Custom Jutsu Submission - IV

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Bloo

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(Furu Kauru) - Full Cowling
Type
: Supplementary
Rank: S
Range: Short
Chakra: N/A (-20 turn to sustain)
Damage: N/A (+30 to Tai)
Description:
Full Cowling is the quintessential jutsu for tai focused Sages. Once the user has entered their sage mode they can then activate this jutsu. By pushing the gathered natural chakra to every fiber of ones being causing red vein like lines appear and spread signalling that natural energy is coursing though their body and once fully activated the user will be surrounded by a lightning like green aura. Once in this state ones tai moves are enhanced. This is done in a similar way to frog kata but instead of increasing the range it increases the force, even more so than just being in sage mode alone. This feat is accomplished at the point of impact, once a users tai move connects to any target the natural energy is released from the point of contact, acting much like a second hit. This boost in tai comes at the great cost of no longer gaining any boost to ones ninjutsu nor can one use anything other than sage jutsu, tai and tai related moves.


- Can be passively activated alongside the activation of sage mode but other wise counts as a move.
- Can be deactivated but is only usable once.

Declined. As it is now, this is just Chakra Enhanced Strength for Sage Mode. Sage Mode already achieves that by enhancing your Tai. So this is both redundant and doesn't really offer anything special to it.


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Pervyy

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Original Approval

(Kuchiyose no Jutsu - Horus)
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/a
Description: The user with gather their chakra performing the summoning jutsu to summon Horus. Horus has always been the loyal student and guard of Quezacotl is the King of The Hawks and Ancient ruler of old times. Horus has saphire feathers that shine in the sun. He is a large hawk with a wingspan of 3 meters. Horus is one of the most educated hawks as he has mastered many techniques such as fusing with a human. To fuse with a ninja who posses the hawk contract, Horus will fly behind the ninja placing his feet on his back, fusing into the ninja, combing to make one being. The ninja will have the wings of the hawk giving him the ability to fly as agile as a hawk itself. Also the user will gain hawk senses, their eyes will see with more precision and detail and be able to see things at distances in great detail. Also the user will gain a kind of 6th sense, like when you run at a bird from behind they can sense you coming, this is simalar. Horus has a strong mind and can form a mental link with those who summon him. He is capable of using almost all ninjutsu tied to the hawk contract and through his wings he can passively create as many feathers as he wants over time. This doesn't increase his defence though. By bringing his wings together he can form a shield hardening his feathers with raw chakra to create an A rank defence that is neutral to all elements. Fusing with the user can be done at the cost of a move but passively unfuse at all times. His chakra will always be his own and his mind separate. In size he is the same size as the hawk sasuke summoned.

Note: Summon only lasts for turns and merging effect only lasts whatever remaining time the summon has left
Note: No other summons for 2 turns
Note: Must know the hawk contract
Note: Can only be summoned once per battle


Update Declined: due to hybrid-type contract CJ no longer being approvable.
New

(Kuchiyose no Jutsu - Isis)
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: Isis is the mother to Horus, a protective yet caring hawk. Named after the Egyptian goddess, she is know to be caring loving, protective and one of "magic". One thing she shares with her son Horus is her high intellect and the ability to f form a link with anothers mind. Being a similar size to the hawk sasuke was seen to summon, Isis generally blends in with her species but has various powers of her own. The first and foremost is her skills in genjutsu, which others have perceived to be magic, being able to use all Genjutsu that the user knows. With her powers of linking her mind to another, like all hawks she has her hawk eyes, being able to focus in such detail and long distances which has always helped he see through minor flaws in illusions themselves. Being the motherly figure within the species she's more of a supporting caring figure, and through this she has a unique ability, almost the polar opposite to killing intent. Instead her body, magestic form and caring will, will project an aura onto those she see's as allies. Unlike it's counter part, instead of them seeing something that is negative, they see the motherly figure that believes in them, gives them hope, a will to push on and make her proud. This aura washes over their chakra system, like a cleansing, sending a warm pulse through their entire chakra system. What this does is gives them a refreshing vibe, as well as infusing their next three techniques with the chakra that she has just passed into them. This aura works short range around her, can be used once and is S rank in power. It will boost the next 3 jutsu of the targets by +20 damage. This aura can break fear like jutsu such as killing intent and similar jutsu while acting as a form of Kai clensing the targets chakra system.

Note: Summoned once, lasts 4 turns. No summons for two turns after.


Declined: limit this hawk to a couple of unique illusions and omit the boost.


Original Approval

Just completely reworking it

(Fuuinjutsu: Dragon Soul ) - Ninja art: Dragon Soul
Type: Supplementary/
Rank: A/S
Range: Short
Chakra: 30-40
Damage: 60-80
Description: This is a technique based of sealing formula seen when creating fuuinjutsu techniques. Such as variants of summoning jutsu, circles and shapes of fuuin kanji form at the point of summoning. This technique takes that application of fuuin cicles to a unique level. The user will release form their body a stream of seals that form one of these cicles with Kanji forming them, but instead of summoning an animal or tool, instead this will summon forth flames just like the purple flames that were produced from ( Shishienjin ) - Four Violet Flames Battle Encampment. What happens with this is the sealing formula/cicles remain in place and from the kanji these flames form, looking as though the very kanji are glowing. These flaming kanji cicles can be formed and sustained on the users body or in the air around them, the flames acting on equal terms with elements, but being bound to the formular itself. The user can use these as a form of barrier that are constantly burning with the flames for attack or defensive purposes. While playing on equal terms with elements like most fuuinjutsu, it will still have certain weaknesses like being an energy it would be weak to dark release. These circles can be made up to one meter in diameter and while being maintained will take up one of the users three moves per turn. The user can make multiple cicles per use but their power will be devided between the cicles. Maintaining the fomula for more than one turn will cost an additional 10 chakra per turn to hold it there, lasting for a maximum of two turns.

Note: A rank can be used once per turn, 4 times per battle.
Note: S rank can be used twice per battle, two turns between uses, no other fuuin in the same turn or next.

Declined. Got a report about this one; clashes with my Mystic Fire Custom Element in a few ways. Keep the original.

Example:
You must be registered for see images

Advanced fuuin can be found in my inventory.
 
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-Broly-

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B][Iryō shujutsu: Razaropitto][/b] Medical Surgery: Lazarus Pit
Type: Supplementary
Rank: S
Range:Short
Chakra: N/A
Damage: N/A
Description: This technique represents the medical procedure done to turn the user into a super soldier, and must be posted in the users bio or at the beginning of battle. Experiments on the users body have been completed that are a result of successful research of Juugo's DNA. This surgery makes it so that the user is naturally receptive to the natural energy naturally inhibiting the world, with no drawbacks in regards to his cognitive abilities. These advancements were made possible through the users medical knowledge and resource. Therefore, the users abilities in sage mode are increased due to the extreme amplification of natural energy in the users body increasing his vitality, resistance, and power generated from sage mode

Increased healing: The user now passively heals 10 Damage per turn as his body naturally draws in such a large amount of natural energy, with the limitations being such that of Perfect Sage Modes base healing. When the user Enters Perfect Sage Mode, the amplification and control of Sage mode truly take hold, causing the user to now instantly heal 30 damage per turn from injuries of physical and spiritual nature as long as he remains in sage mode. The healing is on par with the effect of medical mode

Cursed Link: Changes have been made to the users dna and chakra producers to actually include a sealing script within it bearing the kanji for the word "link". The increase in natural energy power means that there is more to go around. Thus, similar to the link created by the two sealing communication scrolls, but more abstract due to the users knowledge of advanced fuin, a link is formed between sealing jutsu the user creates, and the natural energy coursing through his body. The boosts that sage mode apply now apply to sealing jutsu as well, as they are able to draw chakra from the mainline of the users natural energy and are imbued with it, just like elemental techniques are able to. This means that all of the users Sealing based abilities are now 1 Rank/30 Dmg points more effective when the user Enters Perfect Sage mode. These seals are also able to effect the same techniques that Senjutst may effect

One Man Army: The user is now much more resistant than his natural limits. If the user has a resistance specialty, they are now 10 DMG more resistant than they would usually be

Declined. I swear I saw this as a CCJ of yours. This needs to be gutted entirely. You won't be boosting your Fuuin arbitrarily because of Sage Mode. This will not heal you for 10 damage per turn, or 30 in PSM, and it won't apply to spiritual damage either. Overall I just don't see myself approving these huge boosts to yourself with literally no drawbacks.
 
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Serpent

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(Jinpu Ritta) Divine Axe Rhitta
Type: Weapon
Rank: S
Range: Short
Chakra Cost: N/A (When active -40 per turn)
Damage points: N/A
Description: Rhitta is giant ornamental axe with a blade shaped like a crescent moon, similar to that of a Monk's spade. The axe also features two golden protrusions, one larger than the other, with the white tips of a spear, the longer one is in the middle at the top of the axe and the smaller one is on the opposite of the blade of the axe. The handle is dark blue and it features a golden semicircular guard with four golden spikes on it. Its design specs and distribution of weight are (likely intentionally) off: most of the weight is concentrated in the head, leaving it off balance, and even more difficult to wield than its impressive weight would already make it. The axe itself when used in battle has offensive ability equal to A-rank, being able to slice and smash through A-ranked defenses at a cost of a move. The user will carry Rhitta on their back and will be able to activate Rhitta's unique ability at will; allowing it to completely absorb and store enormous amount of chakra from it's user. This allows the user to release this chakra as heat on command and with precision instead of simply burning away everything in their vicinity. By thinking the command "Sacred Treasure Release" the user can release all the power he has stored in Rhitta in an instant. The release is accompanied by an incredible wave of light and heat, even illuminating a night sky, causing onlookers to often mistake it for the sun itself. The user will then target and release this heat as a wave of chakra that can be focused and condensed, like a beam, or have it spread both high and wide. Both capabile of reaching long range. The power output of this technique is dependet on the amount of chakra stored into it. Dealing the same amount of damage as chakra stored. The user can call the Divine Axe Rhitta to himself at will, and it will travel at incredible speeds through the sky to reach him. After releasing the chakra, the user will need to wait awhile before they can reactivate the Axe, allowing it to once again drain and store their chakra.
Note:
-Using the Axe in battle counts as a move.
-Requires a 3 turn cooldown before it can be activated again.
-Can only be taught by Serpent

Declined. No, lol. This will not just arbitrarily absorb unrestricted quantities of chakra and then turn it into damage. Insane. 1 point of chakra =/= 1 point of damage. Also, just because these is very bright doesn't mean you can include parts like "people will think it's the sun."
 
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Venom

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Can't quote so I'll just provide the link [Here]
Removed second apication and changed the first application usage from x2 to x4 (technique as a whole had a x4 usage anyways)

(Fuuinjutsu: Kage en bun'ya) - Sealing Arts: Realm of Shadows
Type: Supplementary | Defensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Realm of Shadows is a barrier type fuuinjutsu made soley for supp/def usage. With a single hand seal the barrier can be erected easily. One of it's main purpose was to be used when retreating from wars or conflicts. This was used and cast around the user and his/her allies, to avoid enemies. Another use is so that the user may hide while meditating or simply heal without being interupted or detected. The concept of this technique is similar in usage to the canon ninjutsu; Meisaigakure no Jutsu & Muon Satsujin Jutsu. What makes it different is the fact that instead of applying it to the user's body soley, the user may have the barrier erect around short range to hide his/her allies (the barrier option to fit soley around the user's body like an armor is also an option). When within the barrier, the user's scent is erased to outsiders, all sounds within the barrier are mute to outsiders and the barrier reflects light off it to match the surrounding area so that all within it (including the barrier itself) is basically invisible to the naked eye. The barrier moves along with the user as the center point at all times as long as it is erected. Allies within the intangible barrier may exit as they please but can't enter. This is due to the barrier being made out of a special 'one-way' property. Meaning whatever exit may not return. With this same logic the user is capable of seeing through the barrier perfectly unlike those on the other end of the barrier (think of being within a tinted vehicle or behind a one way glass wall/door). The only exception of something exiting that may return is if it doesn't fully exit. Ex: The user extending his arm outside to retrieve something. He may pull in back his arm since his other half is still within the confines of the sphere shape barrier. This technique may only be used x4 with a turn cool down.

