Custom Jutsu Submission - IV

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Lord of Kaos

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New Cycle: 04/06/2018 - 04/13/2019

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.
 

BusinessManTeno

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Updating MSC:
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-7#post-21899348

Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is that due to the more destructive nature and heat of hellhounds, they have double strength to elements.

Updated Declined: the last sentence is ridiculous and you were forewarned.

-Pekoms


(Makairyouken Fukanzen Sennin Modo ) - HellHound Perfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +40 Damage to all Fire Jutsus and +30 to Taijutsu
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and reduces an additional 15 damage per cold base techniques and can heal (for 20 damage per turn), for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, to imperfect sage mode where the user is able cast genjutsu one range away, the user is able to break out of genjutsu of equal rank or lesser by constantly having senjutsu flood into the user. While the heat sensing increases from 2 landmarks to 3 landmarks away. Lastly, the user gains access to hellhounds anatomy but more defined. Keeping the sharp teeth, the user gains a bright red fur around her body, that allows her to not be effected by neither both hot or cold debuffs
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve

( Senpō: Sanshō̄o) - Sage Art: Spirit Salamander
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user will create a fire salamander infused with senjutsu. The dragon stands roughly the same height as the user but is able to latch himself onto the user via the users command. The salamander takes on a physical fire form. Salamander is able to be used in a form of transportation just incase the user wishes to fly somewhere, allowing the user to have solid footing. Salamander body is extremely hot, scorching the air within mid range of him, causing those who arent fire specialist, to take -10 damage to the heat. Salamander is able to use a technique called salamander breath which releases a huge stream of hot and powerful fire, twice the size of madara majestic annihilation. Doing this will scorch the battlefield up to long range, causing those who are on the battlefield to not be able to use water through their mouths, until moisture appears back on the battlefield via a water jutsu or until salamander is disperse
Note: Can only be used once in perfect sage mode
Note: Can use twice, and last three turns per usage
Note: The fire used from salamander is also infused with senjutsu
Note: Cant use any senjutsu technique while salamander is in play
Note: Must have a two turn cool down
Note: User is able to have salamander to attack with mouth and jaws at S rank, sharp enough through rip through flesh with ease or use Salamanders breath at 100 damage, but will disperse right after

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Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is that due to the more destructive nature and heat of hellhounds, their fire is plays on mutual ground as water element.

Update Declined: the hellhounds already have a passive rank boost to their Katon and won't get more against their weakness.

-Pekoms


( Senpō: Sanshō̄o) - Sage Art: Spirit Salamander

Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user will create a fire salamander infused with senjutsu. The dragon stands roughly the same height as the user but is able to latch himself onto the user via the users command. The salamander takes on a physical fire form. Salamander is able to be used in a form of transportation just incase the user wishes to fly somewhere, allowing the user to have solid footing. Salamander body is extremely hot, scorching the air within Short range of him, causing those who arent fire specialist, to take -10 damage to the heat per turn. Salamander is able to use a technique called salamander breath which releases a huge stream of hot and powerful fire, equal in size to madara's majestic annihilation.
Note: Can only be used once in perfect sage mode
Note: Can use twice, and last three turns per usage
Note: The fire used from salamander is also infused with senjutsu
Note: Cant use any senjutsu technique while salamander is in play
Note: Must have a two turn cool down
Note: User is able to have salamander to attack with mouth and jaws at S rank, sharp enough through rip through flesh with ease or use Salamanders breath at 80 Damage but will disperse right after

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Approved: Edits made in Bold and Gold and removed portion about -10 to wind because it didn't make sense. If you have any complaints I'll decline it so you can make edits that you want - Daemon

(Makairyouken Fukanzen Sennin Modo ) - HellHound Perfect Sage Mode

Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +30 Damage to all Katon and Taijutsu up to S-Rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and, for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering katon and taijutsu techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to hellhound anatomy. Keeping the sharp teeth, she gains a red marking around her eyes like most sage modes, getting rid of the fur around her body, but her body still being extremely hot, making those who make physical contact with her, deals -15 Damage.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve

Approved: edits marked in pink.

-Pekoms


(Fuuinjutsu: Kanpekina rippōtai)- Sealing Arts: Perfect Cube
Rank
: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Perfect cube is a very intricate fuin technique. The user will do a set of three handseals, ending with the tiger. Doing this, the user will cause a barrier to erect from short range around the user in haste taking on a translucent purple color and expanding from there. Once the cube fully forms, anything inside the barrier excluding humans and summons, will be drained and absorbed, completely dispersing said technique. The unique thing about perfect cube is that, once you are in the cube, no jutsu containing chakra is able to be used without the cube completely absorbing it, and any jutsu that is directed towards the cube from the outside will be reflected back towards the opponent. Though the cube is not unbreakable, being able to be broke by completely overpowering the cube by means greater than the rank of the custom or non chakra infused techniques of equal rank (such as taiutsu, kenjutsu etc)
Note: Can only be use twice with a two turn cool down
Note: Last a total of three turns before dispersing
Note: No jutsus that contain chakra are able to fully form inside the cube without being absorbed
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Pending: I can't see any indication of you having an ability that would allow you to submit an S-rank fuuin, can you please contact me with a link to where I can see the adv fuuin purchase or the Uzumaki bio?

Approved: As discussed, this will need to be an A rank not an S rank, and I also cleaned up the wording in the section I bolded to make the technical more balanced and easily understood.

-Inch
 
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Geezus

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(Fuuinjutsu | Anka)- Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: N/A
Chakra: 40 (-10 per turn)
Damage: N/A
Description: A tattoo seal with the kanji for anchor (錨) is placed on the body. The Anchor seal is a unique sealing technique with a passive and active applications that utilizes the properties of the Earth Release: Super Added Weight Technique. The seal's formula is directly connected to the user's chakra network in order to protect the user's chakra from being absorbed or drained by outside means by utilizing the principles behind the Super Added Weight Technique, which allows the user to drastically increase the weight of objects. The seal does this by applying the weight to the user's own chakra passively weighing down and anchoring the user's chakra to their network via the seal. The seal working similarly to sealing techniques used to keep Tailed Beast sealed within their host or vessel, allowing the user to release their chakra as needed with no issue. However, in this case it's function is keep the user's own chakra from being drawn out by unsolicited means. This portion of the seal is passively activated at the start of battle and stays active as long as the user has chakra to maintain it. While active, it causes the user's chakra to be substantially heavier and makes it harder to drain chakra from the user's body. In order to drain the user's chakra, the opponent would need to utilize an equal ranking technique which is capable of draining the user's chakra with no issues. Lower ranked absorption/draining abilities would fail in their attempts to draw out the chakra from the user's body.

Alternatively, at the cost of a move the Anchor seal can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra the user is able to apply the Anchor seal to create a large weight upon the opponent.This weight effectively seals the opponent's movement removing all speed bonuses and preventing movement based abilities (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release or Fuuinjutsu. This active ability of the Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique. This active portion may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Active use can only be used twice per battle.
  • Requires Adv. Fuuin
Declined: The two separate abilities are too unrelated, and would need to be submitted as separate techniques. Is the first ability a passive body seal? That needs to be specified as well.

(Kanpekina
Raiton Chakura Mōdo) - Perfected Lightning Chakra Armor
Rank: Forbidden
Type: Supplementary
Range: N/A
Chakra: +20 to chakra cost and drain of Lightning Release Armor
Damage: +50 to Taijutsu
Description: Because of the massive amount of chakra drain, the 3rd Raikage was normally only able to maintain the Lightning Release Armor for a limited amount of time. This technique was developed to address that issue, and achieved through battle experience and rigorous training to build up his endurance resulting in his abnormally high chakra levels and uncanny resilience. As a result of this training, he developed the technique of containing and harnessing his radiating aura inside his body through intense, continuous concentration and uses it to bolster his power even further in dire situations. With this method, the 3rd Raikage officially achieved mastery of the form. In this state, the user operates at the highest level of the Lightning Chakra Armor. There is even more skill involved in maintaining this state, as the user must be capable of prolonged periods of intense mental and physical concentration in order to continuously contain the surge of chakra within their body and throughout the nervous system. This constant internal surge of high voltage Lightning chakra renders the user immune to S-rank and below genjutsu (excluding MS and Yin Release). By internalizing the Lightning Armor it also affords the user a high resistance to electrical damage as the user becomes completely immune to the Lightning Element, the internalized surged constantly rejecting foreign Lightning techniques from the user's body on contact. By internalizing the Lightning aura, the user pushes their nervous system past its natural limits increasing their physical power beyond what was normally possible with the standard Lightning Release Armor. The once wasted energy now is constantly recycled and renewed within the user's body and nervous system. The user's speed will instead see an additional increase to x5, while their taijutsu is increased +50. However, this form is classed as a high-risk, high reward technique. While the form increases the number of turns the user is capable of using the Level 3 Lightning Release Armor by 1, the user is restricted to using only Taijutsu during this time. When the mode ends the after effects upon the user's nervous system make it so the Armor cannot be accessed for at least 5 turns, and the user may not use Lightning Release or Taijutsu above B-rank for two turns after. The user also experiences -3 to their base speed for two turns as well.
Note:
  • Usable once per battle.
  • This technique is passively activated alongside the Lightning Release Armor level 3.
  • Only usable by 3rd Raikage
Approved with an edit: as this needs to be more restricted than level 3 lightning armor, it needs to be taijutsu only. Contact me if you'd like this approval reversed.

-Inch




Myth Contract in Inventory

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Summoning Animal:
Hakutaku - White Marsh
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:
The Hakutaku is a holy creature originating in Chinese folklore usually appearing as a bovine or felid creature said to be an extremely good omen that brings good fortune to those who encounter them. In Japanese folklore, they are creatures that know all and can ward of evil spirits and disease, and because of its vast knowledge, evil creatures would stay away from it. They are very knowledgeable of the world and may speak in human languages. This clan of mythical beasts can only be encountered in the remote holy mountains of the Land of Lightning. As mythical creatures, the Hakutaku take different appearances often appearing as a monstrous white ox or white lion creatures with a varying number of eyes and horns. The most common depiction being the eyes appearing in sets of three, with three on the face and three on both flanks, along with six horns. However, the number of eyes and horns can vary between the creatures. According to its Chinese legend, it once told a legendary emperor about all the various types of mythical creatures in the world and how to defeat them and the disasters they caused. This knowledge was recorded but has since been lost. In Japan, the creature was said to warn a village of a coming deadly plague and how to craft magical talismans and that would protect them. When they were saved, the creature became revered as a symbol of medicine.

To aid the user in the Narutoverse, these legends have been translated into a variety of abilities that aid the user in combat.
  • White Marshes are highly intelligent creatures said to know everything that ever was and everything that ever will be. They have the ability to look into and gain an understanding of people, things, and phenomena, which alone couldn't account for their incredible amount of knowledge and understanding, but it only serves to compound that gained by millennia of research and study. As such, White Marshes are very advanced sensors and have a sensory ability comparable to Karin Uzumaki's Mind's Eye of Kagura which is how they gain an understanding of the world. This sensory ability, allows the White Marsh to sense chakra down to its type over vast distance (2 landmarks) and with acute clarity. They are able to perceive the most minute fluctuations of a person's chakra giving them a limited precognitive sense comparable to doujutsu and also can tell when someone or themselves are under genjutsu.
  • White Marshes have numerous eyes which they use to analyze and study the world. Their eyes are unaffected by blinding effects or otherwise visual genjutsu. They can see distortions in the environment that would otherwise be unnoticeable to the human eye and as such have an increased tracking depending on the number of eyes they possess. They are also capable of recognizing the S/W of any element or ability custom or canon through sight alone.
  • White Marshes are guardians of kings and wise emperors and as such bonds with the user when summoned via their blood link. Depending on the White Marsh summoned, this bond provides strengthens the summoner in various ways.
  • White Marshes are creatures revered as symbols of healing and medicine as such they are capable of passively healing the user of spiritual or physical ailments at a rate of +10 per turn as long as they are within short-range of the user through their bond.


  • Declined: the species is okay but the perks will need to undergo revision and remember, this contract is allowed only one unique perk. So to start, omit the third perk since it's far too vague. Next, the second perk should also be omitted since it was decidedly far-fetched with regards to the S/W bit and excessive with what would appear to be an immunity to visual genjutsu. Ultimately, this leaves you to pick between the first and fourth perks.
    -Pekoms
    Updating these dinosaurs.



