Custom Jutsu Submission - IV

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Lord of Kaos

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( Yoton: Ōtō o okuraseru - Yang Release: Delayed Response
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 70 (-15 per turn)
Damage points: N/A (+30 to techniques)
Description: The user, after inserting a significant amount of Yang energy from an outside source, disrupts the ratio of his Yang to Yin energy on a such a high level that his body becomes flooded with excess Yang energy that bolsters his physical attributes and energy. The result of this is that due to the influence of the overwhelming Yang energy, his body naturally enhances the abilities and effects of these natured techniques. This translates into a significant modifier towards those techniques' base capabilities and a large increase in their destructive power by a degree of 30. For supplementary or defensive techniques, this causes them to be able to effects things of a higher rank of chakra count normally incapable of by a degree of 1 or 2 ranks, depending on the technique in question (explained in Notes). Because of the excess Yang energy within him, this has the added effect of making spiritual techniques become delayed in their attempts to target him, taking at least 2 turns before they can begin to affect the user due to this imbalance of energy having to first be reset before made imbalanced again.
Note: Use of this technique can be triggered alongside other Yang techniques if an outside source infuses the needed excess energy as the user uses a technique, extending the abilities inferred in this jutsu to said technique.
Note: In the case of Defensive techniques, this allows the user's techniques to work on other techniques of one rank higher if they are of a spiritual nature. In the case of non spiritual techniques that seek to imbalance the user, these effects will allow the user to defend against techniques of 2 ranks higher.
Note: In the case of Offensive or Supplementary techniques, the power increase is on par of that of a Six Paths Senjutsu based bios allowing it to add this influence to said abilities and techniques, including others seeking to augment the user's abilities and Jutsu.
Note: Can only be used up to 4 times, twice against any opponent. Each use lasts until the user forgoes the chakra cost each turn to maintain it or 6 turns go by, whichever is shorter.

Approved with Edits made - Daemon

Submitting a variation of the above for Yin:

1. ( Inton: Ōtō o okuraseru - Yin Release: Delayed Response )
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 70 (-15 per turn)
Damage points: N/A (+30 to techniques)
Description: The user, after inserting a significant amount of Yin energy from an outside source, disrupts the ratio of his Yin to Yang energy on a such a high level that his body becomes flooded with excess Yin energy that bolsters his spiritual attributes and energy. The result of this is that due to the influence of the overwhelming Yin energy, his body naturally enhances the abilities and effects of these natured techniques. This translates into a significant modifier towards those techniques' base capabilities and a large increase in their destructive power by a degree of 30. For supplementary or defensive techniques, this causes them to be able to effects things of a higher rank of chakra count normally incapable of by a degree of 1 or 2 ranks, depending on the technique in question (explained in Notes). Because of the excess Yin energy within him, this has the added effect of making physical techniques become delayed in their attempts to target him, taking at least 2 turns before they can begin to affect the user due to this imbalance of energy having to first be reset before made imbalanced again. This shows in a delayed damage effect as well as health drawbacks associated with the health system such as those listed when receiving 40% torso damage.
Note: Use of this technique can be triggered alongside other Yin techniques if an outside source infuses the needed excess energy as the user uses a technique, extending the abilities inferred in this jutsu to said technique.
Note: In the case of Defensive techniques, this allows the user's techniques to work on other techniques of one rank higher if they are of a spiritual nature. In the case of non spiritual techniques that seek to imbalance the user, these effects will allow the user to defend against techniques of 2 ranks higher.
Note: In the case of Offensive or Supplementary techniques, the power increase is on par of that of a Six Paths Senjutsu based bios allowing it to add this influence to said abilities and techniques, including others seeking to augment the user's abilities and Jutsu.
Note: Can only be used up to 4 times, twice against any opponent. Each use lasts until the user forgoes the chakra cost each turn to maintain it or 6 turns go by, whichever is shorter.

Declined: Elaborate on the bolded because it doesn't make sense for the Yin variant of this technique. For the Yang Variant it'd made sense because spiritual based techniques target your Yin energy and since you destroyed that ratio it'd logically delay it. But for Physical techniques they don't really "target" anything other than your physical body. I don't think shifting your yin - yang ratios would delay the effects of you getting punched in the throat. Do you mean this to make your body intangible or something else? - Daemon

2. ( Inton: Okuninushi ) - Yin Release: Okuninushi
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50 ( -15 per turn )
Damage: Dependent on jutsu absorbed
Description: Based on Hands of Sloth, Uchihageshi, and Fukurokuju, the user blocks an incoming attack and absorbs it using his gunbai as a medium, nullifying its effects and purifying it on contact. However, this jutsu differs from the Uchihagaeshi jutsu due to it's special ability; before or after chakra has been absorbed, the user adds Yin natured chakra to the war fan. Granting it the intangibility and spiritually degenerative properties of the Hands of Sloth technique, the user becomes able to apply this converted chakra to various Uchihageshi variations when released. Upon release, this energy is near blindingly white and due to it's intangibility properties, is capable of passing through obstacles to seek spiritual energy to feed on. Upon contact with the target's chakra, this causes the afflicted to have aspects of their chakra usage weakened. What this does is causes opponents hit to gain the inability to use multiple jutsu in one timeframe or the ability to infuse chakra from other techniques into their jutsu. Should the opponent be hit twice, then the effects will double/worsen proportionately and they become unable to utilize above A rank Ninjutsu for 4 turns. This effect only takes place should the user choose not to make the attacks physical, in which case they carry high physical damage.
Note: When used, Okuninushi lasts for 3 turns and can be used twice, requiring at least 4 turns in between usages. After using, the user cannot make use of any Uchihageshi variants for 3 turns nor any Yin jutsu for the same turn.

Declined: A couple of things with this right, so you absorb the chakra of the jutsu and release it into other Uchihageshi variants which is fine and all but why does this have a damage stat then? Clarify it because once the chakra is released for a blast back to the opponent like in Uchihageshi, that chakra should be gone and shouldn't be able to be infused into other Uchihageshi based techniques. So It's either you make this technique a one off where you absorb the opponents technique and release it as a blast with those Yin properties. Or you take up their chakra, and release that chakra in conjunction with another Uchihageshi jutsu, where it only acts as an infusion-type technique. - Daemon

3. ( Sessuru no Isis ) - Touch of Isis
Type: Offensive / Supplementary / Defensive
Rank: D - A
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: A lesser version of the Gelel Laser that can be accessed outside of the transformed state, the user manipulates the Stone of Gelel to create a bluish green beam of flickering energy from a point of his body. This allows him to create various electrical-like constructs that has an appearance akin to Fire and Lightning combined. These constructs can range from held items to projectiles to even coating limbs with the energy for CQC assaults.
Note: Though the stream resembles lightning, it does not utilize the chakra nature nor is it considered a Ninjutsu
Approved by Sasori

4. ( Kizo no Osiris ) - Osiris' Gift
Rank: D - S
Type: Supplementary / Offensive / Defensive
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: The user can create various constructs formed from Gelel energy in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints, if necessary. The second is from any other Gelel energy source. These objects can range from one of the three states of matter, creating gusts of wind, liquid gelel waves or even shields and weapons of Gelel. The user is able to essentially create whatever his mind can imagine, as long as it is one of the three aforementioned states. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant, the notable difference in this is the speed and power/scale of this one, capable of forming mountains or Oceans sized constructs in moments which at most can be 15 meters in width and length. S-Rank usage can only be used 3 times per battle, once every 2 turns.

Approved by Sasori
 
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Imperfect

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Updating Custom Weapon. Received permission from LoK to resubmit without Yang, because it was approved before Sentient weapons required Yang to be submitted. The reason for the resubmission is listed within the spoiler below.

Originally Approved: Here.

Noted changes for expediency within this spoiler;
Changed the name of the Weapon, and all instances of the name, and references to gender within the Weapon. This is purely due to plans with the weapon changing since submission, and is obviously cosmetic.

Moved self-damaging aspect from the "Assimilation" ability to the weapon's ability to devour the user's body, thus giving it a defined damage, whereas before it was simply defined with a vague description of the type of damage done. The damage dealt is still equivalent to, and now even greater than the amount it dealt before, thus justifying the Weapon's Forbidden Rank. The reason for the change is that the Assimilation ability is a core ability, thus having it deal damage through it's usage was an error on my part, which worsened once the rules regarding Health were changed, meaning the weapon was more likely to kill me with it's usage than an opponent.

Removed a lot of additional wording to streamline the weapon's description, and make it shorter overall, and changed some wording to make the weapon's description clearer. Specifically I removed the restriction on only allowing one material at a time through Assimilation, and added additional Chakra costs, and Jutsu slot usage per usage for Shapeshifting. Now it's 10 Chakra per range, meaning 10 for Short, 20 for Mid and 30 for Long, to make the weapon more balanced.

To avoid bolding almost the entire submission, I didn't bold changes.

(Tsumi) S.I.N.S
Type:
Weapon
Rank: Forbidden
Range: Short - Long (Dependent on shape)
Chakra: N/A - 50 (Devour) 10 - 30 (Shapeshifting) 20 (Regeneration)
Damage: 40 (Assimilated) +20 Taijutsu/ Kenjutsu (Assimilated)
Description: S.I.N.S, a.k.a Systemically Integrated Nebulous Sentience, or simply "Sin" is a weaponized Symbiote, a sentient type of organism that bonds with a host to survive. Unlike most symbiotic entities it is "Mutualistic", a type of symbiote that survives through a host organism, while providing the host some manner of benefit with it's presence, unlike others which are typically "Parasitic", and only bring detrimental effects with their presence. Sin has an insatiable appetite, and the unfortunate habit of eating just about anything that comes within range, undiscriminating between friend or foe, trash or treasure, with only the desire to be free from it.

Sin's ravenous hunger goes hand in hand with it's ability to analyze, retain and replicate the appearance, texture, properties, etc of any solid material it devours, regardless of whether it is natural, man-made, created via Chakra, etc, similar to the Ninjutsu . This "Assimilation" only applies to materials with solid properties, meaning liquids, gasses, energies, etc cannot be devoured and replicated using this ability, as they lack physical substance for Sin to assimilate while maintaining it's form. Examples include a wide and varied range from basic earthen materials like dirt and rock, to denser materials, like wood, metals and crystals. In the case of materials devoid of Chakra, devouring them costs no Chakra and is a passive action. In the case of materials created via Chakra, the user must expend Chakra equivalent to the Rank of the material to devour it, and will cost a move. Sin's replication of properties of materials it has devoured is a passive action due to it being an inherent ability, requires no Chakra to achieve, and can be used to replicate multiple materials at any given time in addition to it's base state, but can only be performed once per turn. Finally, there are differences in both strength and durability for Sin between it's base and Assimilated states;

In it's base state Sin possesses an immunity to B-Ranks and below, and requires at least an A-Rank to damage, and another to destroy, or one S-Rank, etc. While Sin is damaged in it's base state, it can quickly regenerate injured/ destroyed parts within that same turn, at the cost of being being unable to Assimilate. In other words, while Sin is regenerating, it cannot devour materials to analyze their properties, nor enter it's assimilated state, as it is solely focused on regenerating from the damage it has sustained.​
In it's Assimilated state, Sin's durability is increased to Forbidden Rank, and requires at least one S-Rank to damage, and another to destroy, or one Forbidden Rank, etc. While Sin is damaged in it's Assimilated state, it can slowly regenerate injured/ destroyed parts over the course of the next turn, during which time it is still susceptible to a fatal attack. Finally, thanks to the increase in it's durability, physical attacks that utilize Sin whilst Assimilated also receive a substantial increase, with a base damage of 40, and Taijutsu and Kenjutsu techniques performed utilizing Sin dealing +20 more damage.​

In addition to it's "Assimilation", Sin also has complete and total control over the shape and general functions of it's form, allowing it to change both to suit it's needs, most commonly used to create as many mouths as it can to allow for rapid consumption. This "Shapeshifting" relies on a mass-conversion system, allowing Sin to mould itself into shapes and forms equivalent to, or less than the total amount of mass it has consumed. This allows Sin to shape it's form for many functions, such as moulding itself into the shape of various weapons, like a blade to facilitate the usage of Kenjutsu, or a whip-like appendages to engage in ranged strikes, making it's strikes both versatile, and deadly. The size of Sin's Shapeshifting is restricted by how much Chakra is used with the ability, allowing for shapes up to Close Range with 10 Chakra, Mid Range with 20 Chakra, and Long Range with 30 Chakra. Additionally, each usage of Shapeshifting counts towards one of the user's 3 Jutsu per turn.

