact with an opposing technique, begin to devour the chakra as well as its physical form. This consumption of foreign chakra works rank vs rank, and only extends to physical techniques up to A-rank (Earth/Water), however, energy-based techniques of any rank are completely unaffected (Fire/Lightning). Additionally, this devoured chakra can then fuel the technique it's coated on, by transferring the chakra it absorbed to the technique effectively increasing its chakra output and rank by one. Alternatively, with the usage of a hand seal, the user can release the chakra over themselves or non-chakra infused objects to conjure the layer of skin over themselves or the objects directly. This method is not instant like the first variation of the technique, but still functions exactly the same. Once the jaws devour a technique, it will remain on the intended object until it's destroyed whilst having no future absorption capabilities.
▽ Can only be taught by Jᴀʏ
▽ Can only be used thrice per battle
▽ Must have mastered shark ninjutsu
▽ Requires two turn cool-down
± Declined. Firstly, you need to link a technique if you talk about it in your submission, idk what Alexander's Jaw does. Furthermore, this needs to be restricted. Why does it ignore the ranks of energy based techniques? Is there reasoning behind it (I could be missing something, but I know that Fuuinjutsu has this capability, do the sharks have too?) And if so, there needs to be a limit to this, for both the lasting of the covering as well as how long it can absorb. Not only the limited to how much it can be used. The alternative use already exists in more than one form. ±
(Fuuinjutsu: Kavu~ā ōnokikan) - Sealing Arts: The Covetous King's Return
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 (-5 per turn)
Damage: N/A
Description: This technique is a unique combination of Fuuinjutsu and Wind Ninjutsu, by applying a seal to the user's body with the Kanji for wings (翼). The user effectively possess a seal that releases a layer of wind chakra over their body, which can be activated passively. This technique although despite what it might it seem is in no way a defensive technique, the wind instead acts as a supplementary force. Similar to the technique "Wormhole". This wind can be telekinetic-ally controlled much like Wormhole's Inspiration: Lightning Levitation. The user can utulize the wind surrounding their body as a method to grant them greater control over their own body. With the combination of both their physical strength and the mental force the user commands to control the wind technique the user experiences and increased effectiveness to their physical prowess as their physical-related techniques [i.e Taijutsu, Kenjutsu] receive a +20 DMG boost. Additionally the user can utilize the wind itself to grant them flight utilizing their mental power. With the combination of their physical and mental strength it's not just the user's physical strength that is enhanced, but their speed as well as their movement is now supported the wind veil coating their body. The user experiences a x2.5 speed boost to their running speed upon activation of this technique. Unfortunately as a result of the user constantly maintaning this technique, through wind chakra. The user is limited to only Wind Ninjutsu upon its activation. Lastly, although a cosmetic feature the wind surrounding the user appears as a green vapory aura, this aura said to strike fear into the enemies hearts.
Note: Can only be taught by Jᴀʏ
Note: This technique is passively and instantly activated.
Note: The user is only capable of utilizing wind ninjutsu and basic taijutsu/kenjutsu upon activation.
Note: The technique must be placed on the user's biography, and cannot be utilize should they posses leg weights.
