Custom Jutsu Submission - IV

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Sasori

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New Cycle: 07/20/2020 - 07/27/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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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Howard

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( Inton: Seishi ) - Yin Release: Quiescence
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 50
Damage points: N/A
Description: In the same timeframe as the formation of another elemental technique the user will imbue it with a large amount of Yin energy which has no immediate effect on its own merely appearing as an excessive amount of chakra akin to an improperly balanced technique. This Yin energy will merely imprint upon the elemental technique remaining with it and being intuitively linked to the augmented technique. This Yin energy is able to use this imprinting process to "remember" the technique including its nature, size, shape, and consistency. When the augmented technique itself burns out or is overtaken by another technique is when it's true effect activates releasing the Yin energy from its bond with the technique where it travels upward as wisps of intangible energy appearing as nothing more than residual steam. As the energy moves upward five meters through its imprint upon the previous technique it passively recreates the technique above the opponent, in essence, giving it a second-life or a rebirth of sorts upon the next turn. This allows the augmented technique to reappear above the opponent roughly five meters away and allows the user to set up a fast-acting combination with the reformation of the technique. The new technique has the same amount of damage it had upon its first formation excluding any non-Yin related buffs.
Note: Can only be used twice per battle with a three turn cool-down

Declined: The issue with this technique is that it's far to broad. Basically lets you recreate elemental techniques that got extinguished then you get to bring it back with the same buffs it had before as long as it was yin based. Seems too wild to me, if you were gonna try something like this you'd probably have to rework the last sentence and limit what this can work on. - Daemon


New

( Dokuton: Ōkina Nozomi ) - Poison Release: High Hopes
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: High Hopes is a passive technique that happens in the same timeframe as the technique it is augmenting and is based upon the ability to create or copy a specific poison from a simple drop or sample of the poison. Similar to the ability to copy and proliferate poison found in (Doku Sōzō) Poison Creation mixed with the basic ability to simply produce poison the user will produce a drop of any poison they can produce, from any Poison Ninjutsu technique they know and apply it to another technique proliferating and mixing that poison into the formation of the other technique. This allows them to impart the effects of a different poison onto a another poison technique acting as a secondary mechanism increasing the side-effect based symptoms and the physical damage related to the technique. Meaning, the user is able to uproot the symptoms from another poison and chemically bind them to another poison, or poison-based technique.
This can be done in a gaseous or liquid state and increases the chakra found in the technique by ten and the damage of any poison technique it is applied to by twenty damage up to S and Forbidden rank where it instead grants a ten damage increase. This will also give damage to normally non-damaging techniques, giving them more physical form concentrating and suffusing them with chakra and damage due to the injection of a fresh, new poison not usually added into the mixture. This means an A-rank, Poison Technique that would usually deal no damage will now deal rank appropriate damage an A-rank dealing sixty damage for example. This is because more poison from the aforementioned technique is forced into the technique pumping it up to a bigger, stronger, and more deadly form.
Alternatively, the poison can be applied to a gaseous or liquid-based technique allowing the user to impart the symptoms onto just about any other technique imaginable as long as it is elemental in nature and gaseous or liquid in nature. For example, when paired with a Wind Release Technique, the user is able to force poison into the technique giving it a poisonous nature. The same can be done with Water Release, or any other gaseous or solid based technique. This also will increase the chakra and damage found in the technique by ten chakra and twenty damage just like imparting foreign poisonous effects onto another poison technique. It remains a passive ability, that can happen in the same timeframe as another technique when used like this.
Note: Can only be used four times per battle with a one-turn cooldown
Note: The user must reference the symptoms they are imparting onto the technique by copying a poison they know
Declined: So you want this to be able to double the effects of a poison on top of an already existing one? That's a big no. You won't use this on techniques that don't already do damage. Also, if you gonna go the elemental route too then note this can't be used on techniques that don't come from the user's body. -Sasori

( Dokuton/Senninka: Hāto obu Sutōn ) - Poison Release/Sage Transformation: Hearts of Stone

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The Sage Transformation user creates a booster somewhere on their body and releases a pressurized jet of force, chakra, poison, and natural energy to create a blast of pressure that can knock an opponent up to long-range away. It has enough force to break various bones, rupture blood vessels, and cause enough force-based damage to crush solid rock, stone, and other physical matter like a hydraulic press. The poison applied to the technique is based heavily on the potential that poison release has already been shown to have, namely the ability to use bodily excretions and secretions as a source for poison ninjutsu using the very bodily secretions such as blood, respiratory waste, saliva and other substances as templates, and substances for poison use and creation.

This takes that property and applies it directly to the bodily secretion of a Sage Transformation user, the same special bodily fluids that when exposed to natural energy gives the Sage Transformation user their multifaceted abilities is applied to this technique to infect the opponent with these special fluids. When the poisonous gas touches a living being it travels through the pores or can even be breathed in through the nose and mouth, however, when inside the body it causes the opponent to draw in natural energy at an alarming rate. The same way a Sage Transformation has little control over the flooding natural energy the opponent will have no control over it as their body takes in massive swells of the foreign energy pumping it into their muscles, bones, blood, and flesh, causing portions of their bodies to turn to stone.

This starts gradually on turn one with blood vessels and blood cells being turned to grains of rock causing tearing and rupturing of the blood vessels. This causes internal damage causing ten damage as the small grains act like sharp plaque and clots the blood causing constant internal bleeding as blood pools in the body trying to escape. It causes microscopic tears, so small it is even hard to heal with things like medical ninjutsu, still possible but difficult requiring double the chakra from something like the Mystic Palm technique to heal the damage done on the microscopic level.

On the second turn these symptoms progress and muscles, and flesh begin to turn to stone the soft skin replaced by stone callouses. This causes the skin, muscles, and tendons to grind against each other tearing away and causing another ten damage as it causes patches of skin and flesh to flay off due to the sheer weight of these stone additions. It also increases the weight of the opponent doubling it due to the stone additions to their body reducing their speed in half.

On the third turn the skeleton itself, as well as the skeletal muscles, begin to turn to stone causing total paralysis, if the user hasn't purged the poison in some form by this point they lose all access to movement. Their body becomes stiff and hard, no amount of strength or force can move their joints as their speed is reduced to zero. Again they take another ten damage compounding the symptom-based damage. After the third turn, there is no room left to progress, as the poison continues to circulate through the body it causes more pain, and damage creating ten damage per turn until purged and healed.

This technique bypasses the normal use of Sage Mode or natural energy balancing techniques, ie, even a Sage Mode user is unable to mold or manipulate this natural energy. It is forced directly into the cells of the body through the poison and doesn't pass through the chakra system to be molded or manipulated. It is just as invasive as any other poison, a catalyst brought on by the poisonous bodily secretions, it is separated from their chakra pool, making it impossible to balance in any form or use in a beneficial nature. It is a poison, in it's purest form, only meant to deal damage never to aid or help the opponent. Due to being something their body already produces and uses, any Sage Transformation user is immune to its effects and the poison itself.

Note: Can only be used twice with a four-turn cooldown
Note: The user cannot use S-rank poison techniques in the same turn
Declined: Reducing speed by half is too much. -Sasori


( Yoton: Byakko no Gōon ) - Yang Release: Roar of the White Tiger

Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 50
Damage: N/A
Description: Yang energy holds an infection nature like the poisons found in Poison Ninjutsu, it has an intrinsic need to burn away Yin energy overwhelming and creating a natural imbalance in the chakra circulatory system in favor of Yang energy. The Roar of the White Tiger seeks to add that property to any technique by in the same timeframe pumping a copious amount of Yang energy into and suffusing the technique with potent Yang energy. When the technique augmented by Roar of the White Tiger touches anyone or anything a massive release of yang chakra is released into whatever it has come up against. If it comes up against a technique it infects it burning away the Yin chakra found in a technique causing the highly molded nature of a technique to deteriorate as it forms an imbalance. This causes the damage of a technique to be reduced by forty before the augmented technique has to take on the opposing technique.

In contrast when the augmented technique comes against a body, be it human, summoning creature, or animal the wave or pulse of Yang energy causes an imbalance of Yang energy flooding the body with harmful energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. Targets afflicted by this imbalance become incapable of using techniques unless they spend 3x the amount chakra ordinarily required. The incoming Yang energy becomes so great that it burns away the victim's Yin chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 50% due to the Yin energy being burned away, as well as damage being dealt to the chakra circulatory system. It causes the body tremendous physical pain due to the excess physical energy in the body. Their blood vessels, tendons, and muscles begin to tear as the Yang energy circulates through the body causing internal damage resulting in their speed being reduced by 1/4th.

Note: Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang energy and thus, will not lose any speed and will only lose 25% of their chakra. Senjutsu surges of equivalent chakra to the Roar of the White Tiger or infusions of those ranks will negate the Yang energy-related side effects, allowing it to be ended prematurely
Note: Can only be used twice per battle with a three-turn cool-down
Note: Cannot use any Yin Release or Yin-Yang Release the turn this is used

Declined: You need to tone down the second half of this technique, its way too insane with the buffs/drawbacks for just an A rank infusion technique.


Fifth for Sage:

( Dokuton/Inton: Hebi no Sake ) - Poison Release/Yin Release: Wine of the Eight-Branched Giant Snake
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The Wine of the Serpent is a spiritual parasite bound to another technique in the same timeframe as its formation, similar in form and function to the Hungry Ghost but crafted through the use of Yin Release and Poison Release basically uprooting and stealing the venom of the Yamata no Orochi itself and repurposing it through a spiritual entity. The parasite is created of the same unique venom which drains the physical vitality of the victim allowing it to lower a victim’s physical speed, reaction, and ability to use high ranked physical techniques. When the augmented technique clashes with another technique, the parasitic entity eats away at the chakra within the technique, weakening it by one rank immediately being released and instantly attaching itself to the source of the foreign chakra.
Once inside the body the vitality degenerating venom begins to propagate through the body like an infection spreading and in turn causing weakness, of a different variety to that of the Hungry Ghost itself. Upon binding the infected individual's base speed and physical damage is reduced by half, and they will lose the ability to use any form of taijutsu or kenjutsu techniques and will be rendered completely paralyzed two turns after the parasite takes root if not healed. The victim will be unable to do anything short of breathing, including using their chakra after those two turns. The parasite also blocks the use of physical elevating techniques such as Sage Mode or Eight Inner Gates as per the venom itself which is coursed through the body.
Note: Can only be used three times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Wine of the Serpent.
Note: Wine of the Serpent can only be used on S-rank techniques and below.

Declined: okay so a couple things with this technique, due to this being a Yin technique I'm fine with it being able to reduce someone's speed by so much as well as limit their taijutsu and kenjutsu abilities. However you mention the parasite blocked physical elevating techniques, I think it'd be too much to have that affect occur instantly. Make it a gradual effect. Also include a cooldown for the usages. - Daemon

( Inton: Seishi ) - Yin Release: Quiescence
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 50
Damage points: N/A
Description: In the same timeframe as the formation of another technique the user will imbue it with a large amount of Yin energy which has no immediate effect on its own merely appearing as an excessive amount of chakra akin to an improperly balanced technique. This Yin energy will merely imprint upon the technique remaining with it and being intuitively linked to the augmented technique. This Yin energy is able to use this imprinting process to "remember" the technique including its nature, size, shape, and consistency. When the augmented technique itself burns out or is overtaken by another technique is when it's true effect activates releasing the Yin energy from its bond with the technique where it travels upward as wisps of intangible energy appearing as nothing more than residual steam. As the energy moves upward five meters through its imprint upon the previous technique it passively recreates the technique above the opponent, in essence, giving it a second-life or a rebirth of sorts upon the next turn. This allows the augmented technique to reappear above the opponent roughly five meters away and allows the user to set up a fast-acting combination with the reformation of the technique. The new technique has the same amount of damage it had upon its first formation excluding buffs or debuffs.
Note: Can only be used twice per battle with a three-turn cool-down
Note: Can only be used on energy-based or ethereal/gaseous techniques unable to reconstruct solids or liquids


( Dokuton: Ōkina Nozomi ) - Poison Release: High Hopes

Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: High Hopes is a passive technique that happens in the same timeframe as the technique it is augmenting and is based upon the ability to create or copy a specific poison from a simple drop or sample of the poison. Similar to the ability to copy and proliferate poison found in (Doku Sōzō) Poison Creation mixed with the basic ability to simply produce poison the user will produce a drop of any poison they can produce, from any Poison Ninjutsu technique they know and apply it to another technique proliferating and mixing that poison into the formation of the other technique. This allows them to supplant the effects of a different poison onto another poison technique acting as a new mechanism replacing the side-effect based symptoms. Meaning, the user is able to uproot the symptoms from another poison and chemically bind them to another poison, or poison-based technique replacing them.
This can be done in a gaseous or liquid state and increases the chakra found in the technique by ten and the damage of any poison technique it is applied to by twenty damage up to S and Forbidden rank where it instead grants a ten damage increase. Alternatively, the poison can be applied to a gaseous or liquid-based technique allowing the user to impart the symptoms onto just about any other technique imaginable as long as it is elemental in nature and gaseous or liquid in nature. For example, when paired with a Wind Release Technique, the user is able to force poison into the technique giving it a poisonous nature. The same can be done with Water Release, or any other gaseous or solid based technique. This also will increase the chakra and damage found in the technique by ten chakra and twenty damage just like imparting foreign poisonous effects onto another poison technique. It remains a passive ability, that can happen in the same timeframe as another technique when used like this and must be used on a technique that orginiates from the user's body.
Note: Can only be used four times per battle with a one-turn cooldown
Note: The user must reference the symptoms they are imparting onto the technique by copying a poison they know
Approved



( Dokuton/Senninka: Hāto obu Sutōn ) - Poison Release/Sage Transformation: Hearts of Stone

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The Sage Transformation user creates a booster somewhere on their body and releases a pressurized jet of force, chakra, poison, and natural energy to create a blast of pressure that can knock an opponent up to long-range away. It has enough force to break various bones, rupture blood vessels, and cause enough force-based damage to crush solid rock, stone, and other physical matter like a hydraulic press. The poison applied to the technique is based heavily on the potential that poison release has already been shown to have, namely the ability to use bodily excretions and secretions as a source for poison ninjutsu using the very bodily secretions such as blood, respiratory waste, saliva and other substances as templates, and substances for poison use and creation.

This takes that property and applies it directly to the bodily secretion of a Sage Transformation user, the same special bodily fluids that when exposed to natural energy gives the Sage Transformation user their multifaceted abilities is applied to this technique to infect the opponent with these special fluids. When the poisonous gas touches a living being it travels through the pores or can even be breathed in through the nose and mouth, however, when inside the body it causes the opponent to draw in natural energy at an alarming rate. The same way a Sage Transformation has little control over the flooding natural energy the opponent will have no control over it as their body takes in massive swells of the foreign energy pumping it into their muscles, bones, blood, and flesh, causing portions of their bodies to turn to stone.

This starts gradually on turn one with blood vessels and blood cells being turned to grains of rock causing tearing and rupturing of the blood vessels. This causes internal damage causing ten damage as the small grains act like sharp plaque and clots the blood causing constant internal bleeding as blood pools in the body trying to escape. It causes microscopic tears, so small it is even hard to heal with things like medical ninjutsu, still possible but difficult requiring double the chakra from something like the Mystic Palm technique to heal the damage done on the microscopic level.

On the second turn these symptoms progress and muscles, and flesh begin to turn to stone the soft skin replaced by stone callouses. This causes the skin, muscles, and tendons to grind against each other tearing away and causing another ten damage as it causes patches of skin and flesh to flay off due to the sheer weight of these stone additions. It also increases the weight of the opponent doubling it due to the stone additions to their body reducing their speed by one-third

On the fourth turn the skeleton itself, as well as the skeletal muscles, begin to turn to stone causing total paralysis, if the user hasn't purged the poison in some form by this point they lose all access to movement. Their body becomes stiff and hard, no amount of strength or force can move their joints as their speed is reduced to zero. Again they take another ten damage compounding the symptom-based damage. After the fourth turn, there is no room left to progress, as the poison continues to circulate through the body it causes more pain, and damage creating ten damage per turn until purged and healed.

This technique bypasses the normal use of Sage Mode or natural energy balancing techniques, ie, even a Sage Mode user is unable to mold or manipulate this natural energy. It is forced directly into the cells of the body through the poison and doesn't pass through the chakra system to be molded or manipulated. It is just as invasive as any other poison, a catalyst brought on by the poisonous bodily secretions, it is separated from their chakra pool, making it impossible to balance in any form or use in a beneficial nature. It is a poison, in it's purest form, only meant to deal damage never to aid or help the opponent. Due to being something their body already produces and uses, any Sage Transformation user is immune to its effects and the poison itself.

Note: Can only be used twice with a four-turn cooldown
Note: The user cannot use S-rank poison techniques in the same turn


( Yoton: Byakko no Gōon ) - Yang Release: Roar of the White Tiger
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 50
Damage: N/A
Description: Yang energy holds an infection nature like the poisons found in Poison Ninjutsu, it has an intrinsic need to burn away Yin energy overwhelming and creating a natural imbalance in the chakra circulatory system in favor of Yang energy. The Roar of the White Tiger seeks to add that property to any technique by in the same timeframe pumping a copious amount of Yang energy into and suffusing the technique with potent Yang energy. When the technique augmented by Roar of the White Tiger touches anyone or anything a massive release of yang chakra is released into whatever it has come up against. If it comes up against a technique it infects it burning away the Yin chakra found in a technique causing the highly molded nature of a technique to deteriorate as it forms an imbalance. This causes the damage of a technique to be reduced by forty before the augmented technique has to take on the opposing technique.

In contrast when the augmented technique comes against a body, be it human, summoning creature, or animal the wave or pulse of Yang energy causes an imbalance of Yang energy flooding the body with harmful energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. Targets afflicted by this imbalance become incapable of using techniques unless they spend 2x the amount chakra ordinarily required. The incoming Yang energy becomes so great that it burns away the victim's Yin chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 25% due to the Yin energy being burned away, as well as damage being dealt to the chakra circulatory system. It causes the body tremendous physical pain due to the excess physical energy in the body. Their blood vessels, tendons, and muscles begin to tear as the Yang energy circulates through the body causing internal damage resulting in their speed being reduced by 1/4th.