Notes:
-May only be used 4 times per battle.
-Cannot use Fuuinjutsu above A rank within the next turn.
-Requires Advanced Fuuinjutsu or an Advanced Uzumaki biography
-May only be taught by Venom

¤ Approved ¤
 
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Drackos

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Yang training

(Yōton: Chōetsu Kyōin) – Yang Release: Transcendental Faculties
Type: Supplementary
Rank: A
Range: Short
Chakra: 50 (-15 per turn)
Damage: N/A
Description: This technique is derived from both the Power of the Sun and Ring of Hell. By reinforcing one’s own body with Yang energy, the user becomes able to apply a similar principle offered in the Ring of Hell: altering physical anatomy. By breathing life into the user’s anatomy, specifically that which influences and controls the basic senses, they become able to bring those senses to their absolute pinnacle with this technique. The user can apply this technique to any of, or any combination, of their basic senses to create a variety of possibilities. For example, the user's eyes can become attuned to the point where they can discern differences in their environment with such precision that even Hiding with Camouflage fails to hide another perfectly. Their sense of touch becomes vastly more precise, becoming able to feel distortions in the air within short-range as others move around the user. Their sense of taste advances to the point where they can taste minute differences in the air surrounding them, which can also be applied to their sense of smell. The sense of hearing becomes keen enough to hear even the most silent techniques and movement within mid-range. And their While active the user's reactions are augmented by 3.0x. This technique can be used thrice per battle, lasting four turns per activation, and can be deactivated at any time. While this technique is active the user is unable to use Yin Release or Yin-Yang Release techniques.

¤ Approved ¤
 
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Xylon

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Yin release: Descent of Gods (Inton: Tenson Korin)
Rank: S
Type: Supplementary
Range: N/a
Chakra cost: 50
Damage points: N/a
Description: Descent of Gods is a passive Yin release curse applied on top of techniques or directly on top of an opponent using physical contact. The former method requires the addition of 3 hand seal at the end of the hand seal sequence of applicable technique and simply a hand seal if applied to an ally's technique. No hand seals are required direct applications methods like taijutsu and bukijutsu. The technique does not augment the complemented technique or decrease or debuff the opposing techniques in any form. It is neither a buff nor a debuff. Instead it leaves a lurking Yin energy that prevents the targeted object, technique or person from growing, regenerating, recovering, reviving, reforming, healing, re- augmenting or reinitiating a technique. Not unlike Gedodama preventing Edo Tensei recipients from recovering, if applied to an opponent, the opponent would be rendered unable to heal, should he die he wouldn’t be able to be revived. If a technique is destroyed with the curse active, it wouldn’t regenerate despite regenerative properties, if it loses rank it won’t regain that rank despite subsequent attempts to re-augment and so forth. The effects of the technique are indefinite unless the lurking Yin energy is removed or overwhelmed with appropriate Yin-Yang, or Yang energy.
Note: Usable 4 times per conflict and requires a two turn cool down before re-use
Note: Cannot use any Yin-Yang (or components) in the same turn as this technique.

Approved
-Reborn

Fire release: Sol (Katon: Taiyo)
Rank: S
Type: Offensive
Range: Long
Chakra cost: 40
Damage: 80
Description: Sol is an advanced fire elemental technique of mass destruction. The technique requires the user to perform a specific sequence of hand seals: Snake>Ram>Monkey>Horse>Tiger. A sequence it shares with Fire release: Great Fireball technique. Unsurprisingly, Sol shares a lot in common with the benchmark Fire release technique. Sol manifests in the form of a fireball, it requires an immense amount of chakra and an even greater amount of shape manipulation skill as Sol never really exceeds the size of Great Fireball technique itself but carries a far larger amount of chakra compressed into a relatively small ball of fire. As such, it’s difficult to differentiate between Sol and Great Fireball even by Masters of Fire release. The immense amount of compression turns Sol into a solid ball of fire not unlike a miniature star. Upon creation, if kept stationary, the sheer mass of Sol as well as the vacuum it creates begins to collect dust and small debris that orbits around it spiralling into the ball itself. However immediately after leaving the user’s vicinity (hence leaving him unaffected), this pull becomes stronger pulling large objects and even smaller summoning creatures towards its direction from up till mid-range. Needless to say, attempts to dodge Sol are among the poorer options to counter it. In the course of its movement, Sol is hard enough to punch through a thick sheet of steel. But as it closes the target, the structural integrity of the technique collapses causing it to expand into a giant fireball (enough to cover a creature the size of Gamabunta). Unlike other Fire release techniques, Sol does not combust and explode. But rather implodes as such while it doesn't cause any damage to objects or people outside it’s vicinity -with a shockwave, shrapnel or debris- it completely decimates all objects inside leaving a massive crater in the ground. Sol continues to drag objects inside after it implodes and continues burning for 2 turns.
Note: User risks getting caught within the technique, if used in any range other than Long.
-Can only be used 3 times per conflict, with a two turn cool down after use.
-After use, the user is unable to use A-Rank Fire Release techniques within the same turn.

Approved. Made a fair number of edits. If you don't like them let me know and I'll decline it.
 
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System001

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Approved

(Katon: Kage no Nidhoggr) - Fire Release: Ifrit; The Aspect of Fire
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The rapid expenditure of masses of fire chakra from all over the body and the performance of three handseals will facilitate the creation of a large (up to ten meters tall), chiseled humanoid figure - complete with arcing rams horns that adorn its head and a flowing mane, comprised purely of fire chakra. This figure will be created around the user, completely surrounding him not at all unlike Suasono'; unlike the Uchiha technique however, this Djinn of chakra will lack any corporeal properties and, as a result, will have no inherent ability to defend the user from attacks or cause damage. The purpose of this humanoid is to instead interact with the users fire techniques. Firstly, this technique will passively apply the effects of 'The Phoenix Feathered' Muffler to both itself, the user, and any being that the users indicates to be part of Ifrit's protection - thus affording immunity to the users own fire techniques, and that which is created by a spawn of their chakra such as a familiar, clone or creation (not enemies). In line with this ability comes Ifrit's capability to directly interact with fire techniques. The user will be capable of directing Ifrit to 'grab' a fire technique produced either by himself, or by his creations, with either it's main body, Ifrit's four arms, or by producing tendril like offshoots from his main body to latch onto the technique in question (tendrils can extend up to long range). Once Ifrit comes into contact with a fire technique, he will be capable of establishing governance over it - freely manipulating its form, shape, size and direction according to the users directions. The only restriction to this being that the overall quantity of flame cannot change, but a ball of flames could be stretched into a thin wall of flames. For instance, if the user were to spew a fireball while Ifrit is active, Ifrit would be capable of taking hold over the fireball with it's body and forcing it to stay in place, or orbit around the user instead of continuing linearly towards the opponent - alternatively, by attaching a tendril to the fireball, Ifrit could direct it to travel in an arc towards the opponent. Essentially, Ifrit increases the flexibility that the user has in regards to his usages of Fire Release - opening up new avenues and levels of versatility to an ability that is traditionally indiscriminate and linear. Finally, Ifrit can absorb the chakra of a fire technique of the users (thereby extinguishing its existence) and, through it's sacrifice, extend its stay on the field. A ranks and below will add two turns, while S ranks can add three.

Notes:
Ifrit can be created up to two times, with a two turn cooldown between uses (from when it ends.) He can stay on the field for four turns and, on the turn after he ends the user will be incapable of using Fire techniques A rank or above.
Ifrit's abilities also apply to advanced forms of fire such as Fire based KG/CE (Scorch, Blaze etc)

Approved

(Katon: Ifrit no Mokuroku: Kaosu no Ha) - Fire Release: Ifrit's Inventory; Blades of Chaos
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: To be used while 'Ifrit; The Aspect of Fire' is active, this technique allows the user to create up to four intangible chains of fire chakra, each with ornamental curved dagger blades attached to the their ends. Much like their parent technique, Ifrit, these blades completely lack any corporeal qualities and as a result possess no inherent ability to defend from attacks or cause damage. Instead, they act as additional appendages for Ifrit, to be controlled, and their abilities revolve around micromanagement of Fire Jutsu. Like Ifrit's own appendages, the Blade of Chaos' capabilities revolve around its ability to latch onto the users fire technique, or fire techniques created by that which is linked to it's chakra. Instead of controlling shape or direction however, the Blade of Chaos possess the ability to 'sample' and 'project'. 'Sampling' allows the Blades of Chaos to memorise the traits that a katon jutsu or source of fire that it contacts has - unique, or not. While 'projecting' allows the Blades of Chaos to stab into a target fire technique, and in doing so alter it so that it will adopt the traits of a specific sampled jutsu. For instance, if the Blades of Chaos sample a fire jutsu with implosive qualities, it will be capable of projecting this quality onto a technique that initially lacked such qualities, and thereby impart them unto it. Once sampled, the trait will be added to a 'catalogue' that will persist until either Ifrit, or the Blades of Chaos, are destroyed/dispelled and the Blades can freely impart qualities from it's catalogue onto fire jutsu. Sampling and projecting are passive, and the only requirement is that the Blades of Chaos come into contact with whatever technique it is that they wish to 'sample' or 'project', however each can only be done once per turn. In cases where the Blades of Chaos apply 'project' to an individual part of a larger fire technique (for instance a single fireball out of congregation created by a singular technique), effectively altering an individual portion of the technique will shift the entire nature of the technique to match, as a small but instantaneous wave of chakra will be released to affect the whole technique upon contact with an individual constituent part of it.

Notes:
The Blades of Chaos can be created up to three times, and, since they cannot exist without, and are attached to Ifrit, they adopt his duration, expiring when he expires.
The Blades of Chaos' abilities can apply to advanced forms of fire such as Fire based KG/CE (Scorch, Blaze etc), however this does not allow for inter-field 'sampling' and 'projecting'. The user cannot project a property of Blaze unto fire, or vice versa.
'Sampling' is effective on B rank and below enemy fire techniques, and all Katon Jutsu/Fire Based techniques used by either the user, or that which is linked to their chakra (such as a creation, clone, summon or vice versa) Projecting cannot work one enemy fire techniques.
Logically won't increase the power of a fire technique, only alter it's qualities.
The alteration must be logical - for instance a fire technique cannot adopt two conflicting qualities, for instance incorporeality and corporeality.

Declined. Not allowing these kinds of techniques to mimic the traits of other Fire or Fire-based techniques.

(Raiton/Bijuu Jutsu: Gyuki Raijin ) - Lightning Release/Tailed Beast Technique: Eight Tails Thunder God
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40 (-20 per turn)
Damage points: N/A ( +30 to Lightning )
Description: Allows the Jinchuruki of the Hachibi to tap into all of their Tailed Beast’s vast chakra reserves and access all of the abilities of the Full Transformation without actually transforming into the Bijuu itself. Instead, the user will secrete a vast amount of lightning chakra that will envelop their body and act as a ‘lightning’ rod for the Gyuki’s own chakra. This lightning shroud will act as a vessel that the Bijuu can pump extreme amounts of Bijuu Chakra into and thereby manifest all of the Bijuu’s abilities. The shroud will take the form of an electrical cloak, dark purple in colour on account of the Bijuu’s 8:2 positive dark to negative white ratio, complete with features that mirror the Gyuki’s own - such as eight octopi like tails that extend from the users rear, and four large curving ram horns that extend from the users head. The electrical nature of this technique is true to the Bijuu and Jinchuruki’s affinity to lightning, and while this form is active they are capable of detecting and distinguishing between all electromagnetic waves. Furthermore, due to all of the Gyuki’s power being condensed into a much smaller more agile form, in addition to the natural speed heightening qualities of Lightning Release, the user will benefit from a +4 increase to their base speed in addition to the normal speed benefits of the full transformation. Finally, once every other turn the user will be capable of producing blasts of lightning from the cloak that will have its vibrational qualities increased to the max by the Bijuu chakra that surges through it - the result will be electrical blasts that can decimate any S rank or below construct through oscillating electrical waves that undermine the molecular structure of anything hit (can reach up to mid range max). (Does not benefit from Bijuu boosts as due to the potency of the Bijuu chakra it ignores damage and functions by rank instead (neutral to all elements barring Wood))


Notes:

The user will be able to access all of the powers and abilities that they might normally use in their Full Transformation, such as Bijuu Dama that will manifest from the users hands, mouth, or from the Gyuki horns, or Ink that can be spewed or produced from the cloak, and due to not transforming into the Gyuki itself they will not lose access to their other abilities as they usually might. They can also access Chakra Arms and similar techniques that require a Bijuu cloak for their formation. This technique follows the same restrictions as the Full Transformation and counts towards its usage limit. If this is used twice the Full Transformation cannot be used, or vice versa, or the user can use one of each once

Declined, DNR. Defeats the purpose of having a Full Transformation at all.
 