± Declined. Nice seal, but you need to restrict it better. Passive makes things difficult to approve, as well as a 2.5 speed boost that basically lasts indefinitely. ±
(Fuuinjutsu: Ōkoku no Wasure Rareta Tamashī) - Sealing Arts: Kingdom of Forgotten Souls
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Kingdom of Forgotten Souls is a Fuuinjutsu Seal that applied to the user's body (biography) and can be passively activated during battle. This seal is very similar to that of the Artificial Mist Deception technique, as it releases raw chakra (invisible) outwards into the battle passively throughout the remainder of the battle or until the user deactivates this technique. This seal siphons chakra from the user's body to fuel itself, and spreads out throughout. This chakra works very much like the Boundary Barrier technique as it enables the user to sense any movement within the field, but it also has an additional function beyond simply enabling the user to detect movement. The user can effectively change the properties of the technique by applying on of the five basic elemental natures to the technique, by channeling the technique with the Suiton the user transforms their chakra into a watery vapor or mist, this mist can be utilized as a water source for future water techniques, by channeling their Katon into the technique the user transforms the chakra into a thick smoke whereby the user can effectively deal [20 DMG] per turn the enemy breathes in the smoke. By channeling their Doton, the chakra released unto the field in transformed into a dust-storm, with tiny specks of debris floating throughout the battlefield, this technique reduces the damage output of all Water Related techniques by 20 DMG or 1 Rank. By channeling their Futon the user is able to transform the field into a gust storm, that reduces the damage output of all Lightning Related techniques by 20 DMG or 1 Rank. Lastly the user can channel their Raiton throughout the battlefield, this effectively releases a electrical surge throughout the battlefield that releases a momentary loud shrieking noise and blinding light, it also channels the user's electrical chakra throughout the terrain similarly to that of the Lightning Levitation Jutsu, enabling the user to telekinectically manipulate the terrain at the cost of a move, this ability is considered A Rank. All five of these elemental fields are activated at the expense of a time-frame slot but do not consume a move-slot.
Note: Can only be taught by Jᴀʏ
Note: Each respective nature transformation lasts for a total of four turns, before the technique reverts to it's natural chakra sensing field.
Note: The user must exhibit a one turn cool-down before utilizing another nature transformation or a two turn cool down before utilizing the same nature transformation.
Note: Each respective de-buff effects the user as much as it does the opponent.
Note: The user can willingly deactivate a nature transformation at any moment.
± Declined, as it stands it clashes with a large amount of techniques through its execution. Furthermore, an indefinite technique won't be approved. It lasts way too long as well. ±
(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (5/10/15) health from the next turn onwards. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could melt rock, burn flesh, and easily make a human being pass out. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require, and that only a single Flames of Purgatory technique can be produced per turn. This technique can be deactivated at will. It can be activated twice.
https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-311#post-20397125
± Declined. This requires a period that it lasts, it can't be done indefinitely. And effects need to be toned down and be more clear (from when does it start burning flesh? Or make a person pass out, etc. ±
Updating - Clarifying slightly ambiguous portions of the technique.
(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.
Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra (either after, or in the same time-frame as their initial production), in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze
± Declined. Keep the original. ±
(Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae(Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae
Rank: B-Rank
Type: Supplementary
Range: N/A (Short – Long, Active Portion)
Chakra Cost: N/A (+10 Active Ability)
Damage Points: N/A
Description: Jutsushiki is a unique hybrid technique which takes advantage on the mutual relationship ink ninjutsu and Fuinjutsu share. This is clearly visible in the Sealing Art: Crouched Tiger Bullet in which the drawn tiger is able of sealing others – however in the case of Jutsushiki this isn’t the case. What it does is act as a preemptive method of creating seals located on the body, modifying the scripts in their dormant state. By tattooing and infusing the appropriate kanji/formulae for the seal – the user is able to recreate the seal and its initial purpose with this ability via the ink or in other methods such as drawing it on paper etc. An example of this would be the Fire/Water/Wind/Earth/Lightning Sealing Method which the user pre writes the seal, however instead uses the ink from the ninja art instead. This causes all affected Fuinjutsu techniques to become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it such as the boosts which normally applies only to ink ninjutsu (if plausible) now applies to the Fuinjutsu in question as well by taking the infused chakra and simply adding onto the technique. This technique doesn’t take up a move slot in battle, as it is applied outside of combat however the user may create a seal in battle with the ink if needed via control it and shaping it into the desired form. The latter ability is an active can only be used thrice per battle with a cool down of three turns though may be performed in the same time frame as the original technique while the former simply needs to be stated at the start of the battle or within the user’s bio. In spite of all this, this ability can only be used on Fuinjutsu/Barrier Ninjutsu which employs the usage of actual sealing scripts thus those which lack this are unable to be affected.
Approval Link: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21765221
Declined. Note colored portion. I am extremely hesitant on allowing Ink boosts to be applied to Fuuinjutsu. I just see way too many avenues to abuse this.
(Fugaku Sanjūroku-kei) Thirty-six Views of Mount Fuji
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.