Note: Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang energy and thus, will not lose any speed and will only lose 15% of their chakra. Senjutsu surges of equivalent chakra to the Roar of the White Tiger or infusions of those ranks will negate the Yang energy-related side effects, allowing it to be ended prematurely
Note: Can only be used twice per battle with a three-turn cool-down
Note: Cannot use any Yin Release or Yin-Yang Release the turn this is used



( Dokuton/Inton: Hebi no Sake ) - Poison Release/Yin Release: Wine of the Eight-Branched Giant Snake
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 50
Damage: N/A
Description: The Wine of the Serpent is a spiritual parasite bound to another technique in the same timeframe as its formation, similar in form and function to the Hungry Ghost but crafted through the use of Yin Release and Poison Release basically uprooting and stealing the venom of the Yamata no Orochi itself and repurposing it through a spiritual entity. The parasite is created of the same unique venom which drains the physical vitality of the victim allowing it to lower a victim’s physical speed, reaction, and ability to use high ranked physical techniques. When the augmented technique clashes with another technique, the parasitic entity eats away at the chakra within the technique, weakening it by one rank immediately being released and instantly attaching itself to the source of the foreign chakra.
Once inside the body the vitality degenerating venom begins to propagate through the body like an infection spreading and in turn causing weakness, of a different variety to that of the Hungry Ghost itself. Upon binding the infected individual's base speed and physical damage is reduced by half, and they will lose the ability to use any form of taijutsu or kenjutsu techniques and will be rendered completely paralyzed two turns after the parasite takes root if not healed. The victim will be unable to do anything short of breathing, including using their chakra after those two turns. The parasite also blocks the use of physical elevating techniques such as Sage Mode or Eight Inner Gates one turn after being poisoned as per the venom itself which is coursed through the body.
Note: Can only be used three times per battle, with a two-turn cool-down and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Wine of the Serpent.
Note: Wine of the Serpent can only be used on S-rank techniques and below.
 
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Sasori

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Note: The technique says it can use up to S-rank constructs. The A-rank and S-rank are the ones with restrictions though.
(Ōkan) - The Crown
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 (to summon)
Damage: N/A
Description: The Crown is an ancient weapon that has been circulating through the world for centuries. It takes the form of a golden crown with three rubies centered throughout its structure. The Crown is known to enhance the abilities of any Ice user who wears it. The Crown belonged to a powerful wizard by the name of Urgence Evergreen many centuries ago who was rumored to be one of the first ice elemental creatures to ever exist. After his passing, The Crown was imbued with the powerful strength that once resided inside of the ice elemental. Once the user places The Crown on their head it will cause a dramatic change to occur on their body. First, The Crown will bond itself to the user by freezing itself to the user's scalp making it near impossible to remove once on unless the user’s desires it. Next, the user’s skin will become extremely cold causing it to turn a light blue color. Due to how cold their skin will have become they will cause anyone who they do not deem an ally to feel the burn of the ice if they touch their skin. This translates to a reduction of -10 from taijutsu attacks where the opponent physically touches the user. As mentioned before, The Crown enhances the user’s Ice powers due to its origins which translates into a passive +20 or + 1 rank to the damage/defensive properties of ice jutsu depending on what's appropriate. Any one who wears The Crown is also granted the ability to manipulate Ice in ways normal users cannot. This means the user can actively create ice constructs by releasing the ice from different parts of their body. For example, the user can shoot beams of ice from their hand which can be used to freeze the ground or they can shoot a beam into the air to cause it to snow. It is also possible for the user to simply create ice constructs that can does as the user pleases. The possibilities are near endless. The user can choose to spend a move and utilize their ice powers up to S-rank with the same restrictions as before. If utilizing like this then the user can only use an A-rank version three times. The S-rank version could only be used twice with a turn cool down. This ability regardless of version can be used up to long range but also regardless of rank/version all ice based abilities/usages must come from the user’s body. Any ability the user uses from this ability can only last up to three turns. For instance, if the user made it snow, construct an ice familiar, or froze something then it would only remain like that for 3 turns before melting into water.

Approved - Daemon

(Sekai no owari) Storm Release: End of Days

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will first perform three hand seals and then channel their storm chakra into the sky. This will cause massive thunderclouds to appear above and quickly darken the sky. The intensity and ferocity of the coming storm above is something almost unnatural like due to how massive and destructive it is. As the skies darken, everyone on the battlefield can hear the thunder rumbling above and the lightning crackling in the sky. The purpose of this technique is to give the user dominion over the skies and utilize their Storm chakra to easily target opponents from the sky. Once active the user will be capable of utilizing the thunderstorm in a variety of ways. One way the user will be capable of using the thunderstorm is to release bolts of lightning from the sky. These bolts are equivalent to the rank of this technique so they will do S-rank damage. Due to the user’s control over the sky it will enable the user to send down lightning from just about anywhere they please. The user is also free to release up to four lightning bolts into separate locations but will also have their power distributed among them. Another ability the user gains from this thundercound is their ability to utilize the thunder/flashes from the clouds. This simply means that the user is able to passively once a turn release a powerful booming sound from the Storm that would deafen anyone on the battlefield/anyone who hears it for one turn including the user if they cannot defend from it. The third ability is another passively ability which allows the user once per turn to use the lightning from the storm clouds to release a wide scale flash from it which would cause anyone who sees it to be blinded for one turn including the user. The thunder and flashing ability from this jutsu cannot be used at the same time. Additionally, if desired, upon creation the user can choose to release a bolt of lightning or utilize one of the techniques other ability in order to defend from techniques as this jutsu is created. If anyone besides the user attempts to move fifteen meters into the sky they will face being paralyzed for one turn by the storm clouds. While this technique on the field the opponent will be unable to utilize the sky for any jutsu up to S-rank such as rain unless they overpower this technique.

Note: Can only be used twice with a turn cool down in between usages.
Note: No Storm jutsu above A-rank next turn
Note: Lasts four turns

Declined: Why does this do so much lmao? The first bolded section, thats just basically pseudo sound jutsu and thats a hard no. Tone with wayyy down this thing has like 5 abilities. - Daemon

(Mokusei no namida) Storm Release: Tears of Jupiter

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will perform three hand seals and focus their storm chakra five meters around them in the form of a thundercloud similar to Thundercloud Inner wave which creates a storm cloud perimeter around the user. This dark and dense storm cloud is charged heavily with electrostatic energy. The jutsu is based on the fact that the thunderclouds of storm release can absorb chakra per the description of storm release. This technique, however, is limited in the fact that it cannot absorb chakra from techniques that storm release is weak to. However in regards to energy based abilities the user will be able to absorb them into their thundercloud and use it to fuel the electrostatic energy inside of the cloud. Essentially, the user will be able to absorb an energy based technique up to the rank of this technique inside of the storm cloud causing the barrier to channel the absorbed energy into power/electricity. As soon as the technique has been absorbed the user will be able to release a beam of lightning from the storm cloud. This beam can be utilized in different manners in the sense the user can release multiple beams of lightning but have their strength divided amongst each other, or release a omnidirectional wave of electricity from the perimeter of the storm cloud itself. Either way, this technique's damage is equivalent to the rank of the absorbed technique and any released lightning can travel up to lonh-range. Also, techniques must come into direct contact with the thundercloud to be absorbed.

Note: Can only be used twice with a turn cool down
Note: No Storm release above A-rank next turn

Declined: lmaoo no to the bolded. - Daemon

(Yukion'na no kagami) - Ice Release/Sealing Arts: Mirror of Yuki-Onna

Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform two hand seals and channel their ice chakra in front of them. By doing so they will create a thin circular sheet of ice that will be 10 meters in length and width. This ice mirror is special because upon creation the user will have imbued it with special sealing properties. The sealing properties of this technique come into place when an incoming attack is coming in the direction of the mirror. Once an incoming technique’s reflection that is up to short-range of the user has been seen in the mirror it will cause the sealing properties of this technique to come into place and at that point it will begin to seal the opposing attack. This ability is able to seal up to A-rank attacks. When the opposing technique has been sealed that is when the next ability of the mirror comes into play. At this point, the mirror will release from it a mirror image of the opposing technique but this time crafted out of ice. The special property of this ice is that it will be freeform and once it comes into range of a target up to mid-range away (or sooner if the user desires) the user is able to cause the ice creation to explode causing snow to be released in every direction five meters of where it exploded. This, however, holds no special property besides possibly diverting the opponent’s attention/sight and the snow will soon melt after it has exploded.

Note: Can only be used twice with a turn cool down

Approved - Daemon
(Sekai no owari) Storm Release: End of Days
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will first perform three hand seals and then channel their storm chakra into the sky. This will cause massive thunderclouds to appear above and quickly darken the sky. The intensity and ferocity of the coming storm above is something almost unnatural like due to how massive and destructive it is. As the skies darken, everyone on the battlefield can hear the thunder rumbling above and the lightning crackling in the sky. The purpose of this technique is to give the user dominion over the skies and utilize their Storm chakra to easily target opponents from the sky. Once active the user will be capable of utilizing the thunderstorm in a variety of ways. One way the user will be capable of using the thunderstorm is to release bolts of lightning from the sky. These bolts are equivalent to the rank of this technique so they will do S-rank damage. Due to the user’s control over the sky it will enable the user to send down lightning from just about anywhere they please. The user is also free to release up to four lightning bolts into separate locations but will also have their power distributed among them. Another ability the user gains from this thundercloud is their ability to utilize the flashes from the clouds. The second ability is a passive ability which allows the user once per turn to use the lightning from the storm clouds to release a wide scale flash from it which would blind any of the user's opponents for one turn if they saw it. Additionally, if desired, upon creation the user can choose to release a bolt of lightning or utilize one of the techniques other ability in order to defend from techniques as this jutsu is created with one move. If anyone besides the user attempts to move fifteen meters into the sky they will face being paralyzed for one turn by the storm clouds.

Note: Can only be used twice with a turn cool down in between usages.
Note: No Storm jutsu above A-rank next turn
Note: Lasts four turns

(Mokusei no namida) Storm Release: Tears of Jupiter
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will perform three hand seals and focus their storm chakra five meters around them in the form of a thundercloud similar to Thundercloud Inner wave which creates a storm cloud perimeter around the user. This dark and dense storm cloud is charged heavily with electrostatic energy. The jutsu is based on the fact that the thunderclouds of storm release can absorb chakra per the description of storm release. This technique, however, is limited in the fact that it cannot absorb chakra from techniques that storm release is weak to. However in regards to energy based abilities the user will be able to absorb them into their thundercloud and use it to fuel the electrostatic energy inside of the cloud. Essentially, the user will be able to absorb an energy based technique up to the rank of this technique inside of the storm cloud causing the barrier to channel the absorbed energy into power/electricity. As soon as the technique has been absorbed the user will be able to release a beam of lightning up to long range from the storm cloud equivalent to free form. Also, techniques must come into direct contact with the thundercloud to be absorbed.

Note: Can only be used twice with a turn cool down
Note: No Storm release above A-rank next turn

(Antiphates no shīrudo) Ice Release: Slow
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform two hand seals and focus their ice chakra into the area around them. This will cause the air short range around them to have its temperature reduced dramatically. This cold air is enough to cause anyone who is not adjusted to the cold or an ice user to start shivering. The main purpose of doing this is to slow the air molecules at an exponential rate. This essentially causes any opponents or techniques besides the user’s to be affected by this air. Since the air particles in the air are vibrating at a much slower rate it will cause opponents or attacks within range of the ice to be slowed down tremendously. This is mainly because of how they are not capable of moving their body as freely as they would due to how heavy and slow the air around the user is now. In terms of battle, this causes opponents and physical techniques to have their speed slowed by x3. This essentially will make it more dangerous for a person to approach a short-range of the user because they will now be able to easily perceive and counter a lot of physical based attacks now. Due to the nature of this technique it also makes it difficult for sound based jutsu to reach the user since their medium of travel has been reduced to such a state that reaching the user is nigh impossible. This translates to sound Hindering waves or Sound Genjutsu based jutsu up to the rank of this technique being unable to reach the user. Due to the nature of this technique the user can use its activation to dodge an attack within reason if they can activate it in time but afterwards they would not be able to and would be considered free-form dodging.

Note: Can only be used three times with a turn cool down
Note: Lasts four turns each time

Declined by Imperfect, at submitter's request.

(Antiphates no shīrudo) Ice Release: Slyness of the Knight
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: +10 chakra
Damage: N/A
Description: This user will passively infuse extra chakra into one of their ice based jutsu causing an extra layer of ice to coat said jutsu. The layer on the ice jutsu has no offensive purposes but instead seeks to take advantage of the sun when it is currently out. Based on the canon jutsu Blinding Reflection the user will coat their technique in a layer of ice that is made to specifically reflect the sun’s rays. This translates into said technique releasing a blinding light if the user’s opponent tries to look at the ice technique. This technique does not cause lasting blinding and the user can regain their vision by simply not looking at said ice structure anymore.

Declined by Imperfect, at submitter's request.

(Antiphates no shīrudo) Ice Release: Night Walker
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will perform three hand seals and surge their body with ice chakra and cause an creation of Ice to form over their body in the form of a knight. One unique thing about this technique is that the user can also choose to just create it separately from their body as a creation of ice up to short range on the field. Upon creation, the Night Walker will also have been infused with special sealing properties. It also has the capability to use ice up to S-rank. While the user is inside of this knight armor of ice they will be gifted with several other unique abilities. The first ability of the Night Walker involves the Fuinjutsu ability it was gifted with. The Fuinjutsu imbues the knight with a special property that allows an ice based ability of it to activate whenever an opponent/opposing technique comes within one meter of the creation. Upon the requirements being met, the knight will then release from its body wherever necessary a cold mist of ice. This ice is equal to S-rank and even though it is just ice it will deliver a stinging and burning effect to anything it affects. Essentially, it will freeze said attack up to short-range with this powerful mist. This ability can only be activated twice. Another ability that is tied with Night Walker is how if anyone or anything were to touch the knight it would cause said objects to be frozen afterwards. For example, if a kunai were to touch the knight it would cause the object to freeze over. The same applies if the opponent or familar were to punch the Night Walker their hand would become frozen afterwards. This passive ability is unique in the sense that it does not prevent attacks from harming the Night Walker; instead it is more of an after effect to anyone or anything that it comes in contact with. Battle wise, the Night Walker upon creation will release from its feet a thin layer of ice in an omnidirectional manner of where it is currently located The special thing about this is that the ice will constantly be emitted from its location as it's moved through the field; leaving patches of ice as it moves. This ability essentially allows the creation or the user to move at twice the speed of a Jounin ninja. as it traverses through the field. Finally, the Night Walker’s main ability comes from its ability to passively create up to five Demonic Mirrors based on the canon jutsu. The mirrors can move up to mid-range from the Night Walker. These mirrors can be passively created because in themselves they do not do any harm but it is possible for the Walker or user to jump through them to create surprise attacks or even send attacks through them to come up with creative new strategies. These mirrors in themselves can only have ice based attacks or the user themselves allowed in. The mirrors work by allowing the user to send something into the mirror and allow it to come out of any of the other four mirrors. These mirrors are essentially considered free form. At the same time as its summoning, the Walker can release its wave of ice mist from its body up to short-range, dealing its S-rank damage with one move in order to deal with incoming attacks.

Note: Can only be used twice with a turn cool down.
Note: No Ice above A-rank after it ends.
Note: Can only last four turns
 
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Urda

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(Meiton Fuinjutsu: Hason Koodo ) Dark Release/Sealing Technique: Malefic Code
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique requires having absorbed a technique beforehand in order to utilize it. Upon the formation of a Dark Release, Fire, and or Lightning technique – the user will perform an additional hand seal. Doing so will create a seal marked “eradication”, which upon coming into short range of an opposing technique the seal will trigger. This causes a maelstrom of blue flames, composed of dense dark energy to be released. These flames will violently burn the opposing technique. This works on the basis usually found with dark release, allowing for it to weaken opposing techniques weak to dark by two ranks, techniques neutral to dark by 1 rank and techniques strong to dark aren’t affected at all. This can only be used thrice per battle, with a cooldown of two turns between each use. This seal however naturally fades away after two turns should no technique be encountered. Its activation is instant, performed in the same time frame of the original technique.

Approved


Medical Training: https://animebase.me/threads/medical-arts-yursix.774613/page-2#post-22029240

(Iryō/Yōton: Chō Dansei) - Medical/Lava Style: Hyperelasticity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (2x the amount of damage healed, 100 max)
Damage: -
Description: The power to generate Yōton to alter one's lungs or body. Possessing knowledge of the human body is necessary for the development of this technique. The lungs expand increasing the capacity for the user to store more oxygen or the body is modified to mold chakra for nature transformation's exhaled through the mouth. Fire, Wind, and various vulcanize rubber techniques are empowered when this technique is activated. [A-rank Jutsu and Below] size and power is boosted [+1 Rank] while [S-rank Jutsu] is increased by only [+5 Damage]. Moreover, with more oxygen in the lungs, you can stay in water for a long period of time or [Last 3 Turns] while consuming chakra [-10 per Turn]. Another application of this technique is Breath Healing, where the user regenerates themselves through breathing. After performing the Tiger hand sign, more oxygen is delivered throughout the body allowing the blood to flow better and increase one's metabolism, increasing one natural healing ability expeditiously. In one breathe, light scratches, cuts, deep wounds, bone factories, or heavy burns are healed (similar to Medical Technique: Mystic Palm Technique).
Note: Only usable by Dodai and Rubber Custom Biography's

~ The technique is applied without delay and within the same turn Fire, Wind, and Rubber Style technique are being manipulated (where logical applicable).
~ Usable 4 Times per battle

Declined by Sasori: I don't know why you restricted yourself and gave this a +5 boost but I digress. Remove the healing application of this. Also word exactly what you do to activate this because you never specify that.



(Yōton Rabāmassurumasu) - Lava Style: Rubber Muscle Mass
Rank: S
Type: Offensive, Defensive, Supplementary
Chakra: 40
Damage: 80
Description: Yōton Rabāmassurumasu is a ninjutsu that utilizes the Lava Element to enhance the physical brawn of one's body by transforming their body into rubber. Kneading lava chakra inside the body and then unleashed it all at once, the rubber begins to wrap around the outer surface of the user's body like armor. The rubber enveloping the user's skin appears like muscle fiber - albeit in stages.