Through both of these abilities Sin is implanted onto users arm via Medical Ninjutsu within the Hospital to ensure that functions like the flow of blood, Chakra, etc, are flawless. This allows both the user and Sin to share their senses, experiences, allows direct mental communication between the two, etc, while also allowing the user to weave seals using Sin as a proxy, and supply it with Chakra for it's abilities, or for Sin to forcefully drain Chakra from it's host to perform techniques itself. Sin can also devour small portions of the user's body, causing pain, which can vary depending how much of the user is devoured and replaced. This results in self-harm upon the user as flesh and muscles are torn, and bones are crushed and devoured, damaging their health by an amount equivalent to the amount of the user's body is devoured, with the damage ranging from E-Rank to A-Rank. Finally, while the user has some control of Sin, such as utilizing it to perform hand seals for their Jutsu, Sin is still it's own organism, and thus is capable of both independent movement, thought, actions, etc, regardless of input from it's host. This means that, should the host may be incapacitated, or unable to act in some manner, it doesn't necessarily apply to Sin. For example, in the case of a Genjutsu directed at the host, although they and Sin share the same Chakra flow, because Sin has it's own mind, senses, etc, it would be unaffected unless the Genjutsu affects multiple targets.

Note: The acquisition of unique or specific materials must be performed in an Official Fight where Sin consumes the specified material, and the user emerges victorious, or escapes the battle. Additionally, the user must compile a list of all devoured materials, with the links to the appropriate battles within their Custom Jutsu thread.
Note: Can only be used by Imperfect.

Update Approved-Sasori





Updating Custom Jutsu. Original Approval: Here.

Seven Sovereign Flames (for reference): Here.

(Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow
Type:
Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: +1 Rank or +20 (User's Jutsu) and/ or -1 Rank or -20 (Opposing Jutsu)
Description: A passive benefit of the Sovereign Flame "Imogen's Sorrow", Inherited Sorrow utilizes the unique property of the emotionally infused flames to empower themselves, while also weakening an opposing Jutsu. This is achieved via the basic property of the Sovereign Flame itself, which has an endothermic exterior which naturally draws in thermal energy from external sources, causing the interior to burn at a hotter temperature as a result. This automatically activates when the user's Endothermic Flames directly clash with another Jutsu that produces thermal energy, for example, an opposing Fire Release Jutsu. Due to the inherent thermodynamics of both Jutsu, the user's being Endothermic, aka absorbing heat, and the opposing being Exothermic, aka radiating heat, an interesting result occurs. As the user's Endothermic Flames draw in heat, and the opposing Jutsu exudes it, both techniques undergo a change in damage to reflect the give-take nature of this reaction. The user's Jutsu receives a +1 Rank or +20 damage, and the opponent's Jutsu loses -1 Rank or -20 damage, with the result depending on the Ranks of both Jutsu, former for A-Rank and below, and the latter for S-Rank and above, for either technique. Alternatively, in the event that the user's Endothermic Flames are used against a technique that doesn't contain a high amount of thermal energy, and/ or is not exuding it with an Endothermic reaction, the user's flames can instead draw in heat from it's surroundings, granting the user's flames the same +1 Rank or +20 damage. Naturally both applications cannot occur at the same time, due to Jutsu boosting rules allowing for a max of 2 buffs or debuffs in total.

Note:
Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and used by the current wielder of "Imogen's Sorrow".
Declined: You will either have the ability to buff your techniques or debut your opponents not both.





(Hon Cheon Meol Gyuk) Chaotic Heavens Destruction Strike
Type:
Offensive/ Supplementary
Rank: Forbidden
Range: Short - Long (Short - Mid (Steps)
Chakra: 50
Damage: 90 (-10 to user per arm)
Description: Considered the pinnacle of a secretive Martial Arts known as the (Hyun Won-Moon) Black Heaven & Earth School, the Chaotic Heavens Destruction Strike is a highly advanced Taijutsu technique with multiple steps, and extreme effects for both the target and it's user. The user starts by gathering Chakra within their feet, and uses this to quickly retreat, taking three steps back, each one allowing the user to move up to 3m away from their current location, and at a speed equal to double their base movement speed. The user then redirects the flow of this Chakra towards their fists, and brings them towards their stomach, compressing the Chakra as they enter into a stance with their back to the target. After several moments of allowing the Chakra to coalesce in their fists, the user then performs one final step, this time towards their target, allowing them to travel up to 5m, as they right their posture, turn their body to face their target, then throw simultaneous punches, using the centrifugal force from the body's rotation, and put the full force of their weight into the strike. The end result is a heavy shock-wave that releases from the users fists, as the Chakra is expelled in the form of an accurate and highly precise concussive blast, akin in nature to a Wind Release Jutsu. Due to the amount and overall concentration of Chakra present within the blast, it is considered neutral to Elemental Chakra and Jutsu. It is also possible to perform this technique with only one arm, however the damage is halved, while the Chakra cost remains the same. Finally, with such a powerful technique comes equally severe consequences to the user. First, due to overexerting their body with the rapid steps found in the first part of the technique, the user's legs enter a state of shock, reducing the user's movement and reaction speed by -2 for 3 turns. Secondly the highly concentrated amount of Chakra within their arms leaves them in extreme pain, reducing the damage the user's fist-based Taijutsu inflict by -10 for 3 turns. Lastly upon firing the technique at the target the user's fists are overcome with pain, inflicting 10 damage per arm used with the technique.

Note: Can only be used once per battle, unless the user is a Taijutsu specialist, in which case they can perform the technique a second time, at the cost of doubling the technique's drawbacks and recoil damage, and requires a 2 turn cooldown period before it can be used. Additionally, after using this technique, no A-Rank or higher Taijutsu techniques can be performed for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Approved: This is long for absolutely no reason




CSC Approved; Here.

(Tategami Ōkami Kuchiyose no Jutsu: Bāsākā) Maned Wolf Summoning Technique: Berserkers
Type:
Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (+5 Chakra per each Wolf)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Berserkers. Unlike most Summoning Animals from any Contract, the Berserkers are not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Berserkers are the Summons primary defenders of their Home Land. The Summoning Jutsu for the Berserkers itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. While each individual Berserker is unique, they can either be quadrupedal or bipedal, and can perform techniques from one of the hand-to-hand combat styles, such as Taijutsu, Kenjutsu, Bukijutsu etc, but are limited to the forms of physical techniques that their summoner can perform. This explicitly excludes techniques that require Kekkei Genkai, Modes, HA, AE, AN, etc. The Berserkers can however perform canon techniques for their chosen area of hand-to-hand combat, in addition to the user's personal Custom Jutsu, as well as Customs they have learned from others, provided they do not require any of the aforementioned examples to achieve. They can perform all Raw Chakra techniques, and in the case of techniques that require any of the Basic 5 Elements, and other "universal" fields, the Berserkers took inspiration from their more Ninjutsu-centric counterparts, adopting the same ability of absorbing Chakra and utilizing it themselves, allowing them to select one Element or basic field by siphoning a small portion of that Chakra directly from the user upon Summoning. With Chakra from the user, this allows the Berserkers a potentially wide pool of techniques that they can perform, depending on the Summoner's own personal arsenal of techniques. Finally, each individual Wolf's usage of a technique naturally counts towards the user's 3 Jutsu per turn, and each are equivalent to a base Jōnin ranked Ninja in regards to their stats and capabilities.

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 2 M. Wolves via this Jutsu.
Note: Requires Maned Wolf Summoning Contract.
Note: The summonings can only use Tai, NinTai, Kenjutsu, Bukijutsu, and elemental versions of those.

Approved
 
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Six Paths

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Dropping

You CANNOT make Kagune as a CW, considering it belongs to the Claymore clan.

(Yeoui) Yeoui
Type:
Weapon
Rank: S-Rank
Range: Short (Short - Long)
Chakra: N/A - 40
Damage: N/A - 80
Description: Yeoui, the favoured weapon of Jaecheondaesong, Jin Mo-Ri, is, at first glance, a simple bo staff carved from rock, with a dull silver coloration, but in reality, it is one of the most mysterious and powerful treasures of Jin Mo-Ri. Yeoui has two abilities, the first of which comes from it's unique composition of compressed earthen elements and minerals, making it not only unique, but also very responsive to it's master's Chakra, and more specifically their Earth Release Chakra. It's unique composition allows Yeoui's mass to be freely manipulated with Chakra, allowing it's master to effortlessly change both it's relative size, and weight. Additionally, the two are not mutually exclusive. The wielder can increase the weight of Yeoui, while keeping it at it's base size and length, or alternatively extend it's length, or increase the overall scale of Yeoui, while having it as light as it's standard size. The exact size and scale Yeoui can reach is determined by how much Chakra the wielder puts into it, allowing for a wide variety of attacks, ranging from E-Rank to S-Rank. A beneficial effect of Yeoui's mass manipulation is that Yeoui can be "cloned" in a sense, by taking a piece of the "original" and giving it to another user. This allows them in turn to "create" their own Yeoui, by expanding the mass of the piece they recieved, thus resulting in an almost perfect recreation of the original weapon, with all the same abilities as the original. This goes hand-in-hand with Yeoui's second ability. It has the ability to sense and differentiate between Chakra Signatures, and the result of this is a link it creates with it's wielder. Through this Yeoui possesses the ability to sense it's master's Chakra, and when called via mental command sent with Chakra, Yeoui will swiftly return to their side. If the distance is further than Mid Range, it costs the user 5 Chakra, and in the Ninja World, it costs 5 Chakra per Landmark it must travel through in a straight line to reach it's wielder. Finally, due to Yeoui's ability to sense Chakra, if it senses another Chakra signature wielding it through direct contact, Yeoui will instantly increase it's weight by the maximum it allows, draining 40 Chakra from the source of the foreign signature, and becoming extremely heavy to the point that it becomes impossible to wield, until it's master call it, or releases the weight manipulation effect themselves. Additionallt, this weight increase cannot be affected by, or mitigated by any other external influence besides it's wielder, such as the "(Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique".

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Note: Can only be taught by Six Paths.
Declined by Sasori: You describe the staff as if it is sentient itself which if that is the case is only allowed if you have Yang.
 
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Korra.

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Blood Eyes bio https://animebase.me/threads/skarlet-chinoike-blood-eye-goddess-v-3.772813/ And this will be my 2nd CW

(Chi no Megami Kunaisu ) Blood Goddess Kunais
Type:
Weapon
Rank: S-Rank
Range: Short (Short - Long)
Chakra: N/A
Damage: N/A
Description: These kunais are specialized kunais created by Skarlet Chinoike to expand her blood abilities. The kunais are 3 pointed similar to Minato's FTG and have a red U on both sides that has a sealing formula built-in that connects the user's chakra and blood to the kunai. The user will have three of these kunai. A basic ability if the kunai is that the user can channel 10 chakra into one and expand it into a pureblood sword that can be used for combat. The main use of the kunais is that when they strike an opponent or make contact the sealing formula would activate and transfer the user's chakra/blood into opponents so that the user can do blood-related jutsus to opponents that need to have contact to work. If the kunais are used to initiate contact the user will just need to spend another 10 chakra for the Jutsu. The user can also opt to have the kunais release the sealing formula and cause a blood mist release from the kunais. After 1 turn the mist can reach short-range, after 2 turns mid-range and after 3 long range. There has to be kunai spread around the battlefield to have the mist spread around. The mist can copy the ability to create contact but only if opponents have a wound that exposed their blood to the mist so that the user's chakra can have a connection. Releasing the mist cost a turn and uses 40 chakra but after that, itself sustains but the mist can be sealed or blown away. The user would have to reuse chakra to create the mist again.
Note: Can only be used by Korra.
Note: Can only be used by Chinoike bios
Note: Mist and Blood Sword usage count towards the user's turns
Approved with edits
Looks like
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BusinessManTeno

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(Karibān) Caliburn
Type:
Weapon
Rank: S
Range: N/a (Usage reaches up to mid range)
Chakra: N/a
Damage: N/a
Description: Caliburn is a weapon only able to be held by Arthur, the King of Kings and Chaos. Said to have sealed the souls of its previous owners in it. Caliburn is a broadsword with a very wide blade. The grip has a dark swirly appearance to it, giving the appearance of a cosmic void. The crossguard has a hollow center and a sharp diamond shape with pointed edges that matches its pommel. The rain guard is adorned with jewels, that emanate with regality. Once the technique activates it acquires a new appearance. The handle is composed of a black and white square design, with a round knob and two small wings under the blade, one white bird and the other black bat. The blade has markings that range between black and white, formed of small black and white wings. Caliburn has multiple sealing functions on it, one of them being that If anybody other than the user tries to hold the sword will drain the users chakra in a large amount. This weapon is a very unique weapon as it have two functions that compliment the usage of Arthur during combat.

  • Heart Of Camelot : Hoc is a very transition like technique which one would think they are possessed. When this technique activates, it releases the seal on the blade, causing the body to flood with knowledge from the previous lives. This is for knowledge of the world, but namely for kenjutsu purposes. When this technique activates, it grants the user very impressive kenjutsu knowledge and prowess, giving them the ability to increase their kenjutsu by two ranks/+40.
  • Ruler Of Camelot: RoC is another technique that is active at the same time as the other technique. HoC. Though this technique is a bit more unique and complex. Once this technique activates, it releases a barrier that extends up to mid range. Doing this, the barrier will seal damage by reverting damage back to the state it was before damage. This applies to wounds as well, and even vital wounds (Excluding Heart and Brain). But while it also seals damage, It Also seals chakra for everybody in the barrier, this includes the user as well by disrupting the flow of chakra inside the barrier restricting techniques to form inside. This forces both the user and opponent to resort to techniques that does not utilize chakra.
Note: This Technique can only be used a max of two turns per battle with a four turn cool down after ended
Note: This technique last for three turns
Note: It takes 40 Chakra to activate, and -10 Chakra per turn upon usage

Declined by Sasori: Limit the boost to +30 at most. Also, choose between the sealing of damage ability and the sealing of Chakra ability.
 