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Chihaya

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Summoning Animal: Sirens
Scroll Owner: Chihaya
Other Users who have signed contract: None
Summoning Boss if existing: Brynhildr
Other Summoning Animals tied to contract: None yet
Description and Background: In Greek Mythology, Siren’s were dangerous and erotic creatures who lured sailors with their enchanting voices and singing, causing them to shipwreck or stroll directly into obvious danger. In most modern day lore, Sirens are almost always represented as voluptuous mermaids, whose use their beauty and sexuality to lure men to their deaths. However, originally, Sires were painted to appear with a birds body and wings, only their faces and heads being human-like. They have sharp talons and large wings and beautiful voices. Sirens were known to be male or female, but over the years, the male Siren’s began to disappear from artwork and lore, making humanity assume they’re extinction.

According to one tradition of lore, the sirens were the companions or handmaidens of Persephone, a Goddess kidnapped by the God of the Underworld. After Persephone’s abduction by Hades, the sirens were given wings. According to some mythology authors, this was requested by the sirens themselves, so that they may be more effective at searching for their mistress. Others attribute these wings as a punishment, as the sirens had failed to prevent the abduction of Persephone.
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Abilities:
- According to the lore of Sirens, Sirens lured unsuspecting sailors to their deaths by utilizing their powerful and ancient voices, which was in fact one of the earliest forms of sound release.
- Having wings and the features of a bird, Sirens are able to utilize them to perform wind release without the usage of hand seals and is their primary elemental nature.
- They can also lure and entice Genjutsu onto the opponent via sound and their beautiful voice.


Declined: sirens are okay with regards to falling under a mythical contract. But the contract-wide abilities are too much. To be sure, not every siren should have Wind, Sound, and other abilities. As for the myth-based luring specifically, that should be like Tayuya's jutsu and ergo, not true Sound. Of course, individual sirens are welcome to use Sound proper.


(Kuchiyose No Jutsu: Brynhildr) | Summoning: Brynhildr
Type: Offensive/Defensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Brynhildr acquires the largest, most dark and mesmerizing wings among all the other summons. They’re long and black, with strings of lightning-like red streaks roaring down them. Along with this attribute, she is the same size of Gamabunta. Brynhildr is known as the princess of Siren’s and was said to be a Valkyrie who disobeyed orders and thus as a punishment, was turned into a Siren and put into a deep slumber atop a castle. She is usually seen with a harsh temper and angry eyes. She only respects and follows orders from signers of the contract, though only allowing people who can tame her anger to ride/stand atop her feathers. The moment she is summoned onto the battlefield, she appears in the midst of a scream, swooping down from above and in front of her summoner, her voice shrieking and sending out enormous sound waves in every direction beyond the summoner. The sound waves entice a Genjutsu upon the target(s) the instant the scream is heard. Following the lore of Sirens leading men into shipwreck and rocky terrain, it will appear as if sharp earthen spikes have ripped through the ground from under and impaled the opponent’s every limb and major body component, locking them in place and inflicting dire pain.
Notes:
- Brynhildr can naturally use wind techniques that require a fan
- Remains on the field for four turns.
- May only be summoned once during a battle.
- If the user is a master of sound, they can summon her by simply calling out her name.
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Declined: the contract was not approved.

 
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Gutsy

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(Suiton: Seimei No Ki No Jōmyaku) — Water Style: Veins of the Tree of Life
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50 [- 20 per turn]
Damage Points: 120
Description: The technique is created after the user performs a set of three hand seals, this is followed by the user manipulating existing water, or generating their own source, to form the technique. After the seals have been performed, the water will form or rise out of the ground, or up through water, or any area, even in the desert, as the water can be created and is not necessarily required a water source. A massive quantity of water will rise through the ground, protruding and running across the battlefield, like enormous veins that are the size of redwood trees themselves in thickness, almost similar in size to the Tree of Life. The veins will spread across the field, entangling anything in their path, anyone getting caught by the veins will be consumed by them and trapped within them. These veins, spread across the field like when someone uses wood release techniques, spreading at incredible speed, causing them to be able to span across the field within just a moment. When having finished spreading across the field, they will begin to draw upon the user’s chakra or from a foreign water source or the humidity within the air, allowing it to sustain itself by drawing upon the humidity or water around, or if the user, draining chakra per turn [- 20 per turn]. If the veins have caught anyone within it, they will drain the targets from their chakra and use it as its energy source instead of anything else [draining 50 chakra per turn, while they are within the veins]. The user can leave the technique as is after this point, however, the more chakra or water that the technique absorbs into it per turn, it will slowly grow larger. However, the wielder of this technique, can with a single hand seal, cause all of the veins of water to explode into what would seem as an endless rain of water needles, however these needles being the size of spears and being highly condensed, exploding out into the chosen directions that the user sees fit, piercing, shredding and smashing through anything in their path, retaining the same strength as the original part of the technique in the blast [Forbidden Rank blast]. They may even pierce through metal due to the sheer amount, density and speed that they explode out with, like a shockwave.
Notes:
- Can only be used once every time you face an adversary
- The sheer amount of chakra used as well as the strain upon the users mind to manipulate and control the amount of water will cause the user to experience severe mental damage upon their mind [30 mental damage]
- The user cannot use Water Jutsu above A-rank the following two turns

Declined. A lot of issues here. The first is that must use proper damage values. A Forbidden ranked technique requires 50 chakra, and 90 damage. Not 120. Second issue is that this technique requies more hand seals. Next issue is that Chakra Draining water made similar to Grudge Rain are not allowed currently - this will require other forms of chakra draining techniques in order to achieve this.

(Suiton: Nōdo Shifuto) — Water Style: Density Shift
Type:
Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is unique in the way that it can be performed in two different ways. The user can apply the chakra utilized for this technique upon an existing water technique, such as a water bullet, water dragon or water dropping from the sky, increasing its density tenfold, causing its blunt force to be increased in strength considerably [+25]. The increase in density and strength can be done within the same time-frame the attack is sent by simply performing an extra hand seal during the performance of said attack. However, if the technique is utilized on defensive based water techniques, it will still cause an increase in density, causing it to have a stronger defense, an example being a water wall that has increased density would be stronger and more difficult to break through, increasing a techniques defense by one rank. There is another way this technique can be utilized. Here the user will release their chakra into an existing source of water, such as a lake, sea, river or an existing water technique that they have made. This allows the user to increase the density of said technique, an example if utilized on a lake, it would cause the water in the lake to increase in density and become considerably more heavy, causing anyone within to be pushed down towards the bottom and to be crushed by the sheer force of the water, similar to that of people being pushed down by gravity, though this time being highly dense water that pushes down with incredible force, pushing down to the bottom, where it will crush someone like a tin can [Strength similar to an A-rank Jutsu].
Notes:
- Can be utilized four times per battle
- Can only be used once on the same technique or water source
- Must wait a turn between each use

Declined. Similar techniques have been done before. Also, keep boosts to increments of 10 or 20. Not odd values like 25.

(Suiton: Kura Ken Sōryo No Kibishi Jugyō) — Water Style: The Kraken Priestess Harsh Lesson
Type:
Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The Kraken Priestess harsh lesson is a technique that relies heavily on preexisting water sources, where it may be applied to any water source that is not inhibited by foreign chakra, an exception being if it is of a weaker amount. The technique may also be used on water style techniques that the user has previously performed. The technique is activated when the user performs the ram hand seal. After doing so, the water technique or water source that it is intended for, will sprout several if not many massive tentacles that will come forth from the water with intense speed to wrap around their target(s), squeezing the life out of them while dragging them down into the depth of the water or into the previously used water jutsu. In addition to the way this technique functions, it can be utilized in a second way, it can be placed upon a technique as a sort of dormant part of it, which will be activated when there is a foreign chakra source that is within short-range of the said water source or if they are touching it. If done so, it can be placed upon the technique as it is being made, and in the same time-frame, requiring the extra hand seal to be chained into the previous technique. The technique is highly volatile and dangerous, as it takes on the properties of the water source or technique that it is used upon, such as if the technique or water source is boiling hot, or freezing cold, or if the water or technique as any unique properties it will be applied to this technique as well.
Notes:
- This technique can be used three times per battle.
- If applied to a technique in the same timeframe it still counts towards the move count
- Can only be used once on the same water source

Approved. Made edits.
 
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Pyro NB

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Summoning Animal: Thunderbird
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: The legend of the Thunderbirds originates from Native American folklore and is considered a being of power and strength. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some no larger than an eagle. Depending on the bird they can have anywhere from 1 to 3 pair of wings on their bodies and are mostly recognized for and named after their ability to create storms as they fly.

Abilities:
Rain Clouds: All Thunderbirds naturally and passively flood the sky with chakra creating rain clouds when the fly. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they immediately reform the next turn. The strength of these clouds are dependant on the strength of the individual bird and thus require at least a 1 rank higher wind jutsu aimed at them to disperse.

Lightning: Thunderbirds like the legend stats are bringers of the storm and with the storm comes lightning. Whilst unable to utilize lightning Thunderbirds are immune to all forms of it up to their individual rank both damage and effect wise.

Wind/Typhoon: The Thunderbirds utilize their mighty wings to perform sealless wind style jutsu with fan based or not but due to being mythical creatures these jutsu have the elemental strengths and weaknesses of typhoon release.

Rain: Being a creature of the sky and creature of storms Thunderbirds have the natural ability to utilize rain ninjutsu at will.
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Important info:
~Mythical
~Rain
~Typhoon


Declined: unless it is for lore, them (as in individuals) not being able to use Raiton is odd. Anyways, things like elements or AN aren't really suited for being contract-wide abilities. In addition, after discussion with LoK, the Typhoon facet of their abilities won't be approved.


(Ningyō yōshiki: Shōmetsu-hō) — Puppet Style: Disappearing Act
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: A puppetry and fuinjutsu based technique that the user will use on their puppets. This jutsu was created to help the user protect their puppets from incoming attacks or things of the like. This is because it can be quite difficult for a puppet user to protect themselves and their puppet. The user will first state which puppet has this sealing tag either in their bio or at the start of a fight. Now, when the user sees an incoming attack that can be difficult for them to protect their puppets from the user can choose to passively activate this seal by spending fifteen chakra points. Once activated, the seal will seal all of the user’s puppets within eight meters of the puppet with the seal and seal them into the scroll. After the threat has disappeared the user will be able to passively return their puppets to their original locations in the same positions.
Note: This will not seal the puppet that has this seal placed on it.

Important Info:
~Fuin
~Puppetry


Declined: make the seal B-rank and establish a means by which only select puppets would be affected by it.

 
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Jᴀʏ

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https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21285824
^ Can't quote the technique but heres the technique, making extensive edits.

