https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-80#post-21685606 Resubmitting/Can't quote.
(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: B
Range: Dependant
Chakra: +20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of
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that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling the user's base speed
. The shadow would erupt into a multitude of small
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that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique's
rank, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques rank. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.
¤ Approved, made edits ¤
https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-67#post-21447994 Resubbing with Fuin.
(Kage Fūinjutsu: Battoman To Junbi Jiksn) - Shadow Sealing Arts: Batman With Prep Time
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of
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, as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to four tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 4 tattoos, the user can create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing three or all four costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique's
chakra cost. Pre-set tattoos also have a reaction ability which is dependent on the shadows strength. When an opposing technique of sufficient strength meets
an active shadow to completely neutralise
or overcome it, the tattoos would be automatically released in the direction the technique came from, clashing with it and interacting based on s/w. (
Would not work if the user wasn't using a shadow technique for instance). Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography
or the beginning of a battle. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio,
or at the beginning of the battle. The implementation of Fūin allows the ink to essentially blend and be sealed into the shadow and keep it indistinguishable from a normal shadow, allowing for it's release at a latter point.
¤ Declined, technique contradicts too much. You claim it can only be applied to tangible shadows then speak about how it can make a technique tangible, which cant happen if it can only be applied to tangible ones anyway. I'm assuming Body of Creation is a custom Jutsu. If so, link it when resubmitting this one as it references it. The extra chakra used to release a tattoo or repurpose it doesnt factor into how the Jutsu operates, i.e. if it operates based on chakra, this additional chakra wont bolster its effects. And if it requires it to be placed on the bio and is a Fuuin seal, it will count towards the limit. ¤
EIG training
https://animebase.me/threads/red-flags-red-flags-everywhere.762696/#post-21919288
(Morosu No Kyōi) - The Menace of Moros
Type: Supplementary
Rank: A
Range: Short - Mid (Long)
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The Menace of Moros is a passive technique that can be activated by the user upon opening at least sixth of the EIG. It simply allows the user to take advantage of the massive amounts of chakra that are released from that point opening and onwards, granting the user higher usage and options. MoM amplifies the user's taijutsu/kenjustu/movement based attacks, essentially giving them an accompanied release of massive amounts of air pressure, while also adding a certain burning aspect to them. While the user's attacks do not become engulfed in flames similar to some attacks of EIG, they do cause passive burning damage, equivalent to the rank, if direct contact is established with the opponent. This would be due to the intense burning happening inside of the user's body. As for the released air pressure, it would be of A rank strength, carrying concussive and blunt force damage, able to reach mid range away from the source of origin. Usable twice (thrice by masters), lasting as long as the user has opened the sixth gate, and gaining twenty damage for each higher gate opened, with the Eighth Gate allowing the air pressures to reach Long range distance. Due to the user exerting increased amounts of usage of one's body in a released EIG state, he would suffer 10 DMG for each turn MoM was active upon the end of the usage of the EIG. If the user willingly ends the Gates usage, he would suffer half the damage that should be sustained.
¤ Declined for a few reasons; clashes with a previously attempted EIG jutsu by Gobi iirc, added burning ability is added wastefully, additional uses or useability by EIG Masters is neededly added, and added air pressure itself to all Tai is far too much to allow, given the native boosts to EIG already. ¤
(Zen'nō No Asukurepiosu) - The Almighty Asclepius
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Exploiting the fact the EIG user's body are often in prime physical condition, and expanding on the usages of the second gate of healing, The Almighty Asclepius enables the user to heal themselves after activating the Kyūmon. The technique allows the user to force his body into healing and restoring it to it's prime condition, enabling the user to fight on longer and more efficiently. This is not to say the technique increases the duration of the EIGs usage, but rather maintains the body and keeps it in prime condition during it's usage, allowing the user to essentially not weaken. The user's natural healing would be greatly improved, reaching levels equivalent to that of the user's strength, meaning that for each gate higher than the second gate, the user's condition is further restored/healed. The second gate allows the user to heal the 10 DMG, the third 15 more, the fourth fifteen more, etc. (The increases for each gate after is equal to the DMG the user would normally take from activating said gate, regardless if they can ignore it for EIGM), while also allowing EIG users to ignore the DMG from each gate opening. The healing would not allow the user to regrow limbs, but it would weld cuts, heal bruises, prevent infections etc, essentially super charging the user's natural healing and immunity. This also means that the user would become unaffected by toxins/poison or similar, as their bodies would immediately curb their effects, developing a lasting proper immunity to them (even after the technique ends), similar to how a normal body would for simple diseases, but on a grander more intense level. If the user has medical ninjutsu knowledge, the healing would be even greater (10 points greater for each gate), as the user would be both consciously and subconsciously more experienced with their bodies functions. While the healing granted by the technique is immensely useful, it would be quite hard for the body to function at this rate of healing under normal conditions, meaning that upon the closing of the gates, the user would be more prone to DMG, taking twenty(ten for Med NIN) more DMG from attacks that hit their bodies, and suffering from the effects of new toxins/poisons one turn faster than normal, while also feeling half the DMG that they would have taken for opening the gate. (So if the user opened till the 7th gate, they would suffer 110/2 = 55) This weakened condition would last twice the amount the user had this technique active. The technique itself can be used twice by EIG users, and thrice by EIG masters, lasting the duration of activation of the gates.
¤ Declined, EIG offers no capabilities to heal the body. Use of EIG to heal goes against this. Increases to passive healing/base healing isn't allowed and further mechanics on hoe this healing operates are a clear no. DNR ¤