Custom Jutsu Submission - IV

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Red-Robin

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(Kachū Haisha) - Vortex Vanquisher
Type
: Weapon
Rank: S-rank
Range: Short
Chakra: N/A (-50 for "Nagareboshi Kiritsu")
Damage: N/A
Description: "This sharp polearm can seemingly pierce through anything. When swung, one can almost see the rift it tears in the air. "
The Vortex Vanquisher is a polearm crafted by and for Zhongli. It is roughly 2 meters in length from the shaft's end-to-end that
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extends by an additional half meter at it's head where a ornate blade is fixed. The blade of the spearhead is quite unique, it's shine like that of white-hot steel that never cools, yet it is not hot to the touch. The shaft of the spear is capable of retracting into itself until all that is left is the half-meter length of the spearhead, allowing for convenient and easy transportation of the weapon as needed. The polearm was fashioned out of a dense chunk of metal that was located directly next to the Ryūmyaku, or Dragon Vein, that had been harvested from the depths of the Earth's crust. The Ryūmyaku are natural chakra veins that run through the Earth itself, thus the spear contains a signature of natural chakra that perpetually flows in equilibrium throughout it's entire structure. This chakra is dormant and without much effect until the wielder of the spear chooses to form a bond with the Vortex Vanquisher, tethering their chakra reserves to the polearm and causing a steady flow of chakra to infuse into it, allowing for the spear to take on a variety of transformations in it's capable functions:

Tsuchi Shukensha: "Earth Sovereign" takes effect at the moment in which the user forms a bond with the Vortex Vanquisher, stimulating the Ryūmyaku's natural chakra. Afterward, the spear's head will begin to illuminate in a bright light orange saturation. Zhongli will then, at his discretion, have the ability to pierce the head of the spear into the ground. In doing so, the aforementioned chakra infused into the spear will seek out it's former bonds with that of the leylines still present within the earth, rekindling the tether with the Ryūmyaku that it was sourced from. As a result, Zhongli is capable of harnessing the depths of the leylines, utilizing the natural chakra flowing throughout their channels to manipulate the landscape with the Vortex Vanquisher as the catalyst, scaling from minor alterations such as flattening the terrain or creating small pillars or walls of earth, to drastic proportions such as the creation of an imposing mountain of rigid stone. The capabilities are quite expansive and is left up to the limitations of the wielder's own imagination.
Note: This effect functions as a charge and counts as one of the user's 3 moves. The spear's tether lasts for up to 4 turns, allowing the user to manipulate the terrain in that time before going on a 3 turn cooldown, requiring to be recharged. This effect cannot cause damage.

Nagareboshi Kiritsu: "Meteoric Order" takes effect when Zhongli forms a bond with the Vortex Vanquisher by promptly drawing blood across the blade of the spear, then channeling 50 Chakra into it. Upon doing so, Zhongli will then lift the spear in a slashing swipe skyward overhead, which will discharge a heavy shockwave that ripples out in a 5 meter radius around him. This shockwave is purely visual and has no impact on the field or others apart from the visual effect. Once this is done, an immense Space-Time Portal (similar to that of what is made in "(Doton: Otoshibuta) - Earth Release: Dropping Lid") will appear overhead in the sky, roughly 50 meters above the surface point in which the ability was activated. As the portal forms, a destructive, bellowing meteorite of Earth varying in geometric protrusions all forming a singular structure will escape the confines of the portal, dropping the full length from it's point of conjuring until making impact with a designated point by the user up to long-range, causing devastating damage to the terrain and everything encompassing the impact zone up to medium range in radius, dealing Forbidden-rank 90 damage to anything caught in it's destructive path.
Note: This ability may only be used once per fight/encounter and counts toward one of the user's 3 moves. It may not be activated if Zhongli is currently using "Earth Sovereign," and upon use, all other abilities of Vortex Vanquisher may not be activated for 3 turns afterward.
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Notes:
  • Vortex Vanquisher can only be used by Zhongli
  • Must be an Earth-based specialist to use Vortex Vanquisher
Declined: Conceptually, this weapon is fine, but the main issue is its Meteoric Order ability. Customs involving Space-Time aren't allowed, unless the field in question actually revolves around Space-Time. Flying Thunder God, or a Space-Time MS, to name a couple. This is a smaller thing by comparison, but in regards to Earth Sovereign, there's nothing that differentiates this ability from the Earth canons that, in some way or another, alter the terrain.

Changelog:
  • "Earth Sovereign"
    • Added a multi-rank system to the earth manipulation mechanic.
    • Added a new mechanic of "field sensory," allowing for the user to sense their immediate surroundings so long as contact is made to the earth, specifically.
    • Added a new mechanic of "earth material projection/creation", allowing the use of earth chakra supplied by the user to create earthen projectiles from the spear.
    • Added a 10 chakra/turn charge requirement, as well removed the previous footnote mentioning how this ability couldn't cause damage, now that new mechanics have been implemented that suggest otherwise.
  • "Meteoric Order"
    • Removed any reference of the use of "Space-time portals."
    • Replaced Space-time portals with the utilization of a Summoning, wherein the spear is utilized as the vessel for the housing of the meteor and thus used to release the object in the described manner.



(Kachū Haisha) - Vortex Vanquisher
Type
: Weapon
Rank: S-rank
Range: Short
Chakra: N/A (-50 for "Nagareboshi Kiritsu")
Damage: N/A
Description: "This sharp polearm can seemingly pierce through anything. When swung, one can almost see the rift it tears in the air. "
The Vortex Vanquisher is a polearm crafted by and for Zhongli. It is roughly 2 meters in length from the shaft's end-to-end that
You must be registered for see images
extends by an additional half meter at it's head where a ornate blade is fixed. The blade of the spearhead is quite unique, it's shine like that of white-hot steel that never cools, yet it is not hot to the touch. The shaft of the spear is capable of retracting into itself until all that is left is the half-meter length of the spearhead, allowing for convenient and easy transportation of the weapon as needed. The polearm was fashioned out of a dense chunk of metal that was located directly next to the Ryūmyaku, or Dragon Vein, that had been harvested from the depths of the Earth's crust. The Ryūmyaku are natural chakra veins that run through the Earth itself, thus the spear contains a signature of natural chakra that perpetually flows in equilibrium throughout it's entire structure. This chakra is dormant and without much effect until the wielder of the spear chooses to form a bond with the Vortex Vanquisher, tethering their chakra reserves to the polearm and causing a steady flow of chakra to infuse into it, allowing for the spear to take on a variety of transformations in it's capable functions:

Tsuchi Shukensha: "Earth Sovereign" takes effect at the moment in which the user forms a bond with the Vortex Vanquisher, stimulating the Ryūmyaku's natural chakra. Afterward, the spear's head will begin to illuminate in a bright light orange saturation. Zhongli will then, at his discretion, have the ability to pierce the head of the spear into the ground. In doing so, the aforementioned chakra infused into the spear will seek out it's former bonds with that of the leylines still present within the earth, rekindling the tether with the Ryūmyaku that it was sourced from. As a result, Zhongli is capable of harnessing the depths of the leylines, utilizing the natural chakra flowing throughout their channels to manipulate the landscape with the Vortex Vanquisher as the catalyst, scaling in rank from D-S, from minor alterations such as flattening the terrain or creating small pillars or walls of earth (D-B Rank), to drastic proportions such as the creation of an imposing mountain of rigid stone (A/S-Rank). The capabilities are quite expansive and is left up to the limitations of the wielder's own imagination. As a result of this connection, the user becomes capable of sensing all that comes into contact with the earth up to short range away from the user's central position. Doubly, the Ryūmyaku chakra infused within the spear is capable of acting as a direct catalyst for earth material projection and creation, functioning similarly to how the user is capable of producing earth-based material from their own body through the use of earth chakra, such as mud. This effect can appear at the user's discretion, most commonly taking form when the user strikes with the spear, allowing for things such as stone spears or mudslides to be formed in tandem to the direction of the spear's attack. These sorts of material creations are considered freeform attacks, costing a move each time to use and will always form as B-rank and are accompanied with all the S/Ws corresponding to the basic earth element.
Note: This effect functions as a charge and counts as one of the user's 3 moves to activate, and requires 10 chakra/turn to maintain. The spear's tether lasts for up to 4 turns, allowing the user to manipulate the terrain in that time before going on a 3 turn cooldown, requiring to be recharged.

Nagareboshi Kiritsu: "Meteoric Order" takes effect when Zhongli forms a bond with the Vortex Vanquisher by promptly drawing blood across the blade of the spear, then channeling 50 Chakra into it. Upon doing so, Zhongli will then lift the spear in a slashing swipe skyward overhead, which will discharge a heavy shockwave that ripples out in a 5 meter radius around him. This shockwave is purely visual and has no impact on the field or others apart from the visual effect. Once this is done, an immense plume of smoke will appear overhead, roughly 50 meters above the surface point in which the ability was activated. From the drawing blood across the spear, a summoning is performed through the release of what was sealed within the spear, resulting in the appearance of a destructive, bellowing meteorite of Earth varying in geometric protrusions all forming a singular structure will breach the iconic white smoke that had formed, dropping the full length from it's point of conjuring until making impact with a designated point by the user up to long-range, causing devastating damage to the terrain and everything encompassing the impact zone up to medium range in radius, dealing Forbidden-rank 90 damage to anything caught in it's destructive path.
Note: This ability may only be used once per fight/encounter and counts toward one of the user's 3 moves. It may not be activated if Zhongli is currently using "Earth Sovereign," and upon use, all other abilities of Vortex Vanquisher may not be activated for 3 turns afterward.
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Notes:
  • Vortex Vanquisher can only be used by Zhongli
  • Must be an Earth-based specialist to use Vortex Vanquisher
Declined: Just a couple things to fix up before it's approved, all minor. Firstly, there should be size limitations on the constructs you create through Earth Sovereign. I'd say no larger than 30 meters terms of dimensions. Secondly, with the way you've described the spear's ability to project earthen material when attacking with it, it isn't freeform. Freeform means that something that isn't performed through a technique, or otherwise isn't ranked. When something carries a rank and is an offensive ability, it will virtually always cost a move to use because it carries the damage of that rank and not freeform damage. So just remove any mention of freeform in that last sentence of Earth Sovereign.
 
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BusinessManTeno

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(Suna: Suna no kawaki hanran) Sand Release: Thirst Of Sand Rebellions
Type:
Defensive/Supplementary
Rank: A (S)
Range: Short (Long)
Chakra: N/A
Damage: 60(80)
Description: Thirst of Sand Rebellions is intricate technique, created by the sand nomads to learning how to torture their opponents. By utilizing three handseals, the user causes a powerful sand vortex that spins viciously around them from one meter around them, that expands and spreads outwards. The technique is a multipurpose technique as it can be used to deflect oncoming techniques, or the most useful of the technique, by dehydrating an opponent. This is done by sand absorbing the water inside their body when the sand touches their body. By doing this, it can have adverse affects from being nauseous, to being physically weak to even passing out. Not only does this cause mild damage but it also affects the opponents body as a whole. The dehydration portion of this technique can be used without handseals, by placing their hands on the opponents body, absorbing their body, dehydrating said person. Dehydrating the opponent once causes half the damage of the rank at first, while causing opponent to use +10 more chakra to techniques due to their body losing energy. Second time the opponent gets dehydrated the damage jumps by +20 of the previous damage, and it restricts the usage of more than one S rank per turn and no forbidden rank due to their body fighting the fatigue. If the opponent gets dehydrated a third time due to the extreme dehydration they would pass out.

Note: This technique can be used a max of four turns in between the physical touch usage and the vortex usage
Note: This technique can only be used once every two turns
Note: Cant use sand techniques S rank or above in the following turn
Note: Using the extra chakra does not increase the rank of their techniques, it means that the opponent needs to use extra chakra to achieve the jutsu output unless it would fail.

Declined: The dehydration effects are more akin to Scorch Release than they are to Sand. - Daemon

( Suna: Suna yūbokumin no ibuki
) Sand Release :Breath Of The Sand Nomads
Type:
Defensive/Supplementary
Rank: B
Range: Short (Long)
Chakra: 20 (-5 per turn)
Damage: N/A
Description:
Breath of the sand Nomads is a unique technique, used to replicate a sand storm, using it for supplementary usages. The user will start by doing four handseals causing a raging sand storm to instantly summon on the field, causing large winds to also pick up, excluding a 3 meter radius around the user, being essentially the "eye" of the storm. This sand as it rages across long range is similar in sensing as the rain will of tiger technique, allowing the user of said technique to be able to sense everything that the sand touches. Upon this technique being utilized the user is able to break apart and reform anywhere where sand is present, allowing the user to travel via sand particles, or simply dodge an attack by breaking down their body and reappearing next to them. Though the sand storm does not affect sensing via chakra sources, but it does affect those who dont have sensing or sense through the five senses. This sand storm cuts the tracking down by 25%. This technique can be dispersed with a large scale Water/Lightning technique or damaging the user.

Note: Can use twice per battle and last a max of four turns
Note: Cant use any sand techniques of S rank or above when this technique is in use
Note: Dodging, or traveling via the sand cost a move (Cannot reappear in under 5 meters of the opponent)

Approved with edits made (Removed the last restriction as it didn't make sense since Sand is weak to water) - Daemon

(Fuinjutsu: Kyūmin Erementarudomein) Sealing Style: The Dormants Domain
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn, -20 per turn if used twice)
Damage: 80
Description: This technique has an application of both a body seal and a active regular fuin seal, being able to brand their body with the Kanji utilizing the technique. By applying this technique onto the user, (Be it in the start or mid way through the battle) the seal will activate causing said element to form into a small creature on their shoulders roughly the size of pakon (Kakashis Dog) This element can range from the basic elements, Advance Element, or Custom element but it needs to have an element component to it. Once the seal is active it stays dormant until an enemy is within short range. Once an enemy is within short range, the elemental creature that is on said body will instantly use a technique from said element that their body is composed of, of equal rank or lesser by using their own body as that source but having to be a projectile technique or a defensive technique that doesnt spawn larger than five meters around the user. Once the technique activates, the said creature would then disperse which the user is able to apply another seal on them, replicating this technique but will cost double the chakra to sustain it.

Note: Technique stays dormant until use
Note: Technique used from the creature can be defensive or offensive in nature, not supplementary and cant be a stream nor continuous
Note: This technique can be applied before battle in said bio. By doing this it can be activated as soon as the battle start.
Note: if applied a second time it uses double the amount of chakra to sustain said technique until active
Note: Can only be used twice per battle.