(Sennikka: Gādopointo) - Sage Transformation: Guard Point
Type:
Supplementary/Defensive
Rank: A
Range: Self
Chakra: 30 (-5 to sustain)
Damage: N/A
Description: The first of the four point transformation techniques, an alternative transformation to that of the Complete Sage Transforma tion technique. Through the user's latent ability to absorb and manipulate nature energy, the user of this technique will manipulate that energy to undergo a transformation. The transformation begins when the user forms a number of hole-like appendages throughout their body, the skin tone will darken as part of the aesthetic. Furthermore it would seem as if the user of this technique had gotten a boost in strength as they would look slightly larger, and more muscular, however this is not accompanied with a boost in physical strength, it only serves as an aesthetic. The hole-like appendages created through this transformation are capable of expelling blasts of highly potent blasts of nature energy neutral to all elements, similar to that of the chakra blast. However the blasts of nature energy serve no offensive ability, the technique is defensive in nature. By utilizing the nature energy absorbed passively absorbed by Sage Transformation users, the user is capable of defending against techniques of equivalent chakra. Upon being attacked by a jutsu energy is released passively from the holes to counteract enemy techniques. The user can release energy from the holes in order to defend against, or "attack" enemy techniques, effectively destroying them. Should the technique be inferior chakra, the user has the option to utilize the forceful blast of chakra to boost the technique back towards the opponent, however this is only effective for tangible attacks: like earth or water, energy attacks like lightning or fire will simply be negated. As the user utilizes their raw chakra to perform this technique, the interaction is dictated by chakra.. Activation of this technique is instant, meaning it can be activated along the same time-frame as another technique, but the initial activation requires a move-slot. The user can choose to sustain this transformation for the entirety of the battle, however is then restricted to utilizing Sage Transformation techniques while maintaining this technique much like that of the "Earth Armor" technique, fortunately the technique can be deactivated at any time.

Note: Can be used twice per battle.
Note: Can only be taught by Jᴀʏ.
Note: No S-Rank or above Sage Transformation Techniques the turn after activation.
Note: The nature energy released is neutral to all elements and visible.

? Declined. Furthermore, you are banned from submitting any customs across the site for two cycles.?
 
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Krampus

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Summoning Animal: Kappa ( | )
Scroll Owner: Krampus
Other Users who have signed this contract: None
Summoning Boss: Unknown
Other Summoning Animals tied to this contract: None
Description and Background: The Kappa are amphibious reptilian creatures from Japanese folklore that live in rivers, ponds, and lakes where they at one time hunted humans. Kappa are green and scaled with webbed hands and feet, making them talented swimmers, though somewhat clumsy on land. While they can walk standing upright, they do so with a hobbled gait and much prefer to run on all fours, especially during battle. They have large black eyes and a beaked mouth along with a large and sturdy shell that covers their back, similar to that of a turtle. A bowl-like depression is formed in the top of their heads which in mythology is filled with water. The Kappa of this contact instead fill the bowl with whatever element they are capable of using. They can generate techniques from this bowl gaining an additional twenty damage points. However, the bowl holds a limited supply of chakra (eighty) and once that chakra is depleted the Kappa becomes exhausted and returns. The Kappa can use their elemental techniques as normal, but don't get the bonus damage when performed that way. While Kappa originated as dangerous creatures in Japanese mythology, they eventually shed that persona and developed a mutual relationship. This resulted in the Kappa gaining a strong knowledge of human medicine, something they became known for and is used in this contract. The strangest aspect of their mythology revolves around the Shirikodama, a pearl-like object they removed from their human victims during their early years. It was said that the Shirikodama held the soul of the human and was a delectable treat. The truth of that is unknown, but the Shirikodama has been incorporated into medical consumables by these Kappa.
  1. Elements: Each Kappa can use at least one element which fills the depression in their heads. They can generate boosted techniques from this supply, but its limited to eighty chakra and ends the summoning if it runs out. Should a Kappa be capable of using multiple elements they will have one primary element that this applies to.
  2. Shell: Much like a turtle, the Kappa are protected by a sturdy shell that they can withdraw into. Each summon's shell is capable of withstanding one attack equal to the summon's rank. Any further damage would destroy it.
  3. Medicine: While Kappa are incapable of using medical ninjutsu, they possess a wealth of medical knowledge, specifically about medications. They are able to create the soldier, military ration, and blood replenishing pills, though their potency is below the standard. Each pill can only be consumed once instead of three times, any attempt to consume more than one would result immediately in the consumer suffering the drawbacks that occur when the normal third time usage wears off. In addition to these pills, each summon has a personalized medical Shirikodama, a pill of their own creation. Signers of this contract can carry one of the pills with them, however any additional Shirikodama can only be obtained by summoning its creator. The effects of each Shirikodama will be included in the individual summons.

Declined: to start, dual elements is likely a no. And each kappa being able to boost an elemental jutsu four times is too much. Lastly, the kappa will not be able to access med nin items such as medicine when you aren't a med nin.


(Ribaiasan) - Leviathan
Type: Weapon
Rank: A
Range: Short-Long
Chakra Cost: N/A
Damage: N/A
Description: The Leviathan is a two-handed war ax that was forged not in fire, but in frost. The resulting weapon has ice veins running through its wooden handle and metal head. The ax is cold to the touch and when held by someone without an affinity for ice, it can cause their hands to be frostbitten after a turn. The imbued ice affords the weapon several abilities. At will the wielder can passively recall the ax by causing a current of wind to gather around it and boomerang back to their hand. This allows the wielder to use the Leviathan as a throwing ax with ease and it can be effectively thrown up to long range away with the same speed as a kunai or shuriken. The remainder of its abilities must be used as a move in the wielder's turn, and each carry an A-rank, with the accompanying chakra cost and damage if applicable.
  • Helheim: The wielder will charge the ax with chakra and then throw it at a target, embedding the ax. The cold of the ax will then seep into the target and freeze it, halting even earth itself. This can be done to freeze a water source, or a mid-range section of earth, locking it in place and preventing its usage for earth techniques. The frozen areas will emit a light fog.
  • Wrath of the Frost Ancient: The wielder will channel chakra to the ax head and point the flat of it towards a target. They will then release a concentrated beam of ice, snow, and wind than can freeze a target solid is a matter of moments from long range away. Snow and ice will build rapidly, encasing the target in layer upon layer of the two if they don't quickly avoid it.
  • Ivaldi's Anvil: The wielder will jump in the air and channel their chakra to the ax causing it to glow. As they come down they will smashed the ax into the ground and cause a shockwave of ice, wind, and snow to expand outward up to mid-range. Alternatively, upon landing the wielder can send the attack through the ground and have the ice, wind, and snow erupt from underneath their opponent like a geyser up to long range away.
  • Blessing of Frost: The wielder will channel their chakra into the ice veins throughout the weapon and cause them to glow blue. While active, this allows attacks made through the Leviathan to gain a twenty damage boost. In addition to the thirty chakra points required to activate it, the blessing of frost requires ten chakra points per turn to maintain. This lasts for four turns and can be activated twice per battle, requiring a two turn cool down in between.
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Declined. Individually there is nothing really wrong with this CW and it's abilities. It just has too many. Slim one of those out of there and you should be fine.
 
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Punk Hazard

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New Cycle: 1/5/2019 - 1/12/2019

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.

The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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

Goetia

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(Katon: Tami no Eichi) – Fire Release: Age of Babylon
Type:
Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra to the surface of the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly long-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique allows for these projectiles to return to the ground after reaching 20 meters into the air, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. The A-Rank variant can be used 3x per battle, whilst the S-Rank variant can be used 2x per battle, and only once per turn.

Declined upon request. Slight edits made for next submission as discussed on Discord.

(Fūinjutsu: Chikai) – Sealing Technique: Oathbound Insignia
Type:
Supplementary
Rank: C
Range: N/A (Short – Long)
Chakra: 15
Damage: N/A
Description: The Oathbound Insignia is a seal with supplementary purpose, and is designed to be utilised in tandem with one’s weapons or tools. The seal can be placed on any piece of equipment or item of the user’s, or even ones they do not own, provided they make physical contact with said object. Once placed, the seal creates an invisible, form-fitting barrier on the object which is able to exert directional force and pressure on it, similarly to that of Infinite Embraces. This allows for the weapon to be controlled in a manner visually similar to that of the Lightning Blades Levitation, but through manipulation of a barrier, rather than an infusion of elemental chakra. This saves the user the trouble of having to physically reach for their weapon, and makes retrieval from a holster or from afar much easier. The user possesses total control over the behaviour of movement through the barrier, able to freely manipulate a marked object as they see fit. The speed at which a marked object can move via the barrier is 1.5x the user’s base speed at maximum, and always moves at this speed unless otherwise stated, allowing for swift recovery of the object. The user is able to mark their weapons and tools, but it must be stated in the user’s biography, otherwise one must manually place the seals during battle or when the situation allows. Only three objects can be marked at any given time, living targets cannot have this seal applied to them.

Approved. Made edits.
 
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Geezus

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-Removed any reference to something living in the blade
-reduced backstory, and removed any damage loss reference, replacing it with additional chakra loss.

Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -40 chakra per turn unsealed; -10 chakra sealed.
Damage: +20 to kenjutsu unsealed
Description: The personal katana of Hotsuma Hayabusa, 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." Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. 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 was possible to seal the demon blade by using fuinjutsu to contain its power. 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. Hotsuma has taken it upon himself to end the bloodstained legacy of the blade.

Ariake Seal
The Ariake seal's formula runs along the length of Akujiki 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 to counteract sealing techniques of equal rank and below. Originally, this seal was a countermeasure put in place to prevent it being undone by those whose only wish was to gain power. The chakra within the formula activates when the Ariake Seal comes into contact with a foreign sealing technique. As the sword comes into contact with an opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and counters the chakra within preventing the seal from activating or remaining active. The Ariake Seal can counteract one sealing technique of equal rank and below three times per battle. To sustain this seal requires no concentration on the user's part, but it does drain a small portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's chakra substantially. But by sacrificing a move, the user can choose to undo the seal and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on large portions of the user's chakra seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
Akujiki shares the name with the curse placed upon the user in exchange for its power. As the Akujiki consumes a large amount of the user's chakra, the chakra becomes dense and visible in the form of a blood-red hue completely coating the blade. The chakra exuded from the blade is a manifestation of its hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu +20 damage while unsealed. As Akujiki continues to consume the user's chakra, it begins sapping at their consciousness and will not only make the user unable to perform 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. The large chakra loss makes it impossible for the user to mold elemental chakra during its use. 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:
  • 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. The seal can only be undone for a maximum of 6 turns per battle.
? Declined. This weapon eating away at your consciousness and your mind would not make you any more resilient to Genjutsu/mental attacks, much less immune to them. It would make you more susceptible to them. The logic of this would be named to drastically changed.?

Raiton: Shippū Jinrai - Lightning Release | Whirlwind
Rank:
S
Type: Defensive/Supplementary/Offensive
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The core function of the Lightning Chakra Armor is to wrap the user's body in a layer of lightning chakra to increase their physical parameters, with more lightning causing greater increases. The lightning chakra stimulates the user's nervous system, enhancing their speed and their reaction time. Whirlwind takes this concept to allow the user to automatically react to external stimuli. Instead of the normal process in which stimulus being perceived by the nerves, transmit a signal to the brain, which in turn sends an instruction to the muscles, the user programs his Lightning Armor to send an electric signal directly to his muscles so as to instantly react to a threat, bypassing the comparatively slow nervous system. Using chakra manipulation, the armor can be programmed to respond to different stimuli: physical contact, foreign chakra sources, or someone stepping in a predetermined perimeter (short-range), and the specific response is preprogrammed as well. Concretely, this results in a drastic boost to the user's reaction time, which has both offensive and defensive uses. When one of the three stimuli has been triggered, the user's Lightning Armor will cause one to react in either an offensive or defensive manner, determined by the user at the time of this technique. Whirlwind is also effective as an offensive ability. If the opponent executes the action the user has preprogrammed a response for, he will, in most cases, be able to land an attack before they can, thanks to both his reaction and his movement speed being drastically enhanced by the current level of the Lightning Chakra Armor. This technique, being a manipulation of the user's Lightning Chakra Armor is passive and activates alongside the armor, however may only last a max of three turns per battle.
Note:
  • User may only use the Lightning Element while active.
  • Usable once per battle.
Declined: This just seems like a way to bypass the time frame rules, which is a big no. Additionally, by making this so encompassing, you can basically say that you have a pre-programmed response for ANY attack or action that the user takes within x range. And, finally, the technique is conceptually flawed. Looking at the bolded portion, by requiring the user's input and conscious thought, you're voiding the point of this technique -- autonomous responses used by the body independently of any conscious input. This technique needs some pretty heavy reworking to be approved.