    (Kenjutsu: Subeta Tame Hou Kirikae)- Sword Art: Sword to Gun Conversion
    Rank: S-rank
    Type: Supplementary
    Range: Short - Mid
    Chakra: 40 (-10 per turn)
    Damage: N/A
    Description: The user takes their sword and while applying chakra to the blade spins it in a star shaped fashion. The chakra that envelops the blade grows bright and visible as a long lost transformation technique is enacted upon the sword turning it into a chakra powered gun. While the user's sword is transformed, he is able to utilize bullet ninjutsu, which are a variety techniques only possible with this weapon. This technique can be applied to any sword the user is in possession of in order to give the gun it unique properties, based upon the ability of the sword (7SM, Custom, Canon, etc). The weapon during this time is capable of firing one raw chakra bullet per turn up to A-rank for its duration. This bullet is shot with canon like force and travels at the speed of the average Lightning jutsu.
    Note:
    • Usable once, last 4 turns.
    • No additional Kenjutsu may be used during the transformation.
Kyoka Maho-Dan( Enhancement Bullet)
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra: 40
Damage: +20 damage
Description: The user will apply a vast amount of chakra into a weapon capable of firing bullet jutsu concentrating it into a single bullet. By shooting an already preexisting technique, the built up chakra within the weapon is then forcibly injected into the user's jutsu making it larger and more destructive. This can be used within the same time frame of the technique, but only twice per battle.

Both updates declined: I’m in support of getting these up to snuff, but give them a full rewrite, it’s very difficult to tell what they accomplish even now.

-Inch


Myth Contract in Inventory
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Summoning Animal:
Hakutaku - White Marsh
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:
The Hakutaku is a holy creature originating in Chinese folklore usually appearing as a bovine or felid creature said to be an extremely good omen that brings good fortune to those who encounter them. In Japanese folklore, they are creatures that know all and can ward of evil spirits and disease, and because of its vast knowledge, evil creatures would stay away from it. They are very knowledgeable of the world and may speak in human languages. This clan of mythical beasts can only be encountered in the remote holy mountains of the Land of Lightning. As mythical creatures, the Hakutaku take different appearances often appearing as a monstrous white ox or white lion creatures with a varying number of eyes and horns. The most common depiction being the eyes appearing in sets of three, with three on the face and three on both flanks, along with six horns. However, the number of eyes and horns can vary between the creatures. According to its Chinese legend, it once told a legendary emperor about all the various types of mythical creatures in the world and how to defeat them and the disasters they caused. This knowledge was recorded but has since been lost. In Japan, the creature was said to warn a village of a coming deadly plague and how to craft magical talismans and that would protect them. When they were saved, the creature became revered as a symbol of medicine.

To aid the user in the Narutoverse, these legends have been translated into a variety of abilities that aid the user in combat.
  • White Marshes are highly intelligent creatures said to know everything that ever was and everything that ever will be. They have the ability to look into and gain an understanding of people, things, and phenomena, which alone couldn't account for their incredible amount of knowledge and understanding, but it only serves to compound that gained by millennia of research and study. As such, White Marshes are very advanced sensors and have a sensory ability comparable to Karin Uzumaki's Mind's Eye of Kagura which is how they gain an understanding of the world. This sensory ability, allows the White Marsh to sense chakra down to its type over vast distance (2 landmarks) and with acute clarity. They are able to perceive the most minute fluctuations of a person's chakra giving them a limited precognitive sense comparable to doujutsu and also can tell when someone or themselves are under genjutsu.
  • White Marshes have numerous eyes which they use to analyze and study the world. Their eyes are unaffected by blinding effects. They can see distortions in the environment that would otherwise be unnoticeable to the human eye.
  • White Marshes are large and strong creatures, they exhibit an immunity to B-rank and below damage.
  • White Marshes are creatures revered as symbols of healing and medicine as such they are immune to toxins and diseases.
Declined: omit the second and third perks. The second perk has little to back it in terms of basis or specificity. And as for the third perk, there won't be a flat immunity—it will always be determined in no small part by each contracted animal's rank. Lastly, their being "immune to toxins and diseases" could be too encompassing, so decided on a niche and restrict the immunity to a talisman each is adorned with that can be destroyed with sufficient damage.
-Pekoms​
 
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Skorm

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Redid the whole split consciousness and redacted Yin.

If approved, dropping this[x]

(Kuroi Hoshi) - Blackstar
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Blackstar is a beautiful black long sword with a white crystal spiralling towards the hilt which is covered with vampire squid skin and has bioluminescent spots on it that shines in the same colour the eyes of its wielder has. The hilt is covered with kanji symbols that forms around two tentacle shaped blades on each side of the hilt. These small and sharp tentacles can be used in battle like a thrust or if the user needs to collect blood for something. They cannot be removed from the sword though. The grip is wrapped in two black seals. Each seal has it's own unique kanji sign as each seal is giving the wielder of the sword two unique abilities. The seals are;

調和 - Harmony. This seal incorporates an offensive attribute towards the users chakra system and passively pumps the user with increased chakra as long as they are within short-range from the sword. This means that if the user places the sword on the ground infront of them, having it sheathed or having it in their hands, the seal influences them. The harmony seal doesn't give the user a benefit to all of the their ninjutsu, but to any sort of element or ability they chose to specialise in. This needs to be stated in the bio of the user as one of the standard bio specialties such as; faster handseals, sourceless materialising etc. A maximum of two abilities can get the buff so even if the user specialises in three or four they can't get said buff on more than two. If the user do specialise in more than two abilities/elements, they need to be very clear which ones they chose as their harmony abilities in either the bio or in the beginning of a battle. These harmony abilities cannot be changed unless the user updates their bio. Due to a passive enhancement of their harmony abilities, the user can benefit with a +20 damage output, and a +10 chakra output to their harmony abilities at all times they have the sword next to them.

軍団 - Legion. This seal is extremely powerful. The legion seal is activated, just like the Harmony seal but isn't passively activated. Instead, the user will use a mental command to unlock it's potential and spend a moveslot. The seal will expand in an omni-directional barrier with the sword in its epicenter and reach up to long-range. Within this barrier, every living being, clone or form that can mold chakra becomes unable to use forbidden ranked jutsus entirely. The user becomes unable to use forbidden jutsus as well, with the exception of supplementary techniques and non-damaging techniques. This do not apply to techniques that are boosted up to forbidden rank. When the Legion barrier is deactivated for any reason, Harmony reactivates again passively. The Legion barrier can remain active for 6 turns and be activated twice per battle. The barrier can only be broken if the Blackstar is destroyed, or if the seal on Blackstar is removed by anti-fuinjutsu techniques. The Legion barrier drains chakra from the user, unlike Harmony. The Legion seal cannot deactivate already active forbidden techniques such as dojutsu or modes that are forbidden.

Note:
Can only be used by Skorm.

Declined: This doesn’t feel like a CW as much as a vessel for two powerful seals you want. CW abilities are meant to be more closely bound to actually using the weapon itself.

-Inch
Changed behaviour of the weapon and interaction with seals to make it more.. "weaponry". Also changed name.

(Igudorashiru) - Yggdrasil
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yggdrasil is a savagely looking jagged longsword with a bunch of spots filled with bioluminescent light that shines in the same color as the wielders eyes. The swords grip is formed like a root and the entire sword is made by an unknown crystal that is extremey dense. On the grip of the sword there is also a seal;

調和 - Harmony. This seal is responding to a unique bond called harmony element. When the user is within short range from the seal, a passive stream of chakra is being fueled into the seal and out towars the user of the sword. The sword will transform its crystalline structure to that of the special element the user possesses and take on its traits. A harmony element is essentially any element the user possesses and wants the sword to transform into. This needs to be stated in the bio that has the Yggdrasil sword. The sword will not just resemble the element, but also adapt it's strengths/weaknesses and can be destroyed by such and dealing damage accordingly. As the user powers the sword, the sword also powers the user. In connection with the harmony seal, the sword will shift out chakra towards the user and enhance their harmony element that the sword mimics and give it a passive boost of +10 chakra and +20 damage.

The user can utilize the sword like any other sword and while free-form damage is applicable it costs a move and deals direct damage equivalent of the swords rank and whatever element it mimics at the time. If the sword is tossed it will instantly transform back into the crystalized form it originally has if it travels beyond short-range from the user. It will also remove the passive strengths towards the users harmony element. One unique move the sword has is also based on fuinjutsu. The user will simply pierce the ground infront of them and shove the sword with the edge into the ground and plant it there. This causes a quake of chakra to be unleashed from the sword in an omni-directional fashion and forms a dome around the planted sword that reaches up to long-range. This barrier afflicts everyone inside of it, including the user, potential clones, summons, allies etc. The barrier drains chakra from all entities inside of it and nulls usage of any forbidden ranked jutsu. Modes, dojutsu or other active techniques that are of forbidden rank are not affected by this if they are activated before the move has been made. The only advantage the user gets in this move is that they pertain the ability to use forbidden techniques, but not offensive ones. This barrier also deactivates the harmony seal as long as it is active. The name Yggdrasil is a nordic ancient name and means the tree of life and around the tree the world ends in a dome shape. The barrier is considered forbidden ranked.

Note:
Can only be used by Skorm.

Declined: While I do like the harmony element component and the sword stabbing the earth dome thing, the forbidden rank direct damage attack at the start of the second paragraph is a hard no. You do also need to do a better job defining the chakra draining component of the dome. You also don't need to bold the whole submission next time when redoing the whole technique haha

-Inch
 
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Delta

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training: https://animebase.me/threads/sharingan-rinnegan-delta.767323/page-6#post-21922882

NOTE: the chakra values are different due to the original techniques chakra values being different from the norm.

(Rimbo: Bochi Shifuto) Wheel Grave: Graveyard Shift
Type:
Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 30-70
Damage: N/A
Description: Using the principle of "( Rinbo: Hengoku ) - Wheel Grave: Border Jail", the user is able to forego the damaging aspect, and primarily focus on the Shifting aspect of the technique. Just like the parent technique, the user will create a Limbo clone without Short range of himself. The moment this clone is created, the user will instantly switch places with it. The moment the user switches places with the limbo clone, the clone will instantly return to the users shadow. However, the user can increase this range, by spending more chakra, and accomplishing the same feat, allowing the user to create a clone up to a maximum of 20m in any direction around him. This allows the user to completely dodge a technique, shift ranges, or create a surprise attack. With this technique, however, due to the nature of it, has a few drawbacks.

Restrictions:
B rank can only be used 6 times, and has a maximum range of 5m around the user. A rank can only be used 4 times, with a maximum range of 15m. S rank can only be used 3 times, with a maximum range of 20m.
A rank version requires a single turn between usages, while S rank requires 2 turns between usage.
After using the A rank version, user is unable to use Forbidden rank techniques in the same turn after this is used, If Using S rank, user is only able to perform A rank or above techniques after this is used, due to the chakra strain placed.
This summon and shift is fast enough to dodge Space and Time based ninjutsu,


(Rimbo: Ten Kainyu) Wheel Grave: Heavenly Intervention
Type:
Offensive
Rank: A rank
Range: Short
Chakra: 50
Damage: 60
Description: Using the same principle as "( Rinbo: Hengoku ) - Wheel Grave: Border Jail" the user will, instead of summoning a full clone, only manifest a small portion of this clone. This is used for close quarters combat. Similar to Frog Kata, as the user goes to strike, they will create a projection into the Limbo realm, mimicking the current action, increasing the range a damage of a taijutsu hit. This projection follows the users current pathing, therefore if the opponent completely dodges, it will miss, however, it does extend the range of the users strikes, coming from the limbo realm. This is not only a surprise attack, but as can also be used to block techniques with this, using Limbo's unique characteristics to block.

Restrictions:
Can only be used 4 times per battle, with a One turn cooldown between usages.
Canon and Custom Limbo techniques cannot be used for 2 turns after this technique, with only this technique suffering a 1 turn cooldown.

¤ Both Declined. ¤

(Asura/Preta: Baria Kakusan Taiho)Asura/Preta Path: Barrier Diffusion Cannon
Type:
Offensive/Defensive
Rank: S rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a jutsu which combines both the Asura paths mechanical cannons, and the Preta paths Absorption ability to create a technique which can both defend and attack and nearly the same time. With both paths active, the user will turn one of their arms into a cannon, while extending the other arm forwards, as an Enemy technique is about to collide. As the technique gets within range, the user will Activate the Preta path, absorbing the ninjutsu into their body. As this happens, the Asura path will trigger, causing a siphoning affect. Instead of the Preta path taking the chakra and spinning it to diffuse it, the Asura path will instead draw the foreign chakra into the cannon, storing it until the entire jutsu has been absorbed. As soon as the technique has been absorbed, the Asura path cannon will fire the jutsu as a raw chakra blast back towards the opponent. By using the Asura path to redirect the chakra, the user avoids any adverse affects that the body cannot handle while absorbing with the Preta path. The technique fired does not retain any of the qualities of the technique absorbed, as it is broken down and converted back to raw chakra before being fired. This entire technique is extremely fast, amplifying the absorbing ability of the Preta path to the max, the speed of this can be compared to the speed of Uchiha return, in the speed at which the jutsu is absorbed and then fired back.

Restrictions:
Requires both Preta and Asura paths to be active.
The Fired jutsu has the properties of Asura path, making it neutral to all.
The Absorbing ability has the properties of Preta Path, allowing the user to absorb up to S rank techniques, regardless of chakra cost or damage of the technique being absorbed.
Both Preta and Asura path techniques go on a cooldown for 1 turn after the first use, and two turns for the further two uses.
Can only be used 3 times per battle and counts as 2 jutsu per turn when used.