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NightKiing

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(Fubuki) - Snowstorm

Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: This jutsu allows the user to turn part of their body to ice shards or their whole body to ice shards. This turns the users body solid with ridged edges like scales which allow for extra damage in close combat. The user's standard strikes would cause 60 damage while any other taijutsu will have their damage increased by +20. While they use this form the user can only use Ice elemental jutsu and elements that make up ice release (Can still use ken tai etc, just only these three elements)
In this form the user can break down into thousands of shards of ice and move like a blizzard through the terrain. Should the blizzard pass over anyone the ice shards will tear at their skin doing 60 damage in the process. Moving in the form costs a jutsu and can be used to move up to long range. When the user moves they release extra chakra around them to release a blast of snowy wind to mask their movement. While in this form, the user can merge with other ice techniques/structure and move within them.
Note: Can only use ice, elements that make up ice, nin,Ken and taijutsu in this form.
Note: Usable 3 times lasting up to 4 turns, two turns between each use.
Note: The user takes damage If an ice structure/technique the user is merged with gets destroyed.
Approved by Sasori

Night king's blade
Rank: S
Type: Weapon
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: The night kings's blade is a sword said to be owned by the very bringer of winter (Ice ninja). It is said the man sealed his soul and personality into the sword granting the sword a mind of it's own. The sword itself is a 2 feet long katana that when observed looks to be entirely composed of red hued transparent glass when in reality it's just made up of ice with s-rank durability. Reflecting the natural use of the parts of the sword, the sword grants the user an active and passive ability.
The blade was forged with ice chakra in the process, cooling the area around the user passively increasing the damage done by ice jutsu by 1 rank/20 damage in power and turning the colour to a reddish hue similar to the color of the sword itself .
The sword grants the user more active and offensive abilities THE MAIN FORM can either be activated by drawing the sword or simply by touching the handle. On activation the blade of the sword would shatter like glass and turn into multiple tiny ice shards which are telepathically linked to the user allowing him to maintain control of the pieces while performing other chakra taxing moves. The shards move fast and are sharp enough to slice cleanly through bone and rock alike. While in this form, the shards carry A rank damage (Ice's strengths and weaknesses apply) and must remain with mid-range of the user (Costs 30 chakra to activate and 5 per turn to maintain) The shards floats around the user within short range and the user through the blade is notified of anything the shards come in contact with.
The shards can passively be reformed back into its sword form where the user can either continue to telepathical manipulate it or simply wield it by hand, if anything happens to the shards before the blade reforms, the user can simply recreate the blade by infusing their Ice chakra into the sword's handle.

Note: Telepathically controlling the sword in its sword form costs 5 chakra per turn
Note: Should the blade be destroyed in blade or shard form, the user can simply lay their hand on the handle to reform the blade at the cost of 30 chakra.
Note: The ice shards can be used as a source for ice techniques that uses dance of a thousand shards as it's source.
Approved by Sasori
 
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Vayne

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CW Approval
CW tech, and the other tech below is from the same link.

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: Dependent
Range: Dependent
Chakra: 30 Per Turn | Up to 40 for specific abilities
Damage: -
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user can modulate the amount of chakra supplied into the technique, enabling them to effectively change the techniques strength, either empowering it or weakening it. It should be noted that doing so comes at great chakra costs, where the technique would cost it's original value and that of the rank it is changed too, greatly draining the user's chakra pool over longer periods of time. While decreasing the rank and strength of a technique can be done passively, increasing the rank would cost a move slot, with both happening in the same timeframe of the affected technique. This can be performed thrice for each, with the user having to wait a turn before being able to increase once an increase has occurred. Labelled as the Tears of Fate.

Fields of Flower is the second bolstered ability that takes root through GOA's ability of shape and size altering that allows it to reform. In cases where the user sustains damage, the user can utilise GOA to heal and reform, enabling continued battle at optimum strength. Field of Flowers has two usages, where it can employ a unique usage of the Medical Technique: Cellular Regeneration, where it can utilise it's concepts with GOA's expansion traits to grant the user the ability to negate/shave damage from clashes. These would follow and count towards the core restrictions of GOA's 'Second Ability' both in magnitude, number of turns, and overall usages. The second usage of Field of Flowers is when the user is damaged, the user could utilise GOA to heal and reform injuries sustained, up to sixty health healed, costing thirty to chakra to use and usable twice per battle with a two turn interval between usages. Notably, the user can't use the first and second abilities in the same or consecutive turns.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below, where those attempting to read the user's mind could fall prey to Achlys supplying them with false thoughts as if it were the user's own. Notably this ability costs twenty chakra per turn, with Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.
Declined: This is really starting to infringe on Yang release with the whole sentience stuff but it's fine for the most part since you had this previously approved before the new rules. Also, I see no reasons to approve this because to me this just looks like a continuation of your GOA CW. There is literally nothing unique about it. Every ability you listed here is already an ability in your original CW granted mind reading is simply a boosted version of the one in your CW. And with the way you have the boosting set up is already an ability to the original CW's. If anything, you can expand on the original ability in the CW and make it so that you can use its second ability in a fashion that lets you shave a certain amount of damage.

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Through two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 60 chakra points, ending sustained techniques, and draining/ending modes, where modes that have pools such as SM are drained, whereas those that follow turn based systems are ended.. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is unaffected by the draining/sticky effects of the water. When clashing against techniques, the opposing technique is drained by increments of 5 chakra depending on the rank/strength, where equal ranked/strength techniques are drained by 10, while those weaker are drained by 15, 20, etc, being much more effective on weaker techniques, and draining 5 for techniques one rank higher, and none for those two ranks higher/stronger. The technique can be performed in the same timeframe of a physical shadow technique, and can be used three times per battle. Being tied to a shadow means that it lasts as long as said technique. If the shadow hits multiple targets at the same time the chakra draining is split between them.

Declined: You were on the right track when you had this as a B-rank, so make it absorb 40 chakra points. I'm not going to allow you to instantly end sustained jutsu. If anything make it so that each turn the shadow technique is in contact with them it decreases the duration by one turn. Also, @underline I feel like this can be abused so make this last four turns then it fades away.
 
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Gutsy

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CW:
Narsil
Type:
Weapon
Rank: S
Range: N/A
Chakra Cost: N/A [200 Chakra Supply]
Damage: N/A
Description: Narsil is a longsword wielded by kings of a long forgotten kingdom. It was said to be used during an alliance between men and Noldor to face the oncoming darkness. The sword being made of a metal that makes it shine like the purest silver, and with a black leather handle, with several engravings upon it. The sword itself is sentient, as it was infused with yang energy, giving it, its unique properties. The sword with its sentience, can sense the wielders chakra and any type of imbalance that may occur. Through this, the sword can send a cleansing energy through the wielder, effectively cleansing them of any spiritual intrusion. The sword itself has a chakra reserve that is of 200 in total, which it uses to perform its own abilities.

In addition to its cleansing capabilities, the sword when wielded, creates a mixture of fire chakra and yang chakra, effectively creating a thin layer of white fire that flows across the sword, enhancing its cutting prowess through the intensity of the heat [+20 to Kenjutsu techniques]. Additionally, the sword can increase the intensity of the flames and cause them to increase in size, effectively causing the reach of any subsequent Kenjutsu technique usages to have an increase in range [+1 range reach]. The sword may supply the fire and yang chakra from its own supply or from the wielder [-10 chakra per turn from sword or wielder].
Note:
  • The cleansing effect is of S-rank and can be used until the sword is depleted of its chakra reserve.
  • The cleansing effect counts towards the move count, and it has a two turn cooldown.
  • Increasing the range through the fire and yang that flows across the sword, counts as a move to activate, while it then stays active until deactivated by the wielder or sword.
Declined: The cleansing affect has been done before, so that's not very unique. Also, note if you're going to increase the range of your ken it won't stack with any other range increasing techniques. Also, add a translated name.
 
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Corazon

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Yin & Yang in inventory

( Ukaku Fukurō SSS ) | Shining Owl SSS

Type: Weapon
Rank: S
Range: N/A
Chakra: N/A ( 50 to Activate ) - ( 5 Per Turn )
Damage: N/A
Description: SSS is a parasitic organism that was given form by Yin Energy and imbued with sentience through the infusion of Yang Energy, and works based on the chakra signature of its user and only its user. Other instances of individuals trying to tame the weapon, led to their death, or if they were lucky enough, a lesson they shall never forget. The weapon has the general shape of a curved blade. Insanely hard, sharp and powerful. Around it, it has grown segments of itself, which attach to the back of the blade and at first, seems like decorational carvings of eyes and mouths. Upon activation, these carvings, come to life. The entire back of the blade is composed of small pieces of the very same organism. All occupying one mouth with teeth and a tongue, and no general shape. There is a total of five of these organisms on the back of the blade, which upon activation, have a specific set of abilities. The blade itself is composed of hardened material of these organisms, and has a total hardness of S-Rank. Due to the influence of parasitic Yin Energy within the blade, the organisms have sensory abilities, being attracted to chakra, alerting the user to the closest chakra source by pulling in that direction. Once activated, the organisms have a few abilities.

The first is that they are able to detach themselves from the blade and attach themselves to the user or something of his choosing. Upon detaching from the blade, they combine to become one organism and in doing so, they are able to alter their shape and size to fit the person/object, but it can't be something larger than five meters. This allows it to protect the user/object from S rank attacks and can be used three times. Anything more than S rank will cause the organism to detach itself and return to the blade. This counts as one of the users three moves per turn, but can be done in the same timeframe as other moves as it requires no direct input from the user himself, the organism will absorb forty chakra points required for this ability each time it is used.

The second ability is of the offensive variety. Upon attaching itself to the user/object, the organism will use it's ability to alter its shape to attack opponent's while attached to the user. By being able to alter their shape, it is able to form itself into various weapons/shapes that can reach up to five meters away. This ability deals up to S rank damage and can be used three times, counting as one of the users three moves per turn, but can be used in the same timeframe as other abilities, drawing forty chakra points from the user.

The final ability of the organisms is when it is activated, but remains attached to the blade. Making use of its parasitic nature, the organisms will coat the blade and in doing so grant it abilities related to Yin Energy. By swinging the sword, the user is able to release an arc of chakra that upon clashing with an incoming technique, will offset the balance between the chakra, causing the Yin Energy to affect the ratio of Yin & Yang Energy within the tech so that there isn't any Yang Energy within it, causing it to break apart and dissipate. This can be used three times with a two turn cool down between usages, drawing on seventy chakra from the user and if an opponent is struck by it, will cause double the damage of the chakra input and cannot be used in the same turn as the other abilities.

Note: The sword can be used at all times, counting as a regular sword and due to being infused with Yin, adds twenty additional damage to the users Kenjutsu techniques.
Note: Activation doesn't take up a move slot.
Note: Can only be used by Corazon.

Declined: From what I can tell, this technique uses applications of both Yin and Yang within the same technique, giving something form and inbuing life into it similar to a creation. This is an exclusive property of Yin-Yang release and cannot be done by just having Yin and Yang. - Daemon

Akimichi Training

( Yoton/Akimichi Geijutsu: Gia Sekando ) - Yang Release/Akimichi Arts: Gear Second

Type: Supplementary
Rank: S
Range: Short
Chakra: 70 ( +300 to the user due to Calories being converted )
Damage: N/A
Description: Based loosely on the Calorie Control technique, Gear Second is a technique developed by Luffy to suit his own style of fighting. Similarly to the Calorie Control technique, Gear Second gives the user complete control of the calories in their body, but rather than focus solely on brute strength like the aforementioned technique, it focuses on speed and mobility. While the Calorie Control technique leaves the user exhausted afterwards, Gear Second was created to push the users physical abilities to the outermost limits while active through the use of Yang Energy to rapidly heal and fortify the body, not unlike the Power of the Sun technique. Upon activation, a mass of chakra is released and the users skills and body are boosted behind their normal limits. The user will gain a +30 boost to his Taijutsu, his speed will be increased by 3.5× and his body will become more resistant to damage, being able to reduce damage by 40 from physical contact as well as passively heal from minor wounds at 30 damage per turn. Additionally, all of the users techniques will require 10 extra chakra points to be performed.

Note: Can only be used once, lasting five turns.
Note: While active, the user is unable to use Yin techniques.
Note: Upon deactivation, the user is left unable to use Elemental Ninjutsu/Genjutsu for two turns.
Note: Can only be used by Corazon.