(Raiton: Kuro Raiton no Jutsu) - Lightning Release: Black Lightning Release Technique
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-20 per turn)
Damage: N/A
Description: While using Lightning Release techniques, the user will continue by lacing their signature Black Lightning into the technique in the same timeframe. Techniques that are enhanced this way have their offensive or defensive output increased by one rank, or in the case of S-ranks by +20 damage points. In the event that this technique is used to enhance a technique that lasts multiple turns; This technique will add a defensive layer of black lightning. This increases the techniques defense to A-rank. This will however, cost the user to spend extra chakra while the enhanced technique is active and ends upon the deactivation of the sustained technique.
Note:
  • Requires a 2 turn cool down.
  • Can only be used twice per battle.
Declined: This isn't what black lightning does in the RP. In the RP, it isn't stronger than normal lightning, it's simply neutral to elements that normal lightning is weak to. In this case, it'd be like saying "Adding more lightning to an existing lightning jutsu to make it bigger and stronger" which would clash with Pervy's expansions.

Raiton: Kaminari no Metsujin no Jutsu - Lightning Release: Lightning God Slayer Technique
Rank:
D-S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Utilizing the user's signature Black Lightning, the user combines shape manipulation with their Black Lightning to form various tools and objects to aid the user in combat. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The objects created by this technique may be created anywhere, however, must be at least 5 m away from the opponent.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Lightning on the turn following the use of the S-Rank variant.
  • Requires one turn cool down between uses.
Approved: Note, scaling upwards B ranks would require two handseals and A ranks 3.

Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -40 chakra per turn unsealed; -10 chakra sealed.
Damage: +20 kenjutsu unsealed
Description: The personal katana of Hotsuma Hayabusa, 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." Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. 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 was possible to seal the demon blade by using fuinjutsu to contain its power. 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. Hotsuma has taken it upon himself to end the bloodstained legacy of the blade.

Ariake Seal
The Ariake seal's formula runs along the length of Akujiki and forms a thin barrier along the blade equal to S-rank. The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally, this seal was a countermeasure put in place to prevent it from being undone by those whose only wish was to gain power. The chakra within the formula activates when the Ariake Seal comes within short-range a foreign sealing technique. As the sword comes near the opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and destroys the chakra within preventing the seal from activating or remaining active. The Ariake Seal can counteract one sealing technique A-rank and below three times per battle. To sustain this seal requires no concentration on the user's part, but it does drain a small portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's chakra substantially. But by sacrificing a move, the user can choose to undo the seal and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on large portions of the user's chakra seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
Akujiki shares the name with the curse placed upon the user in exchange for its power. As the Akujiki consumes a large amount of the user's chakra, the chakra becomes dense and visible in the form of a blood-red hue completely coating the blade. The chakra exuded from the blade is a manifestation of its hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu +20 damage while unsealed. For every technique absorbed, the Akujiki empowers itself by consuming the chakra and exuding a destabilizing shockwave meant to make consuming additional chakra easier. This chakra enters the body and prevents the use of elemental techniques for a single turn. However, this shockwave affects all within short-range of the sword including the user and thereby afflicts them weapon's curse. During this time, the chakra consumption of Akujiki is halted as it engorges itself on the absorbed chakra until the -40 chakra cost cannot be sustained. If less than 40 chakra was absorbed, the user's own chakra makes up the difference. If Akujiki consumes the user's chakra while in this state they will be unable to perform genjutsu due to the strain. Should the user die while in possession of Akujiki it 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:
  • Requires Adv. 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. The seal can only be undone for a maximum of 4 turns per battle.
? Approved. Made edits.?


Mythical Contract in Inventory


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Summoning Animal: Shussebora - Promoted Giant Tritons
Scroll Owner: LGeezy
Other Users who have signed contract: TBD
Summoning Boss if existing: TBD
Other Summoning Animals tied to contract: TBD
Description and Background: In Japan, there are kinds of fish called Shusseuo. This is the same shusse as we see in Shussebora, and it means “promotion” (uo means “fish” and bora comes from hora which is short for horagai, or “giant triton“). Shusseuo are a strange concept: they are fish who are called by different names at different stages of their lives. As they age, they “promote” from one creature to the next. This would probably be a much stranger concept to non-Japanese if not for Pokemon, which of course has made the idea of animals changing from one kind into another very common. If Charmander, Chameleon, and Charizard are each different creatures but technically the same too, then why not fish? Like many animals, giant tritons (Charonia tritonis)—a kind of sea snail similar to a conch—can turn into a mythical creature called a yōkai after living for a very long time. When a giant triton reaches an age of several thousand years old, it turns into a draconic creature called a Shussebora (lit. Promoted Giant Tritons). Long ago, it was believed that giant tritons lived deep in the mountains. They spent their lives buried under the earth. They grew larger and larger until after a period of a thousand years they descend from the mountains into the valleys during landslides. They spend a thousand more years living near human villages until they finally burrow into the sea. After a thousand more years underwater, they transform into a mizuchi—a kind of sea dragon.
Because they spend their years buried in the earth or deep in the sea, Shussebora very rarely ever interact with people. However, the caves they leave behind during their migrations serve as a testament to their existence.

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In another part of the world, a very similar creature known as the Lou Carcolh is a beast from French folklore. Said to be part serpent or dragon, part snail, the Lou Carcolh is a fearsome predator. Its massive and long body carried an enormous shell upon its back, much like a snail's shell, that was believed to live in underground caverns in southwest France. Its gaping mouth was surrounded by several long, hairy, and slime covered tentacles that could extend for miles. These appendages stretched out from the cave it inhabited for a long distance and laid upon the ground among its own viscous slime. They would ensnare and drag back to it anybody & anything within reach. It would then swallow the victim whole with its gigantic mouth. Both of these creatures provided some of the mythological contexts behind the Rokubi - or the 6-tailed Giant Slug. The host of the bijuu serving as the Rokubi's "shell".

Shusseboras possess a few unique abilities to help them function in the ninja world.
  • Shusseboras all carry a large shell on their backs, these shells are incredibly resistant to damage which Shussebora are capable of retreating into in order to protect themselves B-rank attacks.
  • Shusseboras are all capable of producing a viscous slime, this slime has varying properties unique to the summon.
  • Shusseboras have a seismic sense, an ability they developed during their time spent burrowed deep underground. They are capable of using this sensory ability both in and out of the water to locate prey.
  • Shusseboras all have a primary Earth or Water affinity, due to the longevity spent underground and in the deep sea. Because of the amount of time they spent in these mediums, they are capable of a passive manipulation up to B-rank which normally helps them burrow underground, or move throughout the sea.
¤ Declined, bro you gone need to pick ONE myth, not ones from different parts of the world to combine into one species. Yokais are spirits as well, not just creatures; saying they transform from a sea snail to a spirit isn't enough. ¤

Pending. Leaving for Pekoms or Lord of Kaos.
 
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[Iryō shujutsu: Razaropitto] Medical Surgery: Lazarus Pit
Type: Supplementary
Rank: S
Range:Short
Chakra: N/A
Damage: N/A
Description: This technique represents the medical procedure done to turn the user into a super soldier, and must be posted in the users bio or at the beginning of battle. Experiments on the users body have been completed that are a result of successful research of Juugo's DNA. This surgery makes it so that the user is naturally receptive to the natural energy naturally inhibiting the world, with no drawbacks in regards to his cognitive abilities. These advancements were made possible through the users medical knowledge and resource. Therefore, the users abilities in sage mode are increased due to the extreme amplification of natural energy in the users body increasing his vitality, resistance, and power generated from sage mode

Increased healing: The user now passively heals 10 Damage per turn as his body naturally draws in such a large amount of natural energy, with the limitations being such that of Perfect Sage Modes base healing. When the user Enters Perfect Sage Mode, the amplification and control of Sage mode truly take hold, causing the user to now instantly heal 30 damage per turn from injuries of physical and spiritual nature as long as he remains in sage mode. The healing is on par with the effect of medical mode

Cursed Link: Changes have been made to the users dna and chakra producers to actually include a sealing script within it bearing the kanji for the word "link". The increase in natural energy power means that there is more to go around. Thus, similar to the link created by the two sealing communication scrolls, but more abstract due to the users knowledge of advanced fuin, a link is formed between sealing jutsu the user creates, and the natural energy coursing through his body. The boosts that sage mode apply now apply to sealing jutsu as well, as they are able to draw chakra from the mainline of the users natural energy and are imbued with it, just like elemental techniques are able to. This means that all of the users Sealing based abilities are now 1 Rank/30 Dmg points more effective when the user Enters Perfect Sage mode. These seals are also able to effect the same techniques that Senjutst may effect

One Man Army: The user is now much more resistant than his natural limits. If the user has a resistance specialty, they are now 10 DMG more resistant than they would usually be

Declined. I swear I saw this as a CCJ of yours. This needs to be gutted entirely. You won't be boosting your Fuuin arbitrarily because of Sage Mode. This will not heal you for 10 damage per turn, or 30 in PSM, and it won't apply to spiritual damage either. Overall I just don't see myself approving these huge boosts to yourself with literally no drawbacks.

[Iryō shujutsu: Razaropitto] Medical Surgery: Lazarus Pit
Type: Supplementary
Rank: S
Range:Short
Chakra: N/A
Damage: N/A
Description: This technique represents the medical procedure done to turn the user into a super soldier, and must be posted in the users bio or at the beginning of battle. Experiments on the users body have been completed that are a result of successful research of Juugo's DNA. This surgery makes it so that the user is naturally receptive to the natural energy naturally inhibiting the world, with no drawbacks in regards to his cognitive abilities. These advancements were made possible through the users medical knowledge and resource. Therefore, the users abilities in sage mode are increased due to the extreme amplification of natural energy in the users body increasing his vitality, resistance, and power generated from sage mode

Increased healing: The user now passively heals 5 Damage per turn as his body naturally draws in such a large amount of natural energy, with the limitations being such that of Perfect Sage Modes base healing. When the user Enters Perfect Sage Mode, the amplification and control of Sage mode truly take hold, causing the user to now instantly heal 20 damage per turn from injuries as long as he remains in sage mode. The healing is on par with the effect of mystic palm.


Huge Power: The user's vitality and spiritual energy increases greatly due to these changes. To reflect this, the user's Chakra and Health are now that of a ninja 1 rank above their current status. In addition to this their Killing Intent works as if it were +1 rank more effective

Receptive: Healing effects are now much more effective on the user. As such, all healing abilities used on the user are now able to heal fatal and serious injuries such as broken bones, severed limbs, of fatal damage. In addition, the effects of their healing per turn are now immediate.

Declined. I spoke to Vex on this technique and custom surgeries as a whole. There are a lot of issues that just make this unapprovable. First off, custom surgeries need to actually modify anatomy, not simply make a body more receptive to Natural Energy. Second, they can't just confer a set of passive benefits for convenience. The other issues with this technique is that the Increased Healing interfere with the new Extra Specialty that allows one's bio to heal passively. Second, Huge Power is basically just clashing with the Yin and Yang specialties in some way (excluding the Killing Intent). I won't DNR this, but in its current form this is essentially unapprovable. Custom Surgeries are allowed, but this doesn't really fall into that category.

(Kuchiyose no Jutsu: Ajitēta ) - Summoning Technique: Agitator
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Agitator is a small snake that is worn around the user's wrist like a wristband. Agitator has a symbiotic connection with the user it is a descendant of the Snake Sage and constantly absorbs and provides sage chakra through and into the user's body, filling it with natural energy and increasing his vitality and fortifying his body. Due to this, the amount of damage that is resisted naturally by Sage Mode is raised by 10 DMG points. This effect of course only happens as long as the user can maintain Sage Mode.

His second ability is that through using a variation of the chakra transfer technique, the snake can flush the users body with the power of the vitality of natural energy. This effect makes it so that the user's Medical Chakra/Techniques created under the influence of this effect are done so with more strength and vitality. All Med Related Abilities up to S Rank are now +1 Rank/20 Damage more effective during the effects of this ability. The activation of this counts as a move and this effect lasts for 2 turns during which the increased resistance is lost. This move can be activated twice per battle with a 2 turn cooldown between each use.me

The third and final ability is for it to be able to flush the user's chakra with a dose of natural energy that is equivalent to ( Iryo Ninjutsu: Modosu Heikō ) - Medical Technique: Restore Balance in its use. This is due to the powerful chakra being flushed throughout the user's body. This may be used 3 times per battle, costs a moveslot, and has a one-turn cooldown.
Lasts 4 turns, can be summoned once



Approved: edits marked in pink.