¤ Approved ¤

Pending, leaving all of them for LoK. Rinnegan stuff is tricky, I'll start reading more training threads and see if I can do them in the future.

-Inch
 
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Shady Doctor

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( Fukurō no sukuriputo ) | Scripts of the Northern Owl
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A [+10 to seal]
Damage:
Description: Scripts of the Northern Owl is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Scripts focuses on the more supplemental side of sealing. The Chakra chains come with an inherent ability to use a certain sealing method through them, so a talented Uzumaki found a way to advance the idea of using seals through them altogether. Through the use of additional chakra when deploying the chains, the user is able to forge kanji/Scripts into the chains and give them the effects of a sealing technique. This would only work with Fuuinjutsu techniques that have kanji markings or scripts that can be written/forged into the chakra chains themselves. This has it's limits though. Being a technique that only comes into fruition when used directly next to chakra chains, it is a passive technique and won't take up a move slot; Though whatever seal is forged into the chains will need to be posted and altogether would count as two moves (The chains + Seal). This is a technique that would have to be posted in the user's bio or at the beginning of fights as a reference (also being posted as reference when used). This will also come with a couple of restrictions. Even with great ability to use Seals as an Uzumaki, this combination will still be difficult to use on a high level. When it comes to S-rank seals, they can only be applied to the chains once every 3 turns, and 5 times total in a battle. This can't apply Forbidden rank seals at all.

Declined: Refer to our previous discussion on discord. This needs to have its rank adjusted and to have more substantial restrictions.


( Īsutandoragon no shizukesa ) | Tranquility of The Eastern Dragon
Type: Supplementary
Rank: B
Range:
Chakra: N/A
Damage: N/A
Description: Tranquility of The Eastern Dragon is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Tranquility focuses on elemental chakras to enhance the overall effectiveness of the chains. Through the use of additional chakra when deploying the chains [+10], the user is able to passively mark his chains with kanji of a chosen element [to be specifically posted which element in bio] to enhance them to fit their needs. The kanji would instantly erect a barrier that is skin tight on the chains, possessing the inherit properties of said element. This can range from being a basic element, to an advanced element or CE, which effectively raises the rank of the chains when used. This is something that CAN be applied to the chains but doesn't HAVE to be applied every use, seeing as the chains would also take on the weaknesses of said element and wouldn't always be needed. On the other hand, at the cost of a move the user can switch the kanji seal to a new element (losing the old seal), but adding +20 to the chakra cost with the normal gains [+1 rank]. This would happen within the same time frame of the chains due to the nature of this technique, being unusable on its own. When applied to S-rank or forbidden rank chains, it will hold numerous restrictions. They will gain +20 damage but this can only be applied 3 [S-rank] and 1 [Forbidden] time respectively. When used without the user's main chakra nature stated in the bio, these barriers on the chains will only last 4 turns.

Declined: Unfortunately this is more confusing than it was before and still seems overpowered. I like the concept though, and suggest rewriting it. This doesn’t need to be any more complicated than a simple +20 damage to S rank and above, and one rank for everything else, this is needlessly rough to read.


( Sazanfokkusu No Seigen ) | Restriction of the Southern Fox
Type: Supplementary
Rank: B - S
Range: Short-Long
Chakra: 20-40
Damage: N/A
Description: Restriction of the Southern Fox is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically this technique focuses on the spiritual aspect of the chakra chains; Which have been shown to manifest spiritually instead of physically. Originally, most Uzumaki with access to chakra chains could only defend by manifesting these spiritual chains to fend off things such as Genjutsu, Yamanaka techniques etc, though a young talented Uzumaki had created a way to actually put these chains to use in order to effect an opponent on a spiritual level. They'd manifest the chains in their mind the same way they originally would, but through focus on a targeted opponent(s) the user can project these chains directly at them at a pace similar to other spiritual techniques (Yama, gen etc.). The chains would "wrap" around the targets spiritual side of their chakra and effectively "sealing" it to a degree. With a certain strength of the chains sealing hold, the opponent would be restricted to using chakra of a specific rank. With a B-rank usage of this they would be unable to mold chakra of forbidden rank or more on a technique. A-rank would limit them to no S-rank chakra or more. While S-rank usage would leave them unable to use any A-rank or higher chakra. This comes with it's limits and restrictions nonetheless. Using this constantly takes up a move slot and would leave the user unable to use any Genjutsu, Yin release or things similar while active. A-rank usage of this technique can only happen 3 times max with 2 turns in between uses while S-rank usage can only be used twice with the same cool down between uses. These chains are also unique in the sense that they can't be perceived by those whom don't have a sort of sensing or a doujutsu. Though if a doujutsu saw the chains, they could see the glowing red chakra chains connected from the user's forehead to their bodies. This technique can be broken by a chakra surge 1 rank greater than the rank used.

Declined: You’d need Yin to project the chains out like this, so get that and resubmit it as a Yin technique IMO.

-Inch
( Fukurō no sukuriputo ) | Scripts of the Northern Owl
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 [+10 to seal]
Damage:
Description: Scripts of the Northern Owl is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Scripts focuses on the more supplemental side of sealing. The Chakra chains come with an inherent ability to use a certain sealing method through them, so a talented Uzumaki found a way to advance the idea of using seals through them altogether. Through the use of additional chakra when deploying the chains, the user is able to forge kanji/Scripts into the chains and give them the effects of a sealing technique. This would only work with Fuuinjutsu techniques that have kanji markings or scripts that can be written/forged into the chakra chains themselves. This has it's limits though. Being a technique that only comes into fruition when used directly next to chakra chains, it is a passive technique and won't take up a move slot; Though whatever seal is forged into the chains will need to be posted and altogether would count as two moves (The chains + Seal). This is a technique that would have to be posted in the user's bio or at the beginning of fights as a reference (also being posted as reference when used). For S rank seals and above, the user will need to perform an additional hand seal when forming the chains. Can only be used to apply S rank seals 3 times each battle, with two turns between uses. Cannot be applied to forbidden ranked chains.

( Īsutandoragon no shizukesa ) | Tranquility of The Eastern Dragon
Type: Supplementary
Rank: B
Range:
Chakra: 20 [+10 to jutsu]
Damage: +20
Description: Tranquility of The Eastern Dragon is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Tranquility focuses on elemental chakras to enhance the overall effectiveness of the chains. Through the use of additional chakra when deploying the chains, the user is able to passively mark his chains with kanji of a chosen element [to be specifically posted which element in bio] to enhance them to fit their needs. The kanji would instantly erect a barrier that is skin tight on the chains, possessing the inherit properties of said element. This can range from being a basic element, to an advanced element or CE, which effectively raises the rank of the chains when used. This is something that CAN be applied to the chains but doesn't HAVE to be applied every use, seeing as the chains would also take on the weaknesses of said element and wouldn't always be needed.

On the other hand, at the cost of a move and 20 chakra, the user can switch the kanji seal to a new element (losing the old seal). This would happen within the same time frame of the chains due to the nature of this technique, being unusable on its own.

Note: Can only be used on chains up to S rank.
Note:
For S rank seals the user will need to perform an additional hand seal when forming the chains or swapping the seal. Can only be used to apply S rank seals 3 times better battle, with two turns between uses.

Both approved with edits to the chakra costs, and the first one can't work on forbidden ranked chains.

-Inch
 
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Gutsy

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(Mede~yusa Ta Atama-ju) — Medusa The Multi-headed Beast
Type: Offense
Rank: S
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: Derived from Jiraiya studying an ancient civilization and religion, he came upon a deity known as Medusa, whom was known for having snakes instead of hair on her head. These snakes petrifying gaze would petrify anyone whom would look upon her. Jiraiya drawing inspiration from this, created his own technique. Jiraiya would cause his hair to grow to enormous proportions, creating seven large snake-like bodies of hair, with heads of that of lions. The long, snake like bodies created of his hair extend far into long-range from him, and even though it may look smooth, the very hair has spikes and needles of hair that pokes out, which is harder than steel like the rest of the hair. The heads of these seven beasts have large manes and they are utilized to quickly extend and strike their targets from different directions. These seven lion headed snakes are all going to attack simultaneously, upon Jiraiya manipulating them, aiming to strike and constrict the targets movement, severely injuring them with their bodies, before the largest of the seven heads will strike down from above, devouring the target and forcing them down into its “throat” which is filled with blades of hair that will tear and shred through anything coming down. In addition to the sheer power and forceful danger that lies within the hair, each head has a unique seal applied to their mouth which allows Jiraiya to release it upon his will, causing the appearance of a Rasengan in or in front of any given mouth of the seven lions, which can be used to strike down a target with sheer force.
  • Rasengan creation cost a move, however it is a passive addition to the technique
  • The collective power of the specified number of rasengans add to a total of S-rank in power
  • Technique can be used twice per battle
  • Technique has a three turn cooldown
  • No jutsu above A-rank in the same turn
[Raruneaidora] – The Lernaean Hydra
Type:Attack/defence/supplementary
Rank: A
Range: Short (created) – Long
Chakra Cost: 30 (-10 per turn)
Damage Points: 60
Description: This jutsu is based on the application of Jiraiya's Wild Lion's Mane Technique allowing him to extend and shape his hair, though rather than having it stretch out to attack he can instead allow it to grow, take the shape of an animal and detach from his body, being maintained through charka control. These animals can range in shapes and sizes and be controlled up to long range. The maximum size would be 3m tall. These can be used as sources for further hair ninjutsu, acting as a medium for the user. The beasts will have similar properties to the animals they take on, like how a dog would run or a bird will fly, while following the principled of hair release jutsu.
  • Can create a maximum of 2 beings per use
  • Technique lasts until the user stops supplying chakra to the beings
Both declined: these are both really weird but that’s not why they’re declined. They’re gonna need hand seals and since you seem to be making a series of elaborate hair jutsu, work out some restrictions that specifically hamper your ability to spam these jutsu. I’m not that sold on the hair dragons having rasengans, lol.

-Inch
Resubmitting:

[Raruneaidora] – The Lernaean Hydra
Type:Attack/defence/supplementary
Rank: A
Range: made in short-range, able to reach long-range
Chakra Cost: 30 (-10 per turn)
Damage Points: 60
Description: This jutsu is based on the application of Jiraiya's Wild Lion's Mane Technique allowing him to extend and shape his hair. After performing four handseals, the user has their hair grow, take the shape of an animal and detach from his body, being maintained through charka control. These animals can range in shapes and sizes and be controlled up to long range. The maximum size would be 3m tall. These can be used as sources for further hair ninjutsu, acting as a medium for the user. The beasts will have similar properties to the animals they take on, like how a dog would run or a bird will fly, while following the principled of hair release jutsu.
  • Can create a maximum of 2 creatures per use, with the rank split equally (two B-ranks)
    [*]Two-turn cooldown from the time all creatures are dispelled
  • The creations can stay upon the field for a maximum of 4 turns
Approved: edits marked in pink.
-Pekoms​
Approval of Custom Summoning Contract: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-3#post-21862020

[Tezcatlipoca – Kitsuen-Kyo] Tezcatlipoca – The Smoking Mirror

Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The Wendigo known as Tezcatlipoca is referred to among the Wendigos as the Smoking Mirror. He is a malicious and primitive monster, who looks skinny to the point of emaciation, his skin pulled firmly over his bones, the bones practically unmistakable sticking through it as they push outwards. The composition of his skin is cinder dark, and his eyes are pushed back profoundly into their attachments. The lips that he may have had are worn out and grisly, and the bones stand out of his body like spikes. His head resembles that of a bloodied and substantial skull of a puma, and the extensive sabretooth like teeth are well sharpened. Tantamount to different Wendigos, he discharges a creepy scent of rot and disintegration, of death and debasement, when he is gathered upon the field, this foul stench will cover the combat zone. Not at all like most Wendigo's he is known as the Smoking Mirror considering the shocking smell falling off his body being so intense and solid that it is unmistakable to the point of resembling a flimsy fog or smoke ascending from his body.

He has their intrinsic capacities known to all the Wendigos. These capacities are that of repulsiveness and abnormal highlights, which gives them their natural capacity to apply a frightening trepidation and murdering aim upon their unfortunate casualties [passive, equivalent to the Wendigos rank], just as him likewise being an outstandingly gifted seeker of the Wendigos, enabling him to follow his exploited people through his uplifted faculties, particularly his intrinsic tangible abilities [passive sensory]. Beside these intrinsic capacities that have been lined out, the Wendigo has a one of a kind capacity, anyway before digging into it, note that this particular Wendigo is roughly 4 meters and 20 centimeters in tallness, an exceptionally expansive Wendigo contrasted with the rest, and when he is called, he may wear a cover of panther skin, disguising its majority.