All Things in Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos, ink in general or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.
Territory Creation - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink source (or any sort of ink) within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.
Divinity – Is the final but active ability of the brush, as located on the handle is a seal. This seal exists on the user’s palm as well with the kanji for “Divinity” written. By activating this seal, the user is able to in the event of getting the brush stolen from them would immediately seal the brush back into the seal located on the user. The seals are intertwined with one another – thus no matter the distance, the brush will always come back into the user’s possession unless it is sealed somewhere else and thus remains unreachable. It can also passively be activated to unseal the brush instantly as well into the user’s hand once again. The active ability can be used once per turn with a cool down of two turns. Both applications requires 30 Chakra to activate.
Approved. Made edits.
Akujiki | Evil EaterAkujiki | Evil Eater
Rank: S
Type: Weapon
Range: Short
Chakra: -20 chakra per turn unsealed; -10 chakra sealed.
Damage: -5 to user per turn, +20 to kenjutsu unsealed; +10 to kenjutsu sealed.
Description: Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Many wars were fought to control that power and many lives were lost, until a lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved to be only the beginning of yet a new battle. The personal katana of Hotsuma Hayabusa, the Akujiki houses what other's have come to call a demonic parasite, constantly sapping the the user's chakra until they eventually die. The blade was passed down to Hotsuma by his grandfather, and it has been said it's what attributed to both of their defection from the Hayabusa clan. The incredibly dangerous Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. If the blade's hunger is left unsatisfied, it will slowly devour its owner's life force. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it is possible to seal the demon blade with Fuinjutsu. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant.To contain it bloodlust, the Akujiki is normally in a sealed state much like Samehada has bandages that limits its growth and chakra drain. However in the Akujiki's case, is blade has been sealed with a sealing technique known as the Ariake Seal. The seal's kanji formula runs along the length of the sword and forms a thin barrier along the blade equal to A-rank.The chakra emitted from the barrier is made to not only contain the blade's power but also serves as a counter to sealing techniques of equal rank and below. This was originally a counter measure put in place to prevent the seal from being undone by those who's only wish was to gain power. When the Ariake Seal comes into contact with a fuinjutsu technique, the chakra from the blade forcibly enters the seal, counteracting the chakra within and thus preventing the seal from activating. To sustain this seal requires no concentration on the user's part, but it does drain a portion of the user's chakra to sustain itself. The Ariake Seal also prevents the sword from draining the user's lifeforce, and prevents the demonic parasite said to reside in the sword from invading the user's mind. But by sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. Once unsealed, the blade begins to draw on the user's life force actually causing the user to bleed in the hand that they hold the sword with. As the blood seeps into the handle it is absorbed by the weapon awakening it. This is a blood sacrifice the user must pay in order to temporarily sate the blade's hunger and prevent it from fully consuming him while it fuels itself upon the user's chakra. This unique mix causes the blade to become coated with a blood red hue of chakra that can cause severe burns on contact similar to that of a Tailed Beast in Version 2. This chakra is very dense, and equivalent to an S-rank technique. The chakra is a manifestation of the blade's hunger and can absorb one S-rank technique within short-range every two turns while also granting the user's kenjutsu an increase to an additional +20 damage when used.Being a cursed blade however, as this dense and evil chakra seeps from Akujiki, it begins to invade the user's mind sapping at their consciousness and will not only make the user unable to preform genjutsu/mental attacks, but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
Resubmission: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21836115
- Requires Fuinjutsu to use.
- Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
- Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. However, they are restricted to non-elemental techniques during the duration the seal is undone.
Removed mist ability and reduced word count.
Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank: S
Type: Summon
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. Arachne is able to passively spin a high tensile spider silk at will that could even halt the movement of a complete Susanoo (A-rank). She is also able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne, the stronger the binding capable of fully paralyzing targets within short-range as the threads wrap around them like a coccoon. Those in mid-range would be reduced to half their base speed as they are entangled by the threads.Targets that are caught in the webbing then come into direct contact with Arachne's chakra and will be subjected to her personal genjutsu known as Arachne's Madness. For those affected, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform S-rank and above techniques. By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne, paralyzing them in place due to the mental strain, while preventing A-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Note:
Kuchiyose no Jutsu: Kyōsei-tai Dokueki | Summoning Technique: Venom Symbiote
- Usable once per battle.