Karada no tsuyo-sa | Strength Of Body
Type:
Supplementary
Rank: A
Range:
Short
Chakra: N/A
Damage: + X DMG Resistance of Body to Tai/Ken Related Techniques
Description:
The user uses his body's resistance as an aid to his physical techniques. Now, when the user is utilizing Tai/Ken/ related techniques, these attacks gain passive damage equal to the amount of damage that the user's body currently resists. This is simply the user using his natural durability as a positive for his physical combat and combining his offense with his defense. Therefore this technique is passive. This boost only applies when the user is combating a physical target such as the opponent or a physical technique, as energy would not need to combat the user's durability like a physical object would to deter him. This boost this technique provides the user's physical attacked is only applied via the amount of the highest SINGULAR influence of DMG Resistance (whether this be a jutsu or a passive ability) that his body can combat.
Note: Must have Tai and Normal NB Tai Mastered
Note: Must have Resistance Specialty

Declined, DNR. This requires permission from Vex to resubmit, noted on AB and linked in the resubmission.

( Fukushū-sha ) - Avenger
Type:Weapon
Rank: S
Range: Short
Chakra: N/A (listed in description)
Damage: N/A
Description: Avenger is a black chakra blade in the shape of a standard katana engineered with the users Medical and knowledge of Natural Energy in mind. Made with a special sort of chakra metal that is capabale of conducting not only normal chakra, but also Natural Energy that naturally inhabits the area around it. The abilities granted by this Weapon are listed below.

By to the constant Natural Energy constantly flowing into the sword combined with the sharpness and quality of the material, a pure strike from this blade is raised exponentially in power. This makes it so that all Chakraless sword based attacks are raised to S Rank/80 Damage when used through Avenger.


The modified chakra metal that helps make up the material makes it an extremely powerful chakra conduit. This is further improved by the chakra being run through the blade mixing with the Natural Energy surging through the blade mixing with the user's chakra being input. This makes it so that all chakra based enhancements made to Avenger are raised in effectiveness by 1 Rank/20 Damage. The user may only use 1 other chakra based technique in the turn this effect is applied however.


Through the Medical Knowledge of the user, Avenger has been made to be symbiotic and is attuned with the user, when the user is damaged and in contact with Avenger, the sword is able to immediately detect this and is "programmed" to release medical chakra within the user when this happens. This chakra is similar in nature to "Medical Technique: Cellular Regeneration" and "Medical Technique: Mystic Palm Technique" and is capable of healing the user and even regrowing tissue immediately. Due to this, the user is able to instantly heal up to 40 DMG from a single damage dealing technique, which makes it so that it effectively negating the corresponding amount of damage from said technique. The user may do this 4 times per battle and must pay 1.5x the amount of Damage negated.

Declined: Freeform S rank strikes indefinitely is a no, make that an ability that needs to be activated and then lasts a set amount of time. The second ability, resulting from the blade being an especially powerful conductor is not being approved lol, you wilding with that one. The final ability is cool, though you'd need to have a way that the blade 'detects' the user being injured that doesn't imply that your weapon is pseudo or semi-sentient like Samehada or a Wand. Maybe through a seal or something? Moving onto the healing ability. Just like mystic palm, you'd need to pay 2x the amount of chakra per damage point healed, and this won't be healing lethal/internal organ/severed limb-based damage. Finally, this is a 1 time per battle max thing, as I'm not giving you 4 extra lives in the NW, fam.

Pending. Leaving for someone else.
( Fukushū-sha ) - Avenger
Type:
Weapon
Rank: S
Range: Short
Chakra: N/A (listed in description)
Damage: N/A
Description: Avenger is a black chakra blade in the shape of a standard katana engineered with the users Medical and knowledge of Natural Energy in mind. Made with a special sort of chakra metal that is capable of conducting not only normal chakra, but also Natural Energy that naturally inhabits the area around it. The abilities granted by this Weapon are listed below.

By to the constant Natural Energy constantly flowing into the sword combined with the sharpness and quality of the material, a pure strike from this blade is raised exponentially in power. This makes it so that all Chakraless sword based attacks are raised to S Rank/80 Damage when used through Avenger. This ability costs a moveslot to activate and lasts 3 turns. This ability may be used once per turn, and may be activated twice per battle with a 2 turn cooldown in between.


The modified chakra metal that helps make up the material makes it an extremely powerful chakra conduit. This is further improved by the chakra being run through the blade mixing with the Natural Energy surging through the blade mixing with the user's chakra being input. This makes it so that once per battle, 1 chakra based enhancement made to Avenger are raised in effectiveness by +10 Damage. Activating this ability costs a moveslot however it may be activated in the same timeframe as another technique.


Through the Sealing Medical Knowledge of the user, Avenger has been made to be symbiotic and is attuned with the user through a seal that the sword places on the user. This seal connects the user's health, vitality, and being, to the user . The seal on the sword is set to activate thus whenever the user is damaged and in contact with Avenger. This chakra is similar in nature to "Medical Technique: Cellular Regeneration" and "Medical Technique: Mystic Palm Technique" and is capable of healing the user and even regrowing tissue immediately so long as the damage is not something severe such as severed limbs. Due to this, the user is able to instantly heal up to 40 DMG from a single damage dealing technique, which makes it so that it effectively negating the corresponding amount of damage from said technique. The user may do this once per battle and must pay 2x the amount of Damage negated. This seal also locks the weapon onto the users vitals, making it so that he is the only one that is able to wield, infuse chakra, or or influence with chakra in any way.

Declined: The Bold/Gold section of the custom weapon is a no go. Mainly due to the fact that if you were to use this with a D rank chakraless technique it'd become S rank in damage which is essentially a +70 damage boost in one go. And I'm not approving that. Find a way to rework this ability or the boost associated with it. And we already know you finna have SM active when you use this so you think we just gonna let you turn some chakraless D-A ranks into 110 damage swings in one go? Naw.

As discussed with other mods, CW's that have the ability to heal the user will have that healing be the ONLY ability on that CW. So for your sake, you can either remove the offensive part of the CW and add on the amount of usage limits this CW can heal you. Or you can remove the healing and replace it with another ability so You can have an offensive ability and something else not healing related.


(Shinrai-sei no mondai) - Trust Issues
Type:
Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This seal works much like the "(Iryo Fuuinjutsu: Setsuzoku no Chakra) Medical Sealing Technique: Chakra Link", only being less advanced. After 2 handseals a clone must place a "Donor" seal on themself, while a "receiver" tag is formed on the user's body. The user may also place the donor tag on the clone. Whereas the canon technique mentions being "refined" enough to filter Natural Energy, this seal is less advanced, and requires no such filter. In addition, these seals are designed to only work with clones that the user has created, as such, there is no need to have these function to merge different chakra systems and types. Another change is that rather than being refined enough to deliver the chakra in doses, these seals deliver the built up Natural Energy all at once once they have reached the maximum level of NE that may be stored. Thus, due to the clones not needing to poof away, the user may be transferred the full amount of NE stored whenever he wishes, rather than converting his own chakra. This may be used up to two times per battle with a 3 turn cooldown between uses. Once the user is in Sage mode however, he may still make use of the seals placed. The seals continue to draw in Senjutsu to the user so long as the clone still meditates, however this does not add any Sage Chakra to the user's pool nor does it extend Sage Mode. What this constant addition of NE does is amplify the amount of sage chakra placed in the user's techniques and body by a large amount. This makes it so that if the opponent attempts to absorb the user's chakra or drain it into themselves in any way (via the user's body or a user's technique), it will be as if they were directly absorbing Natural Energy, causing them to petrify
Note: Advanced Fuin Users may passively form this seal

Declined: Trust Issues violates a lot of the basic rules of Sage mode in that you are allowing yourself to transfer NE chakra from clones without dispersal of those clones which won't be allowed. Secondly, it would make any technique you use impossible to absorb as they would turn to stone instantly, which isn't a characteristic of Senjutsu infused techniques. They'd have to only directly absorb the chakra from your body. If the second application of this technique were to be allowed, it'd have to be in doses where the opponent would have to absorb a certain amount of chakra from your body to be turned into stone.

The first and second parts of the technique seem to be completely unrelated and you are trying to combine the ideas of two different seals into one technique. I suggest separating them into two separate techniques so you can better flesh out both ideas.


(Ōrusōdo) - All Sword
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The All Sword is an ancient and cursed sword that comes with great abilities. The curse creates an eternal bond with the user and allows the user to use the sword as a chakra conduit and extension of his body.

This sword bares an ancient inscription in the form of a kanji seal built into it for the word "Curse". When activated this kanji unseals the curse so that it may afflict those around it. This seal passively makes the user's Killing Intent act as if there were a +1 Ninja Rank effectiveness in it's usage due to the ominous power of the curse fusing with the user and adding onto his dark intent. In addition to this, the user's "(Kanashibari no Jutsu) - Temporary Body Paralysis Technique" becomes B rank when it is used while in the presence of the All Sword due to the striking effect the curse has on animals

In addition (at the cost of a moveslot) the user may activate the script, causing it to release a translucent A Rank barrier around the area which causes the curse effects to work in a more widespread yet different manner. Opponents within the barrier will have the number of the turns they can maintain a technique reduced by 3 turns. In addition the opponents techniques drain them by 20 chakra when they use it. This ability may be activated in the same timeframe as another technique and lasts 3 turns. This may be used 2x per battle but with a 2 turn cooldown in between.


The Final ability of the All Sword requires the user to expend a moveslot. The inscription on the sword releases a sealing script that hovers around the area that covers 7 meters. Opponents caught within this script lose their ability to use any sensory abilities as those abilities are sealed within the script. They now may only sense through their 5 senses. This effect lasts for 3 turns and may be used once per battle. This technique may be used in the same timeframe as another technique.

Note: Must have Advanced Fuinjustu to use
https://animebase.me/dbtech-shop/inventory

Declined. All three of these abilities are doing a little too much. For the first ability, the boost on Killing Intent can’t go above Jounin. Reducing the amount of turns someone else can maintain a technique by three turns isn’t going to happen, this would cause a huge number of modes to instantly deactivated. This alone is too much, and that’s not even touching on the fact that you have this seemingly affecting all ranges, happening in the same timeframe as another jutsu, AND increasing chakra costs. The third ability is better, but this needs to be limited to short range (5 meters) max, and won’t affect sensory abilities tied to the base 5 senses (Sharingan, Inner Sonar Skill, etc).

Also the abilities on the sword have nothing to do with the sword itself and seem to be just three unrelated abilities. The KI based ability doesn't have anything to do with the barrier nor does the final one relate to any of these so it becomes hard to justify this as one CW when none of these are related or attached to the sword use to be doable.

Write this CW to be more weapon based and limit it to two Fuuinjutsu based abilities.
 
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CW Approval Link: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-19238562
Fuin: https://animebase.me/threads/with-shinta.765984/

( Uchiha Ikimono to angō-ka no Ken ) - Uchiha Sword of Creatures and Encryption
Type: Weapon
Rank: S rank
Range: N/a
Chakra: (-20 to enemy chakra)
Damage: N/a
Description: This blade is the most treasured item from Rai Uchiha, the prized possession of when he was alive. Having been in command of a group of his clansmen, it is presumable that Rai had capable leadership skills. He was a capable swordsman, even with one eye blinded. He also showed a noticeable amount of physical strength, being able to shatter the ground with a single strike of his sword. When death took him, his sword was passed onto his children soon they too passed on the sword. The very death of the Uchiha clan, resulted in treasures to being sold off to whoever would be interested. Years to pass, the sword ended back into a Uchiha home. Soon Ikiru's father presented the sword to him, with simple his understanding of where it came from. Since the massacre of the Uchiha clan, it's whole history of the sword is not known to Ikiru or anyone as Ikiru knows only it's a Uchiha sword.

Abilities of the blade:
╳ This blade once drawn would draw up water from the ground forming water sources with in two turns anywhere on land(passive). This is a very unique trait for a sword to carry which gave note that this blade could tap into natural aquifer's in the ground. The hot water sources are fairly large in size which is why it takes two turns for the blade's natural water ability to activate. These very hot waters can harm the opponent if they so fall upon them (B-rank Damage).