Tezcatlipoca is an exceptional close combat specialist, capable of utilizing Taijutsu techniques of up to S-rank in nature, and while this is his general ability, what makes him the most well-known Wendigo when it comes to close combat, what makes him dangerous is what he utilizes in conjunction with his Taijutsu. Because of his extraordinary nature and him being an animal that has a rotting and breaking down body, he is loaded up with microscopic organisms [bacteria] and this converts into his paws, bones, mouth being loaded up with said microbes. Therefore, if he strikes or harms somebody, these microorganisms will mean the objective, where it will start to make the objective gradually lose their engine capacities while the territory influenced will turn red before it will start to gradually turn dark and in this manner start to rot [This will happen over a period of 4 turns].

As for Tezcatlipoca very own and unique technique, it is named after an ancient Wendigo known by the name of Abaddon; The Coiling Mist of Abaddon. Tezcatlipoca will release a powerful wave of something that resembles smoke or mist from his body, in a quick wave that covers the field, as it flows forward coiling and it seems harmless. The wave has a dark greenish color to it, and to Dojutsu users it will appear like a wall of chakra, impossible to see through. The fact is that the wave itself is meant to conceal Tezcatlipoca and his summoner, but in addition to this, the mist that he produces is incapable of being removed from the field as it is continuously produced by Tezcatlipoca. What truly makes the technique dangerous is the fact that the mist stems from Tezcatlipoca, where his body is made up of horrifying odor, bacteria and more, making it difficult to breath or function within the mist, as a person caught within it, will begin to feel sluggish, and as their brain and body begins to lack oxygen, he or she will begin to hallucinate and within 3 turns will fall to the ground unconscious from the lack of oxygen to their brain.

Note:
  • Tezcatlipoca, will whenever he strikes someone, infect them, causing the affected area to lose function while slowly decaying over a span of 4 turns unless medical attention is applied.
  • The injuring and slashing and infecting of an enemy, is a passive ability that he possesses, which will be applied to his hand to hand combat.
  • Abaddons Coiling Mist technique is an A-rank technique, that can be used once.
  • Tezcatlipoca can be summoned once per fight
  • Tezcatlipoca stays on the battlefield for a total of 4 turns
  • Can utilize Taijutsu up to S-rank
Declined: start by abridging the first two paragraphs, then omit references to bacteria in the other paragraphs. No mention of bacteria is made in the contract itself; ergo, it goes beyond the scope of the contract and can also conflict with Germ Release. The same can almost be said of the last paragraph but there are ways to get the essence of that ability; however, it needs a rank and more balancing.
-Pekoms​
 
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Zatanna

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Iku no Disku | Running Disc
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user focuses chakra to create a solid disc comprised of chakra, capable or being made to float in the air or beneath them. When the user then strikes this disk, it creates a long range shockwave that ripples through the ground and air due to the pressure being compressed into the the disk through with the aid of chakra, then let out in a fine high powered explosion. This technique allows one to create a shockwave while falling in the air, or while trapped in a body of water or mud.
Notes:
Can only be used 4 times with a 1 turn cooldown inbetween uses.

Futōmei Seido | Opaque Precision
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description:
A simple but effective body seal, the user writes onto a paper tag the symbol for light and having it placed on their body. When activated in battle, it creates a bright chakra sphere the covers up to short range, comprised entirely of chakra fueled light being continuelly fueled from the users chakra. This light shines as brightly as a paper flash bomb or Lightning Pillar, obscuring the user and making it difficult to look towards the source. While opponents find it hard to look towards the user, the downside is that even while turned away, they can still tell where the user is from the bright shining light. Lasts up to 3 turns.
Notes:
Must be placed in the users biography or at the start of a fight
Can only be used twice with a 3 turn cooldown inbetween each use.

Both approved with slight edits in bold. Contact me if you'd like the approval reversed.

-Inch
 
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Howard

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( Yoton: Seishi ) - Yang Release: Quiescence
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 50
Damage points: N/A
Description: Upon the formation of another elemental technique the user will imbue it with a large amount of Yang energy which has no immediate effect on its own merely appearing as an excessive amount of chakra akin to an improperly balanced technique. This Yang energy will merely imprint upon the elemental technique remaining with it and being intuitively linked to the augmented technique. This Yang energy is able to use this imprinting process to "remember" the technique including its nature, size, shape, and consistency. When the augmented technique itself burns out or is overtaken by another technique is when it's true effect activates releasing the Yang energy from its bond with the technique where it travels upward as wisps of intangible energy that cannot be interacted with being ethereal. As the energy moves upward five meters through its imprint upon the previous technique it passively recreates the technique above the opponent, in essence, giving it a second-life or a rebirth of sorts upon the next turn. This allows the augmented technique to reappear above the opponent roughly five meters away and allows the user to set up a fast-acting combination with the reformation of the technique. The new technique has the same amount of damage it had upon its first formation including any boosts. This is because the Yang energy is able to rebuild the technique at its peak condition.
Note: Can only be used twice per battle with a three turn cool-down

¤ Declined, I'm not sure why this would let the techniques reform on such a level. The italicized hints that the technique needs to be beaten before this can take place so if the Jutsu is defeated, this one isn't really bringing it back to "life". I'm also not sure why it says it cant be interacted with (I'm assuming this is just before it reforms fully, though this doesnt explain why). This shouldnt apply to techniques augmented with other outside sources unless solely by Yang; using simply Yang to "revive" it shouldnt apply other boosts to it imo. ¤

( Yoton: Sutairu wa otoko ) - Yang Release: Styles Separate Man
Type:
Supplementary
Rank: S
Range: Short
Chakra cost: 50
Damage points: 100 ( +30 to a physical technique )
Description: Similar to Power of the Sun, Ring of Hell or Yang State this technique works on amplifying the strength of the body through the application of Yang energy however instead of doing that through a drawn out mode it aims to do it for an instant. The user sends a swell of Yang energy through their body to a specific area augmenting the strength and speed of that limb for a few brief moments allowing that area of the body to move faster and hit harder just at that moment. A simple example would be reinforcing the arm with Yang energy and landing a direct punch while under the momentary effects of the technique. The arm while affected by Yang energy would move at x3 the user's current speed and deal a significant amount of damage on the level of the EIGs or other similarly high-level taijutsu. This increases the usability of these properties much more than a mode because it doesn't require them to adhere to a set predictable style like Power of the Sun or Yang State which forces them into a set pattern of movement or restricts their abilities. Alternatively, the burst of Yang energy and subsequent strength can be used in the same timeframe as another taijutsu technique granting it +30 additional damage but removes the potential for the technique to do its own inherent damage.
Note: Can be used twice with a four-turn cool-down

¤ Approved, made edits. Cant exceed or match the damage of canon YY techs ¤

( Inton: Tsuki e no Michi ) - Yin Release: A Way to the Moon
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra cost: 70
Damage points: N/A
Description: A Way to the Moon is a counterpart to Change into Heaven with similar effects to that technique working on similar principles. If Change into Heaven is thought of as a blessing, then A Way to the Moon can be considered a curse of sorts. Instead of imbuing their own techniques with new properties or amplifying the existing ones, the user through their Yin energy makes a connection to their opponent's technique with a tether of Yin energy that augments the technique's properties restricting and removing certain aspects of the technique. For example, if used upon a fire technique the normally damaging aspect of it, the heat, and the ability to burn things can be stolen from the technique. So by altering these properties or outright removing them in some cases, it steals the potential for the technique to do any damage. While the opponent is focused on "hurting their opponent" or "buffing their own technique" this ability sees through that line of thought and sees the beauty behind their actions allowing the user to make an offensive action, inoffensive. So if someone is struck by fire augmented by A Way to the Moon, it will merely glance off of their body in essence unable to "stick" or "burn" allowing the intangibility of fire to be a hindrance instead of a gift as if the technique were now no different than the air around the user. Similar properties can be removed from other elements, for example, water or earth, the density, and tangibility can be altered considerably removing the weight and force from a normally heavy hitting earth or water technique. This would remove the damage and danger from those mentioned examples neither having the force to harm the user merely glancing off of their body. Water can be altered into vapor or earth could crumble to dust. For a cutting technique like water, wind or lightning, the sharpness and tangibility can be taken from the techniques, in essence, reducing a blade of wind to an inoffensive breeze or a bolt of lightning to a mere flash of light. So by altering the properties of elemental technique through the application of Yin energy the user is removing the damage from a naturally damaging technique making them docile and harmless. This means a technique with damage effected by A Way to the Moon will instead act as if it were N/A having no harmful properties.
Note: Can only be used twice per battle with a four turn cool-down
Note: The user cannot use Yang, or Yin-Yang Release the turn this is used

¤ Declined, this is too broad to allow as worded; this can only remove 1 property of a jutsu and cannot completely invalidate a technique, i.e. turn water into gas to completely disperse or similar. ¤
 
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Punk Hazard

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(Yoton: Sukearī Monsutāzu) Yang Release: Scary Monsters
Type: Supplementary
Rank: S
Range: Short
Chakra: 70(-10 per turn)
Damage: N/A(+30 to Taijutsu-based techniques)
Description: Serving as a self-enhancing variation of the Ring of Hell technique, the user will reinforce his own body with Yang-based chakra. Scary Monsters enhances the user's physical capabilities tremendously, placing them on par with Perfect Snake Sages in terms of sheer power and speed. Much like the body-altering effects of Ring into Hell, the user's increase in power is accompanied by a drastic transformation; the user's body will become leaner, accentuating the muscles as their skin takes on a cracked, almost scaly appearance. The user's lower back becomes enlarged, extending into a powerful tail as their teeth and fingers elongate into sharp fangs and claws(giving the user an overall dinosaur-human-hybrid-like appearance), allowing the user to deal slashing damage with their Taijutsu. Due to reinforcing their bodies with their own energy, this technique is more sustainable than the Ring of Hell(four turns).
However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques, nor can he use Genjutsu.
Note: Can only be used twice per battle and lasts 4 turns per use, requiring the same time in between uses.

¤ Approved, made edits; the smell and taste somehow giving vital energy sensing was a stretch and wasnt explained enough to justify keeping it in. Added restriction. ¤

(Yoton/Kinjutsu: Fantomu Buraddo ) - Yang Release/Forbidden Arts: Phantom Blood
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Seeking a way to enhance the body to its uttermost limits, a group of shinobi known as the Pillar Men created the Kinjutsu known as "Phantom Blood." Sealed into stone masks by its creators, Phantom Blood is a Kinjutsu designed to transform the body; upon being touched by blood and worn on the face, the mask releases several spines that inject a surge of Yang-based energy into the user's body that binds itself to their cells and naturally occurring fluids. This process permanently transforms the user into an entity known as a "Vampire," the Yang-based energy passively granting them physical prowess and agility on par with that of the Second of the Eight Inner Gates. Vampires possess immense longevity, their lifespans continuing indefinitely, and can even remain alive after any injury that would normally be fatal for ordinary humans(in terms of the function of the RP, this aspect of the longevity is largely cosmetic; the user's health points still abide to normal health rules and the user will still lose a match when their health reaches zero). However, they are not truly immortal; a fatal injury to the brain will result in the death of a vampire as normal. This longevity grants those under the influence of Phantom Blood a naturally higher capacity to heal, able to passively recover from damage on par with Hashirama Senju's passive regeneration. Wounds, burns, cuts, etc. will all passively heal over a small period of time, closing up wounds and injuries after one turn. While this healing can recover any wound over the course of one turn, it is not without its limits; a Vampire's passive healing is only able to restore the body so that it can function, but does not restore lost HP(for instance, an arm broken by an A-rank technique will mend itself, but the user will not recover the lost 60 points of their health).

This longevity can also be manifested in enhanced ways, though these require active uses. The user can increase the power of the regeneration to restore up to 75 Health Points. This can be used to mend more severe injuries, such as restoring destroyed organs or reattaching detached limbs. Should the user make physical contact with another living organism, such as a bio or summoning creature, the user can execute this ability with greater ease, compensating for the comparatively lesser use of chakra by stealing some of the opponent's vitality.

Note: Enhanced regeneration requires physical contact with target and can only be utilized three times per battle
Note: Active regeneration occupies a move slot, consuming 70 chakra. Through direct contact, the chakra drainage drops to 50 chakra. Regular version can be used once every two turns, direct contact once every other turn
Note: Due to their bodies growing acclimated to Yang energy through the Phantom Blood transformation, Vampires become able to use techniques that would normally clash with the usage of Yang Release techniques without such hindrance, though all other restrictions apply


¤ Declined, a little confusion here; you note that it can heal injuries on par with Hashirama healing but that it cannot restore lost health, so I'm assuming you meant superficial injuries like cuts,bruises, etc. That in itself is fine but healing any wound in one turn may go too far depending on what the injury is, especially since Hashirama healing as well as other healing takes time depending on the injury itself. Much like Oral Rebirth, this needs a hard cap on usages as well as actual drawbacks on a high level that makes it a Kinjutsu. If the injury is more then half your total health, you will not be able to regenerate from it; you cannot heal more than 75% of your health overall; if your health reaches under 25%, the active use cannot be used, etc. Something akin to these need to be in place. ¤

Resubbing these as I accidentally went over the limit last cycle:



(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 50
Damage: 100(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will add the Ram and Snake hand seals to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are determined by the caster of Black Sabbath and represent a choice the infected must make. The two choices are contrasting absolutes, ensuring that the opponent must make a decision one way or the other(for instance, the choices presented can be "Use Fire jutsu" vs "Do not use any Fire jutsu." The choices are stated to the opponent within the same post Black Sabbath latches to the opponent in, along with specifying the "correct" choice). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow. From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first.
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.