- Arachne's Madness is equal to S-rank and can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs. Usable once.
Rank: S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Venom Symbiote or Venom for short is a unique species of spider, accessible to those of the Spider Contract. The Symbiote family, is a class of spider found that requires a host to bring forth its abilities. So much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Venom functions in a very similar fashion. After the user performs the summoning technique, a black spider with white marking is summoned in the user's hand. The spider bites the user's hand, injecting its chakra into them and completing the contract. The spider then explodes while transforming its biomass, similar to the Kyodiagumo's ability, into countless black spider-silk threads weaving, stretching, and completely covering the user's body. As the webbing stretches, it is tightly woven around the user's body and assumes the form of a tight-fitting black body suit with a white spider marking in the middle of the chest and back. The webbing functions as a armor and is resilient enough to withstand up to 80 damage (one S-rank) before being unable to continue the battle. When bonded Venom grants its wearer its abilities for as long as they have chakra to maintain him. Venom's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be target of low-rank genjutsu (B-rank) due to Venom and its host being two minds in one. Should the user have sustained broken limbs, Venom is capable of sustaining the user through them while not actually healing the damage. Venom's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. While bonded, Venom and the user have the ability to manipulate the black webbing, such as creating tendrils or objects of various length from the user's body (A-rank) at the cost of a move, but can be done within the same time frame of another technique due to Venom having control over his own form. This webbing is much stronger and thicker than natural silk threads, functioning more like a black goo and grants the user's Spider Silk techniques an increase in rank and neutrality to basic elements excluding fire release and sound techniques. The webbing can stretch and deform at will as long as it has a host or object to grow upon. However, when the webbing has been disconnected from the main body it will dissolve after two turns if there's no chakra to nourish them. In line with his name, Venom grants the user access to its unique spider venom. Venom or the user is capable of releasing spider venom that is capable of halting the chakra flow in a target for a single turn meant to enable Venom to easily bond with an unwilling host. The user can employ this venom by forming fangs or simple bladed objects out of the web matter. Lastly, at the cost of a move, Venom can enable its user to blend in with the environment similar to the Hiding in Camouflage technique for a single turn. Venom, however, is susceptible to fire and sound-based attacks, as direct B-rank techniques from either will cause him to disperse regardless of how much damage he can currently sustain.
Note:
- Must be a signer of the Spider Contract.
- The user may not perform fire or sound release techniques above B-rank while Venom is bonded.
- Camouflage ability may only be used twice per battle.
- Usable once per battle and cannot be summoned if other "Symbiotes" are on the field.
Declined: not sure why this was resubmitted when the edits do not address the prior check. It's way too stacked in terms of abilities.