Approved with Edits Made - Daemon


(Custom Kinjutsu in inventory)

(Kōtta Tai Tan no kyūden) | Palace Of The Frozen Titans
Type:
Supplementary
Rank: Forbidden
Range: Long
Chakra: 100
Damage: XX (Death to user)
Description: Palace Of The Frozen Titans is an incredibly and powerful Kinjutsu technique which can be used in death or even alive at the cost of their own lives. This technique though isnt a fuin technique can be applied as a body seal shall the user has advance fuin but will take up a body seal slot, and slightly weaker than self initiating it. The user will do a string of 7 handseals and slam their hands on the ground. By doing this, the user inserts all of their chakra into the ground, merging with the ground being one with the land itself. By becoming one with the land, the user begins to absorb chakra into the ground at an flashing pace, this causing everything on the landmark/island to be forced into fusing with the ground itself by essentially "feeding" the land causing those who are caught in this technique to become encased by the land which takes the form/look of crystallization starting from their legs upward. As this technique continues it restricts any technique from being channeled into the ground and the initial activation of the technique leeches so much chakra at one point so fast that the opponent cant use techniques that need to be sustained for two techniques. Once a certain amount of turns go by, by sacrificing their life everybody caught up in this technique would essentially become sealed and fully encased inside what LOOKS like a crystal but is the simply the nutrients for the land now. This technique can be used in death if a seal is applied as long as any body part is present on the field but slightly weaker than self invoking said technique, as this technique spreads incredibly faster but the range only reaches out 20 meters, encasing opponents, fusing them with the land.

Note: Technique takes One turn to Invoke (Starting the encasement), and one turn to finish it. In that time the user isnt able to use any techniques that utilizes their hands as its being fused with the earth
Note: Upon the first turn of the technique it quickly saps out 150 Chakra from the opponent as the encasement starts
Note: No matter if the opponent breaks out of said technique, they will be sealed if nothing is done to protect them or until they kill the user, which would stop the technique.
Note: Technique is classified as Kinjutsu, thus the nature of the technique causes the user to lose his life if the technique is succesful.

Declined: Not for the concept, but proofread this please and rewrite it and get back to me. It's hard to read through due to a lot of errors. But some general stuff about this technique if you fuse with the ground how will they harm you? By just attacking the ground in general? Also in your notes if they break out of the technique, how would they still be sealed? - Daemon
 
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Fomo

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[ Fūinjutsu: Kogetsa Shīru ] Sealing Style: The Scorched Seal
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra: None
Damage: None
Description: Prophesized as an omen for impeding destruction, Benimaru was accused for summoning the vengeance of Acala. Foretold as the God of Destruction and Wrath within the Fire Temple’s philosophy, the elder monks thought that Acala had taken form as Fidchell – a spirit bound to Benimaru due to his tainted desires. The monk was punished with not only exile but becoming the vessel for said creation. Much like the seal in which Jinchuriki is sealed within the host, this technique allowed Benimaru to seal Fidchell within themselves. The technique behaves as a body seal, located on the user’s entire back with the Kanji for “Destruction”. The link between Fidchell and Benimaru has altered the appearance of the latter, evident by the shift in his eyes. The right pupil is a red circle with a black dot in the middle but the iris is black. The left eye features a red iris with a white cross-shaped pupil. The link has also empowered the abilities of the vessel, allowing Benimaru to perform Forbidden Rank Techniques and ignore the recoil damage in exchange of chakra exhaustion. This means should the vessel lose 50 Health Points, instead 50 Chakra Points would be drained. In addition, the control and utilization of chakra has been enhanced which results in the vessel needing to spend 10 Chakra Points Less Per Jutsu Activation or Per Turn a Jutsu remains in use ( the latter takes priority if such situation is relevant ). Despite this union, Fidchell can still utilize the Chakra Transfer Ability although with an enhanced prowess - allowing for 1.5x increase in the standard amount of chakra that can be transferred. The Scorched Seal is not without flaws: Fidchell will meet death if Benimaru is killed in battle, Fidchell is unable to travel through the Ninja World, Fidchell is still capable of mental communication but it cannot aid in escaping Genjutsu, and most importantly if Fidchell is ever forcefully unsealed from Benimaru then that would result in death. The Scorched Seal Must be Mentioned in Bio. This Seal is Considered a Body Seal, Therefore Passive and Doesn't Cost a Move Slot.

Declined, few issues present, this seal would require Advanced Fuuin to work. Normal Fuuinjutsu cannot seal living beings or entities and Body Seals cannot be created if Advanced Fuuin isn't used. A link to Advanced Fuuin restrictions can be found here but a general rule of thumb is: If it is placed on your body or someone elses body, if it takes chakra from someone and adds it to your own chakra pool, if it is S rank or F rank, if it seals something like their ability to use x field or augments the ability to use y field, or if it seals/unseals more abstract concepts such as memories or feelings or things of that nature then it is an Advanced Fuuin.

As for the abilities themselves, The first two abilities mentioned don't line up; recoil damage is when you use a technique and is deals damage to you as collateral so you losing 50 damage from other sources wouldn't translate to 50 chakra loss. The 10 less chakra ability isn't an issue nor the chakra transfer ability but this factors out to 4 abilities on one Seal like such. Compared to the other, Drackos has the ability to raise the fields his Creation uses by 20 additional damage as well as use an elemental field without handseals that his Creation has and his Seal uses YY and Advanced Fuuin to justify it's abilities. I don't think all 4 of these are going to fly in one seal, maybe 3 but definitely not all 4.
 
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Vayne

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Removed and clarified


(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of in silver coloring with a tint of purple. In it's partial release, it assumes the shape of that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the absorbed substances would be infused into the weapon and be enhanced by either increasing their lethality by a rank, increasing their resistance to 'cures' by a level, or having their detrimental effects reach their next progression stage. Notably, each substance can only be enhanced by one quality of the three. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
Declined: I already told you why.

NT bio
(Nano Henkan: Fukkatsu ) - Nano Transformation: Resurgence
Type: Supplementary
Rank: N/A
Range: Short - Mid
Chakra: +10
Damage: N/A
Description: Maximizing the usage out of their microscopic cybernetic composition, the user is able to alter and modify how said composition behaves when performing a Nano Transformation related technique, specifically relating to the addition of rotations into the movement of the NT components. By virtue of these rapid rotations, the affected technique would be capable of producing currents of winds akin to those of the Leaf Dragon God without impeding on the techniques inane functionality. However, unlike in LDG where the currents are the product of a single powerful movement, those of Resurgence are the product of multiple movements rotating in a aligned sequences, typically supplementing the movement of the NT technique.

These currents behave in one of two manners depending on the type of rotation they take, the first being an 'outwards' rotation which serves to repel objects and as a defense mechanism, while the second is an inwards rotation that serves to draw objects towards the NT technique, as a supplementary/offensive mechanism. Due to the presence of multiple rotations and the NT being highly responsive to the user's commands, the user can control at which points repelling or drawing in occurs from, preventing any unnecessary casualties. Strength wise, it would repel based on the NT's rank, and likewise draw in at equal strengths, with A rank and above being able to affect up to mid range while lower ranked can affect up to short range. Naturally this occurs in the same timeframe of utilising a NT related technique/tool and last as long as the NT is still in play. Should the NT technique have it's own A.I/sentience, it can perform this technique itself without it counting towards the user's jutsu limit. Usable 4x per battle.

Declined: Using Konoha Ryujin like winds to draw in enemies into an attack is something similar to what my Eight Deva Guardians technique does. The repulsion part is fine though. The repel mechanic would work on Damage-Damage interaction not rank. Also this will certainly cost a move in a turn if an A.I. uses it. It also won't last as long as the technique is in play. - Daemon

(Nano Henkan: Suringā ) - Nano Transformation: Slinger
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (5)
Damage: N/A
Description: Utilising their Nano Transformation when releasing a physical technique from short range, the user is able to supplement the released attack in one of two ways. The first is by releasing a swarm of NT behind the technique, having it be a replica of the released attack composed of the user's own NT material. The replica, being composed of NT is harder to detect and would lay dormant until the afflicted technique is weakened or destroyed or overcame, upon which the NT would come into play. The NT would serve to restore the technique back to it's optimum strength by filling in the gaps per se, with the now combined technique being treated as a combination technique with NT. The second usage is by releasing the NT into the technique and have it act as a coating for the technique wherein the layer of NT would serve as a protective layer for the technique with the NT acting as a means to cause attacks to slide/skid away from the affected technique due to how the NT would be formed around it. Strength wise the NT would be sufficient to defend from techniques one rank lower than that of the affected technique, typically making it only a mere buffer to lower the offensive techniques in effect. It's true strength is due to it enabling the performance of other NT through the coating, opening up options for the user. Usable four times, and only on physical techniques that originate from short range around the user, lasting as long as the affected technique is in play.

Declined: The second application of this technique is fine while the first is not. Not gonna allow you to recreate a technique that was just overcome using Nanotech. I feel like ideas like this have been tried before and I think I recently declined a Yang technique that tried to do the same. So If I don't let Yang do it, Nano Tech would have to fall in line behind that. - Daemon

Updating https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-19#post-20861561

(Sodaina Gyorai Shin) - Grand Torpedo Needles
Rank: A
Type: Attack/Supplementary
Range: Short - Mid (Long range activation)
Chakra Cost: 30
Damage Points: 60
Description: Similar to how torpedo needles work, the user would throw/place any nail like constructs onto the field/surface(After infusing them with chakra). Upon impact the nails would dig themselves into the ground/surface. Unlike the original technique in which hundreds of small nails would shoot out of the ground/surface, hundreds of chakra infused nails would shoot out. The nails would have a small coating of pure chakra surrounding them once they are shot, thus they would be bigger(1.5 meters) and deadlier. This however removes the stealth trait of the original technique but does more damage. Alternatively, the user can apply this as an infusion to projectile techniques such as those of Guns and similar, allowing them to have a second somewhat stealthy follow up attack. This variation would cost +10 for the projectile technique.
-Five times per battle.
-The nails can travel up to mid range length(15m). However they can be activated with a hand seal from long range distance.
- Can be triggered up to two turns after their initial usage, or simply post contact for projectile technique variation.
Approved
Removed first, adjusted wording and added same t/f.

(Nano Henkan: Suringā ) - Nano Transformation: Slinger
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (5)
Damage: N/A
Description: Utilising their Nano Transformation when releasing a physical technique from short range, the user is able to supplement the released attack/technique. It is accomplished by releasing the NT into the technique and have it act as a coating for the technique wherein the layer of NT would serve as a protective layer with the NT acting as a means to cause attacks to slide/skid away from the affected technique due to how the NT would be formed around it. Strength wise the NT would be sufficient to defend from techniques one rank lower than that of the affected technique's strength/rank, typically making it only a mere buffer to lower the hostile techniques in effect. It's true strength is due to it enabling the performance of other NT through the coating, opening up options for the user, with it being able to occur in the same t/f as coating. Usable four times, and only on physical techniques that originate from short range around the user, lasting as long as the affected technique is in play.

Approved - Daemon

Approved CW
Custom Weapon Technique
(Hairihhi Bōgun: Kanzen Ni) - Holy Bow: Vollständig
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Vollständig, literally meaning "in full", is the Holy Bow's ultimate set of techniques that combine the weapon's innate 'Reishi' abilities with adv.fuinjutsu and medical ninjutsu. These abilities elevate the weapon's inane function of absorption to include spiritual and physical factors on the level of Yin and Yang techniques, while also unlocking a new modes of attacking and a supplementary offensive technique.

(Za Desudīringu Derakkusu) - The Deathdealing Deluxe
Similar in applications to The Deathdealing base state, the Deluxe variation enables the absorption of higher level concepts of inhibiting factors such as those presented via Yin & Yang release. The barrier would now be capable of detecting said factors and absorbing them for future infusions at higher potency similar to the base version. Similar to the base version the higher potency is restricted to either increasing the damage or defensive qualities, with the former being at twenty damage points and the latter being either twenty damage points or ten additional chakra points dependent on the nature of the technique. This comes at the cost of decreasing the turns said effects would have lasted by one, with the infusions themselves lasting said duration. The Deathdealing Deluxe is capable of taking in any unranked factors from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 15 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of seventy chakra, separated by a turn interval. As in it's base form, these substances can only come into effect in the Bow's partial and full released states. Notably, the cap for absorbed substances increases by one to reach six, with up to three being absorbable in a turn.

(Howaitou~ōkā) - The White Walker
The White Walker, accessible in the partial and full release states, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) to apply an effect based on the Medical Sealing Technique: Chakra Purge technique, preventing any external chakra/energy/etc from influencing the target based on the capabilities of the aforementioned technique. However in The White Walkers, the sealing tag is replaced by either the chakra fire through the Reishi or appearing on the arrows summoned.These effects last for a single turn should the arrows graze the target or be detonated within short range of the opponent, but should it pierce them, it would last for three turns. The White Walker can only be used thrice for an additional chakra cost of seventy, and must be separated by a two turn interval, with the chakra naturally not being factored to the strength of the arrows themselves.

(Gifuto Beraihi) - Poison Realm
Accessible only in the Bow's full released state, Poison Realm allows the creation of a combing both Reishi and fuinjutsu aspects, costing seventy chakra (15 per turn). The barrier can be made as small as short range around the user or up to long range potentially covering up an entire landmass. Naturally the barrier can be used for the Bow's abilities due to it being a mixture of Reishi and Fuin, but it's main function is creating an inescapable zone of combat, both through physical movement and S/T techniques. Within the barrier neither the user or opponent can make use of S/T techniques such as summoning or other, being forced to remain in the zone until the battle ends or the user cancels out the technique. While the zone is in effect it can also be used to release the previously stored infusions in the form of a mist that can effect up to mid range dimensions, costing fourty chakra and dealing eighty damage in addition to the side effects of the infusions if any, with it lasting until removed. The barrier can be used thrice, separated by the same period it remained active, with the mist being usable thrice but most be separated by two turns at least.

Activation of Vollständig would cost ten chakra per turn, increasing the overall of using the weapon to fifteen per turn. Required Adv.Fuin.