Declined: This is literally... just power of the Sun. You say it focuses on pure speed but you give it a damage boost also? Also I'm pretty sure Calorie Control and this technique's speeds are pretty much equal or similar. I don't really see the point of this technique when you already have Power of the Sun which gives you the speed boost and a higher taijutsu boost. - Daemon
 
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Howard

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(Doton: Doro Rappu) - Earth Release: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra: 30
Damage: NA (+20 to mud-based techniques)
Description: The user channels additional earth chakra into a mud-based technique or takes hold of earth chakra infused mud already in play. Due to the earth chakra already found in the mud, it can be slightly manipulated further to surround the opponent. The mud basically blasts out and around the opponent covering their body in mud or slashes and tears at their skin with small blade-like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing excessive weight on the opponent tripling their weight and cutting their movement speed in half for as long as the mud remains on them. This is due to the earth chakra infused mud that covers the opponent. It has the same effect as Swamp of the Underworld in a more refined and specific way as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making its way into their nose, mouth, and eyes. However to use this technique the user must have used a mud-based earth release technique.
The additional chakra can also strengthen the mud making it a sort of pseudo-combination allowing for the addition of more damage. Through this additional earth chakra the mud can be proliferated, thus making the original technique both larger and stronger one-rank boost up to A-rank and +20 damage, it can alternatively be used upon S and Forbidden rank mud-based techniques adding +10 damage and giving the intuitive control over the substance mentioned above. This can be used alongside another mud-based technique in the same timeframe to alter or augment the way the user attacks or can be used later on to control mud that is still just lying around.

Note: Can only be used three times per battle with a two-turn cooldown.
Note: The strengthening ability can only be used twice and only once per turn
Approved by Sasori
 
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Daemon

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New Cycle: 05/15/2020 - 05/21/2020

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 must not 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. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this thread on how much you are to submit per cycle.

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.
 

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Permission to resubmit: https://animebase.me/profile-posts/7521238/
Original Technique: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21822011
Dropping this CW if approved: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21947382

Agni Gandiva ∞ The Flame God's Yell
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The "Gandiva" is a very powerful, indestructible bow passed down through generations of the Hayabusa Clan. According to legends, it was first given to the first Hayabusa Archer by the Flame God Agni. Its appearance is that of a traditional black, longbow set with ornate markings and gold highlights. It fires specially crafted arrows made of a flexible metal while at it's edging on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Gandiva has a set of abilities that make it fitting of a gift from God. On the weapon are three seals that allow almost divine functionality each; Agniastra, Pashupatastra, and Brahmastra Kundala.

神の火 | Divine Fire | Agniastra
By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its mark. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its mark the barrier will explode in a short ranged, purple maelstrom (A Rank). If it goes against a technique of equal rank though, it will split it apart, but be cancelled in the process. The arrow in itself is highly lethal, and even though it carries no inherent rank, is able to decapitate human-sized targets or even push back medium-sized summons entirely based on the force from which it is loosened from the Gandiva. This ability is A ranked, and counts as an enhancement to an otherwise regular arrow. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once per turn, four times per battle , with a cooldown of two turns between each use.

パスパティの槍 | Lance of Pasupati | Pashupatastra

The second seal, which is located directly in the midsection of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames however are cosmetic, and cannot harm the user nor anyone who touches the Gandiva. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead, the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrowhead while still being connected to Gandiva no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Gandiva during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A ranked and can affect techniques of equal and lesser rank. Can only be used once per turn, three times per battle with a cool down of three turns each.

ブラハ・カーズ・ミー | O' Brahma, Curse Me | Brahmastra Kundala

The third and final seal, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Pashupatastra, and initiate an unsealing process. For every technique successfully absorbed, Brahmastra Kundala's damage will be increased by +10 in an act of maximum overkill, however this caps at +20 Damage. Just like Agniastra, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an A ranked technique. This allows the barrier created to split apart techniques of A ranked and below and requires a three-turn cooldown each time performed, with it only be able to be used twice per battle. Once performed the absorbed techniques counter resets to zero.

Apart from the activtion of these seals, the user is able to release up to three regular arrows a turn that are D ranked each but do not count toward the jutsu usage limit i.e free form. The Agni Gandiva can also be called forth from a fourth, lesser known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe.

Declined: This won't be indestructible. Also, explain what you mean by "mark" in Agniastra. Do you mean the barrier will only explode if it reaches the specified target in your move and if it hits anything else it won't go off? If you want Pashupatastra say that it cannot affect living entities. Also, I honestly don't see why you need a separate section for Brahmastra Kundala if anything just take the parts of boosting and add it to the first ability. Lastly, you will not be able to release D-rank arrows that don't cost a move. If anything they can be freeform in damage.
Signed Contract Here:
https://animebase.me/threads/neko-contract.761687/

(Nineko Kuchiyose No Jutsu: Pansā Rirī ) Ninja Cat Summoning Technique: Panther Lily
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Pansā Rirī. Panther Lily is roughly the size of a domestic house cat, being a black cat with a white muzzle, small red eyes, and a scar running down across his left eye. Panther Lily seems to have a grumpy disposition and detests noisy people, but seems to have a close relationship with summoners of the cat contract and other felines alike. Ability wise, Panther Lily has his normal domestic cat form but through the use of a passive utilization of the transformation technique – he enters into a form known as Battle Form. In this form, he transforms into a taller, more physically stronger cat – capable of utilizing his sword (which also grows with him), being capable to utilize Kenjutsu up to S Rank & Taijutsu up to A Rank. His sword, Musica, isnt exactly special outside of simply being a sword that grows in size to accomadate his forms. However, while in his miniature form, he’s only capable of using B Rank Kenjutsu & C Rank Taijutsu due to his lack of strength. Despite being able to passively transform, the form itself only last for three turns before naturally ending and going on a cooldown of two turns before being able to be used again. He can be summoned once per battle, lasting four turns in battle – though the user is unable to summon any other cat summons for two turns after his dismissal.
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Approved by Sasori

(Senpō: Doubutsu no Koe ) Sage Art: Voice of Animalia

Rank: S Rank
Type: Supplementary | Defensive
Range: Short – Long
Chakra cost: 40
Damage points: N/A
Damage points: Utilizing’s ones connection to the natural energy around them but also their deep-rooted bond with their animals, the user gains the ability to impose a sort of “fear” into others. It has been seen that those, namely Imperfect Sage Users or some Perfect Sage Modes when entering or having entered Sage Mode exhibit natural animalistic features similar to the contracted animal. Voice of Animalia takes a page from this, utilizing one’s senjutsu to emit an omnidirectional vocal command, resembling a howl, roar, hiss etc depending on the animal. This command takes a psychological grip on those affected, causing their innate animal instincts to enter a “fight or flight” state. This is due to the animal becoming sort of “hypnotized” into believing the user is an apex predator, with the Sage Mode user becoming identified as such. This causes summoning animals to immediately flee from the battle, dispersing from their summoner’s aid. This locks out summons from ever returning to the same fight as well should they have the ability to be summoned multiple times. However, in the case of non-summoning animals such as Inuzuka Ninken, they are also overwhelmed by this technique, simply becoming knocked unconscious for the rest of the battle. The speed of which this technique travels rivals a lightning technique, reaching up to Long Range, affecting multiple animals in a singular instance. This can also affect other ninjas who are also in Sage Mode, due to their own animalistic connection – causing them to become paralyzed in place for the duration of two turns; also unwilling to enter short range of the user as while remaining in Sage Mode themselves. This can only be used twice per battle, with a cooldown of three turns between each use. It also renders the user unable to utilize Senjutsu above A-Rank for three turns as well.
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Declined: The effects of this are too much in my opinion.
Renamed Weapon and it's design/lore. Made other edits as bolded.

Shūmatsu-yumi - Enki ∞ Enki: Bow of the End
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The "Enki" is a very powerful bow passed down through generations of the Hayabusa Clan. According to legends, it was first given to the first Hayabusa Leader by the Dragon God Priestess, Amaterasu. Its appearance is a pair of golden longswords interlocked together with one another to form a unique bow. It fires specially crafted arrows made of a flexible metal while at it's edging on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Enki has a set of abilities that make it fitting of a gift from a Goddess. On the weapon are three seals that allow almost divine functionality: Hakai no Hoshi, Enpawaamento no Hoshi and Hoshi no Boukyaku. The swords can also detach in order to allow the user to wield them in combat like normal with the overall weapon when combined has a strength of S Rank, needing at least one S Rank to completely break them or two A Ranks. When separated, they are A Rank each and need one A Rank each to break them.

Hakai no Hoshi, Star of Destruction

By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its target. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its target the barrier will explode in a short-ranged, purple maelstrom (A Rank). If it goes against a technique of equal rank though, it will split it apart, but be canceled in the process. The arrow in itself is highly lethal, and it is able to decapitate human-sized targets or even push back medium-sized summons entirely based on the force from which it is loosened from the Enki. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once per turn, four times per battle , with a cooldown of two turns between each use.

Hoshi no Boukyaku, Star of Oblivion
The second seal, which is located directly in the midsection of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames, however, are cosmetic, and cannot harm the user nor anyone who touches the Enki. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead, the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrowhead while still being connected to Enki no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Enki during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A-ranked and can affect techniques of equal and lesser rank. It can only be used once per turn, three times per battle with a cooldown of three turns each nor can it be used on living targets.

The third and final seal called Enpawaamento no Hoshi, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Hoshi no Boukyaku, and initiate an unsealing process. For every technique successfully absorbed, Enpawaamento no Hoshi's damage will be increased by +10 in an act of maximum overkill, however, this caps at +20 Damage. Just like Hakai no Hoshi, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However, this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an A-ranked technique. This allows the barrier created to split apart techniques of A ranked and below and requires a three-turn cooldown each time performed, with it only be able to be used twice per battle. Once performed the absorbed techniques counter resets to zero.

Apart from the activation of these seals, the user is able to release up to three regular arrows a turn that is freeform each but do not count toward the jutsu usage limit i.e free form. The Enki can also be called forth from a fourth, lesser-known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe. When preparing to fire an arrow, golden chakra bowstring is formed passively and is merely cosmetic.
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Approved: Made edits.

(Senpō: Doubutsu no Koe ) Sage Art: Voice of Animalia

Rank: S Rank
Type: Supplementary | Defensive
Range: Short – Long
Chakra cost: 40
Damage points: N/A
Damage points: Utilizing’s ones connection to the natural energy around them but also their deep-rooted bond with their animals, the user gains the ability to impose a sort of “fear” into others. It has been seen that those, namely Imperfect Sage Users or some Perfect Sage Modes when entering or having entered Sage Mode exhibit natural animalistic features similar to the contracted animal. Voice of Animalia takes a page from this, utilizing one’s senjutsu to emit an omnidirectional vocal command, resembling a howl, roar, hiss etc depending on the animal. This command takes a psychological grip on those affected, causing their innate animal instincts to enter a “fight or flight” state. This is due to the animal becoming sort of “hypnotized” into believing the user is an apex predator, with the Sage Mode user becoming identified as such. This causes summoning animals to immediately flee from the battle, dispersing from their summoner’s aid (only capable of affecting up to three targets per use). This locks out summons from ever returning to the same fight as well should they have the ability to be summoned multiple times. However, in the case of non-summoning animals such as Inuzuka Ninken, they are also overwhelmed by this technique, simply becoming knocked unconscious for two turns. The speed of which this technique travels rivals a lightning technique, reaching up to Long Range, This can also affect other ninjas who are also in Sage Mode, due to their own animalistic connection – causing them to become paralyzed in place for the duration of two turns; also unwilling to enter short range of the user as while remaining in Sage Mode themselves, however, the effectiveness of paralysis is reduced by one turn pe rank difference they have with the user. This means targets of the same rank are not paralyzed, simply being unwilling to enter short range of the user, one rank difference paralyzed for one turn, and 2 or more difference for two turns. This can only be used twice per battle, with a cooldown of three turns between each use. It also renders the user unable to utilize Senjutsu above A-Rank for three turns as well.
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Declined: You make this affect summonings the way it affects Inuzuka if you want it to affect them.
(Senpō/Fuinjutsu: Gooruden Wairudo Hanto ) Sage Art/Sealing Technique: Golden Wild Hunt

Rank: A-Rank
Type: Supplementary, Defensive
Range: Short – Long
Chakra cost: 30
Damage points: N/A
Damage points: Utilizing’s one's connection to the natural energy around them, the user will create specialized cannons with the existing moisture in the air. Through the formation of two hand seals, the user will formulate two cylinder-shaped cannon composed of existing moisture in the air within the path of an enemy technique. Immediately on contact, the first cylinder near the user has the kanji for "ammunition" written in one of its openings. The kanji, which is the seal itself will immediately open - absorbing the technique in question and immediately seal it within - purifying it and converting it into senjutsu chakra. The second airborne cannon formed somewhere else in the terrain (must at least be formed five meters away from target unless already within short range of them" will have another seal that's connected to the first. After sealing and purifying the chakra in the first cannon, the second cannon immediately fires it afterward - releasing a 180-degree blast of senjutsu chakra moving twice the base speed of the user, traveling up to ten meters. Upon contact with the opponent, they are slowly petrified over time, becoming fully transformed into a statue after four turns have passed, which over time causes certain effects to trigger, with the first turn the opponent cannot make more than four hand seals per technique, second turn being unable to move any more than five meters, with third turn doubling the effect of the previous two (making it unable to make more than two seals nor move past two and a half meters) while the fourth turn is full-body petrification. This, however, can be prevented by surging their body with chakra of the equal rank in order to rid of the senjutsu chakra. An alternative use to this however as well, is used on the user via having the cannon fire at them. The senjutsu is simply fired as at their body, having the converted chakra be added back into their own pool (same amount as original technique), helping as a method of keeping Sage Mode active (only with Imperfect Sage Mode). It can only seal/absorb techniques up to A-Rank or 30 Chakra (unless this technique's or chakra amount is increased). This technique is only capable of being used thrice per battle with a cooldown of two turns after use, while also being unable to use Senjutsu above A-Rank in the same turn or next turn.