New Submission:
Kuchiyose no Jutsu - Kyōsei-tai Gyakusatsu | Summoning Technique - Carnage Symbiote
Rank: S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Carnage Symbiote, or Carnage for short, is a unique species of spider, and the offspring of Venom. Accessible to those of the Spider Contract, Carnage is like its parent in the regards that it needs a host to survive on the battlefield. Much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Carnage functions in a similar fashion. The user begins by performing the summoning technique, which summons a red and black spider in the user's hand. The spider will proceed to bite the summoner, injecting its chakra into them and completing the contract. Then the spider explodes transforming its biomass, much like the Kyodaigumo, into red webbing which weaves, stretches, and covers the user's body completely. The webbing will tightly coil and form around the user's body covering them in a red and black tight-fitting body suit. When bonded, Carnage grants its wearer its abilities for as long as they have chakra to maintain him. Carnage is resilient enough to withstand up to 60 damage (one A-rank) functioning like a armor when bonded. Carnage's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be a target of low-rank genjutsu (B-rank) due to Carnage and its host being two minds in one. Should the user have sustained broken limbs, Carnage is capable of sustaining the user through them while not actually healing the damage. Carnage's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. Carnage is capable of freely forming tendrils and tentacles out of its webbing, to restrict or harm opponents (B-rank). However, Carnage, unlike its parent Venom, has a much stronger ability to manipulate its webbing into various shapes and forms. This ability is most commonly used to create bladed and blunt objects such as swords, spikes, claws, etc. These weapons when making contact with a object have a caustic touch, which will burn and melt through objects due to Carnage's spider venom coursing through them. For taijutsu, weapons, or Spider Silk techniques that work in tandem with Carnage's ability, will be increased by +10 damage and have a neutrality to basic elements, excluding fire and sound techniques (A-rank). Carnage is even capable of discharging the webbing as projectiles, however, when disconnected from the main body, the projectiles will dissolve within a single turn. To expand upon its ability to manipulate its form, Carnage can also create copies of itself known as Spiderlings, which have a limited life force due to being disconnected from the host. These copies are equal to A-rank, and function is to take control of others by forcibly bonding with a host and restricting their movement by exploding into webbing when they are within short-range, even capable of using various Spider Silk techniques up to B-rank. The copies move extremely fast, able to rival a jonin's base speed due to their small size. However, Carnage is only able to create up to 3 of these copies per battle and they only last two turns at a time. Carnage like its parent is susceptible to fire and sound-based techniques, a direct B-rank attack from either would render him unable to continue the battle.
Note:
- Usable once.
- Must be a signer of the Spider Contract.
- User may not use fire and sound release techniques over B-rank while bonded with Carnage.
- No clones of any kind are usable while Spiderlings exist on the field.
- Cannot be summoned while another "Symbiote" is on the field.
Declined: for more or less the same reasons as stated above. And both would require turn limits.
(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji 否定的同化 that automatically activates upon the user being struck with a fuuinjutsu from an alternate chakra source to their own I.e an enemy sealing tech. A barrier will form almost instantly over the user taking the form of a rapidly spinning sealing script. The effect of the barrier is to reduce the power of other sealing techs by forcibly assimilating the users chakra in to them to undo the sealing. Much like the canon seal destruction. However this version is autonomous, should the enemy fuuin be equal to or below the rank of this tech it will be completely cancelled. However it will only lower the power of higher ranked fuuin by one rank. Lowering S to A for example.
Note: Can only be used thrice per battle
Note: Only applies to fuuinjutsu techniques
± Declined. Nice one, but needs a cool-down period, message me about it. ±
(Fuuin: Hiraishin Junbi) - Sealing Technique: Flying Thunder God : Preparation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their body with the Kanji 準備 that remains present at all times. A variation of the base seal for the flying thunder God technique this body seal simply allows the user to have the seal placed using freeform during battle This seal is unique in that it can be transferred between objects by touch at the users discretion so they may plant it on an object then retrieve it by grabbing said object again. Giving them additional usability.
Note: Can only be used for one seal on the body and can't be duplicated by any means
Note: This may only be used by users of flying thunder God.
± Pending. Not sure how I feel about making it passive, since its an actual technique, and could be seen as bypassing..I'll ask some of the others about it. ±
Resubmitting:(Koton: Kēshingu ) - Steel Release: Casing
Rank: B
Type: Supplementary
Range: Short-long
Chakra Cost: 20
Damage Points: N/a
Description: A simple technique based on the concept of when a bullet is fired. When a bullet is fired, the casing around it is released, which protects the main projectile, in this sense, this is applied to steel release techniques. Once a technique has been released the user can apply this technique. When the steel would come into contact with a energy such as lightning/fire/wind, the outer layer of the steel release technique would take the blow, while breaking apart from the rest of the steel technique, releasing a shell that pushes outwards and to the sides along with the element it interacts with, creating an opening for the original steel to pass through, though slightly smaller and weakened by one rank.
Note: Can be used 6 times per battle and only used on a technique once.