Niō Form
In the first stage called "Niō" Form," the user is clad in a rubber exoskeleton pumping chakra into the Jutsu to sustain it, costly burning the user chakra reserves [consumes -20 Chakra Points per Turn]. As it was constructed using rubber, its properties allow for immense durability, damage/high resistance, and elasticity. Those applications unique to rubber makes Tajutsu of [C-rank and Below] having no impact and resisted against [C-rank and Below] Fire, Earth, Wind and Water Style Jutsu - unharmed by the flames, not impacted by the earth, not carried away by the weight/pressure of water, and not affected by the cutting power of the wind. Due to its more polished and thinner look, the body is modified to be made lighter allowing for the user to show off its elastic capabilities allowing for the speed of their Taijutsu movements to accelerate, multiplying their base speed by [x2]. Despite its speed increased, the body is coated in rubber allowing for more devasting blows, increasing the user's Taijutsu strength by [+5]. While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].

Kongōrikishi Form
The second stage called "Kongōrikishi" Form, or also name Hercules, is the "Ultimate Defense" with the user wrapped in rubber shaped like a thousand layers of bamboo. After clapping their palms together, the body of the user appears bulky and massive in size covering the entire body. This heighten strength becomes taxing on the chakra [consuming -30 Chakra Points per Turn] yet retaining its [+5] strength to all Taijutsu strikes, however, at the expense of the user's speed being slow.
Immense Strength, immense durability, and enhance resistance are all boost, raising the human limits to the max. Its strength taking to extreme levels, the massive arm(s) is propelled with the application of the elasticity delivering [A-rank] Damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into [A-rank and Below] Earth Style Jutsu; An incredibly powerful punch produces an A-rank shockwave that spans up to mid-range in unidirectional when the user strikes, sending the opponent flying. The shockwave can counter against [C-Rank and Below] Wind, Water, Lightning Style Jutsu. (Counts as a Move per the Three Jutsu Turn Limit)

Naming it the "Ultimate Defense," it is Impregnable to physical harm of [B-rank and Below] Taijutsu and [A-rank and below] Fire, Earth, Wind, and Water Style Jutsu: resistant against flames, earth has no impact, and able to withstand the pressure/weight of water and cutting power of the wind. Its weakness is still Lightning Release, in which the electricity can rip through its defenses. Nevertheless, countering this one weakness, the user can amplify the technique, creating a bundle of rubber that swells into a cocoon that fortifies the whole body from [1 S-rank Lightning Jutsu] attack - leaving the user stationary after taking the brute of the attack. Although, the risk is the Lava Style: Rubber Muscle Mass Jutsu ends as the user takes too much damage. (Usable 1 Time per battle) (Last 5 Turns or until Cancelled by the user) (Counts as a Move per the Three Jutsu Turn Limit)
Note: Only usable by Dodai and Rubber Custom Biography's

~ A 1 Turn Cooldown is a condition before using this technique again.
~ Usable 2 Time per Battle.

Declined: Do you turn your body into rubber or are you simply making a rubber armor you aren't consistent. Also, I don't know why you over restricted and made this practically useless but again I digress.

(Yōton: Chō Dansei) - Lava Style: Hyperelasticity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: The power to generate Yōton to alter one's lungs or body. After performing a two hand signs, the lungs expand increasing the capacity for the user to store more oxygen; or their stomach swells like a balloon and is modified to affect proper breathing control to enhance their ability to mold chakra for greater nature transformation's exhaled through the mouth. Fire, Wind, Water, Earth, and various vulcanize rubber Style techniques are empowered when this technique is activated. [A-rank Jutsu and Below] size and power are boosted [+1 Rank] while [S-rank Jutsu] is increased by only [+5 Damage]. The stomach is squeezed as the nature transformation is released and the body returns to normal. Ony 1 nature transformation can be released at a single time. Moreover, with more oxygen in the lungs (by holding their breath), the user can stay in the water or counter against poison gas for a long period of time or [Last 3 Turns] while consuming chakra [-10 per Turn].
Note: Only usable by Dodai and Rubber Custom Biography's

~ The technique is applied without delay and within the same turn Fire, Wind, Water, Earth, and Rubber Style technique are being manipulated (where logical applicable).
~ Usable 4 Turns per Battle
Approved
 
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Goetia

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The changes made to the way the technique functions are fairly substantial, so I didn't bother bolding them.

(Farao no Hōrei #4. Ra no Kagayaki) – Pharaoh’s Decree #4. Ra the Radiant
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Performing 4 hand seals and channeling chakra throughout the body to every point on the skin, the user releases their Fire Release chakra in the form of a gas that is imperceptible to the naked eye. This technique is a kind of armour, but not one which constantly protects its user. Ra the Radiant is similar in function to the Ash Pile Burning technique, where the gas will ignite when friction is produced in the air. When an incoming technique, or even an opponent themselves, attempts to move through the gas in order to hit the user, the friction produced by the movement will trigger an explosive reaction in the gas, creating a localised explosion of flames. The explosions created by the gas do not vary in power, always being S-Rank in terms of damage, and are always angled away from the user so as not to harm them. The user's own techniques will not trigger the gas, and due to its nature as a protective aura rather than an armour, the user can erect other defensive techniques or abilities without interfering with this one. Because the explosive flames are merely a byproduct of a natural chemical process, their creation does not result in the gas being 'weakened', meaning that it does not behave like a conventional armour technique that is weakened as a result of clashes. In order to overcome the gas' defences, producing a single attack that boasts greater power than that of the blasts is necessary. Ra the Radiant also possesses a supplementary function, which enhances the user's other Fire Release techniques. When releasing Fire chakra from the body, it will inevitably pass through the gas as it surrounds the user's body as a kind of aura, fueling its strength as a result. This grants an additional rank in chakra and damage to the user's Fire techniques up to S-Rank, with techniques above this gaining 10 chakra and 20 damage. Due to the nature of this technique, the user's elemental techniques are limited to Fire Release and other elements of which Fire Release is a component of. Ra the Radiant is usable twice per battle, and lasts four turns per usage, requiring a single turn cooldown between uses. For the remainder of the turn in which it deactivates, the user's Fire Release is limited to A-Rank and below.

Declined: @ bolded is not about to fly. I can already see how that can be abused. Limit it so that it's not doing constant full damage protection like this.
(Farao no Hōrei #4. Ra no Kagayaki) – Pharaoh’s Decree #4. Ra the Radiant
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Performing 4 hand seals and channeling chakra throughout the body to every point on the skin, the user releases their Fire Release chakra in the form of a gas that is imperceptible to the naked eye. This technique is a kind of armour, but not one which constantly protects its user. Ra the Radiant is similar in function to the Ash Pile Burning technique, where the gas will ignite when friction is produced in the air. When an incoming technique, or even an opponent themselves, attempts to move through the gas in order to hit the user, the friction produced by the movement will trigger an explosive reaction in the gas, creating a localised explosion of flames. The explosions created by the gas do not vary in power, always being S-Rank in terms of damage, and are always angled away from the user so as not to harm them. The user's own techniques will not trigger the gas, and due to its nature as a protective aura rather than an armour, the user can erect other defensive techniques or abilities without interfering with this one, though like other conventional armour-like techniques or abilities, it can be weakened and neutralised when sufficiently damaged, following the S&W of Fire Release. Ra the Radiant also possesses a supplementary function, which enhances the user's other Fire Release techniques. When releasing Fire chakra from the body, it will inevitably pass through the gas as it surrounds the user's body as a kind of aura, fueling its strength as a result. This grants an additional rank in chakra and damage to the user's Fire techniques up to S-Rank, with techniques above this gaining 10 chakra and 20 damage. Due to the nature of this technique, the user's elemental techniques are limited to Fire Release and other elements of which Fire Release is a component of. Ra the Radiant is usable twice per battle, and lasts four turns per usage, requiring a single turn cooldown between uses. For the remainder of the turn in which it deactivates, the user's Fire Release is limited to A-Rank and below.
Approved
 
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Bloo

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Can't quote directly
https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-296#post-20213506

(Panpukin Bomu) - Pumpkin Bombs
Type
: Supplementary
Rank: B-S
Range
: Short - Long
Chakra: N/A (- 15 to activate.)
Damage
: 80
Description: Pumpkin bombs are actually specially raised spiders.]These spiders are raised so that their poison glands are ninety percent of their body.Due to this unique body composition the spiders lack all motor skills and are only able to keep themselves alive. The spiders are orange in color and have markings, this odd look gives them their name sake. Each spider has one of three different markings, each pertaining to a different venom. Each bomb easily fits into the palm of ones hard, being roughly twice the size of a smoke bomb. To active the bombs the user must smear their blood onto the spider, once activated the user can detonate it at anytime just like an explosive tag. The spiders come in three different varieties, characterized by their venom.

Naxra: This venom is the least potent of the three venoms. Once released this venom creates a thin red mist to hang in the air. The venom can cause minor irritation of the skin and eyes, such as rashes and redness. If inhaled it will irritate the lungs and mirror smoke inhalation.

- B rank, 5 meter explosion radius, last three turns.

Axera
: The venom, when released, creates a thick dark blue mist. This venom is so thick that it will block the opponents vision. When it comes into contact with the skin it will cause the skin to boil and fester, causing immense pain. If it comes into contact with the eyes it will cause blindness.

- A rank, 2 meter radius, last two turns.

Xaxra
: This venom is the most potent of the three. It creates a black mist that no light can pierce though. This venom is like acid, it causes the skin to melt, flesh to decay and wither away, eyes to turn to pure liquid. When inhaled causes the lungs to shrivel and die.

- S rank, 1 meter radius, last one turn.

-Must be stated on the bio.
-One turn cooldown to use a different poison.
-Can only carry six bombs at a time.
-Naxra can used three times, Axera twice and Xaxra once.


Declined - Pick a single rank for this and stick to it. If you want separate ranks, make separate jutsu.
(Panpukin Bomu) - Pumpkin Bombs
Type
: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A (-15 to activate.)
Damage: 80
Description: Pumpkin bombs are actually specially raised spiders. These spiders are raised so that their venom glands are ninety percent of their body. Due to this unique body composition the spiders lack all motor skills and are barely able to keep themselves alive and only because they are in a coma like state. The spiders are orange in color and have markings that resemble eyes and a mouth, this odd look gives them their name sake. Each bomb easily fits into the palm of ones hard, being roughly twice the size of a smoke bomb. To active the bombs the user just simply channels chakra into the spider, once activated the user can detonate it at anytime just like an explosive tag. The explosion vaporizes the venom turning it into a gas thus creating a cloud of of highly potent venom that quickly spreads to encompass five meters around the epicenter.

While the venom is highly potent it doesn't take effect immediately but affects the recipient in stages(turns). First stage is the irritation of the skin, causing blistering and flaking of the skin. After continued exposure and in take of the venom the target will start to have labored breathing, dizziness and loss of balance indicating the victim has entered stage two. Stage three is total blindness and and loss of most motor functions. Stage four is the complete shut down of the respiratory and nerves systems.


-Must be stated on the bio.
-Can only carry six bombs at a time.
Declined: This basically seems like an alternate version of tags such as snake tags etc especially when you say it must be stated in the bio. Stuff like this isn't approved anymore. -Sasori

(Juken: Gyarakutika Dōnatsu) - Gentle Fist: Galactic Donut
Type
: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will first raise their index finger up, then they will perform a circling motion. A ring of white chakra will appear from the end of the users finger tip; this ring is created much like the revolving heaven in that its made with advanced chakra control and thus becomes equal to elemental techniques. Once the ring has been created the user has a few options available to them. First and fore most the main application of this jutsu is to restrain the opponent, after the user has made the ring they will send it towards the opponent where it will clamp down around the opponent squeezing them tremendously. While it is attached to the opponents their chakra usage is limited (No A-rank and below) due the user being able to pinpoint certain tenketsu to squeeze. The second application is on the defensive side, the user is able to send the ring out from themselves to attach to any jutsu used against them. This will disrupt the chakra flowing though said jutsu causing it to be dispersed or straight up destroyed due to the ring crushing it.

-Usable twice.
-Two turn wait between uses.
Declined: Yeah this is nothing like revolving heaven. If anything just make this a ninjutsu technique because this isn't gentle fist. -Sasori

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Zaphkiel

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REF: Heaven's Host
(Sōseiji no Shin Jidai) Twin Flames of The New Age
Type: Puppet(s)
Rank: S
Range: Short - Long
Chakra: N/A (30/40)
Damage: N/A (60/80)
Description: The Twin Flames are two near identical Ōtsutsuki puppets that belong to the Hands of God lineage, Sandolphon and Metatron. Being 'Angels', they can only be summoned through the Heaven's Host seal and return there upon being destroyed. They are each six foot in height appearing like slim, athletic humans from a distance due to having all the qualifying humanoid features such as torsos, legs, arms, and heads. They have no faces, but rather an opening in their bulbous heads that show small flames (orange for Metatron and gray for Sandolphon). Due to their uniquely designed abilities that synnergize with each other more so than the user, some of the Twins' abilities can be activated individually or in tandem (in the same time frame) but at the cost of two of the user's allotted moves per turn. Each combination move places both component techniques on their respective cool downs simultaneously.

Grand Divide/Crusader's Hymn: Crusader's Hymn involves Metatron, the vangaurd of the two. The user will pay 30 chakra have seals on both its palms with the kanji for "destroy" activate. This can be seen as orange-red flames erupting from the puppet's hands that are not unlike those of the Four Violet Flames Battle Encampment technique. Each seal is B-ranked in strength and has the power to seal away opposing techniques up to its rank upon contact (within reason). Alternatively, Metatron can focus the attack into one hand, being able to seal a technique up to A-ranked in strength, but doing so places this technique on cool down immediately. It is also able to use this ability alongside non chakra-aided Taijutsu. Grand Divide also costs 30 chakra after which the user will have Sandolphon strike from a distance through its unique inner system of spear-tipped chains that stay neatly coiled within its body. Each of Sandolphon's palms have openings to allow these chains to come flying out at the speed of a flung kunai up to 10 meters of its body. Upon activation, Sandolphon's spearheads become conduits to a seal within its body. This will cause a gray flames to enshroud the weapons (cosmetic) while giving them the ability to each pierce through techniques up to B-ranked in strength. Like Metatron, Sandolphon can release a single chain instead of two, granting the ability to pierce techniques up to A-ranked in strength. Doing this also immediately places Grand Divide on cool down. Both abilities can be combined seamlessly to have the twins seal a technique up to S-rank in strength (within reason) by striking it at the same time. This combination requires 40 chakra from the user can only be done three times per conflict with a two turn cool down. Individually, they can only use these abilities once every other turn.

Holy Terror/Kingdom Come: Holy Terror is Sandolphon's unique move where the puppet sends a pulse of chakra through its chains to detonate any or both of its spearheads, be it while in motion or lodged in an obstacle. The ensuing explosion covers a short-ranged distance and is A-ranked in strength, playing on equal terms with elemental Ninjutsu. Each detonation counts as a move. Kingdom Come is meant to be a follow-up, where Metatron is able to release concussive blasts of chakra from its hands that can reach up to short-range of its body and is able to push targets back another five meters, to the edges of mid-range. Each blast carries 40 damage and can also be done alongside non chakra-aided Taijutsu due to Metatron's surprisingly agile form. Thrice per conflict with a two turn cool down, the user can combine these abilities by having Metatron use it's concussive chakra blast to throw Sandolphon's detached spearhead at an opponent up to Long-range at twice the user's base speed. Should the spearhead connect with the target or a physical obstacle it will detonate in a massive explosion spanning ten meters in radius and dealing S-ranked damage. After performing this combination the Twin Flames will be unable to use any of their abilities for one turn (excluding non chakra-aided Taijutsu). Individually, the Twins can use these abilities once every other turn.

AT-Field Generation: This ability, seemingly innate to puppets of the Hands of God lineage, takes the form of a protective barrier that conforms to the puppets' bodies to protect from attacks. The Twin Flames are no different. One each of their chests are seals that when activated, will cover the Twins in a shimmering, translucent barrier that is B-ranked in strength. Once broken the barriers will become unavailable for two turns, after which this technique can be re-activated. The user may also bestow a single puppet with an A-ranked barrier when activating this technique, leaving the other unprotected. Doing so places this technique on a three turn cool down instead. This ability is A-ranked, costing 30 chakra regardless of method used, and can be activated once every two turns.

Declined: You say that Grand Divide costs 30 chakra but it can only pierce through things with B-rank damage? Also, you never mentioned that the chains of Sandolphon are able to seal objects so it didn't make sense when you said it could be combined with the other ability. Also, specify if these chains only do physical damage or if they seal as well. -Sasori
REF: Heaven's Host
(Sōseiji no Shin Jidai) Twin Flames of The New Age
Type: Puppet(s)
Rank: S
Range: Short - Long
Chakra: N/A (40/60)
Damage: N/A (60/80)
Description: The Twin Flames are two near identical Ōtsutsuki puppets that belong to the Hands of God lineage, Sandolphon and Metatron. Being 'Angels', they can only be summoned through the Heaven's Host seal and return there upon being destroyed. They are each six foot in height appearing like slim, athletic humans from a distance due to having all the qualifying humanoid features such as torsos, legs, arms, and heads. They have no faces, but rather an opening in their bulbous heads that show small flames (orange for Metatron and gray for Sandolphon). Due to their uniquely designed abilities that synnergize with each other more so than the user, some of the Twins' abilities can be activated individually or in tandem (in the same time frame) but at the cost of two of the user's allotted moves per turn. Each combination move places both component techniques on their respective cool downs simultaneously.

Grand Divide/Crusader's Hymn: Crusader's Hymn involves Metatron, the vangaurd of the two. The user will pay 40 chakra have seals on both its palms with the kanji for "destroy" activate. This can be seen as orange-red flames erupting from the puppet's hands that are not unlike those of the Four Violet Flames Battle Encampment technique. Each seal is B-ranked (20 chakra) in strength and has the power to seal away opposing techniques up to its rank upon contact. Alternatively, Metatron can focus the attack into one hand, gaining the ability to seal a technique up to S-ranked in strength on contact, but doing so places Crusader's Hymn on a two turn cool down immediately. It is also able to use this ability alongside non chakra-aided Taijutsu. Sandolphon is able strike from a distance through its unique inner system of spear-tipped chains that stay neatly coiled within its body, each carrying B-ranked damage. Sandolphon's palms have openings to allow these chains to come flying out at the speed of a flung kunai up to 10 meters of its body. Sandolphon's unique ability is Grand Divide which costs 60 chakra from the user. Upon activation, the spearheads become conduits to a seal within its body which will cause a gray flames to enshroud the weapons (cosmetic) while giving them the ability to each pierce through techniques up to A-ranked in strength. Both abilities can be activated once every other turn, except for the focused version of Crusader's Hymn.