╳ When the user of the sword strikes an enemy or something an enemy is touching the water sucks -20 chakra from the enemy with every contacted strike. This form is very intricate and also unique to user who developed the ability. Upon learning of the seals embedded on the sword, by making a single handseal the user can release the seals from the sword allowing him to drain chakra via through the seal marks per each strike per turn (max. 80).

Restrictions:
+ Can only make one water source per Match.
+ Must have learned Fuin at B-rank or more.
+ Takes two turns to draw up from underground a water source.
+Water sources cannot be made within five meters of opponent/s

?Approved. Edits made.?
 
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Skorm

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Memento Mori
Type:
Weapon
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: Memento Mori is a brutally enhanced version of the original dark marks and where created by no one else but Alucard himself, prince of darkness. Memento Mori is a latin phrase and translates to remember death. Alucard removed his original dark marks as his distaste of their mediocrity. He carved out the seals and used his rage and bloodlust to forge new one's. The Memento Mori marks are essentially working just the same as regular dark seals but to a much greater extent. By removing the absorptions weakness to water and earth(the release form still has weakness to those elements however) and making the suction of the seals far greater and granting the ability of "sucking" up matter as heavy as the demonic statue of the outer path mid range away - towards the seal and absorbing it. It also grants Alucard the ability to directly absorb chakra or matter in one seal while simultaneously expel dark release from the other, feeding from the chakra/matter that is being absorbed. All dark release techniques gets a passive +20 damage or a +1 rank(forbidden at most) when having Memento Mori. Another feature of the Memento Mori is that while absorbing anything, Alucard can turn into pure dark chakra and become an entity of the release. This form has no features whatsoever except the fact that his body becomes intangible and will cause severe burns on touch. This maneuver is called Ace and takes one move from the users moveslot.

Note: As the seals are part of Alucards body they cannot be sealed directly or stolen.
Note: Can only be taught by Skorm.

Declined. This is changing what Dark Release is inherently, making the Absorption aspect illogical.
Memento Mori
Type:
Weapon
Rank: Forbidden
Range: Short-Long
Chakra:
N/A
Damage: N/A
Description: Memento Mori is a brutally enhanced version of the original dark marks and where created by no one else but Alucard himself, prince of darkness. Memento Mori is a latin phrase and translates to remember death. Alucard removed his original dark marks as his distaste of their mediocrity. He carved out the seals and used his rage and bloodlust to forge new one's. The Memento Mori marks are essentially working just the same as regular dark seals but to a much greater extent. The seals absorption strength is increased to a full rank higher compared to normal. Released dark chakra gains one additional rank or +20 in damage(to forbidden techniques). The seals also grants the wielder the ability to use the absorbed chakra(if any) and combine it in another elemental attack passively, which means that a fire or earth technique will become enflamed in black fire with equivalent force of that of the absorbed technique. This drains chakra from the user with an additional 10 chakra points. When chakra has been absorbed, Alucard can use the chakra to perform free-form dark techniques to his liking up to S-rank. This of course takes one moveslot but doesn't limit him in his dark release performance. However, S rank variations can only be used 4 times per battle with a two-turn cooldown and A ranks can only be used 5 times per battle with a single turn cool-down. Lastly, the seals can also be used to absorb foreign chakra that resides inside Alucard. This takes a moveslot to do but lets him counter mind-altering techniques up to S-rank by absorbing the chakra that is inside him. This can be done 3 times per battle.

Note: The dark chakra can only be infused into elements(CE's included) and not genjutsu, ninjutsu or taijutsu.
Note: As the seals are part of Alucards body they cannot be sealed directly or stolen.

Declined, DNR. In hindsight, I probably should have just DNR'd this in the previous cycle. But changing your Dark Marks, adding all these passive abilities to them, it's just too much. This has become more like a Custom Weapon now. But I won't allow the literal Dark Marks, which are intrinsic to Dark Release, to be changed like this.
 
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Gutsy

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Approved Summoning Contract: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-3#post-21862020

(Macuilcozcacuauhtli, Donshoku No Kami) —Macuilcozcacuauhtli, The God of Gluttony
Type:
Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The Wendigo known as Macuilcozcacuauhtli is known among the Wendigos as the God of Gluttony. He is a malevolent and cannibalistic beast, who looks gaunt to the point of emaciation, his skin pulled tightly over his bones, the bones almost visible through it as they push outwards. The complexion of his skin is ash gray, and his eyes are pushed back deep into their sockets. The lips that he may have had are tattered and bloody, and the bones stick out of his body like spikes. His head looks like that of a bloodied and meaty skull of a deer, and the antlers are large and sharp. Comparable to other Wendigos, he releases an eerie odor of decay and decomposition, of death and corruption, when he is summoned this foul stench will cover the battlefield. As of the same characteristics as other Wendigos, he possesses their innate abilities known to all the Wendigos. These abilities are that of horror and grotesque features, which gives them their innate ability to apply a terrifying fear and killing intent upon their victims [passive, equal to the Wendigos rank], as well as him also being an exceptionally skilled hunter of the Wendigos, allowing him to track his victims through his heightened senses, especially his innate sensory capabilities [passive]. Aside from these innate abilities that have been lined out above, the Wendigo has a unique ability, however before delving into it, it is important to note that this specific Wendigo is approximately 2 meters and 20 centimeters in height, a surprisingly small Wendigo compared to the rest, and when he is summoned, he may wear a white cloak to cover his entire body, concealing most of it, while it will have poisonous colors of green all across it. Macuilcozcacuauhtli is an exceptional illusionist, whom is considered an illusion specialist, capable of inducing all kinds of illusions ranging from the regular illusions known to all, as well as utilizing illusions that the summoner has access to as well. This also includes illusions that may pertain to inducing illusions through the eerie odor and sense of smell.

He has a unique technique only known to him, Hellscream it is called. It is caused by the Wendigo whom releases a powerful roar coming from its stomach, released out through its slashed and rotten mouth. The roar is so loud that it is deafening, and it causes a shockwave to form that is released forward and outwards in 180 degrees, covering everything in the front. The shockwave itself is like what we see from the Leaf Dragon God, it is made of pure force, causing the shockwave to tear through objects, people and techniques, shredding them and obliterating them. In addition to its destructive force, it carries the stench of death, rotting and blood with it, a stench so powerful that it will cause most people, especially someone whom have heightened sense of smell to experience it in a horrifying manner.

Note:
  • Macuilcozcacuauhtli can be summoned once per fight
  • Macuilcozcacuauhtli stays on the battlefield for a total of 4 turns
  • No other summons can be summoned to the field while Macuilcozcacuauhtli is present, by the one whom summoned him.
  • He can use all illusions that the summoner has access to, including Genjutsu List, Custom Illusions etc.
  • Any illusions used counts towards the jutsu use per turn.
  • The Hellscream Technique is an S-rank technique, which can be used once per fight


Declined: for reasons discussed via Discord.


(Fumeina Mono O Osoreru) — Fearing the Unknown
Type:
Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60 [Mental Damage]
Description: The Wendigo whom uses this technique, combines the powers of illusion with the cannon technique which allows someone to project their own voice upon a battlefield. In doing so, they will cause their victims to begin to hear the voices of their loved ones passed or present, hearing what ever the Wendigo desires. They can have these voices sound as if they are in the target(s) heads or from a location on the field. These voices may sound in distress, pain and suffering, and can say or mean anything that the Wendigo desires. In addition to the voices in their heads or on the battlefield, the Wendigo can make the voices come from itself if he so desires. This causes considerable mental strain upon the target(s) that will leave lasting mental damage upon them, followed by them being severely distracted causing their reaction time to be halved. If the target manages to release themselves from this unique illusion, they will experience the true demonic voice of the Wendigo before their reactions will begin to return to normal.
  • Usable 4 times per event
  • Can affect up to 3 people at once, without splitting the rank
  • Usable once per battle
  • The illusion lasts up to 3 turns
  • Can be used by all Wendigos
  • Can also be used by the contractor as he/she has learned their ways


Declined: for reasons discussed via Discord.


(Hanto No Suriru) — Thrill of the Hunt
Type:
Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 [- 5 per round]
Damage Points: N/A
Description: The Wendigos have unique hunting prowess. They are known as supernatural hunters that are impossible to escape from. This is due to them having heightened sense of smell that is highly sensitive towards foreign chakra and humans. This boils down to them being capable of smelling chakra across an entire battlefield, even a landmark outside of combat, and even capable of making distinctions between the human chakras, allowing them to identify the different humans and clones. Additionally, capable of smelling the different natures of chakra, as they give off different scents to them, seeing as water has a unique smell, same goes for earth, fire and much more. As such a Wendigo can smell the whereabouts of a human and the different techniques that they may use, they can identify them and its location and can track them. Furthermore, the Wendigos sense of smell is highly sensitive towards humans of any kind, meaning that the smell of humans stands out above all other smells together with chakra, allowing them to pinpoint the location of people and chakra, across great distances. They are even capable of smelling people and chakra through objects, underground, through buildings and more.
  • Can only be used by Wendigos
  • Wendigos can activate the Thrill of the Hunt passively


Approved: intact aside from having omitted the part where signers can use it.


(Shinseina Tanjō) — Unholy Birth
Type:
Summoning
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Unlike the regular summoning technique that allows for a person to summon a beast from their specific contract, this technique allows for someone to utilize their contract in a similar way like Summoning Technique: Earth Release: Tracking Fang. However, in this case, the contractor will perform the necessary hand seals or wipe blood across their summoning tattoo followed by them striking their palm upon the field. Through this, the contractor will summon a Wendigo in short-range of themselves, albeit within the ground, allowing for the Wendigo to stealthily approach their victims and crawl out of the ground with its demonic hands, like witnessing a demon being released from hell. The Wendigo can be summoned in the ground in a desired location (short-range), including beneath the opponent, where it will tear through the ground and grab a hold of the target and begin to attempt to restrain their movement, inducing their powers upon their target and more.
  • This technique can only be used with the Wendigo Contract
  • You must post the desired summoning as a reference
  • This is simply another way of summoning Wendigos than the regular way
  • The desired summoning will stay on the field for time that is stated in the summoning
  • This is a passive technique applying to the normal summoning technique, allowing to summon Wendigos in the ground in a desired location


Declined: at the submitter's request via Discord.

New Cycle:
(Suiton: Seimei No Ki No Jōmyaku) — Water Style: Veins of the Tree of Life
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50 [- 20 per turn]
Damage Points: 120
Description: The technique is created after the user performs a set of three hand seals, this is followed by the user manipulating existing water, or generating their own source, to form the technique. After the seals have been performed, the water will form or rise out of the ground, or up through water, or any area, even in the desert, as the water can be created and is not necessarily required a water source. A massive quantity of water will rise through the ground, protruding and running across the battlefield, like enormous veins that are the size of redwood trees themselves in thickness, almost similar in size to the Tree of Life. The veins will spread across the field, entangling anything in their path, anyone getting caught by the veins will be consumed by them and trapped within them. These veins, spread across the field like when someone uses wood release techniques, spreading at incredible speed, causing them to be able to span across the field within just a moment. When having finished spreading across the field, they will begin to draw upon the user’s chakra or from a foreign water source or the humidity within the air, allowing it to sustain itself by drawing upon the humidity or water around, or if the user, draining chakra per turn [- 20 per turn]. If the veins have caught anyone within it, they will drain the targets from their chakra and use it as its energy source instead of anything else [draining 50 chakra per turn, while they are within the veins]. The user can leave the technique as is after this point, however, the more chakra or water that the technique absorbs into it per turn, it will slowly grow larger. However, the wielder of this technique, can with a single hand seal, cause all of the veins of water to explode into what would seem as an endless rain of water needles, however these needles being the size of spears and being highly condensed, exploding out into the chosen directions that the user sees fit, piercing, shredding and smashing through anything in their path, retaining the same strength as the original part of the technique in the blast [Forbidden Rank blast]. They may even pierce through metal due to the sheer amount, density and speed that they explode out with, like a shockwave.
Notes:
- Can only be used once every time you face an adversary
- The sheer amount of chakra used as well as the strain upon the users mind to manipulate and control the amount of water will cause the user to experience severe mental damage upon their mind [30 mental damage]
- The user cannot use Water Jutsu above A-rank the following two turns

Declined. A lot of issues here. The first is that must use proper damage values. A Forbidden ranked technique requires 50 chakra, and 90 damage. Not 120. Second issue is that this technique requies more hand seals. Next issue is that Chakra Draining water made similar to Grudge Rain are not allowed currently - this will require other forms of chakra draining techniques in order to achieve this.