¤ Approved, edited and removed a redundant line ¤



Revamping Gold Experience a bit, splitting it into two techs, a la Hungry Ghost and Phantom Dragon.

(Inton: Raifu Shotto ) Yin Release: Life Shot
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: The user will weave five handseals, releasing from their body an omndirectional surge of Yin-based chakra. This wave moves rapidly, covering their short-range area in a gradually expanding outwards wave throughout mid-range. Any targets caught within this "Life Shot" become overloaded with Yin-based energy, increasing the power of their mind exponentially for one turn. Due to their increased mental fortitude, the target will effectively become immune to any mind-based jutsu, such as Genjutsu, for the duration of Life Shot's effect(with the exception of Yin and MS level jutsu). Due to the target's increased mental abilities, their perception of the world around them will likewise increase tremendously, causing them to process information far faster than normal human capabilities. The world around them will slow to a crawl as a result, as their ability to perceive information will become so intense, they become able to perceive everything in slow motion. This intense increase, however, comes at a steep trade-off. While under the effects of Life Shot, the body will not follow the surge of speed of the mind and will be unable to move despite the target still perceiving themselves as moving, creating an out-of-body experience as the target's consciousness separates itself from their body and its capabilities completely.

Note: While the opponent is affected by Time Shot, the user cannot activate any jutsu above A-rank
Note: Can only be utilized three times per battle, requiring a three-turn cooldown between usage
Note: No Yang Release, Yin-Yang Release, or Taijutsu above B-rank can be utilized in the same turn
Note: Seals or techniques that are capable of absorbing chakra can block the effects of Life Shot, granted that the technique can absorb the incoming wave of Yin chakra before it affects the opponent.

¤ Approved ¤

(Inton: Gōrudo Ekusuperiensu ) Yin Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 100
Description: A more powerful version of the Life Shot technique. Rather than the arbitrary release of Yin chakra, the user will weave five handseals and focus their Yin energy into a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Belying its small stature, Gold Experience is a particularly powerful Stand, able to deliver immensely powerful strikes and is capable of moving quite fast at twice the speed of a Kage-ranked shinobi. Gold Experience, like most Stands, possesses a special ability, lying in its nature as a variant of the Life Shot technique. Upon touching another object, Gold Experience can enact a stronger version of the Life Shot technique upon it, imparting the user's spiritual energy into the object. Utilizing Yin's natural ability to transform things, the user will transform the object to appear similar to a life form of his choosing, such as a plant or animal, and can even cause it to appear realistically(for example, a rock transformed to appear as a turtle may look and feel as though it were actually a turtle on the outside). However, as this technique lacks the properties of Yang Release, the transformed objects are not truly alive, lacking their own sentience, chakra, and overall life-force. As such, the transformed objects are capable of acting solely as a familiar, giving it the illusion of being alive; as the user's spiritual energy is used to transform the object in question, it can be freely controlled by the user's consciousness, with anything the familiar perceives being relayed directly to the user's mind. Gold Experience can also transform objects infused with foreign chakra, such as techniques, so long as it is infused with equal or less chakra. The user is capable of passively reverting any transformed object or technique back to its original form at any point. In the case of opposing techniques, the reversion back to original form occurs rather violently and explosively, affecting the short-range area around the reverting technique. Upon striking another living being, Gold Experience is capable of enacting (Inton: Raifu Shotto ) Yin Release: Life Shot upon the target.

Note: Can only be used twice per battle, lasting for three turns
Note: Requires a three-turn cooldown before being used again
Note: No Yang Release, Yin-Yang Release, or non-elemental Ninjutsu may be utilized alongside Gold Experience
Note: Gold Experience can only transform one technique every other turn, and cannot use Life Shot in the same turn it transforms a technique
Note: Any usage of Life Shot through Gold Experience counts as one of Life Shot's three usages per battle

¤ Declined, if it acts as a familiar, it will need to drain chakra per turn to sustain itself, not just an initial chakra cost. The use on foreign techniques is too much as well, it will need to go. Given that the detailed ability is initially explained as an advanced Life Shot, you will have to actually make this the case as this currently doesnt resemble that parent technique, or simply remove that phrasing. ¤
Completely revamping into a Yang Release technique

(Yoton: Gōrudo Ekusuperiensu ) Yang Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 100
Description: The user will weave five handseals and focus their Yang energy into a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Belying its small stature, Gold Experience is a particularly powerful Stand, able to deliver immensely powerful strikes and is capable of moving quite fast at twice the speed of a Kage-ranked shinobi. Being created through Yang Release, Gold Experience is an actual, sentient creature and carries a telepathic link to its user, sustaining itself on its own life energy without the need for chakra expenditure. Upon touching another physical object, Gold Experience is capable of producing an effect akin to an advanced version of the Change into Hell technique. Imparting some of its own Yang-based energy through the object, Gold Experience can breathe life into and transform it into an animal or plant(for example, turning a suitcase into a frog or a stone into a rose). Gold Experience can also transform objects infused with foreign chakra, such as techniques, so long as it is infused with equal or less chakra. The user is capable of passively reverting any transformed object or technique back to its original form at any point. In the case of opposing techniques, the reversion back to original form occurs rather violently and explosively, affecting the short-range area around the reverting technique. Gold Experience's abilities can be used as a means of attacking and tracking; should the user transform an object closely connected to a particular person into an animal(such as clothing, a weapon, or even detached pieces of the opponent's body), the resulting creature will automatically begin to pursue the person until they catch up to them. upon which time the user can undo the transformation as an attack(when opposing technique is transformed, the resulting explosion from the transformation ending will match the original's power; unranked objects/non-techniques will do a default of S-rank damage)/

Note: Can only be used twice per battle, lasting for three turns
Note: Requires a three-turn cooldown before being used again
Note: No Yin Release, Yin-Yang Release, or non-elemental Ninjutsu may be utilized alongside Gold Experience
Note: Gold Experience can only transform one technique every other turn
 
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Zaphkiel

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REF: Heaven's Host Seal
(Saisho no Sainan no Kyōdai) Siblings of The First Impact
Type: Puppet(s)
Rank: A
Range: Short - Mid
Chakra: N/A (30/per puppet)
Damage: N/A (60/per puppet)
Description: Hailing from the special place that all Angels of the Heaven's Host seal come from. The "Siblings" are twin set of puppets named Metatron and Sandolphon treated as one. These two mechanized puppets are of a peculiar nature and appearance in that they are intricately designed to be multipurpose through a series of mechanical transformations. Their most used form is one where the Siblings are two perfectly spherical orbs with each a pulsating blue "eye" to observe and record the world through. Though, this is not their only form as their default appearance are human sized puppets donned in a combination of white metal and black metals, expansive 10 meter span wings, and unique weapons. The puppets come in three forms: Angelic, Heaven's Armory, and ESP. When summoning these puppets through the Heaven's Host seal the user is able to pick and choose what form each Sibling is brought onto the field in. Switching forms can be done passively but only once every other turn.

(Angelic) Aegis and Longinus: In their humanoid form, Sandolphon carries a narrow, bladed shield called the Aegis which is capable of generating a powerful, A-Ranked AT-Field which is simply a defensive barrier originating from a seal on the shield. The barrier is spherical with a radius of 5 meters capable of protecting the puppet and its user. Metatron then carries a twisted, pronged spear called the Spear of Longinus which has a unique, A-Ranked barrier originating from a seal attached that allows the weapon to pierce through attacks and objects with absolution. The barrier generated by the spear undulates and generates heat, allowing the weapon to pierce and drill through attacks of equal and rank seamlessly without losing power or momentum. Both weapons are inherently A-Ranked in durability and if used to attack or defend, carry that rank's proportionate damage and defensive capabilities--separate from the barriers. Costs 30 chakra to activate this ability. Once each barrier is utilized it takes one turn to recharge.

(Heaven's Armory) Shield and Spear: The Siblings second form is one where they transform into their own respective weapons, be it the Aegis or the Longinus, and can be wielded by either the user or his other puppets. When transformed into these weapons they carry the seals and barriers associated with them which would allow the user to defend with barriers produced from the Aegis or pierce through attacks using the penetrative force of the Longinus. As stated before both barriers and weapons are A-Ranked in strength separately. But what makes this form unique is that they are still puppets, and still privy to the control of the user. Because of this they are able to act independent of the user through the pseudo sentience of the Otsutsuki Puppet Technique and can be made to attack and defend autonomously or simply hover around the user or his puppets up to a maximum range of 10 meters.

(ESP): ESP or Extra Sensory Protocol is a form of the puppets where they become spherical in shape with five foot radius'. On each sphere is a single blue "eye" and they serve as companions to the user and/or his puppets. In this mode they are treated as drones more or less in that they supplement the user in his defenses and attacks. From their single eyes they are able to project their unique barriers that are associated with their weapons (Aegis for Sandolphon and Longinus for Metatron) onto the user's techniques and weapons to help. For example a weapon held by the user or attack launched can be coated in the Longinus barrier to allow it to drill through techniques in the same way a simple wall created can be covered in the Aegis barrier to allow it to carry more defensive power. Unique to the Aegis barrier through is the ability to just be projected into space in its dome form to protect the user/puppet without the need to be bound to a technique. Also, for strategic and RP purposes, the user can speak through each of these puppets usually to distract or aid allies.
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Declined: stop with the extra wording. If it's a barrier, call it what it is and leave it at that. I don't want to see terms like AT-Field become a staple of your vernacular. Moving on, this would obviously be an S-rank CJ since it involves two separate puppets with A-rank capabilities each. Alternatively, it can remain A-rank but then their abilities will be B-rank each. And if the tools have ranks independent of the barriers then the there needs to be a more restrictive cooldown on both. Lastly, remove one of the transformations (i.e., paragraphs); keep it at no more than two forms. I'm also going to stipulate that the Geppeto extra specialty be a requirement for ESP.
-Pekoms​
Updating. Approved here:
(Tensei Kyū) - Reincarnation Sphere
Type: Defensive, Supplementary
Rank: C-A
Range: Short-Mid
Chakra: 15-30
Damage: N/A
Description: Tensei Kyū is a technique that is only accessible to those of the Ōtsutsuki bloodline. The Reincarnation Sphere is one that bares a similar appearance to that of (Ningyō Noroitama) - Puppet Cursing Technique but behaves very differently. Tensei Kyū, instead of boasting an offensive, defensive, and supplementary side like its counterpart, is entirely defensive and/or supplementary in nature. Whenever the Reincarnation Sphere makes contact with a technique that is not the user's, due to a unique seal embedded within with the kanji for 'take', it deals solely with the sealing away the chakra found within a technique. The seal allows the technique to perform based on rank, where the A-Ranked variant can contend equally with A-Ranked techniques and below and etc. For techniques that carry multiple individual parts or are expansive in nature, the user can release a 'blast' version of this technique where a single Reincarnation Sphere is released in the form of blast of chakra that spreads out and cover a wide area (as much as 120 degrees) to encompass an incoming technique. Upon being destroyed or timing out, the Reincarnation Sphere will then release the chakra it had sealed away in the form of tiny orbs that are absorbed by the user and/or his Ōtsutsuki puppets for various techniques. The number of orbs left behind is determined by a factor of 10 where for every 10 points of chakra absorbed one orb is created, and so if 50 chakra is expelled 5 orbs will be created, etc. It's also able to affect people, summons, and entities as well and can seal either massive or tiny amounts of chakra from their bodies depending on the rank used. For C ranked applications Tensei Kyū will 'take' 25 chakra points. 50 for B-ranked, and 75 for A-ranked. Due to its defensive/supplementary nature, Tensei Kyū is incapable of delivering direct damage to its targets. Multiple spheres can also be created following regular splitting rules. This technique can be used once every other turn regardless of rank used. A-Rank applications prevent the user from using Fuuinjutsu above B-Rank for a single turn thereafter and can only be used four times in total.

Update approved.

-Inch
 
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Completely reworked:

(Inton: Shisha no gun) Yin Release: Army of the dead

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 50 -30 per turn
Damage: 100

Description: This technique is a play on the hands of sloth technique, by performing five handseals the user will release their yin chakra throughout their body and to the sides forming two figures made of pure yin chakra that they control which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these figures. The figures are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. (costing a move but done passively) much like the hands of the sloth technique.

Second form: In this form they take on the form of despair. What this means is when they come into contact with someone or their summon etc, they release despair into them. A similar effect to paralysing fear, playing on emotions but effecting them in a physical way. Rather than stopping them from moving it causes the target to doubt themselves feeling they can't win, all hope is lost. How this translates in the rp, the ghost figure will release a surge of yin chakra into the targets system causing an imbalance, leaving their chakra out of sync preventing them from using jutsu above A rank for 2 turns. This wash of despair will effect their focus, rather than noticing details, they will be unable to deduce S rank and above genjutsu as they wouldn't be able to focus.