Declined: While Custom Techniques for your CW are allowed, this essentially gives your custom weapon more abilities than it had in the original submission. It's basically a whole new set of abilities with the exception of possibly Deathdealing Deluxe. A technique like this would be easier if they were based off of the three abilities you already had in your CW. As for the abilities themselves in terms of concept, White Walker is fine. You'll have to tone down poison realm a bit by giving the opponent a way to destroy the barrier. and Deathdealing Deluxe as a concept is fine as well you just may have to shorten the usage limit. And I may have to talk to the mods to see if we'd allow a technique to absorb techniques that have no chakra value as Fuuinjutsu capable of absorbing things typically have to work through chakra interaction. - Daemon
 
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Alyx

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Black Lighting on Mirabelle bio via Harmonic Ninja Tool

(Kuroi Kaminari: Pureiadesu ) Black Lightning: Pleiades
Type:
Supplementary
Rank: B - Rank
Range: Short - Long
Chakra: N/A (+ 10 Infusion)
Damage: N/A
Description: Pleiades is an infusion technique utilized in order to turn regular lighting techniques into black lighting as well enhancing it. Through an application of the “Super Vibrating Lightning Release Sword”; the user increases the frequency of the technique in order become more destructive and sharper, while infusing with one’s black lighting chakra. This in turn causes the technique in question to gain the elemental strength and weaknesses of Black Lighting while gaining a boon in power. This boon is translated as a +1 Rank increase for techniques A rank and below however techniques S rank and above in order to gain a +20 DMG increase instead. This technique can only be used thrice per battle, lasting up to 2 turns affecting all of the user’s lighting techniques. Once activated, the user is unable to use black lightning techniques above A rank in the same nor next turn while going on a cool down of two turns after deactivating. The user adds an additional hand seal into the original technique's original sequence (if any).

Declined: Aht aht, This will only be able to affect the Jutsu its applied to not all lightning jutsu you have. - Daemon

(Kuroi Kaminari/Inton: Arutearisu ) Black Lightning/Yin Release: Altairis

Type: Defensive, Offensive
Rank: S
Range: Short - Mid
Chakra cost: 70 ( - 20 to sustain vortex/star form)
Damage Points: 120
Description: After the forming of five hand seals, the user immediately causes a swirling mass of yin infused black lightning to form. This mass, appearing similar to a vortex - will immediately pull any foreign techniques (with chakra equal to or lower than the vortex) within a five meters of it into its body, forcefully causing the technique to assimilate via Yin Release and turn into black lightning on immediate contact. As it does this, the vortex is empowered, capable of absorbing multiple techniques though only a collective of 70 chakra can be absorbed in. The user can then command the vortex to unleash into it's true form, creating violent storm of star shaped bolts of black electricity. As it travels, it violently destroys anything within it's path - seeking the opponent out at the user's control. On impact, the stars immediately explode, creating a five meter explosion. While a single star can be created, only a max of four can be produced, with the power dividing equally amongst them. This technique can only be used twice per battle. After use, the user is incapable of utilizing A rank and above Yin or Black Lightning Techniques, neither in the same nor next turn. The vortex form can be made anywhere in the terrain but can be moved around if needed, lasting two turns in said form before automatically shifting into star form in turn. Star form remains active for three turns, requiring. Shifting from vortex form into star form doesn't cost a move slot, while assimilation however cannot work on Senjutsu or Senjutsu enhanced techniques.

Declined: So you want this to be able to be made anywhere, absorb techniques, then burst into an attack that can last three turns ? - Daemon
(Kuroi Kaminari: Pureiadesu ) Black Lightning: Pleiades
Type:
Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30 (- 10 Per Turn)
Damage: N/A
Description: Pleiades is a conversion technique utilized in order to turn regular lighting techniques into black lighting as well enhancing it. Through an application of the “Super Vibrating Lightning Release Sword”; the user increases the frequency of the technique in order become more destructive and sharper, while infusing with one’s black lighting chakra. This in turn causes the technique in question to gain the elemental strength and weaknesses of Black Lighting while gaining a boon in power. This boon is translated as a +1 Rank increase for techniques A rank and below however techniques S rank and above in order to gain a +20 DMG increase instead. This technique can only be used thrice per battle, lasting up to 4 turns affecting all of the user’s lighting techniques, however they are locked into only using Lightning Release and Black Lightning as well as other non elemental skills as normal while this is activated. Once activated, the user is unable to use black lightning techniques above A rank in the same nor next turn while going on a cool down of two turns after deactivating. The user adds an additional hand seal into the original technique's original sequence (if any). Can also be activated in the same time frame as another lightning technique upon initial activation.

-Declined-, Daemon mentioned in the previous check that you couldn't have it affect all your lightning jutsu for the four turns now I know you mentioned you discussed this, now you've added some restrictions that would stop you using other stuff, the problem is for me that any jutsu like this, which increases damage for a blanket ability for multiple turns would have to be considered a mode, the restrictions seem a little lacking too locking yourself from elemental manipulation would've definitely been a big deal five years ago but in the current RP with yin and yang, not to mention things like advanced fuuin, that's a little lacking. Also you increased the duration to four turns which offsets the small restrictions added by a fair margin.

(Inton/Kuroi Kaminari: Porukkusu) Yin Release/Black Lighning: Pollux
Type:
Supplementary
Rank: B - S
Range: Offensive, Defensive, Supplementary
Chakra: 40/50/70
Damage: 80/100/120
Description: Pollux is a unique technique used in combination with one’s Black Lighting and Yin Release natures. Through the making of hand seals, the user will manifest the energies combined into one. This can be done within the air surrounding the terrain (i.e making electrical tornadoes), the ground ( i.e electrically charged solids) or even water sources ( i.e electrically charged liquids) in order to do this. In simplistic terms, this technique allows the mimicry of “Lighting Release: Levitating Blades”, but amplified with yin release. As such, the user is capable of forcefully using the energy to cut through anything with or without chakra, then using the applications of yin to morph said object into different forms (by using the energy to forcefully take control of the object in question). This allows for them to make structures such as walls, pillars, shapes and other forms possible – then controlling them to be tossed/moved towards the enemy via levitating them. These structures are only limited to the user’s own imagination; capable of making anything they desire. However, one unique usage of Pollux is more of a counter attack rather than manipulation of the terrain, which the user forms an outline shrouding the opponent’s technique. In this cause, rather than using their chakra to forcefully morph the technique; the user latches the chakra onto the foreign chakra and using mental manipulation and gestures, redirect the technique to the opponent by forcefully taking control of the chakra and guiding it. The amount of chakra one can affect can only work on technique equal to or lower of the rank applied (i.e B rank only working on foreign techniques of 30 chakra and below) while retaining the original damage of the technique. This also applies to sources that carries foreign chakra belonging to the opponent, needing equal to or less chakra than the original. In the case of self-made constructs, the material being affected will have the same black electrical outline around them t. B Rank use of this technique requires two hand seals, A rank requires three while S rank requires four. B rank can only be used four times per battle, A rank thrice per battle and S rank twice per battle. A rank usage causes technique to go on a cool down of two turns after the technique is released, preventing S Rank and above Yin and Black Lighting Techniques for the same and next turn while S rank causes a three turn cool down also resulting in them being unable to use Yin Release and Black Lightning Techniques above A rank after release, and none of the latter in the same turn nor next turn. These cannot be created within five meters of an opponent unless already within short range of them (thought must still be made at least two meters away) with construct sizes ranging from 1 to 15 meters regardless of rank when made by the user. In order to sustain control, the user must pay an upkeep of -20 chakra per turn, but this control only lasts for three turns. Cannot be used on human/animal targets but can be applied to elemental familiars/shadow clones/chakra made entities.
-Declined- At users request

(Yoton Fuinjutsu: Yume no Izumi) Yang Sealing Technique: Fountain of Dreams
Type:
Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 70
Damage: N/A
Description: Through the use of four hand seals, the user will slam their palm onto the surface of the terrain. Immediately, yang infused fuinjutsu script spreads across the terrain instantly. Once this occurs, a barrier will be forged up to mid – range around. This barrier in itself carries two affects, depending on if one is the ally/caster and one if they are the enemy. The user and their allies are subjected to constantly healing from the barrier – healing 30 HP per turn, capable of healing moderate damage while also providing a x2 speed increase to them as well provided by the nourishment of yang energy. Enemies aren’t so lucky however, as the yang chakra will instead decrease their base speed by – 5, while causing their health points to drop by 30 per turn due to their vitality being stolen from them. These effects are lightly delayed, taking affect in the turn after of being, healing/weakening the opponent in the same turn. Due to the yang nature of the barrier, the user is telepathically synced with the barrier, preventing them from healing unwanted opponents while within the barrier. The opponent can actively resist the infusion of yang energy into their body should they have Yang Release themselves, capable of resisting the effects at the cost of their move slot and an equal amount of chakra. This doesn’t affect anyone (aside from the caster) within Sage Mode as well. The script can also be destroyed (destroying the ground with at least an S Rank Technique); but can be regenerated to spread once more at the cost of a move slot (70 Chakra). This technique can only be used twice per battle, lasting four turns. While active, the user cannot use any Yin or Yin – Yang Release Techniques; while unable to use Yang Techniques A rank and above in the same nor next turn after initial activation.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22049933
-Declined- At users request

(Mayonaka ) Midnight
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Mayonaka is a powerful bow that was handcrafted by Mirabelle Nariyuki. Her desire to create a weapon that suites her combat prowess as an archer allowed her to create this weapon. Through the assistance of her mentor, Paradox, a very cryptic weapons master – she was able to finally establish and create a bow that surpassed any of her previous weaponry. The bow itself is rather basic in design – being a sleek black coloration, having a somewhat glass like finish to it . The quiver associated with the bow rests on her hip usually but can be used in any fashion she desired such as on her back. The bow’s design is strong enough to resist one S rank attack or two A ranks before shattering to another technique afterwards. The bow itself is highly focused with its design of combining fuinjutsu and archery into one. These can be found below, with some of it revolving the bow itself and the quiver tied in.

Against the Fleeing Light (N/A) – Considered the most basic ability of the bow, is passive in nature and doesn’t require a move slot. Located on the bow and within the quiver are two seals, modified version of the “Lightning Blade Creation Seal”. Upon the user taking an arrow out from the quiver, it is immediately replaced with another in order to keep the user’s arsenal of arrows continuously filled. This allows the user to summon forth any kind of arrow she has access towards, though the quiver itself utilizes unique arrows as well. These unique arrows are adaptive by nature – meaning that they are capable of transforming into any kind of arrow the user might need in combat. This includes special arrows for custom fighting styles etc those allowing for the user to complete have access to their arsenal to the fullest capacity. This also extends to techniques that create chakra based arrows, causing adaptive arrows to absorb the chakra nature of the user and transforming into the needed arrow while the bow itself acts as the chakra bow or even turning into other types of bows for other styles if any is needed to be formed. The other seal is located on the bow itself, allowing the user to seal and unseal the bow into the palm if needed or to put away when not in use or to avoid someone trying to steal it. This doesn’t cost a move as well, though most at least be within ten meters of the weapon to do so.

Stellar Predator (N/A) – The secondary and final passive of the bow, located on the golden accents of the bow. This is an empowerment, with a seal that is passively activated each time the user utilizes a technique or skill from the bow. The seal passively siphons an additional amount of chakra from the user (+10) in order to enhance the strength of the bow and arrow. This acts as a means to increase the damage of these techniques by +1 rank or +20 DMG for techniques S rank and above in power.

Bolts of Downfall (D – S) – The first active ability of the bow, in which utilizes a seal marked “energize”. Upon preparing to fire an arrow, the user can activate this seal – which causes an elemental nature or other nature transformation the user has access towards to be released. The seal then infuses the bow with said elemental nature, creating a coating around it. Once the arrow is released it soars through the skies at the intended target. The coating causes the arrow to gain the elemental properties of the chosen nature, that when striking them will react in a way the element normally does (such as fire burning the opponent, lightning shocking the opponent) etc. This can also be applied to Custom Elements or Advanced Elements. D to B rank can be used any amount of times per battle, while A rank can only be used thrice and S rank twice. A rank causes this technique to go on cooldown for two turns before utilizing it again while S rank causes this same cooldown but for three turns instead. Stellar Predator's damage increase doesn’t apply to this ability. These arrows are fired up to long range, with the coatings being applied at a short range.

Gaze of the Deep (A) - The second active ability of the bow, the user is capable of activating a seal marked as “protection ” on the bow . By activating the seal, a spherical barrier of chakra will immediately form around the user (up to short range). This barrier is laced with sealing scrip all around it, that once foreign chakra comes into contact with it – the barrier forcefully seals the technique into the seal. Once this is done, the barrier collapses afterwards. This ability can only seal chakra/techniques up to A rank (30 Chakra) but cannot be used on living creatures unless it’s a chakra made familiar. Can only be used thrice per battle, with a cool down of three turns.
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-Approved- the change seems mostly minor
 
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Skorm

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Yang is found in my inventory btw.

(Meiton/Yoton: Kurohane | Dark/Yang Release: Blackwing)
Type:
Supplementary
Rank: A-S
Range: N/A
Chakra: 60-70
Damage: N/A
Description: Blackwing is an advanced application of the dark release in combination with the aspects of Yang. The technique itself works in a fashion that the user needs to have absorbed chakra from a technique or multiple ones in order to reach the required amount to perform the technique either by using a passive technique that converts their chakra or absorption through external techniques. In the end, as the chakra has been converted through the users dark portals in their hands, they will apply the aspect of Yang upon release of the dark chakra which will create a flock of bat-shaped creatures to form from their palms all with the capabilities of flying and act on their own. There are two levels of the technique and depending on which one is used, the blackbirds have different capabilities in battle. The creatures also share one special move that they can use(it's power depends on the version used) called Blackstar. This technique requires the creature to have absorbed up to 60 chakra(for A-rank) and 70 chakra(for S-rank). Blackstar is a concentrated beam of pure dark release that deals massive damage and follows the S/W of dark release, dealing 100 dmg for A rank version and 140 for S-rank version. Blackstar can only be used once per creature and disables the creature for two turns after use where they become vulnerable. A-rank Blackstar has a reach up to mid-range and S-rank version has a reach of long-range.