(Suiton: Nōdo Shifuto) — Water Style: Density Shift
Type:
Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is unique in the way that it can be performed in two different ways. The user can apply the chakra utilized for this technique upon an existing water technique, such as a water bullet, water dragon or water dropping from the sky, increasing its density tenfold, causing its blunt force to be increased in strength considerably [+25]. The increase in density and strength can be done within the same time-frame the attack is sent by simply performing an extra hand seal during the performance of said attack. However, if the technique is utilized on defensive based water techniques, it will still cause an increase in density, causing it to have a stronger defense, an example being a water wall that has increased density would be stronger and more difficult to break through, increasing a techniques defense by one rank. There is another way this technique can be utilized. Here the user will release their chakra into an existing source of water, such as a lake, sea, river or an existing water technique that they have made. This allows the user to increase the density of said technique, an example if utilized on a lake, it would cause the water in the lake to increase in density and become considerably more heavy, causing anyone within to be pushed down towards the bottom and to be crushed by the sheer force of the water, similar to that of people being pushed down by gravity, though this time being highly dense water that pushes down with incredible force, pushing down to the bottom, where it will crush someone like a tin can [Strength similar to an A-rank Jutsu].
Notes:
- Can be utilized four times per battle
- Can only be used once on the same technique or water source
- Must wait a turn between each use

Declined. Similar techniques have been done before. Also, keep boosts to increments of 10 or 20. Not odd values like 25.

(Suiton: Kura Ken Sōryo No Kibishi Jugyō) — Water Style: The Kraken Priestess Harsh Lesson
Type:
Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The Kraken Priestess harsh lesson is a technique that relies heavily on preexisting water sources, where it may be applied to any water source that is not inhibited by foreign chakra, an exception being if it is of a weaker amount. The technique may also be used on water style techniques that the user has previously performed. The technique is activated when the user performs the ram hand seal. After doing so, the water technique or water source that it is intended for, will sprout several if not many massive tentacles that will come forth from the water with intense speed to wrap around their target(s), squeezing the life out of them while dragging them down into the depth of the water or into the previously used water jutsu. In addition to the way this technique functions, it can be utilized in a second way, it can be placed upon a technique as a sort of dormant part of it, which will be activated when there is a foreign chakra source that is within short-range of the said water source or if they are touching it. If done so, it can be placed upon the technique as it is being made, and in the same time-frame, requiring the extra hand seal to be chained into the previous technique. The technique is highly volatile and dangerous, as it takes on the properties of the water source or technique that it is used upon, such as if the technique or water source is boiling hot, or freezing cold, or if the water or technique as any unique properties it will be applied to this technique as well.
Notes:
- This technique can be used three times per battle.
- If applied to a technique in the same timeframe it still counts towards the move count
- Can only be used once on the same water source

Approved. Made edits.
Tried Fixing it:

(Suiton: Seimei No Ki No Jōmyaku) — Water Style: Veins of the Tree of Life
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50 [- 20 per turn]
Damage Points: 90
Description:
The technique is created after the user performs a set of five hand seals, this is followed by the user manipulating existing water, or generating their own source, to form the technique. After the seals have been performed, the water will form or rise out of the ground, or up through water, or any area, even in the desert, as the water can be created and is not necessarily required a water source. A massive quantity of water will rise through the ground, protruding and running across the battlefield, like enormous veins that are the size of redwood trees themselves in thickness, almost similar in size to the Tree of Life’s roots and branches. The veins will spread across the field, entangling anything in their path, anyone getting caught by the veins will be consumed by them and trapped within them. These veins, spread across the field like when someone uses wood release techniques, spreading at intense speed, causing them to be able to span across the field within just a moment. When having finished spreading across the field, the veins or roots wil sprout like trees, sending several tree-like shapes of water into the sky above, entangling and trapping anyone above. They will after having spread the veins across the field, begin to draw upon the user’s chakra or from a foreign water source allowing it to sustain itself by ,drawing upon the water around, or if the user, draining chakra per turn [- 20 per turn]. If the veins have caught anyone within it. The user can leave the technique as is after this point, however, the more chakra or water that the technique feeds on from the user per turn, it will slowly grow larger. If feeding upon another water source, it has to be a considerable lake or the ocean, and from there it will grow the similar sizes as if it drew 20 chakra from the wielder, which it will not if the water source is being used to feed it. The wielder of this technique, can with a single hand seal, cause all of the veins and “trees” of water to explode into what would seem as an endless rain of water needles, however these needles being the size of spears and being highly condensed, exploding out into the chosen directions that the user sees fit, piercing, shredding and smashing through anything in their path, retaining the same strength as the original part of the technique in the blast [Forbidden Rank blast – 90 damage], an exception to this. The exception to the damage output of the secondary part of this technique, is if the technique has gathered chakra from the user for at least a single, complete turn, then it increases the damage output of the secondary part of the technique by 10 damage. This boost only applies when the technique sustains itself via the user's chakra. They may even pierce through metal due to the sheer amount, density and speed that they explode out with, like a shockwave.
Notes:
- Can only be used once every time you face an adversary, and twice per event overall
- The sheer amount of chakra used as well as the strain upon the users mind to manipulate and control the amount of water will cause the user to experience severe mental damage upon their mind [30 mental damage]
- The user cannot use Water Jutsu above A-rank the following two turns

? Approved. Made edits. I removed the part about absorbing water from humidity in the air as that would make this technique sapping chakra if not for an external source utterly pointless. Also toned down the boost to the secondary use(as F-ranks and above increase by increments of 10, not 20) and made it so that the secondary variant only works if it swells as a result of sapping chakra from you.?

Fixed:

(Macuilcozcacuauhtli, Donshoku No Kami) —Macuilcozcacuauhtli, The God of Gluttony
Type:
Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The Wendigo known as Macuilcozcacuauhtli is known among the Wendigos as the God of Gluttony. He is a malevolent and cannibalistic beast, who looks gaunt to the point of emaciation, his skin pulled tightly over his bones, the bones almost visible through it as they push outwards. The complexion of his skin is ash gray, and his eyes are pushed back deep into their sockets. The lips that he may have had are tattered and bloody, and the bones stick out of his body like spikes. His head looks like that of a bloodied and meaty skull of a deer, and the antlers are large and sharp. Comparable to other Wendigos, he releases an eerie odor of decay and decomposition, of death and corruption, when he is summoned this foul stench will cover the battlefield. As of the same characteristics as other Wendigos, he possesses their innate abilities known to all the Wendigos. These abilities are that of horror and grotesque features, which gives them their innate ability to apply a terrifying fear and killing intent upon their victims [passive, equal to the Wendigos rank], as well as him also being an exceptionally skilled hunter of the Wendigos, allowing him to track his victims through his heightened senses, especially his innate sensory capabilities [passive]. Aside from these innate abilities that have been lined out above, the Wendigo has a unique ability, however before delving into it, it is important to note that this specific Wendigo is approximately 2 meters and 20 centimeters in height, a surprisingly small Wendigo compared to the rest, and when he is summoned, he may wear a white cloak to cover his entire body, concealing most of it, while it will have poisonous colors of green all across it. Macuilcozcacuauhtli is an exceptional illusionist, whom is considered an illusion specialist, capable of inducing all kinds of illusions that are S-rank and below from the cannon Genjutsu list.

He has a unique technique only known to him, Hellscream it is called. It is caused by the Wendigo whom releases a powerful roar coming from its stomach, released out through its slashed and rotten mouth. The roar is so loud that it is deafening, and it causes a shockwave to form that is released forward and outwards in 180 degrees, covering everything in the front. The shockwave itself is like what we see from the Leaf Dragon God, it is made of pure force, causing the shockwave to tear through objects, people and techniques, shredding them and obliterating them. In addition to its destructive force, it carries the stench of death, rotting and blood with it, a stench so powerful that it will cause most people, especially someone whom have heightened sense of smell to experience it in a horrifying manner.

Note:
  • Macuilcozcacuauhtli can be summoned once per fight
  • Macuilcozcacuauhtli stays on the battlefield for a total of 4 turns
  • He can use all Genjutsu up to S-rank on the canon list.
  • Any illusions used counts towards the jutsu use per turn.
  • The Hellscream Technique is an S-rank technique (short-range), which can be used once per fight

Approved: edit(s) marked in pink.
-Pekoms​
New Custom Jutsu - I have Jiraiya in my Inventory and I have a biography pending, while I have had the bio before for a long time.

[Anda Kami No Gyarantoseji] – The Gallant Sage of the Braided Hair
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique was developed to enhance the capabilities and skills of the hair, created by Jiraiya. The technique enhances the capabilities of the hair and increases its general strength. This is done through releasing chakra into the user’s hair, which will then cause the hair to intertwine, creating braids or dreadlocks, causing the general strength and durability of said hair to become considerably better. The technique itself can be applied before combat [passively at the cost of a moveslot], to increase the strength of said hair, or it can be applied while in combat and utilizing a hair-based technique(at the cost of a moveslot). If it is utilized while the user is creating a hair-based technique, it will be applied to the technique in the same timeframe. The strength and durability of the hair is increased tenfold, causing the following hair techniques that are used to increase in strength [+ 20 to all Hair Ninjutsu, +10 to S-ranks and above].
  • Must have a Jiraiya biography
  • Lasts for four turns per use and can be used three times per battle
?Approved. Edits made.?

[Yoso Wa Watashi No Denwa Ni Mimiwokatamukeru] - Elements Heed My Call
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique revolves around the utilization of the five basic elements; fire, wind, earth, lightning and water. This technique essentially allows for Jiraiya to infuse his hair with the properties of a single element of his choice, and he can do so passively at the cost of a move, including during hair-based techniques. When infusing the different elements into his hair, it will manifest within it, giving it different and unique properties, capable of giving him an edge in combat.

Earth: If the earth chakra is infused within the hair, it will increase the weight and blunt force of the hair as well as hardening it beyond its current properties, allowing it to attack with further physical power [+ 20]. In addition to its brute force, the increase in weight and it is becoming hardened, it also increases its defensive properties, causing hair-based defensive techniques to have an increase of one rank.

Wind: This allows Jiraiyas hair to increase its cutting prowess, causing it to become far more lethal in combat, being capable of slicing through wood, steel and many other elements with ease [+ 20]. In addition to the increase in its slicing prowess it also causes the hair to loose weight in the manner that the wind chakra will flow through and around the hair causing it to become rather weightless, allowing Jiraiya to move his hair with his techniques considerably faster and with more precision. This allows the hair to move with 1.5x the base speed of the user when infused with the wind.

Fire: The fire element will infuse the hair more uniquely, causing the hair will have an increase in heat and will be capable upon contact or attacks to create severe burning wounds or even set things they touch on fire. In addition to this, while the hair is induced with the fire element it will create bursts of fire upon contact, creating severe burning damage [+ 20 to techniques].

Water: When infusing the hair with water chakra it will cause the hair to grow and become larger and thicker, while it will cause the hair to act like a sponge, absorbing the water surrounding him and can then release the water and the chakra outwards like a wave of water [B-rank in strength]. In regards to techniques, the user can only absorb techniques one rank lower and below of the base Hair technique.

Lightning: The lightning properties that may be placed within the hair, will cause the hair to flicker and move somewhat in an unorthodox manner, while upon touch or while utilizing it in attacks, it will cause currents of lightning to flow through their targets both frying them as well as paralyzing them, with just a single touch. This will cause an opponent to receive electric damage to their internals [+ 20] when they are struck by said hair.
  • Must have a Jiraiya biography
  • It can be utilized 4 times per battle/event, lasting for three turns per use
  • Can only infuse one element at a time
  • Boosts apply +10 damage to S-rank techniques and above rather than +20
?Approved. Edits made.?
 
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