Holy Terror/Kingdom Come: Holy Terror is Sandolphon's unique move where the puppet sends a pulse of chakra through its chains to detonate any or both of its spearheads, be it while in motion or lodged in an obstacle. The ensuing explosion covers a short-ranged distance and is A-ranked in strength, playing on equal terms with elemental Ninjutsu. Each detonation counts as a move. Kingdom Come is meant to be a follow-up, where Metatron is able to release concussive blasts of chakra from its hands that can reach up to short-range of its body and is able to push targets back another five meters, to the edges of mid-range. Each blast carries 40 damage and can also be done alongside non chakra-aided Taijutsu due to Metatron's surprisingly agile form. Thrice per conflict with a two turn cool down, the user can combine these abilities by having Metatron use it's concussive chakra blast to throw Sandolphon's detached spearhead at an opponent up to Long-range at twice the user's base speed. Should the spearhead connect with the target or a physical obstacle it will detonate in a massive explosion spanning ten meters in radius and dealing S-ranked damage. After performing this combination the Twin Flames will be unable to use any of their abilities for one turn (excluding non chakra-aided Taijutsu). Individually, the Twins can use these abilities once every other turn.

AT-Field Generation: This ability, seemingly innate to puppets of the Hands of God lineage, takes the form of a protective barrier that conforms to the puppets' bodies to protect from attacks. The Twin Flames are no different. One each of their chests are seals that when activated, will cover the Twins in a shimmering, translucent barrier that is B-ranked in strength. Once broken the barriers will become unavailable for two turns, after which this technique can be re-activated. The user may also bestow a single puppet with an A-ranked barrier when activating this technique, leaving the other unprotected. Doing so places this technique on a three turn cool down instead. This ability is A-ranked, costing 30 chakra regardless of method used, and can be activated once every two turns.

Declined: Speeds boosts such as twice the user's speed aren't going to be approved anymore. If you want a speed boosts you need to give a universal boost that will be same regardless of who's using the puppet such as "Jounin Apex speed" etc. However, my main issue is the first paragraph which still does not make sense. Why do you pay 40 chakra to activate a B-rank seal equal to 20 chakra? That doesn't make sense. I don't believe you can just focus chakra into one palm to seal S-ranks since that is basically advanced fuinjutsu which you don't have. Next, why are you spending 60 chakra to use an A-rank. -Sasori

(Tengoku no Tatsujin : Tenshinokyūsoku) Heaven's Host: Divine Respite
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: N/A (-30 per puppet)
Damage: N/A
Description: This is a secret Ōtsutsuki technique tethered to the Heaven's Host seal and its unique line of puppets. Whenever a puppet is out of position or in extreme danger, the user may focus chakra into the Heaven's Host seal on their body to reverse summon the puppet back into the seal and by extension its home dimension. This technique is careful enough to take only the puppet and their belongings such as weapons and/or missing parts. For techniques that linger on a target such as flames or even water, they will be left suspended in the air as the puppet is instantly ripped away in a flash of light. Once reverse summoned, the affected puppet is passively repaired in proportion to any damage sustained prior. For B-ranked and below damage the puppet has to wait a turn while for A-ranked it takes two turns to be repaired. In the few instances where the puppet may survive an S-ranked technique it will take three turns to be repaired. After this time period is up, the user may re-summon the puppet onto the field after paying the appropriate chakra cost as they normally would. If no damage was suffered the puppet may be re-summoned the following turn. Divine Respite can only be activated four times per conflict and can only be performed on any puppet once, with a three turn cool down each time.
Declined: Copy of a technique I already made.

(Terāransu) Terror Lance

Type: Defensive/Offensive
Rank: S - Forbidden
Range: Short - Long
Chakra: 40 - 50
Damage: 80 - 120
Description: The "Terror Lance" is a unique ability of a select few Ōtsutsuki puppets known as the Hands of God. The ability is activated by the user paying the required amount of chakra to allow their creations to release blasts of blinding chakra beams at targets. It is similar to the Puppet Cursing Technique in that the Terror Lance begins as brightly glowing sphere of chakra, however, with extensive manipulation the user is able to mold this simple orb into a devastating laser with a maximum width of five meters and reach of twenty meters (long range). The minimum width of this attack can be as thin as a finger. It usually forms in the mouth of the puppets, though some may form it in their hands or even from their foreheads. In any event, the brightly glowing sphere of chakra is usually the tell just before destruction. Whenever the laser comes into contact with an opposing technique it creates a bright blue explosion that reaches up to five meters in radius for the S-ranked variant. For the Forbidden ranked version, the puppet will form an actual three meter long lance of molded chakra in their hands or from their mouths. When fired, this attack is no different in appearance in that it also looks like a laser, due its speed, which is twice that of a Chunin ranked shinobi. Upon contact with anything, be it chakra or a physical object the lance explodes upward in a blue column of light with a radius and height of fifteen meters. The light usually forms into a crucifix before fading. After performing the S ranked version of this jutsu, the puppet will be unable to utilize any abilities above A-ranked for a turn afterward while Forbidden ranked use will cause the puppet to overheat and become unable to use any abilities or even move for one turn. The user is also restricted from using techniques above A-ranked for a turn after using the Forbidden variant, due to the strain of chakra on both puppet and master. Can be activated thrice (S-ranked) and twice (Forbidden-ranked) per fight/event.

Declined: Why you thought this would be allowed to do 120 damage is beyond me but even then puppet's aren't going to be utilize an F-rank at least not like this.
 
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Scorps

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Inton: Fukai | Yin Release: Deep
Type: Supplementary/Offensive/Defensive
Rank: B-Rank to Forbidden Rank
Range: Short-Long
Chakra: 20-70
Damage: 40-100
Description:
The user will gather chakra and manifest it anywhere around him (short-range) after changing its nature into pure Yin. The chakra will manifest as any desired form of pure black energy (that will behave and act much like fire, lightning, light, etc) and can be shaped into any form the user so requires. The unique properties of Yin mean these constructs of pure Yin chakra cannot interact with any physical thing but instead will only interact with energy (like Fire, Lightning or any other energy-type elements). When they hit a sentient life form, these constructs will not damage the body but will, instead, damage the spirit directly as long as they are making contact. This damage will be much like the damage done by Genjutsu, inducing fatigue, difficulty in concentrating and molding chakra, etc. As long as the user fuels chakra into them, the constructs can be sustained and kept in the field, even if the user is performing other techniques.
Note: The constructs are neutral to all Energy-Type elements, such as Fire or Lightning, but can't interact with any Physical-Type element such as Earth, Water or Wind.
Note: S-rank can only be used once every 2 turns
Note: Forbidden rank can only be used once

Declined. Staying consistent with previous checks; not really keen on a general 'shaping' technique for Yin-Yang Release because it is a bit too basic to belong to one person.

Yoton: Sora | Yang Release: Sky[/B]
Type: Supplementary/Offensive/Defensive
Rank: B-Rank to Forbidden Rank
Range: Short-Long
Chakra: 20-70
Damage: 40-100
Description:
The user will gather chakra and manifest it anywhere around him (short-range) after changing its nature into pure Yang. The chakra will manifest as any desired form of pure white matter (that will behave and act as either a solid, a liquid or a gas) and can be shaped into any form the user so requires. The unique properties of Yang mean these constructs of pure Yang chakra cannot interact with any energy-type element but instead will only interact with physical-type elements (like Earth, Water, Wind and other physical-type elements). These constructs can be used to heal the user or allies upon contact with them. They will heal the target for half their damage points per turn. As long as the user fuels chakra into them, the constructs can be sustained and kept in the field, even if the user is performing other techniques.
Note: The constructs are neutral to all Physical-Type elements, such as Earth, Water and Wind, but can't interact with any Energy-Type elements such as Fire or Lightning.
Note: S-rank can only be used once every 2 turns
Note: Forbidden rank can only be used once

Declined. Same as above.

Panda Taijutsu: Kōgan | Panda Body Art: Audacity[/B]
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: N/A
Damage: 60
Description:
A seemingly simple taijutsu move, Kōgan | Audacity is a technique only possible after signing the Panda contract, mastering Taijutsu and the release of the Eight Inner Gates. Having seen how Jyuuken (Gentle Fist) users could release chakra from their palms, creating blunt "shockwaves" for ranged attacks, The Pandas reasoned that, using the principles of Taijutsu seen in other techniques (like ( Konoha Ryūjin ) - Leaf Dragon God for example ), they could produce a similar effect but through sheer speed and raw physical power. As such, the user will perform an open palm trust at fast as he can. The users palm will move so fast that it will push the air outwards, creating a blunt air wave shaped like a bear paw, that will damage anything in its wake. However, unlike Jyuuken techniques, the shockwave is physical in nature and has no chakra in it. The simple taijutsu move can be used against targets directly, with the open palm trust dealing massive damage into a wide area as well as pushing the target backwards. It can also be used to intercept weapon techniques, projectiles, etc. Because the technique itself is relatively simple, it offers a great deal of versatility in its use.
Note: Requires signing of the Panda Contract
Note: Can only be taught by Scorps

Leaving for Imperfect - Daemon

Panda Taijutsu: Konran | Panda Body Art: Breach
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: N/A
Damage: 80
Description:
A seemingly simple taijutsu move, Konran | Breach is a technique only possible after signing the Panda contract, mastering Taijutsu and the release of the Eight Inner Gates. Having seen how Jyuuken (Gentle Fist) users could release chakra from their palms, creating blunt "shockwaves" for ranged attacks, The Pandas reasoned that, using the principles of Taijutsu seen in other techniques (like ( Konoha Ryūjin ) - Leaf Dragon God for example ), they could similar effects but through sheer speed and raw physical power. As such, the user will focus as much of the strength in his arms as possible perform a two fisted punch forwards. He will stand, with his dominant foot forwards, clench his fists to his sides as he flexes his elbows and extend his fists forwards with massive speed. His dominant fist will be aiming slightly lower than his other fist. This not only unleashes a massive, powerful physical strike as its so fast it can push the air outwards, in a shockwave of air of sorts, which will take the form of 2 bear paws. Unlike Jyuuken techniques, however, this technique carries no chakra and its simply the result of massive physical strength. Because the technique itself is relatively simple, it offers a great deal of versatility in its use.
Note: Usable once every 2 turns
Note: Requires signing of the Panda Contract
Note: Can only be taught by Scorps

Leaving for Imperfect - Daemon
 
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RuckenTM

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> Link to below Jutsu's approval: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21830551

(Katon'o Kemuri no Jutsu: Murasakin niato) — Fire Release'o Smoke technique: Deep Purple Art
Rank
: C-class to S-class (+1 Rank to Smoke Ninjutsu)
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-40 (+10 to depending when used on another jutsu)
Damage points: N/A
Description: Utilizing the elemental-relative nature of fire release to smoke advanced ninjutsu, with excellent chakra control of fire release. Supplementing it with smoke ninjutsu, which they make a distinct form of ash/fire explosive ninjutsu. That appears and acts on a different scale than the regular smoke ninjutsu. Being that this ninjutsu is based on smoke, the user can exhale immense quantities of suffocating gases to cause them to suffer from the lack of air or inability to breathe.

Starts by using the fire style abilities; gas chakra components through a smoke ninjutsu techniques as they knead that chakra in a form such as blowing into a balloon. This smoke appearing white as a summoning’s smoke, it’s then manipulated into objects through the user’s mouths/ in palms of their hands, which they can infuse gas chakra quantities within to formulate explosive smoke.

This can range from solid to a gas like state of the smoke with it, still exhibiting that mixed chakra formulation. Users can then produce or manipulate an existing amount of smoke, shaping it into various things such as grass, hoses, boat, rabbits, and dolls. They can change the size, color, toxic properties, and gas-scent depending on the amount of the smoke used to make the created objects seem more realistic.

Users can even change it's consistency to the point to making them solid and unbreakable-alike creations that can be brought to life and controlled remotely. With a mental command, they can detonate the katon chakra (gas) ninjutsu within the smoke, by performing the seal of confrontation. The technique varies in strength, depending on how much chakra is put into the creation of this "living" or not smoke objects. Despite all this, it’s still prominently based on smoke based jutsu, which can only be defused by a Suiton Ninjutsu.

This ninjutsu can be used alongside existing smoke ninjutsu, and or gas-related fire style jutsu/ninjutsu. Therefore depending on that jutsu, they’ll stream their chakra into that jutsu formulating that very jutsu to become a “Deep purple” art style ninjutsu release, within the same timeframe.

Note: Can only be used by Smoke bios. Cannot be used Smoke Ninjutsu of S-rank or more.
Note: This smoke ninjutsu is scorching, if trapped within its gas mist as it's capable of scorching the skin off.
Note: User can only create up to three creations from this jutsu, per every other turn. If S-class is used, they can’t use this ninjutsu for 4 turns. This jutsu damage depends on the jutsu Type, and only when Offensive/Defensive style is used, the jutsu will correspond to chakra cost as the regular damage ratio.

Update approved - Daemon

> Link to below Jutsu's approval: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20254181

(Ration: Doragoni Chāpu) - Lightning Style: Dragoning Chirp
Type
: Defensive/ Offensive / Supplementary
Rank: S
Range
: Short-Long
Chakra
: 40 (-20 per turn to sustain)
Damage: 80
Description
: The user starts by channeling his Ration chakra in one or both of his arm(s), after initially waving 15 handseals. Using shape manipulation, they can release the lightning chakra in the form of a claw that they can manipulate to stretch out on their arm to only equal 15 inches before full-release. While in this state, the initial standard form will appear as a clawed form of ration in their user's arms, in that state of a hardened crest that covers the user's arms. Whenever the user releases the Lightning Dragons, the ration chakra appearing as crests cracks as it vibrates at a high frequency, it creates a short loud strained-bird roar chirp-like sound. S/he can create up to 5, blue-lightning dragon creatures, which emanate at a different vibration then a regular Lightning jutsu. This different vibration of lightning chakra will have a spring coil likeness to it. These dragons are each 3 feet in length and 2 feet in diameter thickness (when 5 have been released, but as one, x5 each width & length). These dragons can chase up to 5 shinobi(s), as they'd split up the target(s) upon themselves. The spring like coil and hoping state of this lightning jutsu, gives the miniature-like dragons ability to outwit objects in the way as they head forward only. They behave much like pawns on a chess board, moving only forward and never backwards toward their enemy when released from the hands of the user. These Dragons once released, they will lock on and track the target, till they shock them, unless the target(s) manages to get passed them (Sage rank speed). With each dragon made reduces the power of the whole jutsu and ultimately ends it, 2 = A-rank, 4 = B-rank, 5 = C-rank, the user can also choose to release 1 = B-rank up to 4 in-total allowing them to sustain the jutsu, till the initial releases are equal to 4. Choosing to do so, they'll not be able to launch above B-rank types. Given that they don't kill on contact but, will rather heavily shock the enemy to paralyze (immobilized) them. The user also can install the jutsu's launched dragons with kunai(s), shuriken(s) Jutsu and similar weapon size-like entities launching them in unison (within the same timeframe).

Note: User can only sustain the jutsu, in the standard form for up to 4 turns.
Note: Can only be used twice per battle. Once shocked paralyzation lasts 1 turn, if successful, but is ineffective against bios who have a primary Lightning Specialty. This jutsu will only avoid preexisting obstacles in the way as they move onward. The user can command or let the jutsu decide the course of path only before launching (mentally).
Declined: I'm sorry but this has so much fluff that isn't even necessary. Like half of this could be removed. Bolded lines either don't make sense or aren't needed. Heavily reduce this. This basically sounds like you create a lightning familiar that has bouncing abilities similar to the thunder dragon jutsu. That's all you need to say. And just add a line that whenever someone comes into contact with them they will be paralyzed.
(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode
Type
: Supplementary/ Defensive
Rank
: D
Range: Short - Long
Chakra cost: 10 (-5 per turn)
Damage points
: N/A
Description: Streaming chakra into a smoke substance; they can then manipulate that smoke substance to either return into their body or manipulate that smoke substance to move across field to another place within their senses. However initiated, the user always has some sort of physical connection to the smoke substance that they're streaming chakra into it to be manipulated by them. This ability can be used passively, only if the user has '(Kemuri no Katachi) Body of Smoke' presently active, at cost of a move slot.
Declined: I don't know why I keep seeing this but if something is passive then it doesn't cost a move so I don't know what you mean by this.-Sasori
Approval Link
: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21006280
(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode
Type
: Supplementary/ Defensive
Rank: D
Range: Short - Long
Chakra cost: 10 (-5 per turn)
Damage points: N/A
Description: Streaming chakra into a smoke substance; they can then manipulate that smoke substance to either return into their body or manipulate that smoke substance to move across field to another place within their senses. However initiated, the user always has some sort of physical connection to the smoke substance that they're streaming chakra into it to be manipulated by them. This ability can be used passively, only if the user has '(Kemuri no Katachi) Body of Smoke' presently active.
Approved
(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) - Fire Release: Uchiha Hidden Explosive Tags Technique
Type:
Supplementary
Rank: S-Class
Range: N/a (Range of Katon jutsu effect increased by one)
Chakra: 40
Damage: N/a
Description: Of the most skilful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu will perform the: (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu in conjunction with an S-rank or below Fire release technique of their choice, passively unleashing a multitude of paper tags through the Katon jutsu as a medium for protection while exhaling that fire-infused chakra upon them for resistance. This grants the jutsu of their choice to attain Additional range due to the explosion form the paper bombs.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with.

Declined: I think I know what you are trying to achieve but this is worded terribly.
Reworded the jutsu for clarification.

(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) - Fire Release: Uchiha Hidden Explosive Tags Technique
Type:
Supplementary
Rank: S-Class
Range: N/a
Chakra: 40
Damage: N/a (+20 to Katon Jutsu)
Description:
Of the most skilful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. Upon producing chakra for a Katon Jutsu, the user will perform three additional handseals, then using the (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu in conjunction with an A-rank or below Katon technique of their choice. They'll passively unleashing a multitude of paper tags through that Katon jutsu which will act as the medium. Resulting in them exhaling a versatile Katon-infused paper-bomb jutsu towards their opponent. This grants that jutsu of their choice to attain an additional range due to the explosion from the paper bombs, should the user be within range, they too will be affected by the explosion, which ranges from an omnidirectional medium range from point of aim.