A-rank
Blackwings of this nature are manifested through the aspects of Yang and dark release and naturally inherits both aspects unique traits albeit Yang has many traits mixed into it, dark doesn't. All the creatures will be able to absorb(and release) chakra following the S/W of dark release up to S-rank. They will act on their own with each creature having their own independent mind, a trait from the Yang release. Another trait that they inherit from the Yang release is that they are able to heal themselves if they lose a wing, or being almost completely destroyed by a technique or other. Much of it is referred to the touch of the sun technique but at a lesser scale and can only be done once per creature, costing a move per turn to do so. Up to four creatures can be created using the A-rank version and they all have the same speed as the user has upon creating them. They can obviously fly as well. User needs to have absorbed atleast 60 chakra points through inhaling maw or similar technique(that converts chakra into dark chakra) before being able to use this version. It can only be used three times per battle and during the creatures being present on the field, the user may not use either Yang or Dark release themselves whatsoever above B-rank. After use, the users capability of using dark and yang release gradually comes back and after one turn they can use A-rank and lesser. After two turns they can use both aspects at full scale again.

S-rank
This version is heavily influenced by the lesser version and shares all the same abilities of it except that these creatures can absorb and release up to Forbidden rank dark release. However, more chakra is used creating these creatures which gives them two things that the lesser version does not. These creatures can make full use of the touch of the sun technique(twice per creature) on themselves and others on the field. They are also created with a speed buff of x2 the current speed of the user during their creation. Naturally, that makes the technique very strong but the difference is here that the user may only create two creations instead of four like the lesser version. User needs to have absorbed atleast 70 chakra points through inhaling maw or similar technique(that converts chakra into dark chakra) before being able to use this version. It can only be used twice per battle and during the creatures being present on the field, the user may not use either Yang or Dark release themselves whatsoever. After use, the users capability of using dark and yang release gradually comes back and after one turn they can use B-rank and lesser. After two turns they can use S-rank and after three they are able to use both aspects at full scale again.
(In case of approval, dropping this [x])
(Yin/Yang in inventory)

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Eternity - 永遠
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: One of the oldest blades in existence - Eternity is currently unknown to the word and just portrayed as an urban legend said to have been crafted before the sands of time set the course for the creation of all existence. Forged from the empty space of nothingness through the forces of Yin/Yang it was created. The aesthetics of the sword taken from themes outside of this world with a helix shaped black physical material that derives from the same material that the truth-seeking orbs are consisting out of but solid. The double-helix shaped sword makes it wider than most but not necessarily bulky and in the end of the sword it has two point edges as if it was two snakes. Inside the helix - a white energy is forever glowing - a sentient pure energy that is pulsating like a white fire concealed by the helix shape that creates the two edges of the sword and finishes the point edge with one of the sharpest surfaces known to exist. The grip and hilt are decorated with a golden palette and cyan glowing shards with ancient seals covering the grip in a language long forgotten. The sword itself has a living entity within it, without form and without a mind. The entity itself was given the name Infinity and has a set of abilities it grants the wielder of the sword - all of which are under the domain of the seemingly bottomless possibilities of those who have mastered the ways of Yin/Yang - and are chosen by the sword itself. Alas, the abilities granted by Infinity are only circulating through the wielders body in the presence of the sword itself and should they lose the sword they lose its abilities the touch of Infinity. The helix-shaped dark solid matter that encases the white fire of Infinity deals tremendous amount of damage when used in battle and can cut through any materials with ease - just like a truth-seeking ball which is able to nullify chakra completely. The only chakra that can resist it is Natural chakra and Yin/Yang chakra of the same damage value. These damage values dealt with Eternity are scaled on a chart and responds to the amount of force and chakra the wielder of the sword spends on a sword strike. These chakra levels are named, whisper, voice, shout and scream listed below. These chakra levels amplifies the black solid helix and the cracks that spreads through the two edges will start to glow cyan from the users chakra. More chakra - and the blade starts to glow more intensely. While the user channels their chakra into the sword they can manipulate it as they seem fit, but the damage values are only applicable to things that Eternity actually hits. However, there is a catch to it as well. Beyond the level of "Whisper" the wielder of the sword can seperate their charged chakra from the physical sword and have it travel along the movement the sword travels like a shockwave. The concentration and density of the chakra the further down the levels you go, the further can the shockwave travel. The shockwave expands into a thin horizontal/vertical line the further it travels making it harder to avoid. The shockwave, upon impact, will deal a massive amount of damage but also cripple a targets chakra system much like that of the White Tiger technique. It will cause a rupture in the victims Yin/Yang ratio and make them unable to use Yin/Genjutsu techniques above A rank on hit with either level of the technique. The shockwave can also manifest itself to different shapes as a property of Yin, taking form of solid cubes, pyramids or whatever the user thinks of. However, doing so results in consuming two move-slots and does not change the damage value of the shockwave whatsoever. The shockwaves can also only be intercepted by Yin, Yang, Yin/Yang or Sage chakra of sufficient chakra levels. Other chakras will be consumed by the shockwave.
  • 40 chakra - 80dmg [Whisper] - No shockwave possible
  • 60 chakra - 100dmg [Voice] - A shockwave can travel up to short-range
  • 80 chakra - 120dmg [Shout] - A shockwave can travel up to mid-range
  • 70 chakra - 140dmg [Scream] - A shockwave can travel up to long-range
Wielders of Eternity are touched by the sentient white fire that is residing inside the blade at all times as long as they are atleast short-range away from the sword. Although the fire is sentient, it has no mind and no body yet it does communicate with the user in ways indescribable but are mostly connected to the spiritual realm. Through this connection, the wielder of the sword gains access to Infinity whenever they use their chakra, having it empowered by the Infinity flames consisting of Yin/Yang. In battle, the wielder of the sword is able to harness the power surging through the white fire and infuse their techniques with its power. A buff to one chosen element and one general field is given to the user of a +30 in damage to their techniques passively. A user can only have a field and an element gaining this buff if they specialize in Yin/Yang. If not, only one of the two.

Note: Each chakra infusion has a limit. Voice can be used 4x/battle with a two-turn cooldown. Shout can be used 2x per battle and limits the user from using Yin/Yang techniques for one turn. Scream can be used once per battle and limits the user from using Yin/Yang techniques for two turns but also hinders them from using techniques above A-rank for two turns.
Note: A bio using Eternity needs to state what element and field they chose to have empowered by the white fires of Infinity either in opening post of a battle or in Bio titled "Infinity Aspect".
Note: Can only be used by Skorm.

Declined, DNR and custom submission banned for two cycles. Man, you know it's going to be bad when the entire submission is prefaced with "In case this gets approved."

This is a rough one, I know. But a long time ago in a Ninja World far far away I warned you that submitting off the wall customs would land you a temporary custom ban - and here we are. What was it about Yin-Yang Release gave you the idea that you could make something like this? You not only essentially copy Truth-Seeking Orbs into a Custom Weapon, but they pretty much work the same way the actual Truth-Seeking Orbs do in how they negate chakra. Then to top it all off (and I can't believe I even have to add that in...I mean wouldn't custom TSB have been enough?) you give yourself a free 30 boost and a bizarre Shinra Tensei.

Also, do you see how I'm breaking up my decline note here? It's called paragraphs. I'm going to instill it in your writing skills now because they're so very important in life. Not just in our little imaginary roleplay, but literally for just existing in a developed country being able to write with paragraphs is important. That massive wall of text that you dropped above is impossible to digest. Split up all your customs in the future that have decent length to them.

Now, I'm DNR'ing this. But you can use the concept for the sword in the future. So it's not a total loss. Just none of the TSB, Shinra Tensei, and 30 passive boost craziness. I mean, come on? You really thought this was okay when you made it? Slapped this bad boy together, read it over (did you?!), and then said "Yeah this is sick!" *send tweet*
 
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Arthorius

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(Seimei No Umi: Genshitekina Kusari) — Sea Of Life: Primordial Chains
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: N/A
Damage points: N/A
Description: Unique to a child of tiamat with access to the Uzumaki clan chains, this powerful ability is passive and does not cost a move slot, however it will only work in conjunction with the chakra chains, upon summoning the chains from their body this technique will activate, requiring the user to post it for reference. Essentially this technique will coat the uzumaki chains with the sea of life, allowing a potent boost in power to the chains as well as an increased chakra cost due to the infusion of the sea, this number is thirty in regards to damage and ten in regards to chakra cost. In addition to the power augments this also causes the chains to carry the effects of the Amino-Geis and follow the strengths of the sea of life. This technique while extremely lethal generally, will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled by the Amino-Geis. Visually this augmentation to the chains will cause them to appear more silvery than golden, with a maleficent black crackling aura around the silver.
Note: Must be mentioned in the users biography.
Note: This ability prevents the usage of forbidden rank techniques in the same turn, with the exception of Uzumaki chains techniques of course.
Note: While this ability is not a body seal, it will occupy one of the body seal slots for the sake of balance.

Declined. Not keen on allowing Sea of Life to be combined with Uzumaki Chains.

(Seimei No Umi: Hiretsuna Ekibyo) — Sea Of Life: Vile Plague
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Manipulating the sea of life present in organisms created or controlled by the Amino-Geis will allow the user to cause the sea of life to spill out from them forcibly, this sea of life usage will only cover short range around the area it's expelled from, however it can affect multiple organisms in a single usage, allowing it to create a domino effect smothering large areas in the sea and causing powerful concussive damage to those unlucky enough to be struck. This technique while extremely lethal generally, will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled by the Amino-Geis. Visually this technique has a warning of sorts as the organisms afflicted will experience bloating momentarily and a silvery glow engulfing them before they erupt.
Note: May only be used thrice per battle.
Note: This ability prevents the usage of forbidden rank techniques in the same turn.
Note: Organisms that are used as a medium for this will take twenty damage due to the forcible expulsion.

Approved. Damage is split when you use this with multiple targets.

(Seimei No Umi: Genshitekina Genkaku) — Sea Of Life: Primordial Hallucinations
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: An ability that can be activated at will and will target those affected by the Amino-Geis, even if this target isn't completely under the control of the user. This powerful technique will manipulate the mind of the victim by quite literally rewriting the signals sent from and to the brain. At the discretion of the user this will allow them to remove two of the basic five senses of their victim, so for example they could deign to remove their sense of sight, and smell. This will cause even those who were only briefly in contact with the sea of life to be debilitated greatly. This technique while extremely powerful generally, will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled completely by the Amino-Geis.
Note: May only be used thrice per battle.
Note: Once triggered this technique will last for three turns, however this duration will be refreshed should the victim make contact with the Amino-Geis by any means.
Note: This technique can affect multiple victims at the same time with a single usage, provided they have been affected by the Amino-Geis.

Declined. If I understand this correctly, this is an attempt to target people who have been hit once or twice but have yet to fall fully under control of the Amino. I'm not keen on it being this powerful because you're targeting their senses directly. Which is honestly pretty strong and should only be possible once they have fallen under the Amino because you're targeting their brain. That said, I'm not opposed to other customs that properly balance this.

(Seimei No Umi: Imawashiki Teashi) — Sea Of Life: Abomination Limb
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 50
Damage points: N/A
Description: An ability that can be activated at will, similar in function to the autonomous arms granted by the long reach of life technique, this jutsu will summon a single large arm from the users body. This arm is capable of reaching up to mid range and grabbing enemies pulling them in to close range. Being grabbed by this autonomous arm will inflict the victim with the Amino-Geis and the hand itself has crushing force similar in effect to multiple infinite embraces. The arm persists for three turns and can grab up to three enemies at once in it's giant grip. This technique while lacking in intelligence past basic autonomy will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled completely by the Amino-Geis. The hand itself has a health pool similar to a creation, though it has reduced HP only numbering at seventy points.
Note: May only be used thrice per battle and during this techniques duration the user may not use any forbidden ranked jutsu.
Note: Once triggered this technique will last for three turns, it will reach out and grab once each turn in a 360 sweeping motion, acting by itself not requiring a moveslot or any input from the user.
Note: Being grabbed by the hand will affect the opponents with the Amino-Geis following it's standard rulings, additionally once grasped the opponents will be unable to form handseals or move freely.

Approved
 
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Geezus

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Re-subbing:
Reworded to be clearer on intent and made usage restrictions more clear as well.

Bijutsu: Haraguroi Gyakumodori (Tailed Beast Skill: Malicious Reversal)
Type:
Defensive / Supplementary
Rank: A / S
Range: Short
Chakra: 30 / 40
Damage: N/A or
Equal to the opposing technique.
Description: It is known throughout the Ninja World that Tailed Beast chakra is immensely more powerful than the chakra of the standard shinobi. By utilizing that chakra to protect themselves against threats, this technique allows a Tailed Beast and by extension their Jinchuuriki the ability to release their bijuu chakra as a quick destabilizing pressure wave towards a target technique or opponent. This pressure wave is unleashed with so much force that it dissipates short range once released, but in that time not only has the ability to neutralize elemental techniques, but the force behind the wave can even send the opposing technique back towards the opponent altogether depending on the nature of the technique and within logical reasoning. If opponents were to be caught up in this technique, they would simply be sent flying back up to long-range taking damage equal to the rank of this technique were they to collide with a solid object. This technique can be done quickly with the Tailed Beast or Jinchuuriki utilizing this technique by releasing the wave from the mouth or by swinging a limb though may be released from any point of the body while the user is transformed in his Chakra Shroud or Intial Transformation.
Note:

  • A-rank may only be used 3 times per battle and can be done without the need for the Jinchuuriki to be utilizing a Tailed Beast Transformation.
  • S-rank may be utilized twice per battle with a two turn cooldown, and only while the user is utilizing a Tailed Beast Transformation.
Declined, better but still a no right now; The line you added about dissipating short range is either under-explained or not clear. Do you mean dissipates enemy techs? How? In addition, you write it neutralizes elemental techs but that it can also send them backwards; which is it? It can't both neutralize a tech and send it back at the same time, those are two different effects and can't both happen logically without a real reasoning given. This logically can't be done by any part of the body in those forms either as it's clear that you would need to either wave a limb or tail or shout to do so. The biggest issue here though is the how behind it's reversal; I'm skeptical about the full reversal of any high damaging technique without any loss of power or proper justification; this one boils down to "I yell and any technique is reversed at full power back at the target" but the how isn't there. Is it based on chakra? Why wouldn't it be weakened if there is a clash of any kind? Why does the techniques auto fail? It would akin to someone saying "I yell and release Wind chakra and any lightning technique is reversed at full power back at the target" like yes, I have elemental advantage and strength over the technique but why is it 100% reversed at full power when in almost any other instance, damage/chakra clashing rules would take precedence? I feel if this everses it at full power, then this needs to only be used in Tailed Beasts Modes and will work based on chakra input only so if it has less chakra, then it will not work. If it's usable by Jinchuriki outside of this mode, then it will weaken the technique like usual clashes.