Approved

(Inton: Gekkou Otome) Yin Release: Moonlight Maiden
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short to Long
Chakra Cost: 40 - 70 (10, if sustained)
Damage: 80 - 100
Description: Utilizing one's imagination, the user takes an approach with the use of their Yin energy. After performing the appropriate hand seals, the user is able to release, control, and mold their Yin energy into various formations. This can range simply from basic constructs such as tools, shapes but range into more basic formations like omnidirectional bursts, waves, etc. The true limitation is only one's imagination, somewhat of irony for Yin Release. The constructs formed are initially created within the short range of the user through the user can pay additional chakra in order to craft them up to mid-range awe (though must be formed five meters away). These constructs while seemingly basic, are rather dangerous in approach, as simply coming into with them has devastating properties. The first is the high absorbing properties they possess - immediately leeching up 50 chakra from foreign chakra sources or if striking the opponent directly. This allows the constructs created by this technique to drain opposing techniques with ease, though each construct can only absorb one technique per its life span. This absorption ignores the ranking and damage of the technique in question, however, should the opposing technique have more chakra than it, then it simply becomes weakened after an interaction, losing one rank in power. That's not all, however, as these constructs can either be spiritually damaging or physical - similar to Hands of Sloth, however, the user must pick upon creation which of the two states it is in. Once selected, it cannot change without the use of an external technique. This also has its own unique interaction, in which if used spiritually, not only does it drain the target's chakra but it also spiritually impairs them.At B rank, it prevents the opponent from being able to use Yin Release, Spiritual Based Abilities nor sustain techniques for more than three turns due to lack of focus from S Rank and above. A Rank prevents the same however A-Rank and above while S Rank prevents B – Rank and below. The opponent suffers from this naturally over three turns however they are able to purge this by utilizing Yin Release, Yang Release, Yin Yang Release, or Sage Mode Enhanced Surges to remove the effects with equal or more chakra. S-rank can only be used 3x with the need of 4 hand seals, A-rank can be used 4x with the need of 3 hand seals, and B-rank would only need 2 hand seals. Crafting them at mid-range requires an additional +20 chakra, while also these constructs can range from as small as a kunai to as tall as Mountain Smash. These constructs are normally pure black in coloration but can be any color if the user choices, emitting no heat but can still be sensed.

Declined. Allowing such a broad, formation type Yin Release technique isn't really something I'm particularly fond of. I think I've seen this tried before and declined it a year ago, I just can't quite place who submitted it. And I declined it for the same reason: it's just too broad. Not to mention you slap on a horrendously large number of abilities after the fact, like Hands of Sloth and absorption.

Drackos
 
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Skorm

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(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Unlike Sunfall, the genjutsu blade, Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 100% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they choses, which must be stated in their bio as an abyssal aspect. The abyssal aspect affects a single field that the user can use and receives a buff in both chakra(+20) and damage(+30). This counts as a passive boost.

By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner. The ground will then start to flicker and any opponent whos in contact with the ground, or in air-mid range away from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt a Forbidden ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Note:
Can only be used by Skorm
Note: Requires Yin or Yin/Yang specialty.

Declined: You want a +30 damage boost passively to any field you choose with no real restrictions. That ain't gonna fly. The scope of your genjutsu is too large as it shouldn't effect anyone who is airborne since the ground is the medium in which the genjutsu can affect their target. Naturally the genjutsu should only be able to travel up into Mid range, but you should really reduce this to short range due to the power of the illusion. Forbidden ranked genjutsu is not allowed. -Daemon




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(Sunfall)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sunfall is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deemed worthy and have learned the ways of Yin. Sunfall is a one-handed blade entirely consisting of the five elements and Yin aspects of chakra which forms an aura of blackness around its edges. The powers of the blade are focused on the powers of Yin and grants its chosen wielder a number of powers. The blade itself has no physical form but comes out in the form of pure energy, an aspect of Yin that makes the sword break the boundaries of physics and levitate behind the user. The sword features three distinctive abilities. While this Sword is more influencing the users spiritual side, it grants three unique perks towards the user. As mentioned before, is purely spiritual and will act as a passive Yin anchor, which grants the user a powerful boost towards their mind altering arsenal. Any jutsu that is designed to damage an opponents mind gets lifted in rank(+1) and chakra(+20) output. This is considered a passive boost that the sword always gives the user. The secound feature of Sunfall is that it can, once per battle, perform a passive dispel of any genjutsu that the user gets influenced by. Chosing to do this, however, puts the sword in a dormant shell and deactivates any and all buffs it gives the user for the rest of the match.
Note:
Can only be used by Skorm
Note: Requires Yin or Yin/Yang Specialty

Declined: Better than the original. For one, you say this sword has three unique abilities but you only mention 2? It should be noted that, based on what you want to do with this. You can only ever increase a chakra value of a jutsu by +10. So if you for example add +50 chakra to a technique, it would be registered as +10 chakra in terms of the effect it has on the opponent. The other 40 chakra is the required chakra on the user's part to apply that effect to said jutsu. - Daemon

(Meiton/Inton: Kokuyōseki no sora | Dark/Yin Release: Obsidian Sky)
Type:
Supplementary
Rank: C-S
Range: Short-Long
Chakra: 25 - 70
Damage: 50 - 140
Description:
Obsidian Sky is a technique in which the user incorporates their Yin as well as their Dark release together to create the ultimate chakra siphoning technique. Through the use of Yin, the dark release absorption aspect loses its weaknesses to earth and water/other solid/liquid materials and lets the user absorb anything of the same chakra level while at the same time absorb enough chakra from an incoming technique for it to directly lose one rank, similar to the tethering abilities of Hungry Ghost. Unlike Hungry Ghost, however, this technique doesn't latch on to the opponent if it goes through and eats their chakra but simply applies the debuff on their technique. However, the strengths of the absorption release is also rendered neutral, meaning this technique can essentially absorb the same amount of chakra the user spends in their initial move. It is exactly the same for the release version of the technique with a total immunity to any weakness/strength and rendered neutral to everything and thus only overpowering techniques that has lesser chakra or damage output. Since this is dark release infused with Yin release, the damage output and chakra usage is greater per rank than normal(75%). When it comes to the release form of the aspect of this technique, the standard blue flames have changed aesthetically. The flames are now black as a starless sky with flickering images and memories of hell. This is a passive aspect of Yin that is transmitting a mind altering affect of the aesthetics of the black flames, but carries no weight in battle. By spending another move of the users 3 moveslots and performing a handseal, the user can change the properties of the release form of the Obsidian Sky release form - from its regular energy state into that of liquid or solid. This doesn't affect its neutrality to the elemental interactions though.

Note:
Can only be taught by Skorm

Declined: Again an inherent ability of Dark Release is it cannot absorb solid techniques. I still don't think simply adding Yin would change this. But I'll double check with LoK on this to make sure. The release portion of this jutsu would solely interact on damage output not lesser chakra or damage output. I don't know what the golden part means. Is that just explaining the Yin damage output (which you dont need to do btw) or is it something else? If I were to allow this to absorb techniques of the same chakra, you'd have to get rid of the last ability of this technique. You also didn't ven give this technique any sort of restrictions or usage limits. I also probably won't let this technique be multiranked either.- Daemon

(Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
Type:
Supplementary/Offensive/Defensive
Rank: C-S
Range: Short-Long
Chakra: 25 - 70
Damage: 50 - 140
Description:
Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. On touch, these shards will travel through any target and disintegrate anything they touch, scaling up in power to the amount of chakra the user wishes to output. Its usage resembles greatly the usage of Crystal release but with dust releases destructive powers. Not only that, that due to the crystals being formed by the Yin chakra of the user, they may also attach other traits such as casting a blinding light upon use(must be stated). Working as a multi-ranked technique it all comes down on quantity of shards being produced, with the maximum amounts being able to rival the meteors Madara dropped on the allied army in size. The shards are, as previously stated, very maellable and can form into any shapes the user wants at that time, but must abide the rule that anything they touch will be reduced down to atomic levels unless of course being interacted with techniques of equal power or higher. Unlike other Yin release interacted elements, Absolution doesn't lose the original weaknesses/strengths of Jinton but keeps its original ones. Since this is dust release infused with Yin release, the damage output and chakra usage is greater per rank than normal(75%).

Note: Can only be taught by Skorm

Declined: This most definitely won' t be multiranked, you didn't give this any sort of restriction or usage limit. Mention how these shards are formed, remember dust release techniques must originate from your body. The maximum size will not rival the size of Madara's meteors, What made you think that was okay? So you wanted to have a blinding Madara sized meteor at max power with no usage restrictions or any time to regulation on the technique? Skorm my man please do a better job of regulating your CJs in what they can and cannot do. Next submission that's like this would have to result in some kind of customs ban for some kind of length. Tone this technique WAAAY down. - Daemon
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(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 100% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they choses, which must be stated in their bio as an abyssal aspect. The abyssal aspect affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+30). This counts as a passive boost and must be stated in the users biography as their "dark element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself.

By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Note: Can only be used by Skorm
Note: Requires Yin or Yin/Yang specialty.

Declined. The logic of your boost is weird. The boost itself is okay, though I'm sorta inclined to say it won't be able to augment Yin Release itself. But I'll save deciding that for the next check. First off, nothing has a "100% ratio" of Yin to Yang. Every technique, even Yin State, has *some* Yang in it. There is no such thing an an absence of the other, as then there could be no technique at all. But more importantly, if you're going to use Yin to constantly be flowing through you it's going to influence your own balance between spiritual and physical. You're not a Yin-Yang master. It isn't something that you can manage, so it will have some sort of drawback (or boon, depending on how you approach it).

Drackos/b]


(Meiton/Inton: Kokuyōseki no sora | Dark/Yin Release: Obsidian Sky)
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 70
Damage: 140
Description: Obsidian Sky is a technique in which the user incorporates their Yin as well as their Dark release together to create the ultimate chakra siphoning technique. Through the use of Yin, the dark release absorption aspect loses its weaknesses to earth and water/other solid/liquid materials and lets the user absorb anything of the same chakra level while at the same time absorb enough chakra from an incoming technique for it to directly lose one rank, similar to the tethering abilities of Hungry Ghost. Unlike Hungry Ghost, however, this technique doesn't latch on to the opponent if it goes through and eats their chakra but simply applies the debuff on their technique. However, the strengths of the absorption release is also rendered neutral, meaning this technique can essentially absorb the same amount of chakra the user spends in their initial move. It is exactly the same for the release version of the technique with a total immunity to any weakness/strength and rendered neutral to everything and thus only overpowering techniques that has lesser damage output. When it comes to the release form of the aspect of this technique, the standard blue flames have changed aesthetically. The flames have a slightly different pattern than normal dark release techniques. It's aesthetics has changed into which the flames are pitch black with a cyan flare on the edges. On the inside there are images resembling that of a clear night sky, filled with celestial bodies. This is a passive aesthetic change and carries no weight in battle.

Note: The release form of the technique can only be used twice per battle.
Note: The absorption form can be used 4 times per battle.
Note: After usage, the user must wait two turns to use again for the absorption part and 4 for the release part.

Declined. Restrictions. If you want 140, you restrict for it.

(Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
Type:
Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70 (-20/turn)
Damage: 140
Description: Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. On touch, these shards will travel through any target and disintegrate anything they touch(in accordance to S/W of Dust release). These shards are able to move and take the shape of anything due to Yin and Shape manipulation abilities. The shards will always originate from the users body and can have an extended duration on the field if the user wishes, which requires more chakra and extends the restrictions the user gets originally by the length the user keeps the technique active. In accordance to the properties of the Hungry Ghost technique, Absolution carries a debuff similar to that of the Hungry Ghost except it will only interract with techniques it clashes with and will not carry any parasitic properties once the technique defeats another(if it does) of course. The shards are a beautiful sight to behold, which is another property of the Yin aspect and gained passively. The shards are completely jet black and has a cyan flare to their exterior like a cold meteorite. This is purely an aesthetic property and carries no weight in battle.