Notice
: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. Can only be used four times with a turn cool down each time. This Jutsu cannot be utilized along with Katon Jutsu that require chakra sustainment, for creations. Only katon 'flame' versions can be augmented with this Jutsu, excluding ash, or gas versions of the element.

Approved: Made edits.
 
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Zatanna

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Doton/Hotaru/Yoton: Numachiton | Earth/Firefly/Yang Release: Swamp Arts
Type:
Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: N/A
Description:
The woman that dresses in black roaming the lands, known as the Swamp witch has created a technique in which she performs 5 handseals and combines her mastery with Earth to change into mud, and when combined with Yang gives life and vitality to the mud which allow the user to manipulate it with hand movements, to create an enormous Swamp capable of covering an entire landmark and react to her commands. The Swamp itself is a huge mud pit that is difficult to move around in, reducing all base movement within it by 2. Within the swamp are pillars of earth that jut out like stalagmites. Using the Swamp as a beacon, over 3 turns fireflies begin spawning within the swamp, first covering short range, then after 1 turn, mid range, then after 2 turns up to long range. Should they be destroyed or killed, as long as the swamp is present, it still act like a beacon for the fireflies refilling and summoning them at the same rate. When other Swamp Art techniques are used (Swamp Art CJ to follow) the swamp itself follows Strix' movements to attack and defend to her whim.
As a base technique, this is a core behind Swamp Arts that allows Strix to perform the rest of her Swamp Arts. While the swamp itself can attack, it doesnt do physical damage, but simply stick to any opponents that are struck by its mud. If caught by the mud and dragged underneath, the opponent will pass out after 1 turn.
Notes:
-Counts as 2 of the users move in a turn
-Can only be used 3 times with a 3 turn cooldown inbetween
-Can be used to initiate the 'Swamp Arts' style
-Fireflies will contantly be spawned to the Swamp, however if all fireflies are destroyed, it will take 1 turn before they come back to surround the user in Short range
-Prestige Custom

Declined. You cannot combine Yang with CSCJ.
 
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Arthorius

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(Genjutsu: Abusaromo no Iwari) — Illusionary Technique: Absalom’s End
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly impaled from behind by one or several blades, this will prevent the opponent from moving as the blades are all curved and hooked to prevent mobility. Once this has happened figure/figures will step in front of the victim holding the blades, these figures can either be simply visually similar to creations of the sea of life, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage caused by the blades.
Note: While the victims can't run or walk they can make handseals, so it's not a full body paralysis.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.
Approved

(Genjutsu: Karaku Natta Kagami) — Illusionary Technique: Blackened Mirror
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be trapped in a genjutsu completely, the user however will also be cast in the illusion trapping them both, inside the illusion the user will take on the form of the opponent, however they will have dark grey chitinous skin, red eyes and red lines across their body. Inside the illusion the user is free to attack the paralysed opponent and no matter what the opponent does inside the illusion they will be entirely unable to avoid damage, with the exception of breaking it of course.
Note: Any attacks done inside the illusion by the user are done via freeform but the opponent will only take the mental damage of the illusion each turn, each individual attack doesn't inflict it.
Note: Can only be used twice.
Declined: Why are you also placing yourself in this illusion? Why not just state your opponent sees an illusion of yourself in the Genjutsu? Also, state what exactly will be damaging the opponent in this gen.

(Seimei No Umi: Hokubu Keiji) — Sea Of Life: Hokubu Revelations
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Releasing the sea of life from the soles of their feet, the user will pump huge amounts of the mud like substance in to the earth, the heat and power of the sea of life will hollow out the earth, however the earth won’t be visibly cracked on the surface level initially. After a set amount of time however the ground under the user and all around the area up to long range will become the sea of life, at which point the user can cause it to crack and erupt forth with a handseal, depending on the time that the user spends before triggering the eruption will determine how much of the area is converted. Impact damage will be caused to anyone touched by the sea of life who isn’t immune to it. Two turns after the user has triggered the cracking earth, they will be able to summon forth familiars from the swamp, these familiars will be formed from the sea of life made from bugs that rest in the earth they can appear as demonic beetles or worms, they carry the amino-geis but cause no damage, relying on latching on to other living beings to convert them.
Note: The technique will start at short range and each turn will add a range, at four turns the user can convert an entire landmark in to the sea of life, but doing this will count as two usages of the technique.
Note: The technique carries the Amino-Geis and can convert life that comes in to contact with it, which allows the user to create the familiars.
Note: The familiars cause no damage, up to 4 can be made and can be commanded with freeform description at no move cost.
Note: Can only be used twice, once every two turns.

Approved. Made edits.

(Seimei No Umi: Han'ei) — Sea Of Life: Prosperity
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: While standing in the sea of life, the user can activate this technique. Making use of the genetic material carried in the sea of life, the user will begin to heal for 40 damage per turn for as long as they remain inside the sea of life source. This ability won't allow the user to go above their maximum health points however. While standing in the sea of life with this ability activated the users skin will turn grey and cracked and they will be able to shave away twenty damage from any incoming physical damage. This ability causes all the sea of life the user is standing in to take on this property for beings of the sea, meaning any creations of the sea are also healed such as the users creations or slaves.
Note: The technique will last until contact with the sea of life is broken.
Note: The technique consumes no timeframe being an instant activation.
Note: Can only be used twice.

Declined. This needs to have a maximum duration, instead of just indefinite healing as long as one is in the Sea of Life. Especially since the technique shaves damage. The other issue is that the wording of the timeframe bit makes it seem like you can do things simultaneously as activating the technique. That isn't going to be the case. This will take a slot in the timeframe in the same sense of a Doujutsu being activated without being done passively.
 
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21 Savage

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(Harrier Kuchyosei: Redemption of the Harrier Gods) - Harrier Summoning Arts: Redemption of the Harrier Gods; Extensions of Kings
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The signer of the contract claps his hands and summons a pair of large wings from an Harrier Bird summoning in their world to serve as an extra limb in battle. These large wings are capable of sustaining flight and maneuverability whilst in the air at the cost of 10 chakra points per turn. These wings can maintain flight and can be sustained for an entire battle as long as the user remains conscious. Signers of the contract with access to Fuuinjutsu are able to utilize the wing's special ability which allows them to be utilized as a shield against high profile energy attacks. Through the use of a Fuuinjutsu script that comes along with the wings, once per two turns, the user creates a barrier capable of absorbing the chakra of energy related attacks (Fire, Lightning and similar CEs) of S rank and below When any energy technique has been absorbed, the wings are able to repel/deflect the absorbed energy back to the target in the same time frame (passively). While these wings are active, the user moves at his current running speed. Alternatively, while active, signers of the contract are able to utilize wind technique using the wings as a medium by flapping them and conjuring the aforementioned elemental techniques. Due to being another entity's parts, wind techniques used through the wings gain an increase in rank for A ranks and below while S ranks gain a meagre +20 damage increase.
• Need to have signed the Harrier Birds Summoning contract.
• Requires Fuuinjutsu
• Absorption can only be used four times per battle and can not be used in consecutive turns.

Declined: Summons aren't able to utilize Fuin in any fashion.
(Harrier Kuchyosei: Osun, the Goddess of Clairvoyance) - Harrier Summoning: Osun, the Goddess of Clairvoyance
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Osun is one of the special elders of the Harrier Birds Kingdom. Popular for her warm and motherly nature, she is calm and known for her excessive detest for violence; only engaging in combat in defense of her virtues & her family. Unusually blessed by the gods, Osun is nicknamed the goddess of clairvoyance as testament to her heightened intelligence and sensory capabilities. Apart from being able to use D rank & below Ninjutsu efficiently, Osun is able to sense any shinobi and differentiate between active chakra sources around her up to a landmark away, effectively discerning between the different elemental chakra natures as well as foreign chakra in both her & her allies chakra pathway; providing the chakra surge to free them from such at the cost of a move slot. This is applicable to S rank & below illusions and mind altering techniques bar MS Genjutsu and above. With her intelligence and experience as an elder summon, she understands the fiery nature of fire release, the fluidity of water release, the coarseness of earth release, the smoothness of wind techniques and the devastating intensity of lightning release. She's able to relay these information to her allies through her special ability "Afoshé." Afoshé is Osun's special ability which allows her to transmit her battle analysis, active reconnaissance and sensory information to her allies via physical contact. As long as she is with short range of her ally, she is able to make them constantly "feel" her detailed sensory information, serving as an indispensable aid in battle. This ability translates to a meagre x2 increase to allies tracking speed, gifting them her clairvoyance while she's on a battle ground. Some significant features in her appearance includes her pure white feathers, bright yellow beak/talon, her average size and her elegant natural beauty for an elder summon.

* Can only summoned once per battle.
* Summon lasts 4 turns

Declined. What do you mean when you say "D-Rank and below Ninjutsu efficiently"? At a lowered cost, like the Efficiency Specialty of -10 Chakra? If that's the case, you might as well not bother. Summons Chakra costs aren't removed from your Chakra, so you're deducting -10 from nothing anyway. Aside from that, honestly, you just have a little bit too much going on here. Low level Nin, passive Sensory up to a Landmark away, active Chakra surge for Gen dispelling and then a x2 tracking passive through contact? Try and make it a bit more streamlined, and don't make it so focused on passives.

(Sandaime' Torikeshi funōna chūmon XIX) - Sandaime' Irrevocable Order XXX
Rank: N/A
Type: Supplementary
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The Raikage's Lightning Armour is famed for increasing the user's offensive capabilities to the maximum but leaves him vulnerable defensively. Being a Lightning prodigy, this technique provides the necessary defense measures against attacks of the same element. By advancing the abilities of the Lightning Armour with Fuuinjutsu, while active, the Sandaime focuses his black lightning chakra and creates a barrier around the armour into increasing its abilities, allowing it absorb available lightning electrons/energy short range around him (by extension lightning techniques) into the armour distributing the chakra to do one of two things. First, any absorbed lightning technique would be layered on the edges of the Lightning Armour like some sorts of defence, such that when any attack comes in contact, the absorbed technique is released with full force outwards. Although this strictly follows the guidelines of elemental strengths and weaknesses. Depending solely on the rank of the technique absorbed, this determines the rank of the defense shroud. An absorbed S rank lightning would form an S rank black lightning defence, an absorbed A rank lightning would form a A rank black lightning defence and so on. An alternative usage would be to serve as a power up for the Third Raikage's lightning techniques. This translates to an increase in rank for absorbed techniques A rank and below while S ranks take a +25 damage boost. Although this ability is passive, available as long as the armour is active, it counts towards the three move per turn limit. Both usages can't be used in consecutive turns or at the same time and they can only be used once in two turns.

* Usable four times per battle
* Requires Fuuinjutsu
* Active as long as the Lightning Armour is on.
Declined: Give this a rank, chakra, and a duration. Also, specify what techniques and what ranks it can absorb. Keep your boosts to even numbers. If something is passive then it means it doesn't count as a move so it doesn't make sense when you say this still counts as a move. Specify what you are trying to say there. -Sasori

(Fūinjutsu: Monryou Fūin) - Sealing Technique: Collapsing Barrier
Type: Offensive
Rank: C-S Rank
Range: Short - Long
Chakra: Based on Rank (+20)
Damage: Based on Rank or Damage of Barrier
Description: This sealing technique allows the user to either create several barriers around a target or take control of an existing barrier, be it the user's or that of the opponent. Taking control of the opponent barrier requires chakra for the rank of the technique plus an additional 20 chakra to be spent. This means the user would spend 30 (+20) chakra for an A-rank opposing barrier. However, taking over the user's or allies' barrier would only require chakra according to the rank of the barrier. Having created the barrier or taking over the barrier of someone else, the user would make them collapse on themselves and inwards causing physical damage equivalent to the default damage of the barrier or if not applicable, the rank of the barrier i.e :- an A-rank barrier would collapse to deal 60 damage points. However, the user is able to create several layers of barrier and also able to make intricate structures via their imagination.

• Note: S Rank creation or takeover requires an handseal or an hand gesture (be it a snap, wave or clap)
• Note: Usable 2 times every 3 turns

Declined: This has been done before.

(Harrier Kuchyosei: Redemption of the Harrier Gods) - Harrier Summoning Arts: Redemption of the Harrier Gods; Extensions of Kings
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The signer of the contract claps his hands and summons a pair of large wings from an Harrier Bird summoning in their world to serve as an extra limb in battle. These large wings are capable of sustaining flight and maneuverability whilst in the air at the cost of -5 chakra points per turn. These wings can maintain flight and can be sustained for an entire battle as long as the user remains conscious. While these wings are active, the user moves at two times his current running speed. Alternatively, while active, signers of the contract are able to utilize wind technique using the wings as a medium by flapping them and conjuring the aforementioned elemental techniques. Due to being another entity's parts, wind techniques used through the wings gain an increase in rank for A ranks and below while S ranks gain a meagre +20 damage increase.
• Need to have signed the Harrier Birds Summoning contract.

Declined by Imperfect. Sorry, but this infringes upon existing techniques that allow the user to summon parts of their animals.

-------
(Harrier Kuchyosei: Osun, the Goddess of Clairvoyance) - Harrier Summoning: Osun, the Goddess of Clairvoyance
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Osun is one of the special elders of the Harrier Birds Kingdom. Popular for her warm and motherly nature, she is calm and known for her excessive detest for violence; only engaging in combat in defense of her virtues & her family. Unusually blessed by the gods, Osun is nicknamed the goddess of clairvoyance as testament to her heightened intelligence and sensory capabilities. Apart from being able to use D rank & below Ninjutsu techniques, Osun is able to sense any shinobi and differentiate between active chakra sources around her up to mid range around her, discerning between the different elemental chakra natures as well as foreign chakra in both her & her allies chakra pathway; providing the chakra surge to free them from such at the cost of a move slot. This is applicable to S rank & below illusions and mind altering techniques bar MS Genjutsu and above.

With her intelligence and experience as an elder summon, she understands the fiery nature of fire release, the fluidity of water release, the coarseness of earth release, the smoothness of wind techniques and the devastating intensity of lightning release. She's able to relay these information to her allies through her special ability "Afoshé." Afoshé is Osun's special ability which allows her to transmit her battle analysis, active reconnaissance and sensory information to her allies via physical contact. As long as she is with short range of her ally, she is able to make them constantly "feel" her detailed sensory information, serving as an indispensable aid in battle. This ability translates to a meagre x1.5 increase to allies tracking speed, gifting them her clairvoyance while she's on a battle ground. Some significant features in her appearance includes her pure white feathers, bright yellow beak/talon, her average size and her elegant natural beauty for an elder summon.

* Can only summoned once per battle.
* Summon lasts 4 turns

Approved by Imperfect.

----
(Sandaime' Torikeshi funōna chūmon XIX) - Sandaime' Irrevocable Order XXX
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Raikage's Lightning Armour is famed for increasing the user's offensive capabilities to the maximum but leaves him vulnerable defensively. Being a Lightning prodigy, this technique provides the necessary defense measures against attacks of the same element. By advancing the abilities of the Lightning Armour with Fuuinjutsu, while active, the Sandaime focuses his black lightning chakra and creates a barrier around the armour into increasing its abilities, allowing it absorb available lightning electrons/energy short range around him (S rank & below lightning techniques) into the armour distributing the chakra to do one of two things. First, any absorbed lightning technique would be layered on the edges of the Lightning Armour like some sorts of defence, such that when any attack comes in contact, the absorbed technique is released with full force outwards. Although this strictly follows the guidelines of elemental strengths and weaknesses. Depending solely on the rank of the technique absorbed, this determines the rank of the defense shroud. An absorbed S rank lightning would form an S rank black lightning defence, an absorbed A rank lightning would form a A rank black lightning defence and so on. An alternative usage would be to serve as a power up for the Third Raikage's lightning techniques. This translates to an increase in rank for absorbed techniques A rank and below while S ranks take a +20 damage boost. Although this ability is passive, it's available as long as the armour is active. Both usages can't be used in consecutive turns or at the same time and they
can only be used once every two turns. This ability can be passively activated but it costs a move to absorb techniques and it also costs a move when the lightning armor releases the lightning attack; however the boost version is passive. The user also logically cannot use this technique again until it has already used the boost/defense from a previously absorbed attack.
* Usable four times per battle
* Requires Fuuinjutsu
* Active as long as the Lightning Armour is on.

Approved: Made edits


New Submission.

(Ototon Genjutsu: Nake) - Sound Release Illusionary Art: Cry, Cricket's First Movement
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: By unsheathing their sword or any bladed item, the user forces their blade to release a loud screeching sound similar to a Drekavac, unleashing horror to the ears of anyone around causing their ears to bleed. To the victim, the blade seemingly releases a high pitch deafening sound that reaches long range, overloading the hearing of anyone in that range, making them feel like their whole body is being punctured with over a million tiny needles. The sudden experience of pain is overwhelming, causes the victim's body to vibrate, experience seizure and is capable of knocking anybody out, paralysed for two turns.
* Can only be used once per two turns.
Declined: This will need hand seals, but mainly are you sure this is an illusionary technique and not just a destructive sound wave?
 
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Vayne

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Updating, didn't bold due to overhauling the overnerfed technique z.z

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn)
Damage: 80
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have swords/shields upon the arm, with the shields being capable of shaving up to fourty five damage from clashes, and only breaking if the threshold is passed.

The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. In regards to the shield, it's strength derives from the Samurai itself, wherein the eighty damage output can be split between it's striking/attacking strength and the durability of the shield, with the maximum being a 45 shaving on the shield, leaving the striking/attacking power at 35 damage points. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.

Declined: Yeah that shaving going to have to go or drop.