Updating/Revamping:



Reference Gun Based CT - Senryuu



Taking the time to update NBs first ever gun based CJs. Attempting to bring these up-to-date with today's gameplay mechanics and create some synergy with my Senryuu Gun based CT. Completely rewrote these while keeping the same principle idea behind the techniques.

(Katon: Kahoshori-Dan)- Fire Style: Flaming Phoenix Dragon Bullet
Rank:
S
Type: Attack / Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique is unique in the fact it is especially made to be utilized with Senryuu (Whriling Dragon) Scientific Ninja Tool. By first channeling fire chakra into the barrel of the weapon, the user quickly whirls the weapon as they draw a star shape in the air in front of them. The chakra flows from the barrel as it traces the star shape in the air forming a red crosshair for the user. Upon completion, the user will then fire a chakra bullet towards the star, which as the bullet passes through it quickly interacts with the star as it is transformed creating a Flaming Phoenix Dragon that is solid in nature and large enough for the user to ride upon, unharmed by the flames comprised of their chakra. The flaming creature is capable of flight and can freely attack the opponent with the ablity to carry him off along with burning him severely. The special thing about this technique is the user may cause this technique to become more destructive through the (Kyoka Maho-Dan: Enhancement Bullet) Jutsu. Alternatively, the user may perform this technique with 4 handseals, being released from the user's mouth instead.
Note
:
  • Usable three times per battle with two turn cooldown between use. If the user performs this technique with their Gun based SNT, the weapon goes into a two turn cooldown instead.
  • Dragon last up to two turns before the flames die out, during which no additional fire may be used.
Approved - Daemon

(Doton/Katon: Namu Gariri-Dan)- Earth/Fire Style: Rockscale Dragon Bullet
Rank
: S
Type: Attack / Defense
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is unique in the fact it is especially made to be utilized with Senryuu (Whriling Dragon) Scientific Ninja Tool. By first channeling earth chakra into the barrel of the weapon, the user quickly whirls the weapon as they draw a star shape in the air in front of them. The chakra flows from the barrel as it traces the star shape in the air forming a orange crosshair for the user. Upon completion, the user will then fire a chakra bullet towards the star aimed at any place comprised of solid Earth up to a mid-range radius from the user. The bullet quickly interacts with the star as it hits the ground causing the earth to form into fully stone dragon's head that is large enough to block oncoming techniques from hitting the user if it is used defensively. The dragon is able to draw upon the user's fire chakra, and utilize it to unleash an S-rank stream of fire that can melt solid rock. The Rockscale Dragon may only use this up to twice per use at the cost of a move as it is unable to move from its position, but can attack anything within short-range of it freely with its teeth and/or body. The special thing about this technique is the user may cause this technique to become more destructive through the (Kyoka Maho-Dan: Enhancement Bullet) Jutsu. Alternatively, the user may perform this technique with four handseals and slamming their hands on the ground.
Note:
  • Usable three times per battle with two turn cooldown between use. If the user performs this technique with their Gun based SNT, the weapon goes into a two turn cooldown instead.
  • Dragon last up to two turns before the rock crumbles during which no additional earth may be used.
Approved with edits made - Daemon


(Kyoka Maho-Dan) - Enhancement Bullet
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra: 40 (+20 to applied technique)
Damage: +20 to applied technique
Description: This technique is unique in the fact it is especially made to be utilized with Senryuu (Whriling Dragon) Scientific Ninja Tool. By first channeling additional raw chakra into the barrel of the gun, the user will whirl the weapon as they draw a star shape in the air in front of them. The chakra flows from the barrel as it traces the star shape in the air forming a white crosshair for the user. Upon completion, the user will then fire a chakra bullet towards a pre-existing dragon created by Senryuu. The bullet quickly interacts with the target injecting it with half the chakra spent to perform this technique, which forcibly causes the target to grow not only in size but destructive power and capability. This influx of chakra also allows for the target to last on the field one additional turn. However, the user may only use one other technique the turn this Bullet Ninjutsu is used, and this may only be utilized twice per battle with a two turn cooldown in between use.
  • Rockscale Linked Dragon Bullet - The Enhancement Bullet forcibly causes additional surrounding earth to gather and rise around the initial Earth Style: Rockscale Dragon Bullet. This additional rock then transforms causing the Rockscale Dragon to sprout two additional heads which may all reach up to mid-range striking and attacking things, each carrying the same damage value. However, only one needs to be destroyed causing the dragons crumble as they break into multiple sections of rock throughout a 10 meter area that can crush and bury anything beneath them.
  • Flaming Asura Dragon Bullet - The Enhancement Bullet forcibly causes the flames of the Fire Style: Flaming Phoenix Dragon Bullet to grow causing the dragon's body to elongate to 10 meters and brighten to the point its now white hot, and hard to look at directly. The dragon has the ability to burrow and coil short-range under the ground, lying dormant and heating up the earth making it impossible to stand upon within a 10 meter radius . One turn later, the ground has heated up to the point it also grows white hot and the dragon explodes upwards cause a volcanic like explosion that devastates anything in the 10 meter radius. Molten Earth will also be spread out across Mid-range making it important to be as far away from the explosion as possible to avoid damage. However, this explosion cannot happen if there is a large source of water covering the area the dragon burrows under, as both the ground and dragon rapidly cool as the water seeps into the earth.

    Update: The second ability has like 5 different CE/AE in it. Got White Fire in that, Shining Fire, You making Molten Earth which is just extra steps to say lava. For the first ability elaborate on what you mean by the bolded. - Daemon
Resubbed:

Omitted everything in regards to neutralizing techniques as the intent behind this technique is to reverse opposing techniques. Tweaked some of the wording a bit to try and explain how and why the reversal takes place and took into account some of the restrictions you suggested for this. Changes have been bolded to reflect this.

Bijutsu: Haraguroi Gyakumodori (Tailed Beast Skill: Malicious Reversal)
Type:
Defensive / Supplementary
Rank: A / S
Range: Short-Mid
Chakra:
30 / 40
Damage: N/A
Description: It is known throughout the Ninja World that Tailed Beast chakra is immensely more powerful than the chakra of the standard shinobi. By utilizing that chakra to protect themselves against threats, this technique allows a Tailed Beast and by extension their Jinchuuriki the ability to release their bijuu chakra as a quick destabilizing pressure wave towards a target elemental technique or opponent. This pressure wave is unleashed with so much force once released, that it has the ability to send the opposing technique back towards the opponent altogether depending on the nature of the technique and within logical reasoning. As the pressure wave and opposing technique clash, the Tailed Beast Chakra inside the pressure wave latches onto the opposing chakra and adapts its chakra to the opponents, thanks to the Tailed Beast innate ability to utilize the Chakra Transfer Technique. If opponents were to be caught up in this technique, they would simply be sent flying back up to long-range taking damage equal to the rank of this technique were they to collide with a solid object. This technique can be done quickly by releasing the wave from the mouth or a swing of a limb with or without the use of a Tailed Beast Transformation, however, the power of the reversal differs depending if a transformation is being utilized or not. When utilized without a transformation, this technique will always weaken the opposing technique it clashes with by one rank due to the clash of the two techniques and a loss of momentum as the opposing technique is sent back at the opponent. When a transformation is being utilized, a greater amount of the Tailed Beast power becomes accessible and the user becomes capable of reversing techniques without a loss in power. Although, it should be noted this technique will only work against opposing techniques that have an equal or lower amount of chakra than this technique and would otherwise fail against techniques with a larger amount of chakra being used.
Note:

  • A-rank may only be used 3 times per battle.
  • S-rank may be utilized twice per battle with a two turn cooldown, and only while the user is utilizing a Tailed Beast Transformation.
Removed the bit about the same damage value as I think it was more so redundant to have and I couldn't remember what my initial thoughts on that were. Removed all the extra shiz on the dragon and gave it one primary function/move while hopefully removing CE/AE references. Since most of the changes were removals, there was nothing to be bolded.


(Kyoka Maho-Dan) - Enhancement Bullet
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra: 40 (+20 to applied technique)
Damage: +20 to applied technique
Description: This technique is unique in the fact it is especially made to be utilized with Senryuu (Whriling Dragon) Scientific Ninja Tool. By first channeling additional raw chakra into the barrel of the gun, the user will whirl the weapon as they draw a star shape in the air in front of them. The chakra flows from the barrel as it traces the star shape in the air forming a white crosshair for the user. Upon completion, the user will then fire a chakra bullet towards a pre-existing dragon created by Senryuu. The bullet quickly interacts with the target injecting it with half the chakra spent to perform this technique, which forcibly causes the target to grow not only in size but destructive power and capability. This influx of chakra also allows for the target to last on the field one additional turn. However, the user may only use one other technique the turn this Bullet Ninjutsu is used, and this may only be utilized twice per battle with a two turn cooldown in between use.
  • Rockscale Linked Dragon Bullet - The Enhancement Bullet forcibly causes additional surrounding earth to gather and rise around the initial Earth Style: Rockscale Dragon Bullet. This additional rock then transforms causing the Rockscale Dragon to sprout two additional heads which may all reach up to mid-range striking and attacking things. However, only one head needs to be destroyed which causes the remaining heads to crumble as they break into multiple sections of rock throughout a 10 meter area that can crush and bury anything beneath them.
  • Flaming Asura Dragon Bullet - The Enhancement Bullet forcibly causes the flames of the Fire Style: Flaming Phoenix Dragon Bullet to grow causing the dragon's body to elongate to 10 meters. At the cost of a move, the dragon has the ability to burrow and coils at least five meters underground, wherever the user commands. One turn later, the dragon explodes upwards to cause a volcanic like explosion that devastates anything 10 meters above where the dragon coiled leaving a crater. However, this explosion cannot happen if there is a large source of water covering the area the dragon burrows under, as both the ground and dragon rapidly cool as the water seeps into the earth.
-Declined- I don't like the way this is referencing a SNT that isn't linked or shown, it's also a little generic it's kinda just shooting more chakra in to a technique to make it bigger, conceptually that's been done to death also it adds +20 chakra to the technique and the limit is +10 link the approval to the SNT when you resubmit this if you do.

New Submission:

Iryo Fuinjutsu/Raiton: Ranshirai - Medical Sealing Technique/Lightning Release - Chaotic Mental Lightning
Rank:
A
Type: Supplementary
Range: N/A
Chakra: 30 (+5 per Lightning Technique)
Damage: N/A
Description: The user has created a unique body seal that takes the appearance of a tribal war paint that extends from the face down the length of the user's upper body. This seal activates at the start of battle and passively grants a unique property to their Lightning Techniques. Through careful experimentation with the unique relationship between medical chakra and electricity, this body seal was created. The medical chakra that is within the seal is drawn upon as the user creates the Lightning Release. This causes the medical chakra to experience a quick nature transformation that generates a stronger electrical field based upon the Medical Technique: Chaotic Mental Collision technique. This electrical field then begins to influence the user's Lightning techniques and augments the electrical field they generate making it so they too interfere with an opponent's nervous system causing it to be near impossible to move due to the electrical signals in the body being completely swapped. The chakra that powers this body seal will cause it to glow upon the user's body generating the electrical field. Opponents that become affected by the user's Lightning techniques not only get electrocuted, but also have the effects of the Chaotic Mental Collision technique applied to them as well. These effects however are enhanced as the opponent not only has their ability to move reduced, but also their ability to track other objects as well. This is because the Lightning chakra coursing through the body also begins to interfere with the electrical signals used to interpret information which will cut the opponent's base tracking by half as well for the duration of the technique or until it is countered.
Note:
  • Users must have mastered Lightning Release, Medical Ninjutsu, and Adv. Fuuinjutsu to utilize this technique.
  • This seal will remain active as long as the user has the chakra to maintain it.
  • Must be posted to the user's biography.
-Declined- This is too much, it's an infinite duration boost to lightning that augments every single technique with the power to disable an opponent and cut their tracking in half, it's mostly unrestricted there are no drawbacks to doing this, it needs restrictions at the very least and that permanently halving tracking is wild. I won't allow this to be a passive body seal either that just works when you use lightning it'll need a trigger.
 
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Tsuki

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Jashin bio: https://animebase.me/threads/ban-sin-of-greed.768491/
Jashin training: https://animebase.me/threads/the-healthy-jashinist.779056/


(Suiton: Kyokanaku Kariru) – Water Technique: Borrow without permission
Type:
Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user manipulates moisture on, and/or around a target to scratch through the target’s skin enough to cause a droplet of blood to come out. This minuscule amount of water blends with the blood droplet, acting like a container as it quickly travels back to the user either in a condensed form or a scattered mist-like form. The minuscule amount of water cannot be tracked with the naked eye because of its speed and size combined.

Declined: How can the blood be transported back to the user if its container turns to vapor? The blood would just fall out because the water has become gaseous; non-solid. Secondly, you'd need to give the water droplet a defined speed level it travels at.

(Deruta no Kishō) – Delta’s Insignia
Type:
Weapon
Rank: S
Range: Short
Chakra: N/A (+10 activation, +5 per turn to sustain)
Damage: N/A
Description: Delta’s Insignia is a ring blade, a hula hoop like weapon extending up to 4 meters in diameter with an edge on the outside of the ring except for a minor portion of it so the user may wield it. The ring has a triangle on the inside, effectively forming the Jashin insignia. Some of the user’s blood is contained within the weapon, meaning the user has the Jashin insignia readily made with his own blood within the ring blade.

Delta’s Insignia has both an idle form (belt) and active form (ring blade). When idle, the weapon assumes the form of a regular belt worn by the user as part of his regular outfit. The active form turns it into the aforementioned ring blade. The ring blade expands from its initial idle form then remains airborne and follows the user as they move, keeping them in its center. The ring can rotate and adapt itself to not restrict the user’s movements. This is made possible because the weapon siphons and utilizes the user’s chakra as fuel which allows the jashinist to simultaneously perform techniques of their own.

The active form (ring blade) is triggered and sustained whenever the user intends to perform an ability of the Jashin clan. Essentially, when the user wishes to perform a Jashin clan ability, an extra amount of chakra is taken by the blade which acts as part of the Jashin ability because the user needs to remain inside the Jashin insignia contained within the ring blade. This consumes chakra but does not count as a move because it is just an alternative method to perform Jashin abilities. Delta's Insignia returns back to its idle form when the user chooses to end the Jashin technique.