In their tangible form they are S rank and play on equal terms with all ninjutsu, senjutsu, elemental jutsu etc, and when they strike they deal 100 damage.

Note: The properties of these figures can only affect victims if they are tangible. Switching between tangibility and intangibility requires a move. Can only change states once per turn.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of this through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

¤ Declined, first colored part contradicts; if its passive, it wont count towards the allocated moves per turn. Second colored part can go, just adds confusion to it's effects. Last colored part is problematic if they can only use A ranks but cant decipher S rank Gen and also clashes with the second note, which mentions Some people can get around it via Yin and Yin State, almost all of these techs being S rank and higher. ¤

( Hantei) - Judgement
Type: Defensive
Rank: S
Range: Short-mid
Chakra cost: 40 ( -60 if hits a target)
Damage points: N/A
Description: This is a technique based on the Preta path. Instead of the user creating a barrier around the user that breaks down everything all around them into chakra absorbing it, instead, the user will release a barrier that pushes out in a pulse/wave going up to mid range that has the same properties. This pulse/wave is like a barrier pushing out in a direction large enough to hit jutsu as big as the great fireball technique. This pulse has two applications. The first is that if it interacts with a jutsu it will pass over it and on contact break down the jutsu absorbing the chakra and dispersing it into the area around it, thus rendering what it comes into contact with null, much like it's parent technique. The difference being this is a wave that can reach up to mid range and only breaks down a jutsu of S rank and below, rather than absorbing it into the users body. This can break down up to a maximum of 60 chakra points, if a jutsu contains more chakra, it will continue with the power/rank that is equal to the remaining chakra. For example, if the jutsu or combination contains 80 chakra points, this jutsu will break down 60 points, and continue with the remaining 20 points, which would be B rank damage. On the other side of this, if this wave was to hit a person or summon etc, it would pass over them ripping out 60 chakra from them which would distribute into the area around them.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 3 times
Note: Can absorb any Ninjutsu regardless of nature or other properties as long as its within the same timeframe.

Declined: There's no reason that this jutsu should be able to nullify more than its own chakra cost. Lower the amounts to 40 from 60 or just have it nullify up to its own chakra cost and it can be approved. Contact me if you'd like me to just edit that part for you and I can approve it this cycle.

-Inch




New:

( Yoton: Doragon Tamashī) - Yang Release: Dragon soul
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra cost: 50
Damage points: N/A
Description: This technique is based on the principles of the Yang Release: White Tiger technique with lesser effects. Though rather than forming the white tigers around the users hands and maintaining them, they will instead release translucent white pulses of focussed yang chakra with the same principles, that are semi sentient. What this means is, the user will release the burst of yang chakra which is sentient enough to know it's target and follow it, even if it tries to dodge. This pulse can be anything from 1 foot in width up to 5m in width or even an ominidirectional pulse reaching short range around the user. This is a pulse of pure yang chakra that will hit it's target causing an imbalance in their chakra system. Unlike it's parent technique it has a slight different effect, it will be one solid hit that causes the following effects. Targets afflicted by this imbalance become incapable of using techniques unless they spend 2x the amount chakra ordinarily required. The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 20% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. Their muscles begin to tear resulting in their movement speed being reduced by 1/8th. Other Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 15% of their chakra. Senjutsu surges of equivalent chakra or infusions of those ranks will negate the side effects of this Jutsu, allowing it to be ended prematurely. Should two or pulses strikes land, the amount of chakra needed to break it will increase likewise, requiring 20 more chakra. The user can shape these pulses to be a similar shape to an summon of theirs for cosmetic purposes only.

Note: One strike prevents the use of techniques S-rank and above and requires 2x the normal cost for techniques A-rank and below. Yin-Yang Release users can use S-rank at 2x the cost due to their elevated control. The use of Yin Release and genjutsu above A-rank becomes impossible after 2 hits.
Note: The user cannot use yin release techniques in the same turn as this.
Note: Usable three times per battle
Last one aint checked

( Hantei) - Judgement

Type: Defensive
Rank: S
Range: Short-mid
Chakra cost: 40 ( -60 if hits a target)
Damage points: N/A
Description: This is a technique based on the Preta path. Instead of the user creating a barrier around the user that breaks down everything all around them into chakra absorbing it, instead, the user will release a barrier that pushes out in a pulse/wave going up to mid range that has the same properties. This pulse/wave is like a barrier pushing out in a direction large enough to hit jutsu as big as the great fireball technique. This pulse has two applications. The first is that if it interacts with a jutsu it will pass over it and on contact break down the jutsu absorbing the chakra and dispersing it into the area around it, thus rendering what it comes into contact with null, much like it's parent technique. The difference being this is a wave that can reach up to mid range and only breaks down a jutsu of S rank and below, rather than absorbing it into the users body. Negates S rank and below, regardless of chakra cost . On the other side of this, if this wave was to hit a person or summon etc, it would pass over them ripping out 60 chakra from them which would distribute into the area around them.

Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 3 times
Note: Can absorb any Ninjutsu regardless of nature or other properties as long as its within the same timeframe.

Approved.

(Inton: Shisha no gun) Yin Release: Army of the dead

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 50 -30 per turn
Damage: 100

Description: This technique is a play on the hands of sloth technique, by performing five handseals the user will release their yin chakra throughout their body and to the sides forming two figures made of pure yin chakra that they control which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these figures. The figures are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles, much like the hands of the sloth technique.

Second form: In this form they take on the form of despair. What this means is when they come into contact with someone or their summon etc, they release despair into them. A similar effect to paralysing fear, playing on emotions but effecting them in a physical way. How this translates in the rp, the ghost figure will release a surge of yin chakra into the targets system causing an imbalance, leaving their chakra out of sync preventing them from using jutsu above A rank for 2 turns Apart from yin release directly, such as yin state, which will restore the balance to the users chakra system.

In their tangible form they are S rank and play on equal terms with all ninjutsu, senjutsu, elemental jutsu etc, and when they strike they deal 100 damage.

Note: The properties of these figures can only affect victims if they are tangible. Switching between tangibility and intangibility requires a move. Can only change states once per turn.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of this through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

¤ Approved. Parts still contradicted but I tried to edit them best I could. ¤

https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/page-185#post-3602270

(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their fire jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their fire chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 20 damage points. By the increase in chakra the fire gains more power as it increases the power of the fire blast as the fire gains more power as it absorbs more oxygen increasing its power. . The user can also choose to perform this technique after their fire jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on fire the user or the users summon has created
Note: can only be used 3 times

Approved, slight edits.

(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their water jutsu the user will perform 2 hand seals in the same time frame as they create the jutsu, and pump more of their water chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 20 damage points. The user can also choose to perform this technique after their water jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on water the user or the users summon has created
Note: can only be used 3 times

Approved, slight edits.

https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/post-3828849
(Doton: tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their earth jutsu the user will perform 2 hand seals in the same time frame as they create the jutsu, and pump more of their earth chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 20 damage points. The user can also choose to perform this technique after their earth jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on earth the user or the users summon has created
Note: can only be used 3 times

Approved, slight edits.

-Inch
 
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JojocIaw

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Summoning Animal: Quetzacoatl
Scroll Owner: Jojo
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/A

Quetzacoatl is an ancient Aztec God, largely depicted as a feathered Serpent. With the large coiling body of a Snake, the head of a dragon, Wings of a bird, and covered in feathers instead of scales. Quezacoatl also is adorned with aztec garments, mainly, a large jeweled necklace that hangs around its neck. Quetzacoatl is the name given to the many different Aztect gods, however, Quezacoatl is the Main deity, know as the creator of life, giver of Winds, and taker of Souls. Quetzacoatl was born of flames, sacrificing their mortal body, and becoming the stars themselves, to guide those among the living to safe passage.
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Being an Aztect Mythical God diety, Quetzacoatl summons have a number of abilities tied with each summon, each one unique from the next.

  • Firstly, All Summons tied to the Quetzacoatl summoning line have their Primary Element boosted by 1 rank(+10 damage for S ranks) On top of this, due to not having hands, all Quetzacoatl summons can use their Primary element without the need of handseals.
  • Secondly, All Quetzacoatl Summons are entirely Immune to their Primary element, due to the Jewel around their neck. If the Jewel is Broken(requiring S rank of an Element strong to Quetzacoatl's Primary element) The summon will lose all its Immunity instantly.
  • All Quetzacoatl are capable of a special Healing ability, where by sacrificing themselves in the battle, can heal the User. The amount healed depends on the Rank of the Summon(to be made a seperate technique)
  • Lastly, When Summoned to the field, due to their Divine Being, all Quetzacoatl summons unleash a raw blast of force from their Origin point. This blast Is neutral to elements, and can be harmful to anyone caught by it(to be made into each Summon)

Declined: redo some of the passives and omit the one that pertains to healing, since it seems that you don't have medical ninjutsu. Not all of the contracted animals will get a passive rank boost to their element. And the basis for their immunity needs to be more reasonable, so use thunderbirds as a reference. Finally, the last contract-wide perk can also be forgone since it has to be a separate CJ.
-Pekoms​


Summoning Animal: Quetzacoatl
Scroll Owner: Jojo
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/A

Quetzacoatl is an ancient Aztec God, largely depicted as a feathered Serpent. With the large coiling body of a Snake, the head of a dragon, Wings of a bird, and covered in feathers instead of scales. Quezacoatl also is adorned with aztec garments, mainly, a large jeweled necklace that hangs around its neck. Quetzacoatl is the name given to the many different Aztect gods, however, Quezacoatl is the Main deity, know as the creator of life, giver of Winds, and taker of Souls. Quetzacoatl was born of flames, sacrificing their mortal body, and becoming the stars themselves, to guide those among the living to safe passage.
You must be registered for see images
Being an Aztect Mythical God diety, Quetzacoatl summons have a number of abilities tied with each summon, each one unique from the next.

  • Firstly, All Summons tied to the Quetzacoatl summoning line are senjutsu masters. Capable of converting chakra into senjutsu chakra, some of them are capable of merging with the user to help them gather senjutsu at an extra 5% per turn. This cannot be used to extend the duration of Perfect Sage mode. In the case of larger Quetzacoatl summons, the summon can envelope the user in an Aura to increase the speed that they convert chakra into senjutsu chakra, allowing the user to passively convert 5% of their chakra per turn without meditating while Quetzacoatl is summoned. This ability can only be used to Help the user enter sage mode, and does not give the Quetzacoatl summons access to any such sage mode or sage mode abilities.
  • Secondly, All Quetzacoatl Summons are entirely Immune to their Primary element, this is due to Quetzacoatl being creation based. Each Quetzacoatl created their Primary element in their realm, and as such, after eons of being exposed to these elements, have gained a complete immunity to them. All Quetzacoatl summons are only Immune to Jutsu One Rank above their Own.(S rank Summon immune to Forbidden Primary Element)
  • All Quetzacoatl are capable of a special ability which is also tied to their senjutsu mastery. This ability is to Remove Senjutsu from an enemy jutsu. This is done by the Summon itself, draining the technique of its Senjutsu, and absorbing the added senjutsu chakra into themselves before releasing it harmlessly back into the world. Each Quetzacoatl is capable of this. (Technique to be made)
  • Lastly, All Quetzacoatl summons, via the blood signing, are mentally linked to the summoner, capable of communicating telepathically, talking to the user through a blood bond created during the summoning process.
Declined: again, bloated with abilities (some of which will never be permitted as contract-wide perks). No, not all of them will be senjutsu masters (this is one of those things that won't ever be contract-wide), be able to absorb senjutsu, have an element, and immunity to said element one rank above their own. This much should be obvious, so be more mindful in the future.
-Pekoms​
 
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Tsuki

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(Dokuritsu Kimera) – Independent Chimaera
Type:
Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 chakra)
Damage: N/A
Description: This technique is layered on top of a summoning technique by simply investing an additional amount of chakra while performing a summoning technique belonging to either of the user’s summoning contracts. It is therefore instant and consumes no timeframe whatsoever. By applying “Independent Chimaera” during the summoning process, the user can bring forth 2 animals belonging to either 2 different (if they can) or same summoning contract with a twist. This effectively makes the summoning jutsu bring forth 2 animals instead of 1. The user would have to reference both summoning techniques in their post, but performing the actual summoning technique would only count as one move because we’re merely mixing 50/50 of both techniques so to speak. If both summoning techniques are of originally S-rank, then both become individually A-rank in power, meaning they also have abilities restricted up to an including A-rank. However, if both or one of the summoning techniques is of S-Rank power and already contains 2 summoning animals within it then this one’s power would not be reduced because the user would only be picking one animal from each summoning technique with such characteristics. Otherwise, if both summoning techniques combined are of different rank, then the lower rank isn't nerfed because the combination of both is treated as belonging to the rank of whichever is highest.