Note: Can only be used twice per battle with a cooldown of 4 turns.
Note: Can be sustained up to 3 turns for each use, but sustaining the technique prolongs the restrictive effects during that time it is sustained.
Note: User cannot use any Jinton/Earth/Fire/Wind/Yin techniques while this technique is active.


Declined. These restrictions are still inadequate, more specifically the third one. There needs to be one that limits your ability to use Yin and Dust Release after use. It deals 140 damage, restrictions must reflect that.

(Tenseigan can be found in inventory)
(Jinrin Tensei Baku) - Platinum Wheel Reincarnation Explosion
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 140 (200 with TSB used)
Description: While using Tenseigan Chakra Mode, the user focuses Yin chakra into one of his green orbs and grasps it in his hand to create a gitantic powerful platinum sword with an even more destructive force than that of the Golden Wheel Reincarnation Explosion which in itself cut the moon in half. If the user does not have access to the Truth Seeking Orbs, he is able to use his Puppet Cursing Technique spheres in their place.
Note: Can only be used with Tenseigan Chakra Mode
Note: Can only be used once per battle.
Note: After using, the user cannot use any Tenseigan based jutsu besides the Chakra Mode for three turns.

Declined, DNR. No...just no lol. You can't just take a canon technique, clone it, slap Yin into it, and make it stronger.

Drackos
[/b]
 
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Shady Doctor

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( 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
( Sazanfokkusu No Seigen ) | Restriction of the Southern Fox
Type: Supplementary
Rank: B/A/S
Range: Short-Long
Chakra: 40/50/60
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. Though, empowered by the combination of Yin chakra within the technique. 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 "seal" 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 along with a debilitating effect. With a B-rank usage of this they would be unable to mold chakra of forbidden rank or more on a technique, but also all of their spiritual techniques would lose a rank in power/effectiveness. A-rank would limit them to no S-rank chakra or more, along with completely sealing away the ability to use spiritual techniques. While S-rank usage would leave them unable to use any A-rank or higher chakra and would leave the victim's mind sealed, thus leaving them unconscious. Though the S rank effects of sealing the mind would only happen after 2 turns of the chains being applied and not broken. 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, though only up to the rank used (i.e. using B-rank variant, the user can still use A-rank and up). 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 that can sense/see spiritual forms (Rinnegan, Yin Specialist etc). Though if able to see the chains, they could see the glowing red chakra chains (covered with sealing scripts) connected from the user's forehead to their bodies. This technique can be broken by the same means as any other spiritual technique of its rank.

Declined. Mostly fine. Add some restrictions to the higher ranked uses, like a restriction on your ability to use Yin Release after. It also needs hand seals.

Drackos


( Takazanusu No Kamereon ) | Transfusion of the Chameleon Blood
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 to applied technique)
Damage: N/A
Description: This is a unique technique that utilises the usage of Yin chakra infused into elemental techniques to create a more versatile set of jutsu, depending on how the opponent uses abilities. More specifically, this would take on the effects of chakra absorption and Yin's unique property of changing the aspects of elemental techniques into nearly anything imaginable. Jutsu infused with this technique take on no additional effects or changes until they clash with opposing techniques directly. Once the infused technique clashes with and overpowers an opposing technique, it would absorb the chakra total of the defeated technique and sift it through itself. Doing this allows the infused technique to do two things: Firstly, the chakra that is absorbed would be partially used to restore the technique to full power, making the before mentioned clash no threat to weakening the technique. Secondly, having the chakra absorbed and using Yin's ability to change elements dramatically, the technique would adapt and take on any unique or special effects of the jutsu it overpowered. For example, if a wind technique infused with this clashed with and overpowered a lightning technique, the wind would take on the effects of the electricity and would be able to paralyze/shock things upon contact. These effects can only be held as long as the originally infused technique lasts, or until another technique's effects are taken. This is also something that the user can't control or pick not to do once the technique is infused, thus even if the user didn't want to take on the effects or change effects, the technique would take on whatever effects of the last technique it overpowered.
Note: Can only be used 2 times, lasting 4 turns per use, effecting all the user's elemental techniques during that period.
Note: Needs a 2 turn cool down before using again.
Note: Techniques infused with this can only hold 1 effect at a time from another technique

Approved.
 
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Anbu Kirito

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Ameton: Ōshi | Rain Release: Horizontal Death
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Horizontal Death is a Rain technique which, as its name might suggest, strikes from an angle that most rain techniques do not. First, the user performs the three handseal. They then focus their chakra into the rain falling behind their opponent's position (five meters behind them and beyond). This causes the raindrops to stop falling in that area for a moment, then to suddenly fly towards the user from behind the opponent in a torrent parallel to the ground, hence the name, Horizontal Death. These raindrops strike with tremendous force, shredding the opponent from behind. They then stop their flight harmlessly and fall to the ground as normal rain does.
Notes:
-No Rain above A-Rank the same turn
-Can only be used twice, with two turns in between uses.
Approved
Ameton: Amekireru | Rain Release: Rainburst
Type:
Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Rainburst Explosion is a technique which relies on the rain that has already landed on the ground or that is falling to create an explosive, wide area blast of rain needles. First, the user performs the Ram -> Tiger handseals, and then they infuse their chakra into the rain falling five meters around an enemy. This can only be done if the area being effected is within direct sight of the user. Then, the user will activate the chakra, causing all of the raindrops around the opponent to burst into hundreds of tiny needles directed inwards at the enemy which pierce into their body with staggering speed. The individual wounds caused are not deep, but the sheer number of rain needles causes tremendous damage. Unfortunately, this technique has a limited range and cannot be used in quick succession, as it requires that the rainfall around a person takes time to build up and regain its concentration.
Notes/Restrictions:
- Can only be used twice.
- Can be used only after a target has been covered in rainwater for at least two turns.
- Removes all the rain water from the area immediately around the opponent, thus restarting the timer on the technique.
Approved
(Resubmitting next two with changes suggested here)

(Removed second usage method)

Genjutsu: Yakedo/Majo No Yō Ni Tokemasu | Illusion Technique: Burn At The Stake/Melt Like The Witch
Rank:
A
Type: Supplementary/Offensive
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will perform 2 hand seals, creating an illusion where it begins to rain. The first drop of rain that hits the target/targets in the illusion sends a shock through their entire body, reverberating through them like they had been hit with extreme force. This first drop hits them so hard that it shocks them, paralyzing them. Each other drop continues to hit hard, constantly sending the shock through their target's body causing extreme pain. If the target remains in the illusion for a turn they will take 60 mental damage and continue to take this until the illusion is broken. This technique lasts a maximum of three turns.
Notes:
-
Usable 3 times with two turns in between each use.

Declined. Edit this to do its full 60 damage after a single turn, rather than 60x3. I won't allow the latter. Otherwise, this is fine. You can keep them paralyzed for the full three turns, but not inflict 180 damage with it.

Drackos


(Removed Long Range and the "Can also be used when it's raining to remove a step" part)

Genjutsu: Ushinawareta No Naka Ni Arashi | Illusion Technique: Lost In The Storm
Rank:
S
Type: Supplmentary
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Lost In The Storm is a visual Genjutsu. The user first does three handseals, making it seem like it is raining. As soon as this occurs, the enemy will see the rain begin to intensify to the point where they can barely see in front of them, followed by hurricane-level winds, pushing against the enemy's every movement. When these effects are combined, the enemy is led to belief they are in the middle of a tremendous tempest. During the first turn of this illusion's activity, the enemy's reaction time and movement speed will be reduced by half, due to their new lack of visibility and having to force themselves to fight back against the wind. By the second turn, the illusion results in the opponent being paralyzed, with the absurdly powerful winds and incredibly heavy rain in their mind restricting their movement, as if they were pushing against an unstoppable force.
Notes:
- No Genjutsu for 2 turns after using and no Genjutsu during the same turn.
- Can be used once.

Declined. I don't agree with a storm base illusion reducing reaction time necessarily. Movement speed, sure. The rest of this is mostly fine. But if I'm being honest with you, for an S-Rank illusion this isn't particularly powerful. If it doesn't paralyze in the first turn, I don't see a huge purpose to it as its already easy enough to break illusions. That said, just adjust that bit there and it'll be good to go.

Drackos.
 
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Delta

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(Hashirama Saibo: Sekigyokuteki Saibo Fukko)Hashirama Cell: Aggressive Cell Reconstruction
Type:
Supplementary
Rank: N/A
Range: Self
Chakra: -10per turn, plus the same amount of chakra as the technique being destroyed
Damage: N/A
Description: Hashirama Cell: Aggressive Cell Reconstruction, is a medical Passive technique developed by forcefully remapping the Hashirama Cells in the users body, taking a small portion of them, and reprogramming the cells on how they work and operate within the users body. This Medical Technique is Passive, as it requires a medical procedure to be performed upon the user, to take a specific part of the users body, and alter how the Cells behave and are created by that specific part, thus causing this portion of the body to behave differently from the rest of the Hashirama Cells inside the users body.

When this procedure is completed, what occurs is, a small portion of the Hashirama Cells inside the users body behave differently to the others. Whereas usually, Hashirama cells allow the user to Passively heal each turn, and even activate an Advanced healing with Sage mode, this version of the cells have a different job.

By remapping the DNA, and altering the Cells, the user creates a group of aggressive anti bodies, which are a bi-product of the Hashirama cells, and will begin to circle around the users body the moment the procedure is completed. These special Anti bodies, are mapped to mimic White Blood cells, however, in a far more aggressive way. These special Cells inside the users body actively seek out foreign chakra of any kind, attacking it similar to White blood cells, and breaking the foreign chakra down, destroying it using a combination of the users own chakra, and a minute amount of Sage chakra which ismapped into every cell within the users body. This small portion of Sage chakra is minute enough that it has no affect on the users Sage techniques or Sage mode, but it allows the Cells to effectively destroy any foreign chakra the moment it enters the users body. The use of this is, to counter techniques which force the opponents chakra into the user, such as genjutsu, and some Yin techniques. The moment these techniques enter the users body, the Cells will trigger, moving through the users body, and latching onto the chakra, and forcefully invading the the chakra like a virus, breaking down the chakra from the inside out, and destroying it, before the techniques can take effect.

Restrictions:
This technique is always active, and must be posted in the users bio. The Chakra drain is permanent and cannot be turned off.
By having this technique on the users bio, the technique, (Saisei Noryoku) - Regeneration Ability, will have its effectiveness reduced. Firstly, the passively healing ability will drop from +30 HP per turn, to +20. With the Active ability, the healing archived will drop from +60, down to +50. This Technique has no affect on the Level three portion of the jutsu.
This technique will destroy any and all chakra based techniques which invade the users body without the users conscious consent. This includes genjutsu's, Yin techniques, Poison techniques, and anything in between.

Declined, DNR. I'm not comfortable allowing variations of Hashirama's cells. It's basically Pandora's Box. That said, a custom that just passively gives you immunity to Yin, Poison, Genjutsu, and "anything in between" will never see the light of day. Ever.

Drackos


(Shurado: Moho)Asura Path: Mimicry
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: +10 on top of original technique
Damage: N/A(Jutsu Dependant)
Description: Utilizing the overwhelming technological abilities of the Asura path, this jutsu was created to allow the user to gain access to technologies that they would not normally have access to. This technique, however, has quite a few requirements before it can be activated and used properly.

Firstly, before this technique can be used to create copies of an opponents technology, the user must first know the structure and blueprint design of the technology in question. The user must know how the technology is built, and how the all the components go together. Secondly, the user must See the Technology in action, to fully understand how the tech works.

Once these two requirements are fullfilled, this technique can be used. When the opponent activates a piece of technology, the user of this jutsu is able to, anytime during the battle, activate this technique. This technique will trigger, and using the Asura Path, the user will recreate an exact replica of the technology the opponent has used, and use it themselves. This piece of technology can be anything, so long as the requirements are full filled. The limitations of this technique follow the same limitations of the piece of technology copied, and have the same amount of Damage and chakra requirement, plus an additional chakra requirement for the usage of this technique to copy the technology. By doing so, this allows the user to increase their Technological arsenal, without physically having to carry around or have access to said technologies.

Restrictions:
This technique can only Copy Canon Technology, or Custom Technology the user has in the Custom Thread, even if it is not stated in their bio.
This jutsu Is considered Passive,however, the technology copied will abide by its own usage limits and rules when used, and take up the same amount of Move slots per turn as the technology copied.
Requires the user to not only see the technology in use, but also requires the user to know how the technology is made up.
Can only copy 1 piece of technology at a time, with a 1 turn cool down between copies.
If the user deactivates Asura path, this technique, and any subsequent Technology copied, will also dismantle and deactivate.
Even though this Technique is considered Passive, it will still take up 1 of the users 3 moves per turn, as well as the technology in question, if Said technology is used in that turn. If the technology is not utilized in the same turn it is copied, this technique will only cost 1 move slot.
This technique does Not Allow the user to Bypass the technology limit, only allowing the user to copy up to the maximum amount of technology the user can have on their bio.
The knowledge of these technologies is Not Permanent, and as such can only be used during the same battle they are scanned and seen.