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is twice that of an official sage, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily and chakra functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 3 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with the objects never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of increased energy, pleasure, emotional warmth, and distorted sensory and time perception. The increased energy deceives victims into believing they are beyond their prime condition, causing them to waste ten additional chakra points per turn to each of their techniques, without it increasing the effects of said techniques, while the pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. This emotional 'bliss' makes the afflicted more susceptible to emotion altering techniques, receiving a bigger 'shock' to their systems, causing techniques such as KI & Similar tp be increased in effects by two ranks, while emotion altering illusions (or other negative emotion affecting techniques) for instance would have a boost of twenty to their mental damage, or cause damage equivalent to it's rank if non-damaging initially. As for the sensory and time effects, those afflicted would have their attention diverted to Semiramis herself, becoming the center of their attention, reducing their tracking of those besides Semiramis by a quarter. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.

Leaving for Imperfect
Removed the shaving and related z.z

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn)
Damage: 80
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have weaponry and shields on it's limbs.

The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.
Approved
 
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(Inton / Yōton: Doragon no shokuyoku ) Yin/Yang Release: Dragon's Appetite
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 80
Damage: N/a
Description: This is an infusion jutsu similar to the hungry ghost effect, that is infused into one of the users techniques in the same time frame. This offers no defensive properties but instead only applies on the interaction with a foreign chakra, be it a jutsu or contact with the opponent themselves. Upon contact this unique parasite known as "Dragon's Appetite" consumes 10 chakra from what they come into contact with going back to the original source. If this is used on a technique it will weaken it by a value of one rank (20 damage). By consuming the initial chakra it then latches onto the source much like the hungry ghost. What's unique about this parasite is it continues to consume the chakra of what it latches onto. This "Dragon's Appetite" parasite is made sentient by the yang infused into it. It latches onto the target's chakra system.

When dragon rage is latched onto the target, it begins to consume chakra turn by turn. In the first turn it consumes 30 chakra. With this the "Dragon's Appetite" effect grows stronger within the target, on the second turn within them they consume +20 more chakra for a total of 50 chakra. Each turn the Dragon Rage grows in power and increases the amount of chakra it consumes:

Turn 1: Consumes 30 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above S rank
Turn 2: Consumes 50 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above A rank
Turn 3: Consumes 70 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above B rank, while also preventing them from using advanced fields such as fuuin. From here it continue to consume 70 chakra per turn.

Dragon Rage effect can be broken by a surge of chakra. This must be yin, yang or sage chakra. On the first turn this surge will need to be 60 chakra or higher. On the second turn, Dragon rage grows in strength, requiring a 70 chakra surge to break. This goes up by 10 with each turn.

Note: Usable twice per match.
Note: No other yin/yang jutsu in the same turn.
Note: While effecting the target, the user cannot apply another similar effect to them.

Declined: Alright this one is kind of weird because you have two different rates going on. "Upon contact this unique parasite known as "Dragon's Appetite" consumes 10 chakra from what they come into contact with going back to the original source" then you have the whole turn 1 turn 2 turn 3 thing. Try to make it more uniform by removing that first debuff as it seems it was just arbitrarily put on there. And lastly restrict this more. The restrictions are far too light. - Daemon
(Inton / Yōton: Doragon no shokuyoku ) Yin/Yang Release: Dragon's Appetite
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 80
Damage: N/a
Description: This is an infusion jutsu similar to the hungry ghost effect, that is infused into one of the users techniques in the same time frame. This offers no defensive properties but instead only applies on the interaction with a foreign chakra, be it a jutsu or contact with the opponent themselves. By coming into contact with the foreign chakra chakra it then latches onto the source much like the hungry ghost. What's unique about this parasite is it continues to consume the chakra of what it latches onto. This "Dragon's Appetite" parasite is made sentient by the yang infused into it. It latches onto the target's chakra system.

When dragon rage is latched onto the target, it begins to consume chakra turn by turn. In the first turn it consumes 30 chakra. With this the "Dragon's Appetite" effect grows stronger within the target, on the second turn within them they consume +20 more chakra for a total of 50 chakra. Each turn the Dragon Rage grows in power and increases the amount of chakra it consumes:

Turn 1: Consumes 30 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above S rank
Turn 2: Consumes 50 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above A rank
Turn 3: Consumes 70 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above B rank, while also preventing them from using advanced fields such as fuuin. From here it continue to consume 70 chakra per turn.

Dragon Rage effect can be broken by a surge of chakra. This must be yin, yang or sage chakra. On the first turn this surge will need to be 60 chakra or higher. On the second turn, Dragon rage grows in strength, requiring a 70 chakra surge to break. This goes up by 10 with each turn.

Note: Usable twice per match.
Note: No other yin/yang jutsu in the same turn.
Note: No yin jutsu above A rank in the following turn.


Updating:

Lowered the rank and fixed chakra cost, notes etc

(Doton/Katon: Balrog) - Earth/Fire Style: Balrog

Rank: S
Type: Attack/Defence
Range: Short - Long (Made short)
Chakra Cost: 40
Damage points: N/A
Description: The user will perform 3 hand seals placing his hand on the ground, quickly releasing his chakra into the ground. Out of this, a giant black beast made of earth shall arise. This earth demon is known as a Balrog, its body is made of earth and down his back are spikes of fire with fire flowing through it's entire body. This beast stands 30m tall. It has two large wings it can use to fly and two large horns on it's head, taking a humanoid form. Due to the flames in it's body, it gives off a black smoke which makes it's form hard to recognise. This beast can create weapons made of fire that can reach up to long range, be it a sword, whip etc. This costs a move and is A rank in power.

Note: This can be used twice per battle lasting up to 3 turns. Two turns between uses.
Note: While sustaining this, the user can only use earth and fire techniques, or elements made up of these two.
Note: Not earth jutsu in the following turn above A rank after this ends or destroyed.
Approved
Updating:

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic

Type: Fuuin
Rank: A / S
Range: Short (mid range blast when released)
Chakra: 30 - 70
Damage: Equal to what is absorbed.
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below, Unless the user has advance fuuin, then they can seal any elemental jutsu that contains up to 70 chakra.
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns. Unless it is done in the same turn.
Note: Can only seal one element, not elemental combinations.
Note: Usable 3 times
Declined: Where is the updating link?

New submissions:

(Katon: Muku no hai) Fire Release: Ashes of the Innocent

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will release a surge of chakra through the body turning it to ash. In this form the user's skin will look similar to an Edo's, in that their face will seem cracked, though they will have a red glow to their form due to the smouldering ash. The user can use this on their entire body or part of their body. This form comes with a couple of unique effects.

In this form, molten ash flakes off their body carried through the air, spreading to mid range around them, sticking to anything it comes into contact with, dealing 20 damage in the process. This lasts for one turn after the user leaves the state.

The unique thing about this form is that the user plays into how light ash is. Should something solid aim to strike the user's ash body, the ash will part, causing the solid object to pass through, as the ash moves around and reforms. Passing around an attack can be done once every two turns, costing a move, but can be done in the same time frame as another technique.

While in this form the user can use the unique explication of ash release, to cause their body to create a mid range explosion of ash, dealing 60 damage to anything caught in the blast. Although this would seem like a suicidal technique, the user uses this as a distraction to move undetected as his chakra will blend with that of the jutsu used, allowing the user to move up to mid range, retaining their ash form, while attacking their opponent. This costs a move being able to be used twice per battle.

Note: Lasts up to 4 turns, usable 2 times per battle, two turns between uses.
Note: While in this form, the user is unable to use water techniques.

Declined: You talk about how the flakes work after you leave this state and give no detail on how it works during it. Remove that line about after the user leave's this state. This will need hand seals. So you can't use water in this state but you're free to use anything else? Wouldn't you only be able to use fire based techniques. -Sasori


(Yinton/Kemuri: Hōrīpurizumu) Yin/Smoke Release: Holy Prism

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 40 (+10)
Damage: N/a +20
Description: This is a technique used in the same time frame as a smoke technique. First of all it will gain the chakra draining properties of Yin Release, draining 10 chakra from any technique that passes through it, weakening it by one rank (20 damage). If a person would pass through this, the smoke will drain 30 chakra from them. Should this effect absorb chakra from a foreign source in this manor, it will change in colour (the user can choose as it's cosmetic) gaining a damage increase of 20, due to the chakra absorbed (This boost comes into effect after the jutsu interaction). The second effect applies only to bodies passing through the smoke, be it the opponent, clones, summons, creations etc. This will add cause the yin chakra to pass into their body, causing an imbalance of their spiritual chakra similar to the hands of the sloth. What this means is the target will not be able to deduce genjutsu above A rank, nor will they be able to use spiritual based techniques that require more than 40 chakra (Genjutsu, fuuinjutsu etc). This effects lasts as long as they are within the smoke or for 2 full turns afterwards.

Note: Can only be used twice per battle.
Note: No yin release jutsu in the following turn.

Declined. First off, fix that Yinton crap. You wrote it right in the first custom you had in this post, and then went lost it at the end. Should revoke your YY just for that :mad:. Anyways, I'm not approving a single custom that achieves a debuff and a boost in a single technique.
 
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Daemon

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Dropping: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-15#post-21955439

Tengoku no chōkoku-ka - Heaven Carver
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Tengoku no chōkoku-ka is a legendary weapon passed down by generations of the Hyuga Clan within the main branch of the clan. Dating back to the time of Otsutsuki Kaguya, Tengoku no chōkoku-ka was claimed to have the ability to shape the Pure World itself, it's blade being used to carve out its ethereal valleys. Tengoku no chōkoku-ka is a katana with a white hilt and white scabbard with gold decoration on its hilt. Gold ornamentation can also be found half way down the scabbard with a small red gem at the design's center. Tengoku no chōkoku-ka was designed to work with the Byakugan as it allows the users to perceive the Tenketsu of the opponent to a degree no other dojutsu can match. As a result, Hyuga's can focus chakra through this blade, making a "chakra scalpel" across the length of the blade, similar to what they do for Jyuken techniques. Using the combination of these principles, Tengoku no chōkoku-ka allows the user to use this sword to target the Tenketsu of an opponent with it's slashes/stabs etc causing damage to them. Logically, this would extend to Kenjutsu used through Tengoku no chōkoku-ka also. Thus resulting in a form of Jyuken/Kenjutsu. Like Jyuken, damaging Tenketsu has adverse effects on the opponent depending on which tenketsu are damaged. The level of drawbacks depend on the Kenjutsu technique used through Tengoku no chōkoku-ka:
D - C Rank Kenjutsu techniques: When utilizing D to C rank Kenjutsu techniques, opponents struck with the technique will have their tenkestu severed resulting in the following drawbacks: Opponents will be unable to mold chakra effectively, disabling the ability to use techniques higher than S rank. This effect lasts for five turns.
B - A Rank Kenjutsu techniques: When utilizing B to A rank Kenjutsu techniques, opponents struck with the technique will have their tenketsu severed in the respective areas resulting in the following drawbacks: Opponents will be unable to mold chakra effectively; stripping away their ability to use techniques within the same timeframe as another technique (extending to passives as well). This drawback lasts a total of three turns.
S - Forbidden rank Kenjutsu techniques: When utilizing S to Forbidden rank Kenjutsu techniques, opponents struck with the technique will have their tenketsu severed in the respective areas resulting in the following drawbacks: Opponents will be unable to mold chakra effectively; disabling the usage of the Element/skill(s) they primarily specialize in. These effects last for a total of two turns.
Tengoku no chōkoku-ka cannot be used by it lonesome and can only be used to strike when utilizing a Kenjutsu/Sword based technique with the blade. However, freeform usage of the blade is still possible but with no tenketsu effecting drawbacks. Due to the conditions of it's use, it can only be used by Hyuga bios with access to the Byakugan and/or Tenseigan. This sword is not indestructible, capable of being destroyed by techniques exceeding 100 damage when it's not in usage. However, it can be repaired at the cost of 60 chakra and this can be done twice
Approved
 
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BusinessManTeno

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(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type:
Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users. Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding. This technique can be used on things such as handcuffs, all the way to Yamanaka techniques or any techniques that target the users mental state.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.
Declined: This is way too vague. You say it works on physical things then also go to say it works on spiritual abilities. Just define what exactly you mean by "bind". There's a better way to word that. -Sasori
(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type:
Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.
Approved

(Kinjutsu: Unmei No Akai Ito) Forbidden Technique: Red Thread of Fate
Type:
Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (-200 Per Activation)
Damage: N/A (-10 due to extreme chakra exhaustion)
Description: Red Thread of fate is a technique created by a shinobi who was desperate to save the lives of others. By normal means he wasnt able to find a way so he decided to go deeper into the arts of jutsu... the darker and forbidden side. By doing this, the shinobi was able to find a way to alter reality but at a heavy price. By doing a set of four handseals the user creates a cat from red thread that forms on the users shoulders. By simply touching a target, the cat can change the outcome of an event to something more favorable for the user, making the cat the gateway of altering reality. This can not directly affect the opponent only the actions. An example would be if the opponent shot an lightning arrow at the user, the technique would make it seem as if the lightning arrow randomly distorted missing the user. However, the cat only protects those about whom the user cares for meaning it cant be used on an enemy or anything. The cat also only reacts to direct attacks so the user and their allies can be transported, restrained, or indirectly attacked while the spell is active. Though the technique is simple, it is a very draining jutsu, dangerously draining. The moment this technique activates, it drains a huge portion of the users chakra.

Note: Can use the technique once and last for two turns
Note: Each Activation drains 200 Chakra per usage
Note: The technique cant be used to redirect or directly attack or harm the opponent
Note: Upon using the technique due to the major drain the user speed drop by 3 and jutsus take a -10 damage for three turns after usage. If used a second the user is limited to two turns for three turns and speed drops by 4 and jutsus take a -15 Damage for three turns
Note: The cat cant be sealed, hurt, or took away.
Declined: I don't see custom kin in your inventory.

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(Kinjutsu: Sekki Jidai) Forbidden Technique: Stone Age
Type:
Offensive / Supplementary
Rank: Forbidden
Range: Long
Chakra: 100
Damage: XX (Death to user)
Description: Stone age is a extremely forbidden technique, passed down generations to those who mastered the art of kinjutsu. Though in most cases this technique results in death for the user. This technique was used to sacrifice the life of the users to stop a village or rather seal them. The user begins by doing four handseals as they slam their hands on the ground erupting the chakra all across the landmark causing the ground to rumble like an earth shake and move, invoking the technique. Stone Age is a technique that uses the spirit and the physical body of the user to turn anything with a life force into stone gradually over several seconds. This includes humans, nature (Trees) and animals all the same. It is virtually unbreakable as it is not made of just typical earth. It channels the user's body into the form of earth, destroying their body in the process. The Caster is not "dead" but alive in the form of the earth. Due to this, normal means to break or undo it would prove useless. Upon casting the technique the users body will stay in place. This technique even though hard to avoid or break away from, outside sources are able to reverse the effects of the technique with appropriate yin or yang techniques. Those who get turned into stone take a statue like appearance and like all statues if fall over or damage, will break.
Note: Technique can only be used once at the cost of the users life
Note: Technique takes one turn to fully invoke, giving a couple seconds to avoid the technique as a whole.

Declined: I don't see custom kin in your inventory.
(Fuuinjutsu: Majutsu-shi no kyōse) Sealing Arts: Compression Of A Magician
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Compression of A Magician is a technique utilizing the barrier function of the Fuin while also incorporating normal sealing functions. This technique can only be activated upon touch, making this technique dangerous in its execution. The user will use one or both of their hands at their intended targets and/or allies. By doing this, a large barrier will instantly erect around them, quickly compressing to the size of a marble. By doing this, normally it would destroy the body but upon compressing the size of the barrier into a marble, the body also compresses as well, leaving their bodies unharmed. This technique also can be used on individual body parts, being used offensively. Upon the compression of the opponents chakra is sealed as well. This restricts the opponent from breaking out through ordinary means, or it allows the user to use it as an infiltration tactic with their allies. Though due to its nature the marbles are essentially indestructible and cant be broke from the outside thus keeping them safe from outside damage. The user is able to reverse this technique by snapping their fingers, putting them back to their original size.

Note: Can use twice per battle
Note: Can use on a max of two people at a turn
Note: Cant use techniques back to back
Note: Cant compress anything or anyone above 3x the size of the user.
Note: If used on a body part it turns offensive and does 80 Damage, while castrating that body part. (Cant be used on the head or torso, meaning no insta kills)
Note: Can break out of the technique if they wish using a full body surge technique above S rank, anything below is sealed.
Approved
(Anubisu Kuchiyose: Bamyūda) Anubis Summoning : Bermuda
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Bermuda is one of the Anubis trio of the Anubis summoning. Bermuda is also the only male and physically the strongest. Bermuda sits roughly eight feet high and very muscular. Have three sets of wing making a total of 6 individual wings. Two sets of wings resembling bug wings while the other set resemble bird like wings, in which he is able to take flight. He wears typical pharoah clothing with bandages with human like legs and animal type feet with very sharp claws. Normally all Anubis has staff due to their nature of necromancer but bermuda has a dual side weapon that resembles the edge of an axe on both sides in which he holds in the middle. This weapon is extremely heavy, weighing well over 500 lbs. Bermuda unlike his other trio master fully in the art of brute force. Using his weapon he is able to cut through any and everything being it energy, spiritually, or physically up to S rank and can do this one per battle with Forbidden Rank techniques. He masters the art of taijutsu and kenjutsu giving him a passive and freeform damage of A rank, while being able to use all taijutsu and kenjutsu related techniques that their master know. Once per battle, Bermuda will utilize his necromancer skills over the deal. He will slam his weapon into the ground controlling the dead through the soil and earth on the ground. By doing this, he will cause the ground to cave in, sinking in the opponent(s). This is not an Earth technique so lightning will not negate this technique. Upon being sunk into the ground, the opponent will eventually suffocate and be dragged into the core of the earth by the dead that resides in the soil.

Note: Can only summon once per battle
Note: The Necromancer ability has a range of Short-Long and takes on full turn to fully submerge the opponent.
Note: Due to his physical nature, he has S rank durability
Note: The Necromancer ability counts as a turn and any other Kenjutsu or Taijutsu technique (Excluding Freeform) counts as a move.
Note: Last a max of four turns on the field

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Declined: CSC Approval link?
 