Note: Can only be used by Inethas

Declined: This weapon effectively nullifies the potential risks/limitations of Jashin itself by behaving as a constantly active insignia that you can't be removed from.
 
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Updating Exuviae(link) to make it clear and more usable in an enviromnent where everyone seems to have extremely boosted techniques. The functionality is the same, but it is clearer, and more chakra costly now.

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae

Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Exuviae is a variant of the Insect Cocoon technique, applying the same principles of the concept by focusing chakra through the user's insects and accelerate their growth. The user will increase the chakra utilized to perform an Aburame technique and overnourish the insects, which will induce the rapid shedding and regeneration of their exoskeleton, multiplying the perceived amount of insects inside the swarm that is being used. These will be lifeless, but will behave like a barrier that will instantaneously protect the swarm from any one encounter, by doubling the defence properties of the insects by one rank. This defense lasts the turn it is used or a single encounter. So, a dead Shield swarm will clash against an opposing jutsu, neutralize it or be defeated, and then the first Original swarm will follow through. This costs 20 chakra and duplicates a technique in a purely defensive form.

EX: An S Rank Aburame Technique would create a Barrier Swarm that can deal with 80 Damage of an opposing Jutsu ( Following Normal S&W, this would mean it is capable of dealing with A rank Elemental Ninjutsu and continue on as a normal S Rank Aburame technique )


Alternatively, due to the workings of the technique, the user is able to produce more chakra than the stated in the description of this technique, for a more direct approach against an opponent's technique, giving the swarm a defensive edge against boosted ninjutsu ( stat bonus, incremented combos, etc ). For every 10 chakra spent aditionally, the barrier swarm is capable of dealing with 20 aditional damage, and it is considered that elemental advantage translates into a +20 damage increase in elemental interactions.

EX: An S Rank Aburame Technique boosted with 20+10 ( one increment of +10 chakra ) would create a Barrier swarm that can deal with 80+20 Damage of an opposing Jutsu ( Following Normal S&W, this would mean it is capable of dealing with S rank Elemental Ninjutsu and continue on as a normal S Rank Aburame technique


Note: Exuviae can only be used once every three turns. Boosted Exuviae can only be used three times.
Note: Boosted Exuviae is reliant on how much chakra the user spends on the technique, and works for any usage that would require more than 20 chakra ( which is the default cost of Exuviae, for the regular usage ) to equalize.
Note: Exuviae simply increases the defensive properties, not the damage output of any swarm technique. As such, barrier swarm is nullified afterwards.
Note: This can't be applied to active swarms, it happens in the genesis of a technique, and thus happens in the same time frame as a main technique, counting as two jutsu nonetheless.

Note: Alternative usage maxes out at 3 increments of +10 chakra
Note: The user always spends just enough chakra to neutralize an opposing technique and allowing the original aburame technique to continue on. The damage description is merely defensive, it will NOT damage an opponent with the boost, only counter an opoosing technique. The sole damage done by this combination is dealt by the Original technique that is being protected.

Note: Can only be used by Aburame Clansmen.

Declined, the 3 increments are too much as we discussed. In addition, the duplication may be too much. The rest are minor edits that we discussed.

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Entomotopoiesis

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 ( +5 every turn to keep active )
Damage Points: N/A
Description: Similar to Myiasis, this technique combines normal insect manipulation and the Insect Cocoon technique, creating a core of the user's chakra inducing rapid reproduction of the insects within an Aburame technique. This means that the core is constantly replacing the insects on the swarm when injured, allowing the technique to regenerate itself. The result is that the Entomotopoietic swarm can't be weakened, it can only be Neutralized or Overpowered, following the normal S&W, and allows the user to maintain a technique through multiple turns This is a passive technique that can be added by spending 20 extra chakra to a technique when creating it, and does not count towards the jutsu count if the technique is lower than S rank. To create an S rank or higher Entomotopoietic technique, the user is required to spend 2 jutsu, even though they happen in the same timeframe.

EX: B Rank Aburame Technique + Entomotopoiesis = Overpowered by B Rank Elemental Ninjutsu; Neutralized by C Rank Elemental Ninjutsu; Keeps regenerating as a full B rank against D Rank Elemental Ninjutsu.

Note: Does not change the S&W of the techniques, just makes them more resilient to techniques that would already be weaker.
Note: Requires 2 turns wait between usages. S rank can only be Entomotopoietic 3 times per battle and higher only 1 time. Either of them can't last more than 4 turns, with Forbidden being only 2 turns maximum.

Approved

Reference to Myiasis(link)

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( Irezumi no Jutsu: Nagasode ♆ Hae ) Tattoo Ink Arts: Stigmergy ♆ Musca

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Stigmergy is the name of the Fly Contract Summoning tattoo on Panthalassa's right forearm. While it's primarily purposed to act as a summoning tattoo, the ink itself can be manipulated through Panthalassa's own techniques, as the tattoo is made with special ink. The ink is an S Rank ink source that is able to multiply, creating multiple copies of the fly showcased in the tattoo that can swarm around the user's body, within the skin, without turning from 2 dimensions to 3 dimensions. This serves as both the ultimate defence and the ultimate supplementary technique, with 4 special properties:

Jet Exoskeleton: It can spread across the skin, as a flexible ink barrier, protecting from Physical attacks (following Ink's S&W). The user is capable of spreading spreading the tattoo through physical contact, to either protect as a flexible barrier, or revoke the target's movements. It deals no damage. It requires half has much chakra as the opposing technique's damage. Can protect against S ranks 4 times ( 2 turn between usages ) and Forbidden ranks 2 times ( 4 turns between usages ), which include nullifying the damage from Gravity-based techniques like Shinra Tensei ( Though the user is still pushed around ).

Ebon Forewings: It can grow and spread it's wings turning them 3D, granting the user the ability to fly. This is considered a B rank technique, and the user spends 20 chakra to activate, and is required to keep feeding half as much to keep activated. Lasts as long as the user has chakra to feed it, though it can be willingly de-activated by the user, or forcefully deactivated with a sufficient technique. In that case, it can't be activated again for 4 turns.

Pitch Summoning: It be incorporated in the Summoning Technique, as the user simply needs to charge chakra for the technique through the tattoo, and the ink will react accordingly, slashing the skin from within with a thin cut to draw blood. The tattoo itself will then swarm out of the skin as multiple ink flies which will turn into the live flies the user intends. Similarly, just by charging the Reverse Summoning Technique through the tattoo, the user will be transported back to Zaebub.

Obsidian Swarm: It can be manipulated as an S rank ink source for Ink and Aburame Ninjutsu. The user is capable of passively shooting out flies in a 3D swarm, by manipulating them with Aburame Techniques directly, launching outwards ink flies. Through this technique the ink produces a chakra-absorption property similar to the actual insects, and is capable of retrieving chakra in the same rate as the currently active insects within the user.

Note: If the user is the contract holder of the Fly contract the chakra required for Jet Exoskeleton and Ebon Wings is halved, and the chakra absorbed in Obsidian Swarm is doubled.
Note: The flies are capable of slashing the skin against another Summoning Tattoo and behave similarily.

I was given permission by Ian, if required, for Pitch Summoning, as it could be considered similar to his Oath Sign.

Declined on request.
 
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(Raitan: Denryū no Shadan) Lightning Style: Intercepting Current
Type:
Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20 to lightning jutsu
Description:
The user focuses their lightning chakra into an already existing lightning technique of their own to begin this technique. Upon activation, two things happen simultaneously. The first is that it imbues the jutsu with similar properties to the canon technique, “Levitating Blades,” causing anything within short range with a chakra source to levitate off the ground up to 3 meters, with the height from inches up to that maximum being up to the discretion of the user. Objects and sources of chakra are then drawn in toward the lightning technique that is imbued with this electrical charge (within short range of it), causing them to move through the air against their will. The second part of this technique, is that because of the extra chakra put into the imbued lightning technique, it gains a damage boost of +20.
- Can be used 3 times per battle.
- Must wait 1 turn after using this jutsu before using it again.
- This technique can occur within the same timeframe as another lightning jutsu

Declined: I'm not sure why Lightning Blades Levitation is mentioned here, since the properties of that technique and this one aren't really the same. How does your targeted technique cause objects around it to start floating? Lightning Blades Levitation only affects the weapon you run lightning through, nothing else. The damage boost is just tacked on, and doesn't really have a place in the technique.

(Katon: Neppa) Fire Style: Heat Wave
Type:
Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+20 to user's fire jutsu and CEs made up of partially fire chakra that are flaming or do their damage from being hot/10 per turn to opponents within)
Description:
This technique begins by the user expelling a full body surge of fire chakra. The result is the user’s body glowing a pale red, which releases a blast of superheated chakra in all directions from the user, similar in looks to Shinra Tensei. This chakra is fiery to the touch, able to engulf anything it passes over in a massive fire, and severely burn anything of foreign chakra, or anything without chakra, that is within the sphere. The user can also apply this technique in a different manner, which involves weaving four hand seals first. This application of the jutsu allows the sphere of fire chakra to stay present after use and sustain itself for three turns, damaging opponents within it for (+10) every turn that they stay within it, and empowering the user’s own fire jutsu by (+20) as long as the user is within it due to their own fire chakra consuming the area and heating them to a heightened degree. In this application, the heat within the bubble is so suffocating that by spending more than a single turn within it, opponents will begin to have difficulty breathing, lowering their speed level in half due to reduced oxygen flow to their muscles and brain.
- Can be used once every other turn
- Second application of the jutsu lasts 3 turns

Declined: This is very similar to existing approved Fire customs.

(Tiku no uranai) Ticcu's Divination
Type:
Weapon/Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: Varies
Damage: Varies
Description:
Ticcu's Divination is an ancient bow imbued with the powers of a shinobi who's name was lost in time with extremely potent abilities long before even the days of the clashes of Senju and Uchiha. There are a number of different abilities that stem from this bow and it's arrows which originate from the creator, and anyone signing it can make use of. These abilities are listed as the following: Sacred Flame, Hallowing Light, Heroic Guardian. When not in use, the bow folds up into a compact rectangular shape that can be sealed away for use by those with fuin, stored on their back or behind their waist like we see many ninja do with larger scrolls in the manga, etc. The tracking abilities of the arrows are not so potent that they can turn extreme angles, and must follow an arched path to turn while tracking any target.

Sacred Flame:
This ability allows the user to fire multiple arrows (up to four) that can pinpoint and track up to three individual objects, even as they move, as long as the target has the capacity to be sensed in the physical realm that it was used in, in some capacity (this means that even if the opponent is invisible, but the user has a dojutsu that allows them to perceive chakra flow, it will follow them. Alternatively, even if the user does NOT have a dojutsu or chakra sensory, if another individual who did could sense them or discern their location in some way, the arrows will successfully track them [exceptions to this for reference, would include Obito bios disappearing into the kamui dimension, as they would leave the physical realm that it was used in]). These arrows if all launched at a single target, would as a whole be either B or S ranked, but individually are D or B ranked in damage, and will apply with damage interactions as such, especially being important to note when the arrows track multiple targets (the rank differences is relevant, as the user can either launch this attack as a B rank or an S rank). Upon impact with an object, the arrows, due to how each arrow is coated in a layer of paper bombs all along the shaft. Due to the automatic tracking capabilities of these arrows, the user can fire the bow from the hip and still receive results. Firing off any amount of arrows costs a move, and interacts with all elements neutrally. Using this ability costs either 20 or 40 chakra, depending on if they are using the B or S ranked variant, and thus does either 40 or 80 damage.

Hallowing Light:
The user can release a surge of chakra into the arrows as they chase a target, causing them to emanate brightly to the point of causing blindness by anyone viewing them for two turns, similarly to the canon technique "Blessing of the Thunder." This can be done passively, and in the same timeframe as launching the arrows, and costs 20 chakra.

Heroic Guardian:
This application of the bow is quite different from the other two. After focusing chakra into the bow, it releases a powerful surge of energy in the form of a purple bubble around the user and their allies, completely consuming all of short range, and being 5 meters tall. While inside this aura of chakra, the user gains a small buff to all of their taijutsu, kenjutsu, freeform, and Ticcu's Divination Bow attacks (+20). Meanwhile, the taijutsu, kenjutsu, freeform, and if applicable, Ticcu's Divination bow attacks of opponents within this bubble are reduced by (-10 damage). This bubble is S ranked in power, and has the capacity to defend from incoming attacks. Anything on the outside of the bubble clashing with it will interact with the bubble using neutral elemental interactions across the board. Activating this portion of the CW counts as a move, costs 40 chakra, being an S rank, and can maintain itself for up to 4 turns, unless the user releases it early.
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While the default arrows used by this CW are coated in paper bombs, the user can also switch them out for regular arrows, ones lined with flash bomb tags, or dipped in various poisons or other applicable things as long as the bio has learned them.
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- Heroic Guardian ability can only be activated twice per battle
- Sacred Flame can only be used five times per battle
- Arrows coated in specific other things (like poison, if the bio knows it) must be stated in their bio

Declined: The arrows' tracking abilities being tied to the user's perception doesn't make much sense. Secondly, Blessing of the Thunder is your own custom technique, not a canon, which doesn't possess a blinding effect. This ability specifically would need some restriction around its usage. Heroic Guardian is really just shoehorned into the weapon, doesn't really have any place here.
 
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Goetia

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Submitting this as my second CW, dropping this if approved: [x]

(Sentaku no Sutaffu) – Staff of Selection
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Staff of Selection is a large staff, measuring nearly two meters in length, made from carefully sculpted wood and reinforced with a combination of chakra and unknown materials. It resembles a crook, the head of the staff being carved to create a curved crest resembling a great sprawling root of a tree. The staff is decorated with violet ribbons, which wrap around the shaft, connecting to a sheathe which resembles an otherworldly tower; the Tower of Avalon. The Staff of Selection is an item which presides over the use of Sage Chakra, being a conduit through which it can be channeled. Based on this capability, it can serve offensive, defensive, or supplementary purposes. The Staff of Selection has two main abilities, each revolving around different methods of manipulating Sage Chakra.