Pending. Leaving for Daemon.

. Declined For the purposes of balance, just like I did for other members. I don't allow replication or copying of opponent's tools. This also allows you to Copy any canon tech which I won't allow either, especially if the tech isn't even on your bio nor do you have access to it. - Daemon
 
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Erzo

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Updating tech approved here: https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/page-275#post-5246482

(Kenjutsu: Kakou Kagidume) -Sword Technique: Descending Claw
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: This technique combines the forces of momentum and speed in order to increase the cutting strength of a weapon strike. The faster the user's speed is, the deadlier the cutting attack will do. The speed of the user would depend on their rank, with an official Sage level ninja adding +25 damage to any of their Kenjutsu attacks, with this value decreasing by 5 damage points as the ranks drop by 1 (e.g Jonin = +20, Chuunin = +15 etc). As this jutsu is based purely on speed, should a jounin level ninja augment their speed to have equal speed to that of an official sage, they'd be able to add the damage points as an official sage. Samurais regardless of their rank would receive +30 to their kenjutsu attacks as they are naturally Kenjutsu specialists. A secondary aspect allows the user of this jutsu to use speed and momentum to increase the range of their Kenjutsu based attacks. This again would be dependant on rank, with a Sage level user (as well as Samurais (regardless of rank)) being able to increase attacks from short range to long range, and a Jounin level from short range - mid. This allows Samurais and other non-Samurai Kenjutsu specialists alike to battle ninjas who may often attempt to flee the short range area, by increasing the reach of otherwise short ranged techniques. ~ Can only be taught by Erzo, a combination of both variants in the same turn/on the same jutsu can only be used by Samurais (i.e can increase range, and damage) and Kenjutsu specialists, whilst all other users must pick between increasing range or damage. If users are not Samurais, the jutsu can only be performed a maximum of six times per battle.

Declined by Sasori: Nice try but this is an entirely different Jutsu and not an update and even then how you gain the effects are too generic to be a new jutsu.

Olms approved here:

(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His rank was obtained purely due to this ability, and its counterpart which allows him to track, and match his opponents speed at all times, adapting to any situation as it presents itself. Although his ability to match the opponents speed is very highly regarded, he has nothing further to offer in terms of battle. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned twice per battle, and lasts 3 turns each time he is summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently (unless summoned again). Once he has dispersed/been destroyed/3 turns have ran out, the user must wait 2 turns before being able to summon him again.

Declined by Imperfect: I don't think having a Summon whose main purpose is to be as annoying, and unkillable is impossible, especially since you're making that it's primary ability, and not really giving it an "offensive" ability. Plus, it's not particularly hard to hit 100 damage, even more so these days, so trying to divert damage to your Summon as a "tank" is kind of cool. It's the secondary ability that won't fly; "which allows him to track, and match his opponents speed at all times" A Summon that can keep pace with an Official Sage with the Apex Speed Specialty, while in the Eight Inner Gates Formation? But then in the next fight, would struggle to keep up with a Genin? That's a big no there, sorry, not just for the fact there isn't an explanation for why, but because it's just too much to try on any Summon in my opinion.

Also, I don't think you can play around with the duration, and number of times you can Summon your animals, because you're technically getting 6 turns, when the established limit is 4 per summon, unless it's via the generic Summoning Jutsu. Also, if your Summon's defenses are "overwhelmed", that's it, can't summon that animal again. Besides that, I think this is fine, since the smelling and hearing are contract-wide abilities you were told to explain in every Animal for the contract.
 
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BusinessManTeno

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(Karibān) Caliburn
Type:
Weapon
Rank: S
Range: N/a (Usage reaches up to mid range)
Chakra: N/a
Damage: N/a
Description: Caliburn is a weapon only able to be held by Arthur, the King of Kings and Chaos. Said to have sealed the souls of its previous owners in it. Caliburn is a broadsword with a very wide blade. The grip has a dark swirly appearance to it, giving the appearance of a cosmic void. The crossguard has a hollow center and a sharp diamond shape with pointed edges that matches its pommel. The rain guard is adorned with jewels, that emanate with regality. Once the technique activates it acquires a new appearance. The handle is composed of a black and white square design, with a round knob and two small wings under the blade, one white bird and the other black bat. The blade has markings that range between black and white, formed of small black and white wings. Caliburn has multiple sealing functions on it, one of them being that If anybody other than the user tries to hold the sword will drain the users chakra in a large amount. This weapon is a very unique weapon as it have two functions that compliment the usage of Arthur during combat.

  • Heart Of Camelot : Hoc is a very transition like technique which one would think they are possessed. When this technique activates, it releases the seal on the blade, causing the body to flood with knowledge from the previous lives. This is for knowledge of the world, but namely for kenjutsu purposes. When this technique activates, it grants the user very impressive kenjutsu knowledge and prowess, giving them the ability to increase their kenjutsu by two ranks/+40.
  • Ruler Of Camelot: RoC is another technique that is active at the same time as the other technique. HoC. Though this technique is a bit more unique and complex. Once this technique activates, it releases a barrier that extends up to mid range. Doing this, the barrier will seal damage by reverting damage back to the state it was before damage. This applies to wounds as well, and even vital wounds (Excluding Heart and Brain). But while it also seals damage, It Also seals chakra for everybody in the barrier, this includes the user as well by disrupting the flow of chakra inside the barrier restricting techniques to form inside. This forces both the user and opponent to resort to techniques that does not utilize chakra.
Note: This Technique can only be used a max of two turns per battle with a four turn cool down after ended
Note: This technique last for three turns
Note: It takes 40 Chakra to activate, and -10 Chakra per turn upon usage

Declined by Sasori: Limit the boost to +30 at most. Also, choose between the sealing of damage ability and the sealing of Chakra ability.
(Karibān) Caliburn
Type:
Weapon
Rank: S
Range: N/a (Usage reaches up to mid range)
Chakra: N/a
Damage: N/a
Description: Caliburn is a weapon only able to be held by Arthur, the King of Kings and Chaos. Said to have sealed the souls of its previous owners in it. Caliburn is a broadsword with a very wide blade. The grip has a dark swirly appearance to it, giving the appearance of a cosmic void. The crossguard has a hollow center and a sharp diamond shape with pointed edges that matches its pommel. The rain guard is adorned with jewels, that emanate with regality. Once the technique activates it acquires a new appearance. The handle is composed of a black and white square design, with a round knob and two small wings under the blade, one white bird and the other black bat. The blade has markings that range between black and white, formed of small black and white wings. Caliburn has multiple sealing functions on it, one of them being that If anybody other than the user tries to hold the sword will drain the users chakra in a large amount. This weapon is a very unique weapon as it have two functions that compliment the usage of Arthur during combat.

  • Heart Of Camelot : Hoc is a very transition like technique which one would think they are possessed. When this technique activates, it releases the seal on the blade, causing the body to flood with knowledge from the previous lives. This is for knowledge of the world, but namely for kenjutsu purposes. When this technique activates, it grants the user very impressive kenjutsu knowledge and prowess, giving them the ability to increase their kenjutsu by two ranks/+30.
  • Ruler Of Camelot: RoC is another technique that is active at the same time as the other technique. HoC. Though this technique is a bit more unique and complex. Once this technique activates, it releases a barrier that extends up to mid range. Doing this, the barrier will seal damage by reverting damage back to the state it was before damage. This applies to wounds as well, and even vital wounds (Excluding Heart and Brain).
Note: This Technique can only be used a max of two turns per battle with a four turn cool down after ended
Note: This technique last for three turns
Note: It takes 40 Chakra to activate, and -10 Chakra per turn upon usage

Pending. Leaving for Sasori
Declined by Sasori: Choose a different ability for RoC. I mean you already have your Faint Omen technique that let's you do this so choose a more unique ability.

Ninjutsu/Fuinjutsu: Gurattonzu Banketto | Ninja Art / Sealing Style: Gluttons Banquet
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/a
Description: Gluttons Banquet is a very unique style of jutsu that combines the basics of ninja art in terms of molding and creation and sealing arts. The user will touch their body applying a seal while stringing a set of four handseals creating a wolf like entity in the form of pure raw chakra around the user. Upon doing this the wolf will have a fork and knife. The wolf like entity purpose is to eat all forms of chakra present within mid range all around the user excluding directly from the opponents body (User isnt affected by this). The wolf like entity will take a deep breath. Upon doing this, it will break down, and absorb all forms of chakra by inhaling the techniques/chakra, even harden materials (It will simply break down the earth into crumbs). As the jutsus are absorb into the wolf, thats when the seal on the user will kick in. The chakra that the wolf absorbs will be stored inside the users body, being able to not only replenish their chakra equivalent to the chakra damage output of said opponent technique, but also boost their physical abilities.

Note: The user can only use said technique Twice per battle
Note: The user Taijutsu increases by +15 for B rank and below and +20 for A rank and above, and Speed is boosted by +3 for B rank and below and X2 for A rank and above
Note: Boost last for 3 Turns
Note: Cant use any Fuinjutsu or Regular Ninjutsu in the same turn the boost is active

Declined: So you not only want this to absorb any technique within mid range of you, but you also want this to boost you and replenish your chakra at the same time? That's way too much. - Daemon



Summoning Animal: Titans
Scroll Owner: Teno
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Titans are mythological beings, said to roam the earth during the start of times being even superior to the Gods themselves. Though they take on a humanoid figure, they are not human though some would speculate they are indeed above the human race themselves. Titans like most summons are capable of speech and feelings. Each titan are in tune with the Djinn clan, allowing them to essentially be Djinns themselves to a certain degree. Each titan normal size is that of a tailed beast/boss suman but are able to alter their size to that of a regular human if need be.

Basic Abilities:

  • All Titans posses extraordinary sensing, on par with the mightiest of Uzumakis, while also being a sub descendant of the Djinn clan themselves via contract. This allows the titans to sense up to 2 landmarks away while also able to sense emotion within the same landmark of anybody. This allows them to pinpoint intentions without fail.
  • All Titans have bodies that are harder than the avery human. Making their skin and durability extremely durable. Each Titan is able to shave a max of 60 Damage per turn while possessing a health pool of half of the users upon summoning
  • All Titans are connected with the user. In times of danger, each titan is able to self summon themselves within short range of the user shall they sense the life of their master is in danger
Unique Abilities:

  • All Titans are connected with the Djinn clan as a whole. This allows the Rukh (Djinn Clan form of chakra) to acknowledge the titans as a Djinn Clansmen. This allows the Titans to utilize Rukh related techniques (This does not include anything dealing with the Djinn beings)
  • All Titans have the ability to shift the ties of war by making things balanced. Each Titan posses a specific skill, allowing them to "steal" the abilities of their opponent and either give it to their master, or utilize it for themselves. Body is able to steal the physical aspects of an opponent and apply it to themselves, such as Speed and Strength. (this applies to boost only), Spirit is able to Steal the chakra from the opponent and apply it to their own techniques, their own chakra pool and/or even disperse jutsus by stealing the chakra from them. Mind is able to steal and mimic modes or things that maintains for a certain amount of time. Doing this not only steals and mimicks the mode but it also decreases the mode usage limit for the opponent. All of these will be outlined in each personal summon
Declined by Sasori: These aren't all going to be the size of a tailed beast. I don't like the idea of being connected to your custom clan. Yeah, for right now just remove all mention of the Djinn clan.

(Ninjutsu/Iryō Fuinjutsu: Gurattonzu Banketto) Ninja Art / Medical Sealing Style: Gluttons Banquet
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/a
Description: Gluttons Banquet is a very unique style of jutsu that combines the basics of ninja art in terms of molding and creation and sealing arts. The user will touch their body applying a seal while stringing a set of four handseals creating a wolf like entity in the form of pure raw chakra around the user. Upon doing this the wolf will have a fork and knife. The wolf like entity purpose is to eat all forms of chakra present within mid range all around the user excluding directly from the opponents body (User isnt affected by this). The wolf like entity will take a deep breath. Upon doing this, it will break down, and absorb all forms of chakra by inhaling the techniques/chakra, even harden materials (It will simply break down the earth into crumbs). As the jutsus are absorb into the wolf, thats when the seal on the user will kick in. The chakra that the wolf absorbs will be stored inside the users body, being able to replenish their chakra equivalent to the chakra damage output of said opponent technique.
Note: The user can only use said technique Twice per battle
Note: Cant use any Fuinjutsu or Regular Ninjutsu in the same turn
Note: Cant use any medical jutsu in the following turn

Declined. It's still too much, like Daemon mentioned in his last check. Arbitrarily absorbing Jutsu around you, regardless of nature, chakra, or damage, is too much. It needs limits on how much it can seal, and limitations on the types of chakra you can target because there would be certain techniques and things you couldn't seal. The restrictions are very light for an S-Rank Advanced Fuuinjutsu. As it stands now, this is a vastly superior custom to even the Preta Path's absorption simply because of its widespread and arbitrary behavior.