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Punk Hazard

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(In'yōton, Onmyōton: Enpuresu) Yin-Yang Release: Empress
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (+80 per turn)
Damage: N/A

Description: Utilizing their supreme control over the energies that consist their chakra, this skill allows the user to temporarily mitigate the negative effects potential to the introduction of foreign materials. Energies that add to the user’s chakra supply(including the chakra of others) while being absorbed and external substances can be shaved off. Through the use of Yin-Yang Release, the user can generate a Stand out of their own flesh. Dubbed Empress, this Stand receives the redirected energy/substances in the user’s stead. Empress can be used to the user’s will, able to be used to redirect excess chakra, foreign energies that would be detrimental to normally absorb(such as Natural Energy), or even energies directed into the target through the opponent’s action(up to and including Genjutsu or energy-based infusions). Poisons and pathogens are equally as susceptible. Wounds inflicted to the user, however, cannot be transferred. Any negative or positive effects from the transferred to the Empress to no detriment to the user. Once Empress has received the redirected material, the user is able to sever the Stand from their body, effectively discarding it. Due to being forged through Yin-Yang Release, Empress has a consciousness, though it is unable to perform any actions beyond communicating to the user.
Note: Can only be utilized three times per battle with a three turn-cooldown
Note: Cannot be used on techniques above S-rank
Note: No Yin-Yang Release techniques can be activated within the same turn

Declined. You're so ugly for that formatting. Anyways, did you write this from your phone? It seems kinda hastily put together. There are sentences in here that have pretty strange/outright bad wording (see colored portions). I don't really understand what this is. As someone who has, and never will, watch JoJo, what is a Stand? Why is it you're making one out of your own flesh? And how do you discard it without killing yourself? I'm not sure how you can make your own body a sentient creation, essentially, and then just drop it like its hot when convenient for you. Unless I'm supposed to picture it like Orochimaru shedding his skin. Like if it's made of your own flesh, and it's still apart of you, why does that rid you of all these negative effects? My other problem with this is that it's blanket immunity to almost everything at virtually no cost. I also don't see a duration or limit to how much it can take.
 
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Never

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(Fuuinjutsu : Keiyaku) - Sealing Art : Covenant
Type:
Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (+10 Per Jutsu)
Damage Points: N/A
Description:
The user presses their index and middle finger against the base of the blade of their sword and swipes them up the length of it, an array of Kanji (契約 動 猟 守 写 令) is formed on the surface glowing a chosen colour to the user before setting on it as black inscriptions. Seals are placed on the user’s Chosen Ninja Tools prior to engagements with enemies; these ninja tools are usually small projectile weapons like Kunai, Shuriken or anything of the like and substitutes and remain on the user’s person until this jutsu is activated. Upon activation the tools donned with these seals on the user’s person will take up arms and float up and around the user, many of them within their vicinity floating high and low all around no more than a couple meters away and will continue to passively float around the user as they move around suspended in the same location away from them. If the user sheathes their blade (or puts their other marks weapon away) then the tools floating around them will go back into pouches or holsters wherever they were located before.

The Seals on the weapon act as a beacon or transmitter of sorts and transmit chakra-based information to the tools around the user and vice-versa. The user can swing or thrust their sword and a select number of tools can shadow said movements to aid the attack; it is down to the user to how or when the tools attack as in they can influence a delay, say for example they defend an attack with their sword or strike through one, the tools don’t have to do anything until after the attack as a sort of counter to the interaction right after. Though the main passive application of this Seal is when Techniques utilising the sword is used and a sacrifice of chakra due to this technique then the tools floating around will also gain the same properties, because of the volume of the technique increasing it will gain +20 damage OR gain a Rank. The Tools will copy how the technique channelled into the blade will act, if they are to be covered in wind and slice an opponent then the tools will, unless the user wants to add a delay to when the tools attack - the user may also split the power of the technique between the sword and the rest of the chosen tools however they like. This all works within reason.
  • Jutsu performed through this technique have the Kanji light up a chosen colour for cosmetic effect, but it also creates a small source of light around the blade.
  • Freeform Tools can be fired passively from their vicinity and any that leave it through this or otherwise are replaced by others on the user’s person.
  • Jutsu an be activated four times
  • The Array of Kanji can be created upon the length of other weapons, not just swords.
  • Must be stated on the user’s bio or referenced at the start of battle stating they have seals on their chosen Ninja Tool
Declined: Goetia already made a jutsu like this.
(Jiongu : Hojo no Nejikiri bodi) - Earth Grudge Fear : Auxiliary Threaded Body
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description:
A Passive Technique and one that is innately attached to those with the Earth Grudge Fear, their body’s genetic makeup made up in the majority of just thousands of threads. The threads shown to easily stitch up wounds and dislocate the body without any negative effects, seen when Kakuzu utilizes them in the Manga. The user would in turn have an immunity to physical fatigue drawbacks of the health system, Jiongu bios not capable of breaking their limbs or suffering from blood loss. The drawbacks of Jiongu bios is that if they lose enough health then their hearts will shut down one by one reducing the abilities they are capable of using.

Though as this body has Auxiliary support, using their medical knowledge the user has gone through the task of binding any Custom Elements they have learned to additional Hearts in their Earth Grudge Fear body. Meaning a Custom Element will have their own Mask, Form and Heart, because of this also they will have their own Health pool when separate from the body (80 each) and increase that of the Earth Grudge Fear users’ health when apart of their body by 40 for each additional Custom Element in their arsenal. The released masks will only be able to use the Custom Element bound to them and Earth Grudge Fear Techniques, this also means the user can use these Custom Elements without needing to have the Elements that make it up.
  • Must know Medical Ninjutsu
  • Must be posted in a Bio capable of utilising Earth Grudge Fear
Declined: First and foremost, Kakuzu/Dark Threads bios don't evade the physical fatigue drawbacks unless explicitly stated in the rules. Secondly, This essentially gives you some kind of max HP boost which isn't allowed through normal circumstances. Earth Grudge Fear at its heart is a kinjutsu technique and you won't be able to get something like this unless you make it a custom kin and even then its a stretch. Also, "this also means the user can use these Custom Elements without needing to have the Elements that make it up." Lmao no. This is close to a DNR as it is now. Try it with Custom Kinjutsu - Daemon

Advanced Fuuinjutsu in Inventory : x

(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together
Type:
Supplementary
Rank: N/A
Range: Self
Chakra Cost: N/A (+10 Per Heart)
Damage Points: N/A
Description:
A Body Seal developed by the Jiongu Creature; Lena.This Jutsu was created to provide a more cosmetically pleasing look to Lena’s form as well as aid her. The idea is when the Jiongu user takes their opponent’s heart they also plant a seal on it in the same instance they kill their prey. This seals a segment of the victim into their heart. These seals allow the user to passively (no time frame or move slot) to release the hearts in their bodies onto the battlefield without the need to use the “Earth Grudge Fear: Dark Threads” Technique, spending 10 chakra on each heart that they want to separate. These entities are immune to Freeform damage.

Cosmetically Instead of having masks interwoven on her back and or body she will instead have them replaced with Sealing Tattoo’s and art representing each element. These seals will move around the skin depending on how she manipulates her earth grudge fear for relevant Techniques; for example, if a Technique requires a mask to be on her shoulder, the Tattoo will move from her back to her shoulder instead. The user still has her thread stitching over her body, the seals only replace the masks on her back - the stitching all leads to the seals. When the user chooses to release the heart from their body it will not take the form of a big dark threaded mass entity, it will instead morph into the form of the victim that the heart belongs to (this will be described in the user’s biography) meaning they look human but aren’t and are made up completely of dark threads within and have stitches and threaded scars like the user’s - this entity is called the User’s Issho. These new Issho entities can speak, have the personality of the victim they resemble and think for themselves; but are under the complete command of the user and can only use Earth Grudge Fear and Elemental techniques tied to the heart they are bound to with hand seal capabilities in these new forms and don’t have to rely on performing techniques through the mouth of the masks a they have a full “body” to work with. This is all tied to the seal on the heart and back.
  • If the user wishes when they release their hearts onto the battlefield, they may have the masks on their face as an actual Mask for cosmetic purposes. The Mask can be removed from the Issho’s face to reveal their look like an ANBU mask. The mask will disperse if separated from the Issho and they return to the user’s body.
  • This is an advanced fuuinjutsu body seal, which must be posted on the user’s biography.
Declined: Yeah no. At least to the second part of the technique, thats kinjutsu. And if you are placing your hearts with seals containing your hearts, how does it interact when lets say someone stabs you where the seal is. Do the hearts still die? - Daemon

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(Jiongu : Kodai Reshen) - Earth Grudge Fear : Ancient Leshen
Type:
Supplementary/Offensive/Defensive
Rank: S-Rank/Forbidden
Range: Short - Long
Chakra Cost: 40/50
Damage Points: N/A
Description:
The User performs 3 Handseals and slams their hand on the ground, their arm will pulse and throb as their Wood and or Dark Release heart (Depending on which Rank of the Technique is chosen) passes through their arm and is fed into the ground. From the earth a Mokuton entity will be created from the ground in front of the user with a cosmetic black mist enveloping it. The Wooden Entity has a tall 10-12 foot slender looking body made of twisted rudimentary wood, rags cover it’s shoulders and waist, grass and moss can decorate it along with a skull necklace or skulls impaled from the branches that stick out of its body (Cosmetics/Looks up to the User), it’s hands’ digits are long and sharp acting basically like daggers; the most notable feature however is it’s stag skull head, large horns protruding from it. Hiding within this form is the Earth Grudge Fear heart(s) threaded within the wooden shell, piloting this wooden entity which also acts as it’s protection versus outside threats depending on the rank of the Leshen created.

S-Rank Leshen: This Version only consists of only releasing the user’s Wooden Heart into the Leshen body. The Leshen can use all Wood Release techniques without hand seals and Earth Grudge Fear techniques unless they require the use of other hearts/abilities that aren’t Wood. The Leshen’s Wood Release are also passively infused with Earth Grudge Fear threads, woven within it’s creations strengthening them with either a Rank Boost or +20 Damage to S-Ranks and higher. The Leshen can make A-Rank (60 Damage) Melee slashes with it’s long claws using a move per turn, this is classed as Taijutsu.

Spriggan Walk | Supurigan'u~ōku: The Leshen also has an ability that allows it to travel quickly, as it’s speed is basically reduced to that of a Walk. Using a move per turn the Threaded heart can escape the body by moving through the Leshen and into the ground, leaving the husk behind to get hit by an attack or just to move 10 meters away underground into another wooden husk from the ground with a black cosmetic mist erupting around it as it leaves and reappears.

Forbidden Rank Ancient Leshen: This Version releases both the user’s Wooden Heart & Dark Heart. This version has all the same abilities as the S-Rank Leshen except it can also use all Dark Release Techniques as well as any combinations with the other abilities, the Leshen has two dark marks on each of its hands. It’s melee attack also has chakra draining properties, sapping 80 chakra from the enemy if it hits.

Bastardize the Bestiary | Yarō o yarō ni suru: The Ancient Leshen has an S-Rank ability to call forth a linear swarm of birds/crows from their raised arm made of Dark Threads with Meiton channelled through them, they’ll absorb energy based attacks according to strength & weaknesses of dark and when coming into contact with enemies will sap 80 of their chakra and the threads they are made of will be used to subdue and lacerate the opponent to the spot dealing Damage of S-Rank EGF technique. If these crows absorb an attack the threads covered in blue flames increase their damage by 20 and cause internal damage on contact with their enemy.
  • S-Rank version can only be used twice per battle unless F-Rank is used then it can only be used once; F-Rank can only be used once per battle.
  • Because it is Earth Grudge Fear piloting the body, it works independently from the user but still uses their chakra pool.
  • Forbidden Rank damages the user by 20 health points due to the physical exertion to push out the two hearts at once through their arm and into the ground.
  • S-Rank Can only be used by Earth Grudge Fear bios with Wood Release
  • Forbidden Rank Can only be used by Earth Grudge Fear bios with both Wood & Dark Release
Declined: How long does this last? How many turns cooldown for the S rank version. How many times can they do the Spriggan walk? Does the Melee attack take a move in a turn? (It should btw). How long does Bastardize the Bestiary last? - Daemon
(Fuuinjutsu : Keiyaku) - Sealing Art : Covenant
Type:
Supplementary/Defense
Rank:
S
Range:
N/A
Chakra Cost: 40 (+20 extra for Quen)
Damage Points:
N/A
Description:
The user presses their index and middle finger against the base of the blade of their sword and swipes them up the length of it, an array of Kanji (契約 動 猟 守 写 令) is formed on the surface glowing a chosen colour to the user before setting on it as black inscriptions. Seals are placed on the user’s Chosen Ninja Tools prior to engagements with enemies; these ninja tools are usually small projectile weapons like Kunai, Shuriken or anything of the like that substitute them which remain on the user’s person until this jutsu is activated. Because of the seals on these weapons they cannot be turned against the user or taken control of by foreign chakra unless the user wills it.

The Seals on the weapon act as a beacon or transmitter of sorts and transmit chakra-based information to the tools around the user and vice-versa with Sealing arts like "Scroll Communication Technique" & "Medical Sealing Technique: Chakra Link" being examples. The user can swing or thrust their sword and a select number of tools on them can shadow said movements to aid the attack; it is down to the user to how or when the tools attack as in they can influence a delay, say for example they defend an attack with their sword or strike through one, the tools don’t have to do anything until after the attack as a sort of counter to the interaction right after. The Tools will copy how the technique channelled into the blade will act, if they are to be covered in wind and slice an opponent then the tools will, unless the user wants to add a delay to when the tools attack - the user may also split the power of the technique between the sword and the rest of the chosen tools however they like. This all works within reason.

Through this Covenant has a more interactive application as well called Quen, the user will re-post this jutsu and sacrifice an additional 20 chakra on top of the 40. The user will 'parry' an incoming technique with their weapon and the seals on the weapon will glow releasing a barrier from the tip of the blade in that instant around the user protecting them from any of the incoming jutsu's damage and collateral/side effects. The Array of Kanji will absorb the technique in question, each usage allows the user to absorb a technique worth up to 60 chakra - this technique will then be transmitted and turned against the opponent originating instead from one of the user's tools with the "Covenant" applied to it. The Jutsu will now be under the user's control and carry the same properties and power as it did before absorption and will last till destroyed.
  • Jutsu performed through this technique have the Kanji light up a chosen colour for cosmetic effect, but it also creates a small source of light around the blade.
  • Jutsu an be activated four times
  • The Array of Kanji can be created upon the length of other weapons, not just swords.
  • The Quen Can be done 3 times per battle with a two turn cooldown - though if a technique is still active through the use of Quen then it cannot be used.
  • This Jutsu is an advanced Fuuinjutsu
  • Must be stated on the user’s bio or referenced at the start of battle stating they have seals on their chosen Ninja Tool
Declined: Limit the number of tools this can be on because of how this is worded right now I don't want this to be able to be put on all your ninja tools. Also, reword the colored part because I don't understand what you're trying to say.
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(Jiongu : Kodai Reshen) - Earth Grudge Fear : Ancient Leshen
Type:
Supplementary/Offensive/Defensive
Rank: S-Rank/Forbidden
Range: Short - Long
Chakra Cost: 40/50
Damage Points: N/A (-20 to user)
Description:

The User performs 3 Handseals and slams their hand on the ground, their arm will pulse and throb as their Wood and or Dark Release heart (Depending on which Rank of the Technique is chosen) passes through their arm and is fed into the ground. From the earth a Mokuton entity will be created from the ground in front of the user with a cosmetic black mist enveloping it. The Wooden Entity has a tall 10-12 foot slender looking body made of twisted rudimentary wood, rags cover it’s shoulders and waist, grass and moss can decorate it along with a skull necklace or skulls impaled from the branches that stick out of its body (Cosmetics/Looks up to the User), it’s hands’ digits are long and sharp acting basically like daggers; the most notable feature however is it’s stag skull head, large horns protruding from it. Hiding within this form is the Earth Grudge Fear heart(s) threaded within the wooden shell, piloting this wooden entity which also acts as it’s protection versus outside threats depending on the rank of the Leshen created.

S-Rank Leshen: This Version only consists of only releasing the user’s Wooden Heart into the Leshen body. The Leshen can use all Wood Release techniques without hand seals and Earth Grudge Fear techniques unless they require the use of other hearts/abilities that aren’t Wood. The Leshen’s Wood Release are also passively infused with Earth Grudge Fear threads, woven within it’s creations strengthening them with either a Rank Boost or +20 Damage to S-Ranks and higher. The Leshen can make A-Rank (60 Damage) Melee slashes with it’s long claws using a move per turn, this is classed as Taijutsu.


Spriggan Walk | Supurigan'u~ōku: The Leshen also has an ability that allows it to travel quickly, as it’s speed is basically reduced to that of a Walk. Using a move per turn the Threaded heart can escape the body by moving through the Leshen and into the ground, leaving the husk behind to get hit by an attack or just to move 10 meters away underground into another wooden husk from the ground with a black cosmetic mist erupting around it as it leaves and reappears. This can be done 2 times.

Forbidden Rank Ancient Leshen: This Version releases both the user’s Wooden Heart & Dark Heart. This version has all the same abilities as the S-Rank Leshen except it can also use all Dark Release Techniques as well as any combinations with the other abilities, the Leshen has two dark marks on each of its hands. It’s melee attack also has chakra draining properties, sapping 80 chakra from the enemy if it hits.