Maryoku Hōshutsu – Mana Burst

Mana Burst is the first ability of the Staff of Selection, and deals with manipulating Sage Chakra in its raw form. While it cannot gather Natural Energy for its user on its own, or convert it into Sage Chakra, it can act as a secondary container, separate from the user's reserves. At will, the user is able to passively transfer Sage Chakra they have gathered into the staff, up to a maximum of 40 points per turn. The reverse also applies, allowing the user to passively reintegrate 40 points of Sage Chakra into their body. This can be done regardless of whether Sage Mode is active, though transferring Sage Chakra into the staff will obviously shorten the duration of Sage Mode, and transferring their remaining Sage Chakra into the staff whilst Sage Mode is active will automatically deactivate it. When there is Sage Chakra stored in the staff, the user is capable of expending it in the form of generic attacks, e.g. blasts, streams, or waves, which can reach up to long range. The strength of the raw Sage Chakra can vary, from D to S-Rank, carrying the appropriate chakra and damage values for each rank and those in-between. When released, the energy will take on a bright pink colour.

Jinchi Sakusei – Territory Creation

Territory Creation is the second ability of the Staff of Selection, and involves the use of Yang Release. Principally, it is inspired by the mechanics of Sage Art: Inorganic Reanimation and Yang Release: Birth of Nature, combining their functions. Territory Creation allows for the creation of a field of flowers by enhancing the fertility of the surrounding earth with Sage Chakra that has been combined with Yang-favoured energy, performed by tapping the ground with the staff itself. The influence of Yang spurs the growth of flowers, whilst the Natural Energy will increase the scale of the growth itself, creating a field spanning 15 meters in all directions. Upon creation, the flowers will all release a unique form of pollen, which will fill the air around the user and their field of flowers in a dome-like manner. Unlike the pollen of Advent of a World of Flowering Trees, this pollen serves a more defensive purpose. The pollen, altered by the user's Yang-enhanced Sage Chakra, carries the properties of Yang Release: Birth of Nature, allowing it to naturally repel incoming techniques possessing 'life'. This encompasses fields such as Yin-Yang and its component Yang Release, and the Sea of Life. Upon interaction with the pollen, the influence of Yang's life-giving properties causes it to spiral out of control, transforming them into harmless flowers possessing no special capabilities or powers. So long as the flowers born through Territory Creation are on the field, they will continue to produce the pollen, making their destruction necessary to the pollen's removal. Due to the presence of Yang-favoured energy in the flowers, they will continue to grow back if they aren't all destroyed in a single blow. In order to perform Territory Creation, at least 30 Sage Chakra is required, and the user must expend 30 chakra from their own normal reserves. For each subsequent turn this technique is active, the user must spend 10 Sage Chakra and 10 normal chakra per turn to sustain it. Territory Creation can be used twice per battle, with a two turn cooldown between uses.

Declined: You are able to transfer Sage Chakra into the staff but can't give it back to yourself while in Sage Mode with Hashirama as perfect sage mode isn't allowed to extend the length of their Sage mode. This is only possible with Imperfect Sage mode. And since the staff itself can't gather natural energy nor convert it you'd need to be in Sage Mode to store chakra into the staff anyway. And for the second ability, detail what the pollen can repel in terms of strength. What is the rank threshold etc? - Daemon
Removed the ability to return Sage Chakra to myself, bolded all edits and additions.




(Sentaku no Sutaffu) – Staff of Selection
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Staff of Selection is a large staff, measuring nearly two meters in length, made from carefully sculpted wood and reinforced with a combination of chakra and unknown materials. It resembles a crook, the head of the staff being carved to create a curved crest resembling a great sprawling root of a tree. The staff is decorated with violet ribbons, which wrap around the shaft, connecting to a sheathe which resembles an otherworldly tower; the Tower of Avalon. The Staff of Selection is an item which presides over the use of Sage Chakra, being a conduit through which it can be channeled. Based on this capability, it can serve offensive, defensive, or supplementary purposes. The Staff of Selection has two main abilities, each revolving around different methods of manipulating Sage Chakra.

Maryoku Hōshutsu – Mana Burst

Mana Burst is the first ability of the Staff of Selection, and deals with manipulating Sage Chakra in its raw form. While it cannot gather Natural Energy for its user on its own, or convert it into Sage Chakra, it can act as a secondary container, separate from the user's reserves. At will, the user is able to passively transfer Sage Chakra they have gathered into the staff, up to a maximum of 40 points per turn. This can be done regardless of whether Sage Mode is active, though transferring Sage Chakra into the staff will obviously shorten the duration of Sage Mode, and transferring their remaining Sage Chakra into the staff whilst Sage Mode is active will automatically deactivate it. When there is Sage Chakra stored in the staff, the user is capable of expending it in the form of generic attacks, e.g. blasts, streams, or waves, which can reach up to long range. The strength of the raw Sage Chakra can vary, from D to S-Rank, carrying the appropriate chakra and damage values for each rank and those in-between. When released, the energy will take on a bright pink colour.

Jinchi Sakusei – Territory Creation

Territory Creation is the second ability of the Staff of Selection, and involves the use of Yang Release. Principally, it is inspired by the mechanics of Sage Art: Inorganic Reanimation and Yang Release: Birth of Nature, combining their functions. Territory Creation allows for the creation of a field of flowers by enhancing the fertility of the surrounding earth with Sage Chakra that has been combined with Yang-favoured energy, performed by tapping the ground with the staff itself. The influence of Yang spurs the growth of flowers, whilst the Natural Energy will increase the scale of the growth itself, creating a field spanning 15 meters in all directions. Upon creation, the flowers will all release a unique form of pollen, which will fill the air around the user and their field of flowers in a dome-like manner. Unlike the pollen of Advent of a World of Flowering Trees, this pollen serves a more defensive purpose. The flowers, altered by the user's Yang-enhanced Sage Chakra, carries the properties of Yang Release: Birth of Nature, and their unique pollen are able to naturally repel incoming techniques possessing 'life'. This encompasses fields such as Yin-Yang and its component Yang Release, and the Sea of Life. Upon interaction with the pollen, the influence of Yang's life-giving properties causes it to spiral out of control, transforming them into harmless flowers possessing no special capabilities or powers. So long as the flowers born through Territory Creation are on the field, they will continue to produce the pollen, making their destruction necessary to the pollen's removal. Due to the presence of Yang-favoured energy in the flowers, they will continue to grow back if they aren't all destroyed in a single blow. In order to perform Territory Creation, at least 30 Sage Chakra is required, and the user must expend 30 chakra from their own normal reserves. This ability is effective on techniques possessing up to 60 chakra points. For each subsequent turn this technique is active, the user must spend 10 Sage Chakra and 10 normal chakra per turn to sustain it. Territory Creation counts as a Wood Release technique, and can be used twice per battle, with a three turn cooldown between uses.

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Approved with Edits Made- Daemon
 
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merchant bbio: https://animebase.me/threads/ragora-cinarum.779332/

(Utea Gu) - Hungry Slime

Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description:
Hungry Slime is a form of semi solid and liquid substance that is capable of absorbing chakra. Found and harvested in swamps in the Badlands of Earth, this dark green slime is extremely sticky and is capable of preventing chakra usage by siphoning chakra from living creatures it is stuck to. Requiring a taijutsu movement of at least A rank to break, it additionally prevents the target it is stuck to from forming chakra that is 20 or below. Usually this slime is applied by throwing kunai with tags attached that then explode to throw the slime on people, however it can also be laid as a trap with sealing tags.
Notes:
-Can only be used 3 times per battle
-Lasts for 3 turns
-requires at least A rank taijutsu to break
-Prevents the target from using any techniques 20 chakra or below

Fukujin chūsha - Adrenal Injection
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A (+20/-10)
Description:
A quick use stim, this adrenaline injection give the user a temporary physical power boost, improving their performance in both speed, power and a heightened sense of awareness improving their tracking. Moulded to the body either by being placed in a glove, in a shoe or even on a belt, at the push of a button the user is injected with a small vial of adrenaline. This send a massive surge of energy through their system giving them the following benefits:
- x3 move speed
- +20 to taijutsu (includes kenjutsu and bukijutsu)
- x3 to tracking
This massive energy surge only lasts for 2 turns, after which the user feels fatigued and comes at a cost.
They are slowed, and lack power in their physical form. The restriction afterwards are as follows:
- base speed lowered by -2
- taijutsu lowered by -10 (including kennjutsu and bukijutsu)
These drawbacks also last for 2 turns.
Notes:
-Both benefits and drawbacks each last 2 turns
-Can only be used twice, with a 3 turn cooldown inbetween

Kogane no miryoku - Golden Charm
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 or (-30)
Damage: N/A
Description:
A small Pentagonal charm made of gold, inscripted with circular swirling symbols, with a red ribbon with gold trim, that is worn as a necklace. This charm was made by a monk from a spiritual temple, who crafted it and infused it with prayers to ward off evil spirits. In actuality the effect of this charm is rather simple in that when it detects spiritual chakra, it outlines them in a golden aura. This effect is triggered by two ways. Either forcefully by the user spending 30 chakra to cause a translucent golden barrier to expel outwards from themselves up to mid range and when coming into contact with Spiritual based techniques it will outline them, or it will passively activate when spiritual chakra is within short range of the charm, siphoning 30 chakra from the user automatically. Actively channelling chakra into the charm will cost a move, but the user can perform other non elemental based chakra techniques within the same timeframe. If the charm is activated on its own, then this is considered passive and takes no moveslot from the user however only covers short range.
Spiritual chakra is considered by the charm to be either spiritual effecting techniques (Yamanaka, genjutsu etc) or Yin Based spiritual techniques.
Notes:
-Can only be used twice
-Each use lasts up to 4 turns
-must have a 2 turn cooldown after the use has ended
-Has a weakened effect on techniques higher than A rank. S Rank techniqures only last 3 turns and F rank and Yin release last only 2 turns

All declined: These seem like artifacts or tools. Merchants don't submit them in the CJ thread. They submit them in the Custom Technology thread or Custom Artifacts Thread in the NW - Daemon
 
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Fuin and Advanced Fuin are in my inventory: Here.

Received permission from Drackos to submit a Seal similar to his "Resonance" body seal: .

(Fūinjutsu Ψ Ninchi Fukyōwa) Sealing Art Ψ Cognitive Dissonance
Type:
Supplementary
Rank: A-Rank
Range: N/A (Self)
Chakra: N/A (10 (Paradigm Shift)
Damage: N/A
Description: Derived from an existing Fūinjutsu whose purpose was to bring order to an already chaotic mind, Cognitive Dissonance is a body seal that takes advantage of existing flaws within the user's psyche to intentionally split the user's mind to save it from itself. This is done through the techniques namesake, Cognitive Dissonance, which is a psychological phenomena that occurs when a person person holds two or more contradictory beliefs, ideals or values, or performs an action in contradiction to one of these, which results in psychological stress. For example, if one promised that they would never harm another living being, but also swore to never let harm befall one they loved no matter what, and had to choose between killing someone to abide by the latter belief, or allowing the latter to die in service to the former belief, regardless of which one they chose, they would experience Cognitive Dissonance.

Cognitive Dissonance, when applied, identifies conflicting beliefs, ideas, values, etc, targeting these aspects as one would memories and other metaphysical aspects, then forcefully separates them, sealing them independently from one another. Visually the seal takes the form of a , etc unique to the user, with branching paths that break off from the original design forming a script that can encompass a wider area on the user's body. As each separate "target" of the seal's effects naturally have their own heavily ingrained beliefs, they develop into an "Alter Ego" of the user's original persona, which can deviate heavily in all aspects, however most importantly they can develop entirely opposing interests in combat style. While the original persona might prefer ranged, Elemental attacks, one Alter Ego might have an affinity for close quarters combat and identify as a Taijutsu/ Kenjutsu specialist, while another might specialize in Medical Ninjutsu due to a desire to bring no harm to others. This results in each Alter Ego becoming classified as "Specialists" for a given field, which must be specified within the user's biography per each Alter Ego. While an Alter Ego is the active persona, any specialties the biography possesses that are applicable with that Alter Ego's chosen field are automatically converted into a specialty for that field. For example if the original persona is a single handseal Fire Release specialist, and one of their Alter Ego's identify as a Lightning Release specialist, while that Alter Ego is the active persona, they can perform Lightning Release with a single handseal instead of Fire, and are otherwise treated as a specialist of that Element, field, etc. Regardless of the chosen field(s) the specialties themselves remain unchanged, as the change stems from the Alter Ego's personal preference, and not the feats the user is actively capable of, with the exception of the Extra and Fighting Style Specialties which can be unique to each different personality. In instances where an Alter Ego's chosen field are incompatible with a biography's specialty, it is rendered useless and provides no benefit to the user. The seal can be controlled at the user's discretion via their own Chakra, allowing them to perform a "Paradigm Shift", allowing them to swap between their Alter Ego's. When in combat this can only be done once every 4 turns, and at the cost of 10 Chakra. Outside of combat the Shift can be performed without cooldown, but requires the same 10 Chakra per Shift.

Note: Requires Advanced Fūinjutsu.
Note: The user can have up to 4 Alter Ego's, not including their "original" persona.

Declined: If this were to be approved, it definitely wouldn't be teachable. Secondly, I'm not allowing each alter ego to have its own extra/unique specialty as switching switching elemental specialties around is pushing it already. Also the chakra cost for this is too low 10 chakra for switching needs to be upped. - Daemon
Increased Chakra cost per switch, removed Extra/ CFS specialty part, made the technique only usable by myself.

(Fūinjutsu Ψ Ninchi Fukyōwa) Sealing Art Ψ Cognitive Dissonance
Type:
Supplementary
Rank: A-Rank
Range: N/A (Self)
Chakra: N/A (30 (Paradigm Shift)
Damage: N/A
Description: Derived from the concept of an existing Fūinjutsu whose purpose was to bring order to an already chaotic mind, Cognitive Dissonance is a body seal that takes advantage of existing flaws within the user's psyche to intentionally split the user's mind to save it from itself. This is done through the techniques namesake, Cognitive Dissonance, which is a psychological phenomena that occurs when a person person holds two or more contradictory beliefs, ideals or values, or performs an action in contradiction to one of these, which results in psychological stress. For example, if one promised that they would never harm another living being, but also swore to never let harm befall one they loved no matter what, and had to choose between killing someone to abide by the latter belief, or allowing the latter to die in service to the former belief, regardless of which one they chose, they would experience Cognitive Dissonance.