Note: Referenced summons with more than one animal can still be fully used in the future without "Independent Chimaera"
Note: Cannot combine Forbidden ranked summons
Note: Can be used 4 times


Declined: no to the bootleg Animal Path. You won't mix and match preexisting contracted animals like this; not to mention, altering their inherent rank(s) and the rank(s) of their abilities.

-Pekoms
- - -
UPDATING (cannot quote): https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-283#post-19769807
An attempt to remove the "Cannot be taught to others" restriction.

(Genjutsu: Hanbun Sora no Hai) - Illusionary Arts: Half Empty Grail
Type:
Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs three hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that they no longer posses chakra within themselves. This does not include the consequences that a shinobi's body experiences when their chakra is exhausted (in our RP), which can hint the target that there is something out of the ordinary going on. They might be lead to resort to use a small weapon or other means to escape the illusion by inflicting minor harm to themselves (following release rules of genjutsu), allowing the user ample moments to attack. This is because Half Empty Grail prevents them from being capable of controlling their own chakra and chakra flow in reality due to them believing that they do not possess any of it, thus, preventing them from performing chakra-requiring techniques. This implies techniques such as a full body chakra surge, self illusionary techniques or control their chakra to perform "Illusion Technique: Release". Victims trapped by this genjutsu also have their sustained abilities/techniques from previous turns end/deactivate because of losing chakra connection and control over them as a consequence of this illusion. A comparison to this can be that of a shinobi holding a sword with their hand and suddenly get trapped in an illusion where all their senses lead them to believe that their hand suddenly got amputated, making them lose control over their hand, which also makes them lose hold of the sword in reality. This illusionary technique cannot be layered on or be layered on with other illusions. It also cannot be stacked with anything that would hinder the target from making/allowing their body to experience physical harm in order to escape the illusion (in other words, techniques that: paralyzes/wraps around the target's body parts/immobilizes, etc). This means it can only be stacked with purely offensive techniques (such as a stream of fire or a fireball).

Note: Twice per battle
Note: Cannot be used against Kaguya clan bios

Approved: Reduced usages, and know that this obv won't work on abilities that grant genjutsu immunity.

-Inch


- - -
UPDATING: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-157#post-12921187

Summoning Animal: Roadrunner
Scroll Owner: -Tsuki
Other Users who have signed contract:
Summoning Boss if existing:
Other Summoning Animals tied to contract:
Description and Background:
Roadrunners are speedy ground birds who lives in deserts, grasslands, and woodlands. It does not fly very often, preferring to run at great speed. When the roadrunner senses danger or is traveling downhill, it flies, revealing short, rounded wings with a white crescent. But it cannot keep its large body airborne for a long time, and so prefers walking or running. The feathers on the top part of its body are greenish- and bluish-brown streaked with white; on the bottom part, they are completely white. The head has a crest of feathers. Behind each eye there is a patch of bare skin that is partly bluish and partly reddish. On the roadrunner's back there is a dark patch of skin that the bird exposes to the sun to warm its body during cold weather. Well-adapted to arid habitats, the roadrunner has glands near its eyes that it uses to secrete excess salt. It can survive without drinking water, as long as it consumes prey with high water content. A common ability all roadrunner summons posses is "Dash", an ability that increases the roadrunner's speed for the purpose of movement and evasion. Their movement speed increases to a point quick enough to evade large-scaled attacks akin to "Earth Release: Mountain Smash", but are still trackable with the naked eye. This ability lasts for an entire turn and counts as a move. If a roadrunner summoning technique possesses more than one roadrunner then "Dash" is only applied to the specific roadrunner who utilizes it. Anyone who signs the contract receives a summoning tattoo depicting a roadrunner.

¤ Update Declined, bold additions are somewhat problematic, such as saying that it can dodge attacks of Mountain Smash size, which is long range in both length and width, making that ability kinda broken. ¤
 
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Vayne

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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 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 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 , 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 ¤
Hyperlinked body of creation, same link as the tech I'm updating below...

(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 the required tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of , 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. The chakra used to release a tattoo or repurpose it doesn't factor into how the Jutsu operates, i.e. if it operates based on chakra, this additional chakra wont bolster its effects. Counts towards the Fūin seal limit.

Update approved, and you have my permission to fix the hyperlink you've included, it just takes you to the first page atm.

Updating Touch Of Colour https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-64#post21373567


(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable four times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.

Update declined: This is a really cool and good jutsu as it stands, so unfortunately I can't let you just remove the one restriction about not being used with other ink boosts and reduce the usage restrictions. You'd need to restrict the jutsu in some other way to balance these out.

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store techniques into the shadow in a similar fashion. Naturally, there are some restrictions and limitations to the scope of the technique. The technique that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique, meaning that fire or otherwise similar elements can not be stored. The techniques would essentially enter the shadow, allowing for the user to release them back at the opponent at any later point. In cases where the opposing technique is just 'slightly' larger than the surface area of the shadow (up to thrice as large), the shadow would take in a portion of the opposing technique, weakening it as result. For techniques 1-2 times larger, they would weaken by twenty points, while for technique 3 times larger, they would weaken by ten points. It should be noted that when talking about the size of the opposing technique in relation to the shadow that the portion of the technique that makes contact with the shadow is what determines it's size, meaning that if a 3 meter spear was thrown for example and it makes contact with the shadow, it would be absorbed, as it's 'width' would be within the size of the shadow. Essentially, when taking size into consideration, it's all based on how the technique hits the shadow and what angle. If in the previous example the spear reached the shadow in a flat manner, it would not be absorbed, but only weakened. For cases like this, where the opposing technique can't be taken in, the weakening would occur due to the shadow 'absorbing' some of it's force/momentum in a sense.
Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. It should be noted that while within the shadow, the techniques can not be sensed or manipulated by the opponents, as they would exist in a form of stasis that maintains them as they were, in an area outside the scope of the opponents. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the direction that they would be released towards. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user. It should be noted that when the techniques are released, that the opponents can control them if it was possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

Declined: This has a lot of potential to be both an interesting and powerful technique, but there's a lot of work to be done to get there. It will definitely need to be higher than b-rank, and it needs to be more succinct. This was a headache to read even broken up into paragraphs.

-Inch
 
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Alyx

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Resubmitting: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20474375

Dropping this too: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21894731

(Kage no Megami) Yin Goddess
Type:
Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yin Goddess is an ancient tool formed many years prior to the current world; in a small continent outside the shinobi world. This continent is exists in its own plain as has highly European themed life styles. This tool which comes in the shape of a small ring, was forged by witch named Medea during her times being alive. She was an immigrant of this nation, as she was actually a shinobi who came from the Ōtsutsuki Clan. This ring was her personal weapon which benefited her style of fighting and favorite art; Genjutsu. At first glance the ring has a simple purple stone with black and gold design but when its worn by someone with an affinity of illusions, the ring can be of great power towards them. It has several abilities mentioned below.

Phantom Enhancement: Through the ring’s ability to provide an enhancement to the owner; Yin Goddess will seek to increase the potency of the user’s illusions. This is translated as a one rank boost in power up to S rank while S ranks and above simply gain a +20 DMG increase if any damage is inflicted at all. This also will cost the user an additional +20 chakra to enhance them; though this counts as a chakra activation and not an infusion (thus if the illusion costs 20 chakra, it doesn’t become 40). This enhancement is passive by nature and doesn’t take up a move slot.

Rule Breaker: Through the ring’s ability to seize control over one’s illusion; Yin Goddess provides the wielder the power to bend the aspects of the illusion to their will. This control allows for one to be able to change things within an illusion; such as if the user create an illusion which summons dogs to attack. The ring is capable of changing this into cats instead, providing a huge variety to one’s selection when producing the illusion. The main restriction behind this however is that the user cannot completely overight the intentions of the illusion – meaning if the dogs are meant to bite the person to cause them to be restrained, the ring cannot make the cats kick them instead. This ability is passive, not counting as a move.

Can only be wielded by bio's with at least one Genjutsu specialty, be it Primary or Secondary.

Declined.

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21349577

(Inkupo/Kuchiyose: Chikai no Sain ) Ink Arts/Summoning: Oath Sign
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A rather unique technique in terms of composition, being rather tame in its effects due to not being an offensive nor defensive technique. Through the manipulation of specialized chakra absorbing ink, this brew of ink is merged with chakra of the user and actual blood - causing it to take a murky crimson coloring. The ink however has special properties, allowing for those who frequently uses summoning a new unique way in order to summon. By kneading chakra into the ink, drawing on a surface( be it on the ground, on a scroll or airborne) the user creates the kanji for the animal they are summoning i.e dog would be written as “犬” which then allows them to summon the animal. This makes the load easier for the user, due to the ink carrying their chakra and blood within the ink,acting as a medium for the appropriate summoning. The ink provides half of the needed chakra, thus the user only needs to pay half the total amount it would normally need to summon the animal.While primarily used for contract summonings, the user may also use this method for techniques such as Summoning Technique: Rashōmon by drawing a kanji associated with the technique i.e gates. This technique must be mentioned in the user’s bio or before battle in order to utilize and is passive in nature, not taking up a move nor time in the the timeframe though must be referenced while performing said techniques. The user may also say incantations, speaking in unique languages or phrases purely for cosmetic purposes. In the case of users with summoning tattoos, this technique can be used to infuse them with the same blood to achieve the same effect.

Update approved.

-Inch
(Kage no Megami) Yin Goddess
Type:
Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yin Goddess is an ancient tool formed many years prior to the current world; in a small continent outside the shinobi world. This continent is exists in its own plain as has highly European themed life styles. This tool which comes in the shape of a small ring, was forged by witch named Medea during her times being alive. She was an immigrant of this nation, as she was actually a shinobi who came from the Ōtsutsuki Clan. This ring was her personal weapon which benefited her style of fighting and favorite arts; Genjutsu and Fuinjutsu. At first glance the ring has a simple purple stone with black and gold design but when its worn by someone with an affinity of illusions, the ring can be of great power towards them. It has several abilities mentioned below.

Phantom Enhancement: Through the ring’s ability to provide an enhancement to the owner; Yin Goddess will seek to increase the potency of the user’s illusions. This is translated as a one rank boost in power up to S rank while S ranks and above simply gain a +20 DMG increase if any damage is inflicted at all. This also will cost the user an additional +20 chakra to enhance them; though this counts as a chakra activation and not an infusion (thus if the illusion costs 20 chakra, it doesn’t become 40). This enhancement is passive by nature and doesn’t take up a move slot. In terms of the enhancement, the additional rank increase cannot be applied to illusions which prevent mobility, inability to use chakra, or ones that prevent the release of an illusion via the primary methods of release inherently above A rank.

Protection of the Queen: Through the ring’s ability to protect it’s master – it has active ability to do so. The ring itself emits a constant area of detection around the user which senses foreign chakra within this parameters. While this is passively active, at the cost of – 5 chakra per to sustain – the true defense comes into play once the ring detects foreign chakra. A barrier would immediately be produced in the direction of the technique in the form of a large brick wall. On this wall, the inscription of “Protect” is written in kanji all over. Once it makes contact with the opposing technique, it will seal the technique into the script completely, rendering the user unharmed. This is an autonomous defense, meaning it can be activated outside the user’s will but will still consume chakra from them and count as a move. This can seal up to A rank techniques, in which case if it does seal an A rank the ability goes on a cool down for three turns while can only be used thrice per battle. In the case of B rank and below, it goes on a cool down for two turns, which case of either ability renders Phantom Enhancement null for the same duration. The user may also chose to not have the autonomous ability to trigger passively if needed.


Can only be wielded by bio's with at least one Genjutsu or Fuinjutsu

Declined: Phantom Enhancement is just too powerful to lack usage restrictions unfortunately. +20 to all genjutsu damage is too much for a CW. This also still isn't much of a weapon, even with that second ability. A CW should enhance your specific ability to use a weapon, ideally the CW itself. For a ring, think about a ring that allows you to summon a spiritual halberd at will, for example. There's a slight amount of confusion regarding the exact specifics of how 'weapony' the abilities of a CW need to be. I'll discuss with the senior checkers and get back to you with something more specific.

-Inch
 
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The_Empire

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(Banjīgamu) - Bungee Gum
Type: Supplementary
Rank: D
Range: Short
Chakra: 10(activation or deactivation)
Damage: N/A
Description: The user has multiples fuuin seals that are located on their hands and feet. The user activates these seals(one at a time or multiple at once depends on the situation of the technique they want to use) passively and releases out chakra infused bubble gum to use the gum on his hand(s), finger(s), and feet. This allows the user to use Bubble Gum techniques without having to blow the gum from their mouth and gives them more of an unique way of using Bubble Gum techniques. At this point the user can use their mouth, hands, and feet to use Bubble Gum techniques. The user can deactivate the technique passively also.
-Must be posted on bio or the beginning of the match

Declined: I'm not seeing advanced fuuin or anything else that gives you access to body seals in your inventory. If I'm incorrect and you do have access to this ability send me a link and I'll approve it. That said you can 100% easily get access to this sort of ability in some other way, just not as a body seal.