± Declined. Nice concept, this can be applied to a single technique at a time, and needs a cool-down period. Lessen the amount of times it can be used as well. ±
(Fuuinjutsu: Asshuku koa) - Sealing Art: Compression Core
Rank: A
Type: Supplementary
Range: Short-long
Chakra Cost: 30
Damage Points: N/a
Description: A simple fuuinjutsu formula that is applied to a form of solid or liquid. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire. wind or lightning. Though, instead of containing this element within the seal, instead it draws the element in and compresses the element into a small core that would be drawn into the center of the solid or liquid it's applied to create a core within a small barrier. Being drawn to the formula at first then sealed into this core barrier in the center, this core would remain. Then, this core can be released in two ways, either when the solid/liquid it's applied to comes into contact with another item or technique or through the user performing a seal with one hand they can release the orb which the barrier will push outwards releasing the energy within in an explosive combo. For example, if the user were to apply this to a steel ball, on impact with lightning, the formula would absorb the lightning and create an orb in the center of the steel holding the lightning, then at the users will on impact, the user can release this barrier, causing the ball of steel to expand and shatter outwards while releasing the lightning, creating a two elements combo.
Note: Usable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and creating the core, it lasts until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
Note: Detonating the orb with a single seal counts as one of the users 3 moves per turn.
Note: Works on energy based elements up to and including S rank.
± Declined. Nice technique, needs to be released within the same turn or the next, not be activated. Going to have to bring this down to work on A rank and below energy elements that can be sealed. ±
(Fūin/Meiton: Kuro no Seihai) – Sealing/Dark Release: Black Grail(Meiton: Kuro no Seihai) – Dark Release: Black Grail
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 per Dark technique)
Damage: N/A
Description: Black Grail is a passive ability which serves to enhance the benefits granted by supplementary abilities that would target the user’s Dark Release techniques. Whilst Black Grail is activated, should a Dark jutsu be targeted by a supplementary jutsu, e.g. an infusion which raises damage, its absorption capabilities will also increase proportionally. For example, a B-Rank Dark jutsu, which can absorb proportionally to its rank and following the S&W scheme, if raised in power by a single rank or of equivalent amount in damage points (20 points), it’s absorption capabilities will increase. At this point, the technique would be able to absorb techniques one rank higher than it could before. Whilst Black Grail is active, each Dark technique will require 5 additional points of chakra to utilise. This technique can be used once per battle.
⛧Declined. This by itself isn't Dark Release. Dark Release is absorbing energy into one half of the mark, and releasing it in the blue flames from the other half; you'd need Fuuinjutsu or some other ability to do this. As it is, you just hand-wave over how the effect is accomplished.⛧
(Meiton: Kono Yo Subete no Aku) – Dark Release: All the World’s Evil
Type: Offensive / Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: 40
Description: By releasing a copious amount of Dark chakra from their seals, the user will open a portal at any point on the battlefield, except for within short-range of the opponent. This portal, possessing a radial width of 3 meters, will pour a copious amount of reddish-purple energy from its depths, aimed to rapidly wash over the entirety of the field within moments of its creation. The chakra will exhibit similar characteristics to mud, being particularly heavy. This viscosity is owed to the great density of energy, as well as its natural chakra-absorptive properties. The force at which the chakra torrent emerges from the portal is sufficient to sweep targets off their feet with ease, dragging them into the raging currents of raw, volatile energy. Even a moment of contact is sufficient for the technique to damage a target, and draw chakra from them, equivalent to 30 points. Should one maintain extended contact with the torrent of chakra, they will suffer from additional damage at a rate of 15 points per turn, with chakra drain continuing at 60 points per turn. By the end of the turn, the portal will have dissipated, leaving a seething mass of energy covering the terrain. The energy would come up to one’s knees, should it be used on flat terrain, and can be used in a similar manner to Water techniques to fill cavities in the earth to create pools of volatile, hungering chakra. This technique can be used 4x per battle.
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⛧Declined. Jutsu that operate through making a portal that releases a material has been banned for some time now. You also need a duration limit for something like this, and it should be known that it won't be able to absorb chakra from jutsu, only people. Also you should take note that, as written here, you don't receive any of that chakra. It sustaining damage points per turn also doesn't make much sense, based on the way it's written.⛧