Bastardize the Bestiary | Yarō o yarō ni suru: The Ancient Leshen has an S-Rank ability to call forth a linear swarm of birds/crows from their raised arm made of Dark Threads with Meiton channelled through them, they’ll absorb energy based attacks according to strength & weaknesses of dark and when coming into contact with enemies will sap 80 of their chakra and the threads they are made of will be used to subdue and lacerate the opponent to the spot dealing Damage of S-Rank EGF technique. If these crows absorb an attack the threads covered in blue flames increase their damage by 20 and cause internal damage on contact with their enemy. Can be used 3 times, opponent will be bound for 1 turn and lose the 80 chakra if remaining in contact with the threads each turn.
  • S-Rank version can only be used twice per battle with a three turn cooldown unless F-Rank is used then it can only be used once; F-Rank can only be used once per battle.
  • S-Rank lasts for 4 Turns, F-Rank lasts for 5. At the end of the final turn the Leshen can passively use “Spriggan Walk” to have the Masks return to the user’s body if they wish.
  • Because it is Earth Grudge Fear piloting the body, it works independently from the user but still uses their chakra pool.
  • Forbidden Rank damages the user by 20 health points due to the physical exertion to push out the two hearts at once through their arm and into the ground.
  • S-Rank Can only be used by Earth Grudge Fear bios with Wood Release
  • Forbidden Rank Can only be used by Earth Grudge Fear bios with both Wood & Dark Release
Approved with edits made - Daemon

(Shōkeimoji-Mokuton: Shifuku no reijō) Heiroglyphic-Wood Release: Blissful Writ
Type:
Offensive / Defensive
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40 (-5 per turn)
Damage: 40 - 80
Description:
The user will create a Copper Circular Glyph in the palm of their hands which is a Seal with the Kanji “Kichi 吉” that connects to another Bigger Copper Circular Glyph that is created on the battlefield somewhere else. This form of Combat is considered an artform like other Heiroglyphic Elemental Techniques, the Glyphs are patterned and personal to each user - the ones created in their hands spin into view and are about a foot in diameter; the one’s created on the field at around the same time do the same except can be much bigger (4 Meter Diameter). These Glyphs created on the field can be used as sources of Mokuton as they summon Seeds made of the user’s chakra that are made of wood like the “Wood Release: Tracking Seeds” Technique which will rapidly grow. Upon first creation of the Glyph the user can do one of a number of things;

The Glyph can release a Projectile(s) which can be as small as sharp Bullets of wood to structures as big as the Glyph itself. These projectiles are embedded with a wooden seed that when it hits the ground or technique will rapidly grow through it and many trees and branches will erupt from the ground or rip apart a technique from the inside out. When the projectile hits the ground the Trees will sprout and grow in a 5 meter radius.
When an Earth or Water Technique hits the Glyph it will be absorbed (Up to 50 chakra upon formation because of Water and Earth’s Weakness to Wood) and converted into a Wood Release structure coming out of the other side of it which will be of the same power of the absorbed technique with +20 Damage. The Structure is usually an animated entity of the user’s choosing.
This Glyph can be used to defend against a Tailed Beast Attack, if an attack infused with Bijuu chakra hits the Glyph it will be suppressed and it’s power absorbed into the Glyph. This Glyph then turns from a Brown to a black with a red aura around it. Wood Jutsu performed from it from then on have +30 Damage applied to them instead but the Glyph still only lasts for four turns on the battlefield before dispersing. All Wood Release have cosmetic red veins cracked through it.

Once one of the options have been used the Glyph remains on the battlefield for a few turns to be used for sources for Further Wood Release Techniques. As Wood Seeds keep getting produced by the floating Seal these will further empower wood techniques used through them by 1 Rank or +20 damage as the wood becomes enveloped in extra wood and vines twisting around it to buff the wood. The Glyphs cannot be removed with simple elemental interactions as they are Seals, meaning they must be absorbed, sealed or have it’s chakra directly attacked otherwise it’s intangible to solid techniques.

  • Requires Advanced Fuuinjutsu
  • Glyphs last for Four Turns on the Battlefield, only two can be on the field at a time.
  • The User can spend a move to one of the effects of this jutsu again on an active Glyph.
  • S-Rank usage can only be used 3 Times per battle, with a two turn cooldown.
  • A-Rank usage can only be used 5 Times per battle
Declined: Why does this do so much? Why is this multi ranked? The first bolded section is a hard no. The second bolded section is also a hard no because you arent getting +30 with no drawbacks. Third bolded goes in hand with the rest of this technique. Why does it do so much? Tone it down. It shoots projectiles, grows trees, absorbs earth and water techs then releases it back stronger. Then it also has an affect for bijuu then it also has an effect to boost your Wood Techniques by +20 inherently. You serious ? - Daemon
 
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Geezus

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Dropping:
Hitsuki Bō | Red Moon Bō
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: +10 per transformation
Damage: N/A
Description: The Red Moon Bō (緋月棒, Hitsuki Bō) serves as Gwendolyn Otsutsuki's primary aide in combat. It becomes the channel of her offensive prowess in hand-to-hand combat and the like, allowing her to set up violent assaults at the foe. This apparently wooden bō is incredibly long and matches the height of Gwen, a difficulty she once fought with and had successfully overcame. The Red Moon Bō's appearance is jokingly compared to a cigarette, due to its variety of colors and patterns. Both wooden ends are covered in a blood-red color accompanied by golden rings near its flat tips; while black and white both cover the center.

The only known owner, Gwen, inclines to display the Red Moon Bō's versatility and pushes it past the limits. She transfers her chakra throughout its length to control its current size, but this phenomenon can only happen as long as she touches it. This transformation happens passively but draws on the users chakra to be completed. As a nod to the jokes about the bō, Gwen keeps her tool as short and as thin as a cigarette for easier keeping, putting it between her lips regularly. Note that the bō reverts back to its original shape after losing physical contact with Gwen, and therefore needs her chakra once more to do so. When entered in combat, the Red Moon Bō can be further elongated and thickened for pummeling down enemies and literally sweeping the entire battlefield (up to long-range). This superior tactic still needs physical contact, though, and loss of focus would lead to failure and an unexpected waste of chakra. It would seem odd that Gwen can still control the movement of the Red Moon Bō despite its enlarged size. To overcome this, she simply uses Red Heaven Dominion on the bō. She primarily uses it for distant targets, acting as a massive boomerang or a large spear. Gwen is even creative when it comes to combat, able to make the bō rapidly spin to deflect weak projectiles. Seeing that the Red Moon Bō gets overused for continuous offense and defense, it never seems to shred down or get a single scratch. A presumable cause is the chakra inside the bō, making it sturdy and enduring. Seeing that it's made of wood, the Red Moon Bō is highly vulnerable to fire, but the quick and strategic use of Great Heaven Wheel makes up for the said disadvantage.

Red Heaven Dominion - A supplementary technique used in conjunction with the Red Moon Bo, it starts by the user transferring their chakra into the otherwise inanimate weapon before creating three handseals. The chakra that coats the weapon turns from blue to reddish-pink before being absorbed causing the Bo to levitate around the user and can act independentaly much along the lines of the Otsutsuki Puppet Technique. This otherwise inanimate object will now follow the user's will and thoughts while it is under the influence of this technique. This is equal to a A-rank technique last four turns and is usable twice per battle draining an additional 10 chakra from the user per turn.

Great Heaven Wheel - The commonly-utilized defensive technique by Red Moon Bo users. The technique is designed to protect the user from incoming projectiles, whether it may be elemental or not. It is one of the basic moves required to master the weapon and destroys the wall that keeps the user from approaching long-ranged fighters with their bodies. Standing firm while putting the arms in front of the chest, the user performs the three required hand seals. An ominous wind would blow from behind as the Red Moon Bō places itself in front of the user. It would rapidly start spinning rapidly, forming varicolored afterimages. Soon after a cloud of strangely-red-colored chakra, released from bō, starts gathering in a circular shape. This forms the defensive component of the technique. Any weapons that would hit the shroud would bounce off as if its blown by the wind, while elemental projectiles would dissipate into chakra and get absorbed by the bō. However, it may seemingly look overpowered, but too much chakra absorbed will overload and break the barrier, thus ending the ninjutsu. It can absorb up to 3 A-rank and below elemental techniques per event (one per usage) before the weapon will be overloaded with too much chakra, each use counting towards the user's move count.

Approval
Kyūbi no Kamen | Mask of the Nine Tails
Rank: S
Type: Weapon
Range: Short-Long
Chakra: (+40 to Killing Intent)
Damage: N/A
Description: A white mask that resembles a kitsune, this mask was crafted by Menma Uzumaki with the cooperation of the Nine Tails after he became well versed in Advanced Sealing Techniques. The inside of the mask has been inscribed with a sealing inscription with the user's blood, it gives the mask a direct connection to the chakra of the Nine Tails similar to a summoning technique. The primary function of the seal comes from the wearer being in direct contact with the seal, this contact allows the wearer access to the ability to sense Negative Emotions even outside of using any of his Bijuu Transformations, although the ability to do so is reduced. The mask only capable of giving the wearer the ability to sense the negative/evil intent in objects up to two landmarks away and 1.5x tracking. However, this mask secondary ability is to allow the Nine Tails chakra to pass through the mask and grant the user the ability to influence the negative emotion of the opponent(s). The seal comes into play when the user's own Negative Emotions spike, when the user utilizes the Killing Intent technique the seal will passively activates causing the Kitsune Mask's eyes to glow red signaling the activation. This seal allows the negative emotions and chakra of the Kyuubi to pass through the user into the technique which makes the technique much more effective. Due to the Kyuubi's ability to sense and influence negative emotions and the nature of the seal, the Killing Intent technique becomes capable of affecting any and all opponents equally regardless of rank and/or number of targets. The power of the technique solely relying on proximity to the target(s) thanks to the Negative Emotion Sensing. In short range, targets will be overcome with a gruesome visualizations that cause full paralysis becoming incapable of focusing chakra for techniques above B-rank. Targets up to mid range will hesitate in movements or stumble with handseals as they visualize the appearance of the Nine Tails behind the user through the Killing Intent released. becoming incapable of using techniques above A-rank. Targets in long range would simply be rendered incapable of using techniques above S-rank. However this ability has limited usages each use would cause the mask to crack due to the power of the Nine Tails, and after two uses with a four turn cooldown between uses, the mask will break and be rendered unusable the remainder of the battle/arc.
Note:
Requires Adv. Fuin.
Only usable by Naruto bios.

Declined. How you're doing any of this without Yin Release is beyond me. Even with Yin, some of these restrictions are insane.
Complete Revamp of abilities so did not bolded where the abilities are described.

(Kyūbi no Kamen) Mask of the Nine Tails
Rank:
S
Type: Weapon
Range: N/A
Chakra: 10 - 50
Damage: N/A
Description: A white mask that resembles a kitsune, this mask was crafted by Menma Uzumaki with the cooperation of the Nine Tails after he became well versed in Advanced Sealing Techniques. The mask is unique in that it can be recreated at will directly out of the chakra bone of the Nine Tails. This means the user can don or remove the Mask of the Nine Tails at his discretion instantly. When worn, a unique sealing formula then surfaces at the top of the mask covering the forehead with the kanji for Demon (鬼) glowing red. The first ability of this seal gives access to the Nine Tails' ability to sense Negative Emotions. Negative Emotion Sensing will now be passively active for the user outside of using any of his Bijuu Transformations, although the ability to do so is reduced. The mask only capable of giving the wearer the ability to sense the negative/evil intent in objects up to two landmarks away and a reduced additional 1.5x tracking. This mask secondary ability is to allow the Nine Tails chakra to pass through the mask in the form of positive black chakra and negative white chakra normally used to form the Tailed Beast Ball, in the same/time frame of his jutsu. The user utilizes the positive and negative chakra alongside their jutsu in such a way it provides varying effects determined by how much has been introduced.

Positive Black Chakra
Positive Black Chakra can be used in collaboration with the user's techniques in order to increase the technique's capabilities. Once the Positive Black Chakra has been introduced to an A-rank or below technique it gives it varying degrees of power, each granting the previous degree's benefits as the positive chakra is increased. By introducing an additional 20 less chakra than the original technique, (min. 10) the positive black chakra can increase the technique by +10 chakra, rendering it incapable of being affected by equal or lower rank sealing techniques up to three times. By introducing an additional equal amount of positive black chakra determined by the technique's original cost the user may raise his jutsu by a single rank or extend its range to the next benchmark up to two times. By introducing 20 more chakra than the original technique, the technique will be capable of being sustained without additional input from the user for two turns, the technique capable of dealing its original damage each turn, however only two techniques may be used per turn during this time with this being only usable once.

Negative White Chakra
Negative White Chakra can be used in collaboration with the user's techniques in order to increase a technique's capabilities. Once the negative white chakra has been introduced to a A-rank or below technique it gives it varying degrees of power,each granting the previous degree's benefits as the negative chakra is increased.. The effects strengthening as the negative white chakra is increased. By introducing an additional 20 less chakra than the original technique, (min. 10) negative white chakra will remove any boost to the opposing technique as it interacts with the user's technique usable three times. By introducing an additional equal amount of negative white chakra determined by the user's technique's original cost, as the opposing technique clashes it will be reduced by a single rank usable up to two times. By introducing an additional 20 more chakra than the original technique, the technique cause the opposing techniques it interacts with to be neutralized regardless of offensive or defensive capabilities this ability being only usable once and only two techniques preformed by the user of this in that turn and next turn.

Note:
  • Requires Advanced Fūinjutsu.
  • Only usable by Naruto bios.
  • Each degree of power introduced prevents Bijutsu techniques from being usable for one to three turns depending on the amount of chakra introduced.
Declined. This doesn't follow how the current Fuuinjutsu rules work. All sealing works on Chakra, not rank. The colored portion in the Positive chakra bit is too vague and broad to be applied to all techniques, so I'm not going to allow it entirely. It makes timeframe messy and people already can't handle basic timeframe. No to removing boosts on the Negative chakra, especially without limits. Secondary to these notes, I'm fairly sure Positive and Negative Chakra was just a mental gymnastics way of saying Yin and Yang. I also didn't see any usage limits on either of these.

(Iryō Bijutsu/Fūinjutsu - Saisei no Jutsu) Tailed Beast Medical Technique / Sealing Technique - Regenerating Power
Rank:
S
Type: Supplementary
Chakra: +5 per turn (x2 the amount healed or -200 to recreate a limb)
Damage: N/A
Description: In an effort to preserve its own life, a Tailed Beast will gradually release subtle amounts of chakra into its host's chakra system. This transfer of chakra is done utilizing the seal that binds the Tailed Beast within their Jinchuuriki, counting towards the user's body seal limit. This subtle transfer of chakra is passively active at all times and has positive benefits for the Jinchuuriki by giving them an increased healing ability. Passively, the healing ability will gradually recover the user's strength and stamina, recovering +5 HP and +5 chakra per post. However, when the Jinchuuriki and their Tailed Beast utilize this technique collaboratively it can instantly heal what would otherwise be fatal wounds. Because of the nature of Tailed Beast chakra which now has been meticulously refined for Medical Ninjutsu it can heal the user's or target's health by 80 at a much faster rate than a shinobi's chakra. However utilizing this technique in this manner, requires the user and Bijuu to expend double the amount of chakra to do so. During the healing, Masters of Medical Ninjutsu and Advanced Sealing Techniques can take this technique a step further allowing the user to not only heal but regenerate full limbs/organs as it heals the user. Usable once per event, the user can recreate a limb or organ fashioned directly from chakra much like how a Tailed Beast reforms by fashioning bone and muscle using its chakra as commonly depicted by Naruto's various Tailed Beast forms during his fight with Pein. This is done by the user introducing a new script into the pre-existing Tailed Beast's seal by the user. This may be activated by the user or when otherwise fatal damage would take place causing the script to activate and allow much more of the Tailed Beast's power to pass through to the user forcibly. In doing so, this drains the Tailed Beast significantly, rendering Medical and Tailed Beast Techniques unusable for three turns (doubled for non battle related post).
Note:
  • Usable to heal actively twice per battle.
  • Reformation of a single limb or organ including the heart and brain can be done once and in doing so renders this technique and its benefits unusable for the remainder of battle/arc.
  • Requires Advanced Fūinjutsu.
  • Must be posted in user's biography.

    Declined, DNR. Clashes with the Doctor specialty, as well infringes on Ninja World Rules on Regeneration.
(Yoroi no Bijuu) - Tailed Beast Armor
Rank:
A/S
Type: Defensive
Range: N/A
Chakra: 30/40
Damage: N/A
Description: Tailed Beast Armor is a technique that utilizes the powerful chakra of the Tailed Beast in order to create a defense comparable to the usage of Susanoo. The user will utilize this technique in its A ranked form in Version 2 or S-rank in Complete Transformation. In version two, the user may recreate the chakra bones of the Tailed Beast which enclose the Jinchurriki fully and forming a thick layer of armor capable of negating up to 60 damage from opposing techniques. In complete transformation, the full power of the Tailed Beast has been unleashed and so they can produce a stronger variation of this technique by surrounding themselves with their tail(s). The durability of the Bijuu's tails, capable of negating up to 80 damage from opposing techniques.
Note:
  • Naruto bios may use this technique in Nine Tailed Chakra Mode and Tailed Beast Mode.
  • Usable twice per rank
Approved
 
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Gutsy

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12,796
Kin
999💸
Kumi
7,554💴
Trait Points
0⚔️
(Kemuri no Sekka) - Smoke Petrification
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 (+10 to technique)
Damage points: N/A (+20 if made heavier)
Description: This technique is a form of assistance to previously made smoke techniques or it may be applied to another smoke technique that is in the process of being made [same timeframe]. Through the utilisation of the earthen element and combining it with the element of smoke, the user is capable of making smoke even lighter as compared to its normal state, allowing it to move faster than normal [twice the normal speed]. On the other hand, the user can increase the density, causing it to move at 2/3 of its current speed while giving an increase in strength to a technique [+20], and weight of the smoke allowing it to become increasingly more difficult to breathe within the smoke techniques [As such they will suffocate 1 turn faster].
Note:
Can be used/applied to a Smoke technique or natural smoke a total of 3 times in a battle
Can only be used on the same jutsu once

Declined: It was agreed that using earth density properties on a gas in this manner isn't logical or viable. -Sasori
(Ôkami no Kyōfu) - Terror of Ôkami

Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 50
Damage points: N/A
Description: This is a form of degenerative technique that is applied to a current smoke technique or one that is in the process of being made [same timeframe], by adding an additional two handseals on to the technique. Through the utilization of Yang Chakra and applying it to the smoke element, the user is capable of applying degenerative features to their smoke. The yang causes the smoke that it is applied to, in a similar fashion to the White Tiger technique, to cause individuals to lose their capabilities. While within the smoke, there will be an imbalance created in their system, forcing them to use 2x the amount of chakra ordinarily required. However, if a target stays within the smoke for more than a single turn, continuing onwards into the third turn that they are within the smoke, a more degrading effect will take hold. The yang and smoke that seeps into the target, similarily to the White Tiger will become so immense, that it will burn away their Yin Release chakra to make room for the Yang Release chakra, effectively reducing the enemy's current chakra pool/amount to 75 percent of what it previously was. This also causes excessive amount of pain resulting in a target losing focus and losing speed by 1/4th. The effects of this can be reversed though a surge of Yang, Yin, Yin/Yang, or Natural Energy of 50 chakra or more.
Note:

Can be used/applied to a Smoke technique or natural smoke a total of 3 times in a battle, with a three turn cooldown in between usages.
Can only be used on the same jutsu once

Approved with Edits Made - Daemon
 
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