-Inch
 
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jagged

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(
Yamato) English name: Yamato
Type: Weapon
Rank: A
Range: Close
Chakra: 10 to activate| 5 to maintain every turn
Damage: -30 to Chakra
Description: A katana with ornate bronze guard and the picture of a dragon encircling the hilt, yamatos proccess of forging has seen the materials of the blade and thus the blade itself Highly reactive to Storm release ninjutsu by constantly imbuing the blade with Storm release chakra. The proccess in which the blade was created has given it an extreme sensitivity to storm releases chakra absorption effect essentially allowing the blade to absorb chakra up to the rank of the blade by running low levels of Storm chakra through it, chakra absorbed by the blade is stored within the sword and can be used to amplify attacks or ninjutsu that use the blade up to how much chakra is currently stored, additionally the blade can spend all of its stored chakra to boost its speed when ejected out of a sheath increasing the speed of iai techniques by x2.The blade can only store a maximum of 30 Chakra, needing the stored chakra to be released before it can absorb more. Ninjutsu absorbed by the blade has its overall power weakened for instance...


A Rank nin/30 - 30/Yamato=attack nullified


Costs 10 chakra to activate the Blades absorption effect and 5 chakra after to maintain it
Can absorb chakra from Ninjutsu and opponents it touches.
Can only activate the blades effects twice per battle
Declined: I’ll need you to be more specific about the blades boosting effects. What do you mean by amplifying an attack according to how much chakra is stored? Does absorbing an attack count as a blade effect usage? Clear this up and remove the weird thing in the middle and it can be approved.

-Inch


(Yamato) English name: Yamato
Type
: Weapon
Rank: A
Range: Close
Chakra: 10 to activate| 5 to maintain every turn
Damage: -30 to Chakra
Description: A katana with ornate bronze guard and the picture of a dragon encircling the hilt, yamatos proccess of forging has seen the materials of the blade and thus the blade itself Highly reactive to Storm release ninjutsu by constantly imbuing the blade with Storm release chakra. The storm chakra circulating through the weapon allows the blade to absorb chakra up to the rank of the blade. This does not count as a usage of the blade. Chakra absorbed by the blade is stored within the sword and can be used to amplify attacks or ninjutsu that use the blade up to how much chakra is currently stored (For instance absorbing a C rank ninjutsu then using the chakra to boost a B rank technique would give the B rank technique an additional C ranks worth of damage), additionally the blade can spend all of its stored chakra to boost its speed when ejected out of a sheath increasing the speed of iai techniques by x2. The blade can only store a maximum of 30 Chakra, needing the stored chakra to be released before it can absorb more. Ninjutsu absorbed by the blade has its overall power weakened for instance...


A Rank nin/30 - 30/Yamato=attack nullified


  • Costs 10 chakra to activate the Blades absorption effect and 5 chakra after to maintain it
  • Can absorb chakra from Ninjutsu and opponents it touches.
  • Can only activate the blades effects four times per battle
Approved, slight edits and I upped your usage limits. Two times per battle would be overly restricted.

-Inch
 
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The_Empire

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(Banjīgamu) - Bungee Gum
Type: Supplementary
Rank: D
Range: Short
Chakra: 10(activation or deactivation)
Damage: N/A
Description: The user has multiples fuuin seals that are located on their hands and feet. The user activates these seals(one at a time or multiple at once depends on the situation of the technique they want to use) passively and releases out chakra infused bubble gum to use the gum on his hand(s), finger(s), and feet. This allows the user to use Bubble Gum techniques without having to blow the gum from their mouth and gives them more of an unique way of using Bubble Gum techniques. At this point the user can use their mouth, hands, and feet to use Bubble Gum techniques. The user can deactivate the technique passively also.
-Must be posted on bio or the beginning of the match

Declined: I'm not seeing advanced fuuin or anything else that gives you access to body seals in your inventory. If I'm incorrect and you do have access to this ability send me a link and I'll approve it. That said you can 100% easily get access to this sort of ability in some other way, just not as a body seal.

-Inch
Banjīgamu | Bungee Gum
Type: Supplementary
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Bungee Gum is a fuuin seal that is used by a bubble gum user that is placed on their shoes and gloves. The user activates these seals(one at a time or multiple at once depends on the situation of the technique they want to use) passively and releases out chakra infused bubble gum to use the gum on his glove(s), finger(s) of the gloves, and shoes. This allows the user to use Bubble Gum techniques without having to blow the gum from their mouth and gives them more of an unique way of using Bubble Gum techniques. At this point the user can use their mouth, gloves, and shoes to use Bubble Gum techniques. The user can deactivate the technique passively also.
-Must be posted in bio or at the beginning of the battle.

Approved: no edits.
-Pekoms​
 
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Pyro NB

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Springhare Approval: X
Dropping the digging aspect to add something to make them more resourceful

Summoning Animal: Springhare
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: Azrael
Other summoning animals tied to contract: Cynn/Eva/Haunter
Description and Background: There are two types of Springhare left in the world and both belong to the genus Pedetes, the third has long been extinct. Though the species look alike at a casual glance, scientific study can easily determine which is which. The springhare can range anywhere from 35 cm to the size of a large toad summoning. The springhare resembles a small kangaroo (though unrelated) with well-developed hind legs, which allows the smallest to leap over 10m (30ft) in a single bound. It is this ability that it gets its name.

The color of this mammal varies from a reddish-brown to a pale grey, with a black tip on the tail. They have four toes on their hind feet with claws that look like small hoofs; these are wider than those found on the forefeet. They have a thick muscular neck supporting their short head. They also have large eyes, and their ears have a tragus that prevents sand from entering when they are digging. Originating from the Great Wind Desert they now reside in deep burrows underneath the Haunted Forest. Springhares are mostly nocturnal but are occasionally active during the day. During the daytime, they live in tunnels that they dig. They plug the entrance of the hole with soil from the inside of the tunnel. It is easier for them to dig during the rainy season when the soil is wet. The springhare don't trust many outside species so getting them to allow a human to sign the contract is very difficult.

Abilities:
~Springhare summons are land-based summoning's and because of their natural relation with earth are doton masters performing earth jutsu without hand seals and without the actual need for land(Sourceless Materializing Specialist) but they are not limited to this one element.

~They also perfected taijutsu to take advantage of their natural leg strength which allows them allows for greater maneuverability, jumps, and kicks than toad summons. (Tai specialty and +10dmg to leg based tai)

~The springhare also have a heightened sense of hearing, smell, and vision.



Update Declined: those specialties like Sourceless Materializing won't be contract-wide by default.

-Pekoms



Thunderbird Approval: X
Rain Release training: X

(Kuchiyose no jutsu: Jecht) Summoning Technique: Jecht
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jecht is the son of Castiel and one of Desmond’s closest friends, like his father he has 3 pair of wings each half the size of the pair before them. Appearance wise he has 2 tails, desert brown and white feathers that also seem to have a golden shimmer to them when in direct sunlight, a yellow/golden beak, and dark golden slit-pupil eyes. When it comes to size he is roughly the of an Argentavis Magnificens, allowing him to carry one person on his back at a time. Ability wise Jecht can utilize Rain Release as well as techniques affiliated with the summoning contract. Being a mythical creature associated with rain and storms Jecht has such immense control over the skies he is capable of preventing his allies from taking any damage from his rain release so long as he demonstrates a grasp on their location(s). Due to being an aerial creature, Jecht is able to telepathically communicate back and forth with Desmond.

Notes:
~Can only stay for 4 turns
~Moves count as users moves
~Can only be summoned once per battle
~Must have signed Thunderbird contract and tattoo
~Is the only Thunderbird able to utilize Rain Release
~Can only be summoned by Pyro NB



Approved: edits marked in pink.

-Pekoms



(Sandābādoāto: Inazuma) Thunderbird Art: Lightning Molt
Rank: D-S
Type: Offensive/Defensive
Range: Short(creation)-Mid(Attack)
Chakra: 10-40
Damage: equal to that of charge
Description: By drawing blood onto the Thunderbird Tattoo and clapping their hands together intertwining the fingers, the user summons forth Thunderbird feathers all around their body and clothes/armor if wearing some. These feathers protection the user from lightning via absorbing any electrical based attack that comes into contact with them. Once struck the feathers will be charged with the same attributes as the attack that they absorbed and molting of the user's body. After molting the user can weave either a single seal(D-B), two seals(A), or three(S) to cause the feathers to levitate. From here they can either send them flying towards the target(s) or utilize them as a defensive barrier, these feathers however once the secondary function is used disperse in a poof of smoke. The user is also able to direct the feathers anywhere they can visually see.

Notes:
~D-B Rank usages have a one turn cooldown
~A Ranked usage has a two turn cooldown
~S Ranked usage has a three turn cooldown
~Can only be taught by Pyro NB



Declined: the mult-rank aspect is odd. The feathers need a default rank since thunderbirds only have an immunity to lightning up to their own rank and if the feathers will take on "the same attributes as the attack that they absorbed", the rank of this CJ also needs to take that into consideration.

-Pekoms
(Sandābādoāto: Inazuma) Thunderbird Art: Lightning Molt
Rank: S
Type: Offensive/Defensive
Range: Short(creation)-Mid(Attack)
Chakra: 40
Damage: equal to that of charge
Description: By drawing blood onto the Thunderbird Tattoo and clapping their hands together intertwining the fingers, the user summons forth Thunderbird feathers all around their body and clothes/armor if wearing some. These feathers protection the user from lightning via absorbing any electrical based attack that comes into contact with them(up to S-Rank). Once struck the feathers will be charged with the same attributes as the attack that they absorbed and molting of the user's body. After molting the user can weave three seals to cause the feathers to levitate. From here they can either send them flying towards the target(s) or utilize them as a defensive barrier, these feathers however once the secondary function is used disperse in a poof of smoke. The user is also able to direct the feathers anywhere they can visually see.

Notes:
~S Ranked usage has a three turn cooldown
~Can only be taught by Pyro NB

♞ Declined. Gonna need a turn amount for the technique and the note that S rank usage needs a theee turn cool down doesn’t make sense cause there is only the S rank usage lol. Its not multi ranked anymore.

- Checked by Detective L.

(Burakkuhōru) - Black Hole
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Utilizing the ability to manipulate gravity the user will raise their arm(s) and use their hand(s) to cause all matter and energy within a given area to collapse upon itself creating one or more black holes. These black holes stretch, rip apart and compress all matter and energy that are unfortunate enough to touch them.

Short: The user can create one or more black holes no bigger than their fist within short-range of themselves. Due to the size of these black holes, they will not draw in matter or energy but will absorb all forms of matter and energy that touch them. Once used, takes one turn cool down to use gravitational related techniques again.

Mid: The user creates a single black hole 1m in size that no further than and no closer than mid-range of them. Due to the size of the black hole, it will draw in all matter or energy within 7m of it until it absorbs either the target(s) or an elemental jutsu equal to rank. This version can’t be created within 6m of a single opponent. Once used, it takes a two turn cool down to use gravitational related techniques again. Can only be used twice.

Long: The user creates a single black hole 2m in size that no further than and no closer than mid-range of them. Due to the size of the black hole, it will draw in all matter or energy within 14m of it until it absorbs either the target(s) or 2 S rank elemental jutsu. This version can’t be created within 12m of a single opponent. Once used, it takes a three turn cool down to use gravitational related techniques again. Can only be used once.

Notes:
~Must be able to manipulate gravity
~This technique is Immune to elemental Strengths and Weaknesses
~Black Holes can only be created in the direction the user's hand(s) are facing.
~Can only be taught by Pyro NB

♞ Declined. From what I remember, gravity stuff is highly regulated or very difficult to approve because it easily ventures into OP territory. That being said, creating mobile black holes is a no from me. There’s a reason why it doesn’t already exist.

- Checked by Detective L

(Mokusei) - Jupiter
Type: Offensive
Rank: S
Range: Long
Chakra: 40(+10 per turn sustained)
Damage: 80(+20 per turn sustained)
Description: The user will raise their arms towards their target and place one hand above the other with palms and fingers pointed towards each other as if trying to form a cage. The user then focuses their chakra around the target's location and manipulate the gravity within a 15m diameter. This would cause gravity within this area to double from all directions aiming to crush those within it by closing their hands thus shrinking the size of the gravitational field until all their hands completely close. This technique only lasts a maximum of three turns and requires focus thus preventing the user from moving while it is in use. Jutsu caught within the field are forced back towards the epicenter.

Notes:
~Must be able to manipulate Gravity
~This technique is immune to elemental Strengths and Weaknesses
~User must undergo a 3 turn cooldown upon ending before they can utilize gravitational abilities again
~Can only be used twice

♞ Declined. Similar to the case above. These techniques are either very difficult to combat directly or are simply a bit too much imo. Doubling gravity like that is a bit wild, as to what it would do to whatever is caught in it. Plus, it might clash with what Xylon has for his Force CE.

- Checked by Detective L.

Link Reference:
Thunderbird Approval
Tenseigan Training
 
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