Drackos


Summoning Animal
: Anubis
Scroll Owner: Teno
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Anubis is the name of the god of death, mummification, embalming, the afterlife, cemeteries, tombs, and the , in , usually depicted as a or a man with a . Ninja Archeologists have identified Anubis's sacred animal as an Egyptian , the . As a result, Anubis is often referred to as having a "jackal" head. These summons are far and few being rare amongst the summoning world, only having the strongest of strong being able to have a contract. Thus is the reason why there is only three summonings of this summoning race overall. Each Anubis has a size. The Size of an Average human, twice the size of a human and three times the size of an human with human speech and understanding

Basic Abilities:

  • All Anubis possess extraordinary sensing, on par with the mightiest of Uzumakis, This allows the anubis to sense up to 2 landmarks away while also able to sense emotion within the same landmark of anybody. This allows them to pinpoint intentions without fail.
  • All aNUBIS have bodies that are harder than the average human. Making their skin and durability extremely durable. Each Anubis is able to shave a max of 60 Damage per turn while possessing a health pool of half of the users upon summoning
  • All Anubis are connected with the user. In times of danger, each anubis is able to self summon themselves within short range of the user shall they sense the life of their master is in danger
Unique Abilities:

  • All Anubis have control of a portion of the afterlife being somewhat a physical being of Kinjutsu itself, Naming them Necromancers. This allows them to control the dead and even resurrect the dead to a certain degree. This is not on par with Edo, where a sacrifice is needed but allows them to create beings with their mind intact from the ground with a chakra pool. Those that are resurrected has the same chakra pool as the user and have access to only the base elements Ninjutsu, Genjutsu, Taijutsu/Kenjutsu, and can be destroyed with damage over 30 (This technique follow the guidlines of the Shadow Clone spawning Rules)
  • All Anubis have the ability to shift the ties of war by making things balanced. Each Anubis posses a specific skill, allowing them to "steal" the abilities of their opponent and either give it to their master, or utilize it for themselves. Body is able to steal the physical aspects of an opponent and apply it to themselves, such as Speed and Strength. (this applies to boost only), Spirit is able to Steal the chakra from the opponent and apply it to their own techniques, their own chakra pool and/or even disperse jutsus by stealing the chakra from them. Mind is able to steal and mimic modes or things that maintains for a certain amount of time. Doing this not only steals and mimicks the mode but it also decreases the mode usage limit for the opponent. All of these will be outlined in each personal summon
Declined by Imperfect.

First, you didn't state whether this was Mythical or Legendary, or link to inventory to show you had the purchase for either. But that's a petty reason for an instant decline though, so I'll go through it in the spoiler below.

I personally think you're taking the term "Basic" Abilities here a bit too loosely. Every single one of those is incredibly powerful, and go beyond my understanding of what a "Basic" Ability is for any Contract. 2 Landmark Emotion and Intention sensing, A-Rank passive defenses with a Health Pool equivalent to half of your own, and the ability to automatically Summon themselves to you? In the case of the last one, I can see something like a mental link that would allow them to Reverse Summon you out of danger, but as far as I know, what you're trying to do there is impossible, especially as a passive contract-wide thing. The Summoning Jutsu requires that someone present at that location perform the Jutsu, and that's what allows the Summons to instantly teleport there. They are hurled through Space-Time to the location of the Jutsu's formula interacting with a medium, like the ground. Without you "conscious" to perform the technique like a beacon, they can't be summoned. Overall though, each and every one of these seems very powerful, and I'm unsure if they're allowed as strong as they are for Basic Abilities, even for a Legendary Contract.

In regards to your Unique Abilities, the first one seems okay, since, as I understand it, they're supposed to play more to the nature of the Animal, so a Necromancy-like ability for an Anubis fits. Again though, you seem to be trying too much, at least to me. A Chakra pool as large as your own? Not even your own Legendary Summons get that with their health pool. Also, you specifically mention "controlling" the dead, then Edo Tensei immediately after it, but don't elaborate any further than saying it's not on the same level, and doesn't need a sacrifice. If you intend on "stealing" someone's Edo, you'd need to highly elaborate on that, otherwise remove the "control" part entirely, as creating them would be enough implication to say they're yours to control.

And that last ability is just... Wow. So, boost is a very brad term when it comes to Damage and Speed. Any Custom that increases damage for example. Oh, but then passives, such as Hagoromo's +30, is a boost to his damage. +180 damage and 8x speed from the 8th Gate of Death are boosts. Anything that technically increases your base stats in those areas is technically a boost, so that is just way too unrestricted a sentence to even consider allowing. Spirit is better, as you're just stealing Chakra from people, or things. That's something a lot of people have been shown to do. Mind though is back to wild levels. Stealing Modes for yourself and Summons? Oh, and just about anything else that's "maintained" for a certain period of time, at least with how loosely it's worded? So, Jutsu that require a Chakra cost per turn, or have a turn limit? Okay, there's plenty of canon Elemental Jutsu that can be maintained. Golems and the like. But then Doujutsu are also "maintained" for a set period, that being either for however long you can maintain the Chakra cost for them, or like with the MS, that has Chakra cost plus a turn limit. Could you steal that, even if it conflicts biography rules? What about EIG again? That's a Mode, which you give as examples specifically. Could you steal someone's usage of the EIG, and use it on a bio that can't have it because of the rules regarding EIG, KG and Dual Bios? What about stealing Sage Mode on a bio that has no knowledge about how to use it? That didn't work out so well for Pain when he stole Naruto's Sage Mode Chakra, even if it was unintentional. Then there are the Y/Y related Modes, or those concerning Jinchuriki. There are some seriously concerning implications to this intended ability, and personally, I think this needs to be seriously toned down to even be considered. But I'm unsure about the limitations on Legendary Contracts, so I will consult with other Mods regarding this before actually "checking" it.
 
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(In'yōton, Onmyōton: Nuruzōn) Yin-Yang Release: Null Zone
Type: Supplementary/Defence
Rank: F
Range: Short-Mid
Chakra: 150 (-30 per turn)
Damage: 200
Description: This is a unique barrier combining both yin and yang at the same time to create an effect in a similar manor to the truth seeking balls with it's own unique effects. The user will perform five hand seals releasing their chakra up to mid range around them forming a barrier with a 10m radius. This barrier has a purple hue to it. If it passes over people when forming it does not deal damage, only when fully formed does that apply. The user must maintain the final seal to sustain the barrier. While active the user can't use any other jutsu. This barrier has an effect in a similar manor to the truth seeking balls. The barrier prevents any jutsu from being used within it, negating them completely. It negates chakra within, causing modes to be deactivated in the process. Once the barrier reaches mid range the outer shell will solidify, creating a defensive barrier that can tank up to 200 damage. The user can allow people/summons/edo's into the barrier without damaging them (passively), though anyone without permission to enter will be knocked back. The purpose of the barrier is to create a zone where talks can be held without threat. The user must maintain the barrier to do so, holding the hand seal. No other form of chakra can be moulded while within the barrier. Should the user wish they can retract the barrier to form a smaller area to protect only themselves or an ally. Someone will only be hurt by entering the barrier once it's solidified, not when they leave it. Just from outside the barrier cannot effect those within, such as spiritual techniques (gen etc).

Note: Usable once per battle, twice per event.
Note: While active the user can't use any other jutsu.
Note: Once ended, user can't use any Yin or yang related jutsu for 3 turns.
Note: Can only be used by Yin/yang master.

Declined. I understand what you want to do here, but opening up precedent to making Truth-Seeking Orb Negation like customs is sorta spooky. So I'm declining this; there will be an Artifact in the Ninja World in the future that will allow something similar.

Drackos
 
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(Shakuton: Shi no Ki) - Scorch release: Tree of Death
Type: Offensive
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user claps their hand together and channels their Shakuton chakra into the ground beneath them which serves as a seed which then shortly after germinates as a giant tree made entirely of scorch grows out of the ground, the tree looks entirely like a blossoming tree in autumn with long branches and several falling leaves but it is bright and shows vividly that it is made entirely of scorch. The user can make the branches of this tree extend up to mid range and pierce targets caught as well as dealing third degree burns and S rank damage but the true beauty of this jutsu are the scorch leaves that the tree produces, the user can control them in their numbers like he does normal scorch orbs and he can control these scorch flower petals to bombard opponents up to long range dealing major third degree burns and A rank damage.

- Can only be done thrice per battle with 2 turn cooldown between each usage
- The tree itself lasts 3 turns if not destroyed
- Creating the tree counts as a move in a turn and controlling the branch to grow out or using the leaves to attack also count as another move in the turn but both can be done in one timeframe
- The tree endlessly produces leaves for as long as it is present although the leaves die out quickly if not used
- When this tree is active, the user can only use wind, fire and scorch techniques
- After the tree is brought down, the user can't use any scorch, wind or fire jutsu above A rank the next turn
- The scorch tree or the leaves, cannot hurt the user in any way

Declined by Sasori: I am confused. You list this as A-rank through S-rank but after reading the jutsu it seems that the branches are the S-rank aspect of this jutsu and the leaves are just capable of A-rank damage. If I am right then you can just put this as S-rank and not multi-ranked. Also, give an actual reason why this does not affect the user, but if anything you can just create it next to you.
(Shakuton: Shi no Ki) - Scorch release: Tree of Death
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(-20 to user if tree touches the user)
Description: The user claps their hand together and channels their Shakuton chakra into the ground beneath them which serves as a seed which then shortly after germinates as a giant tree made entirely of scorch grows out of the ground, the tree looks entirely like a blossoming tree in autumn with long branches and several falling leaves but it is bright and shows vividly that it is made entirely of scorch. The user can make the branches of this tree extend up to mid range and pierce targets caught as well as dealing third degree burns and S rank damage but the true beauty of this jutsu are the scorch leaves that the tree produces, the user can control them in their numbers like he does normal scorch orbs and he can control these scorch flower petals to bombard opponents up to long range dealing major third degree burns and A rank damage.
Whilst the user is using this technique, he coats his body in scorch chakra to avoid being damaged by the leaves and reduce the damage he'd suffer from contact with the tree and branch and this makes him unable to mold any chakra other than wind, fire and scorch when the jutsu is active.

- Can only be done thrice per battle with 2 turn cooldown between each usage
- The tree itself lasts 3 turns if not destroyed
- Creating the tree counts as a move in a turn and controlling the branch to grow out or using the leaves to attack also count as another move in the turn but both can be done in one timeframe
- The tree endlessly produces leaves for as long as it is present although the leaves die out quickly if not used
- When this tree is active, the user can only use wind, fire and scorch techniques
- After the tree is brought down, the user can't use any scorch, wind or fire jutsu above A rank the next turn
- The leaves, cannot hurt the user in any way because the user is coated in scorch chakra but the branches and the tree can damage the user causing 1st degree burns to him on contact
Approved


(Shakuton/Katon: Akarui Moyasu) - Scorch/Fire Release: Bright Burn
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(+20 to already existing scorch jutsus)
Description: Without the need for handseals, the scorch user will channel extra chakra into his already existing scorch jutsu to increase the heat by greatly augmenting the fire component of the scorch jutsu thereby increasing the damage caused by such jutsu. This ability is only used to augment scorch jutsus that the used already created and because of this, the ability is passive allowing it to be used at the same time the scorch jutsu of their choosing is also made to augment it although it can also be used on a scorch jutsu that is still active on the battlefield all based on the user's choice.

- Can only be done 4 times with a turn cooldown between each use
- It can be used on all ranks of scorch jutsus except from forbidden rank scorch jutsus
- The jutsu can only augment one jutsu of the user's choosing per use
Declined by Sasori: Too generic to be approved.

(Shakuton: Tokeru Daun) - Scorch Release: Melt Down
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(+20 to already existing scorch jutsus)
Description: This is a passive jutsu that can be used in unison with any other scorch jutsu as it requires no handseal. The jutsu channels more chakra to an already existing scorch jutsu or a newly created scorch jutsu to shape manipulate it, turning it into a liquid like state from its former state. This jutsu changes the nature of the scorch itself making it assume a change in molecular arrangement and turning it into liquid scorch and once this transformation happens, it makes the scorch jutsu neutral to all elements and increases the damage it makes by 20 but the jutsu can only be used on scorch jutsus that take the form of solids (examples of such jutsus are scorch orbs, scorch balls and scorch constructs) the jutsu doesn't work on scorch jutsus in form of waves and gas.

- Can only be used 4 times with a turn cool down between each use
- When the jutsu is done on another scorch jutsu, the scorch jutsu still obeys its original description other than the damage, state and neutrality changes
- Can be used on all ranks of scorch jutsus except forbidden rank scorch jutsus
- The jutsu can only be applied to one scorch jutsu per use
Declined: This too generic and has been done before- Sasori
 
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