Cognitive Dissonance, when applied, identifies conflicting beliefs, ideas, values, etc, targeting these aspects as one would memories and other metaphysical aspects, then forcefully separates them, sealing them independently from one another. Visually the seal takes the form of a , etc unique to the user, with branching paths that break off from the original design forming a script that can encompass a wider area on the user's body. As each separate "target" of the seal's effects naturally have their own heavily ingrained beliefs, they develop into an "Alter Ego" of the user's original persona, which can deviate heavily in all aspects, however most importantly they can develop entirely opposing interests in combat style. While the original persona might prefer ranged, Elemental attacks, one Alter Ego might have an affinity for close quarters combat and identify as a Taijutsu/ Kenjutsu specialist, while another might specialize in Medical Ninjutsu due to a desire to bring no harm to others. This results in each Alter Ego becoming classified as "Specialists" for a given field, which must be specified within the user's biography per each Alter Ego. While an Alter Ego is the active persona, any specialties the biography possesses that are applicable with that Alter Ego's chosen field are automatically converted into a specialty for that field. For example if the original persona is a single handseal Fire Release specialist, and one of their Alter Ego's identify as a Lightning Release specialist, while that Alter Ego is the active persona, they can perform Lightning Release with a single handseal instead of Fire, and are otherwise treated as a specialist of that Element, field, etc. Regardless of the chosen field(s) the specialties themselves remain unchanged, as the change stems from the Alter Ego's personal preference, and not the feats the user is actively capable of. In instances where an Alter Ego's chosen field are incompatible with a biography's specialty, it is rendered useless and provides no benefit to the user. The seal can be controlled at the user's discretion via their own Chakra, allowing them to perform a "Paradigm Shift", allowing them to swap between their Alter Ego's. When in combat this can only be done once every 3 turns, and at the cost of 30 Chakra. Outside of combat the Shift can be performed without cooldown, but requires the same 30 Chakra per Shift.

Note: Requires Advanced Fūinjutsu, and can only be used by Imperfect.
Note: The user can have up to 4 Alter Ego's, not including their "original" persona.


Approved - Daemon



(Rho Aias) The Seven Rings that Cover the Fiery Heavens
Type:
Defensive/ Supplementary
Rank: S-Rank
Range: Short
Chakra: 70 (-10 per turn if maintained)
Damage: N/A
Description: The strongest defense within the infinite arsenal of a renowned bowman, Rho Aias is also one of the strongest defensive barriers within the Ninja World itself. The user starts by performing three handseals, before holding their dominant hand out in front of themselves, bracing it with their other if they so choose. As they gather and release a massive amount of Chakra, a Defensive Barrier with a seven petaled flower aesthetic blooms in the area before their arm. Each layer of the flower, or Aias is itself it's own independent "barrier", with the capacity to absorb and neutralize 10 Chakra each, for a total potential absorption of 70 Chakra per usage. When an external Jutsu makes contact with one of the layers of the Aias, the layer expends itself, and seals 10 Chakra from the incoming technique back into a seal that forms on the user's hand. The user can maintain the Aias as long as there are petals remaining, up to a max of 4 turns, however this costs 10 Chakra per turn, during which time they can only maintain the Aias, physically move, and perform actions that do not require Chakra. Alternatively the user can choose to cancel the technique at any time, to prevent potentially wasting Chakra once it's presumed intention of intercepting a technique has been achieved.

As mentioned, Chakra from opposing techniques neutralized by the petals of the Aias are stored within a Flower-themed Seal on the user's hand, the design of which varies from user to user, but will always have seven "empty" petals which glow when "charged". The petals have a simple, yet important function, allowing the user to draw out the stored Chakra, and channel it into any of their own Chakra-based techniques for the purpose of empowerment. Each charged petal allows the user to imbue 10 additional Chakra and 10 additional damage points into their own techniques, for a max of 20 damage at 2 petals. Naturally the Chakra of any given technique can only be increased by a max of 10, so utilizing the max allowance of 2 results in an overall loss of Chakra. The charge in the petals last for a max of 4 turns, after which the sealed Chakra dissipates.

Note: Requires Advanced Fūinjutsu, due to the higher capacity for sealing, and creation of a seal on the user's body.
Note: Can be used a max of 3 times per battle, with a 3 turn cooldown between uses. Additionally, after using Rho Aias' barrier, the user cannot perform any other Fūinjutsu above A-Rank for 1 turn.

Approved with Edits Made - Daemon


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(Muramasa Ittōryū: Homura) Demon Blacksmith One Sword Style: Blaze
Type:
Offensive
Rank: S-Rank - Forbidden
Range: Short - Long
Chakra: N/A - 50
Damage: 80 - 90 (-5 to user for 4 turns)
Description: One of few techniques created by a fabled blacksmith to test the parameters of his creations, it embodies the essence of the smith himself; casting and forging with one's whole body and spirit, to the point of burning up oneself. With a single blade in their hand, the user places all of their physical strength behind an otherwise generic, formless swing. The end result is a vacuum-like shockwave similar in appearance to "(Suraisu Shinku no Nami) - Slicing Crimson Wave", albeit stronger, and with a unique effect. As a result of the extreme physical force the technique is performed with, the resulting wave burns a bright scarlet red, and emits a tremendous amount of heat, a result of friction between the air and the shockwave itself. Despite this, Blaze itself is not considered a Fire Release technique, but does carry logical characteristics, such as the aforementioned heat, capacity to cauterize, etc.

Blaze Ex: By gathering Fire Release Chakra throughout their body, and channeling it into their swing, the user can perform a much more potent variation of this technique, simply referred to as Blaze Ex. Firstly this converts the slash into a Fire Release Kenjutsu technique, while at the same time increasing the technique's strength into that of a Forbidden Rank, though otherwise the technique is virtually identical. This results in self-inflicted recoil damage in the form of extreme internal temperatures scalding the user throughout their body. This causes the user to take 5 damage per turn for 4 turns, while at the same time potentially causing their skin to as though they had been burned by their own flames. Blaze Ex also carries additional beneficial effects once the original attack has been performed, derived from the extreme temperatures both the user's body and blade carry as a result of the technique. As their body burns up, all of the user's Raw Chakra/ Chakraless Taijutsu, Kenjutsu, Bukijutsu, etc are automatically converted into Fire Release techniques due to the natural presence of extreme heat in both their body and their weapons, as well as a +20 increase in damage to all techniques that benefit from this infusion of the Fire Element. These effects remain for the same duration as the recoil damage, a max of 4 turns, however if at any time during this duration the user gathers or utilizes Water Release Chakra, the effects, both negative and positive, are cancelled out, and instead the user immediately takes 20 damage in recoil for the rapid cooling of their body, akin to a failed quenching of a blade, causing it to shatter. If the user performs their second usage of Blaze Ex before the effects of their first have expired, this overclocks the user's body, sending it into a state of unfathomable heat, which radiates with such intensity that it can be felt for miles. This "stacked usage", referred to as Blaze Exceed, doubles all effects, both positive and negative, from the original usage, with the added restriction that neither instances of the recoil damage can be mitigated or negated in any way (Such as with the Yang Release Specialty). This refreshes the timer associated with Blaze Exceed back to 4 turns, and is otherwise is identical to the regular usage of Blaze Ex, following the same rules and restrictions as mentioned above. If performed, once Blaze Exceed's duration has ended, the user suffers several negative side effects from effectively burning their body to cinders. The user's Taijutsu, Kenjutsu, Bukijutsu, etc deal 20 less damage, while the user themselves take an additional 20 damage from all incoming sources of physical damage, while the user suffers 5 damage from all of their Fire Release techniques, regardless of Rank. These effects persist until healed, requiring healing on the same level as "Yang Release: Touch of the Sun" to be removed.

Note: S-Rank can be used 3 times per battle with a 2 turn cooldown. Forbidden Rank can be used twice, with a 3 turn cooldown.

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Declined: This was fine until Blaze Exceed. But somethings about the boost in general: You aren't allowed to mold water chakra which is logical but what happens when you are hit with a water technique?- Daemon
 
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Ańbu Juniør

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(Fuuinjutsu: Shinjitsu No Shihai) Sealing Arts: Dominion of Truth
Type:
Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (-5)
Damage: N/A
Description: Making use of advanced fuuinjutsu, the user erects a transparent barrier that spreads from their body up to long-range. Invisible to the naked eye, it can only be perceived by chakra sensors and doujutsu users and serves a single purpose. Once erected, those caught within the barrier’s range become unable to lie when speaking. This means that those affected will have no choice but to tell the truth even if they had thought of telling a lie beforehand. Due to its unique effect, this barrier is best deployed during negotiations or exchanges of information between two parties.

Notes:
- Dominion of Truth will deactivate if the user erects another barrier while it’s active.

Declined: What in the Yin/Genjutsu is this? - Daemon
 
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Satetsu: Shio o kaeru ✦ Iron Sand: Changing Tides
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 chakra per additional turns)
Damage: N/a (60 if used Offensively)
Description: Using a hand seal the user takes hold of a pre-existing source of iron sand and manipulates it, creating a large controlled wave of iron sand with offensive or defensive capabilities. The size of the wave depends on the relative size of the source, but can never exceed mid.range dimensions, as the wave moves with such fluidity in motion that it nearly resembles water in terms of properties (flexibility, adaptability, etc). Dependent on the user's choice upon activation, Changing Tides can be used for either offensive or defensive usage with the jutsu's main feature changing depending on the chosen option. If used offensively the wave of iron sand will have a lower density that allows the mass to easily "absorb" denser objects which sink into the depths of the source wherein the objects absorbed face the pain of piercing/shredding as elongated and sharp grains of iron sand constantly stay within high motion within this realm, easily mangling anything that may be taken within the jutsu. If used defensively the wave of iron sand will have a higher density which grants the wave shock absorbent as well as compact properties while remaining fluid in motion. This attribute allows the wave to effectively take damage and remain strong, and if not completely overpowered, can be further manipulated by the user to form into a compact sphere around the target(s) binding and restricting their movement within the high density sand. This jutsu is able to levitate regardless of the user being in control and can be sustained for additional turns at the cost of chakra, but only in the case of the defensive usage this jutsu becomes independent when targets are bonded.
>Can be used 4x per battle
>When being controlled this jutsu lasts a total of 3 turns, but def. bonded targets lasts as long as user fuels
>Has a 1 turn cooldown after use
>Cannot be used again until jutsu is out of play
Approved
Updating

Satetsu: Shio o kaeru ✦ Iron Sand: Changing Tides
Type:
Offensive/Defensive/Supplementary
Rank: A-S
Range:
Short-Long
Chakra: 30-40 (-10 chakra per additional turns)
Damage: N/a (60-80 if used Offensively)
Description: Performing 2 hand seals the user takes hold of a pre-existing source of iron sand, or swiftly generates iron sand from a source of earth, and manipulates it creating a large controlled wave of iron sand with offensive or defensive capabilities. The size of the wave depends on the ranked used, up to Mid.range dimensions for A rank and up to long range dimensions for S rank, as the wave moves with such fluidity in motion that it nearly resembles water in terms of properties (flexibility, adaptability, etc). Dependent on the user's choice upon activation, Changing Tides can be used for either offensive or defensive usage with the jutsu's main feature changing depending on the chosen option. If used offensively the wave of iron sand will have a lower density that allows the mass to easily "absorb" denser objects which sink into the depths of the source wherein the objects absorbed face the pain of being pierced/shredded by elongated, sharp grains of iron sand that constantly stay in high motion within this realm easily mangling anything that may be taken within the jutsu the moment it enters. If used defensively the wave of iron sand will have a higher density which grants the wave shock absorbent as well as compact properties while remaining fluid in motion. This attribute allows the wave to effectively take damage and remain strong, and if not completely overpowered, can be further manipulated by the user to form into a compact sphere around the target(s) binding and restricting their movement within the high density sand. Once a target has been captured the sphere is able to levitate regardless of the user keeping direct focus on the technique, and can be sustained for additional turns at the cost of chakra, but this is only unique in the case of the defensive usage.
>When being controlled this jutsu lasts a total of 3 turns, but def. bonded targets lasts as long as user fuels
>A rank usage can be used 3x per battle with a 1 turn cooldown afterwards
>S rank usage can be used 2x per battle with a 2 turn cooldown afterwards, and prevents the user from using Iron Sand above S rank in the next turn


Declined, keep the original.

Satetsu: Daiku shigoto ✦Iron Sand: Carpentry
Type:
Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Approved - Daemon
Satetsu: Daiku shigoto ✦Iron Sand: Carpentry
Type:
Off./Supp./Def.
Rank: A-S
Range:
Short-Long
Chakra: 30-40 (-10 per additional turn)
Damage: 60-80
Description:
Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, reaching up to mid.range dimensions for A rank and increasing to long range dimensions with S rank, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when left static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>A rank can be used 3x per battle with a 1 turn cooldown
>S rank can be used 2x per battle with a 2 turn cooldown, and no Iron Sand above S ranked can be used in the user's next run once the jutsu has ended

Both approved - Daemon
 
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Venom

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Yin training

(Inton: Mugen Li) - Yin Release: Phantom Trail
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: N/A (Varies)
Description: Phantom trail is a technique in which the user performs a single hand seal to imbue a technique of their choosing with yin chakra to create a perfect replica of the technique its embedded in. Within the same timeframe of creation. This must be a technique that actually travels and not a stationary one such as swamp of the underworld. This derives from the idea of a spiritual parasite immediately attaching itself to the source of the foreign chakra (the opponent) after a clash similar to the parent HG technique. What makes this different is instead of directly affecting the opponent in a negative way, the tether is used as a beacon to the main foreign chakra source (meaning it would target the main bodies and not clones) for the replica of the technique to follow until destroyed. The replica would take the shape, size, momentum and damage value only of the user's technique but instead of dealing physical damage, it would strictly deal spiritual damage. Likewise, it can phase through physical matter but clashes normally with energy/spiritual base techniques. This technique can be used sans handseals if the original one doesn't. When it comes to clashes the original technique would instead clash with the opposing one first and not this. The replica is only release upon the user's command or if the original technique is completely destroyed.

Notes:
-Can only be used on S rank and below techniques.
-Can only be used once per technique every other turn, 4 times total per battle.
-Yin masters can used this passively twice per fight. If used this way, they can only use it two more times (counting as a move per turn then)

Declined, DNR. You need more than one hand seal for S-Rank techniques. Especially when they are Yin-Yang Release. But that isn't why this is being sent to Irkalla. A technique of this nature just won't work in the roleplay. You can't just create exact replicas of techniques and then say they deal spiritual damage. The entire basis of it doesn't make sense - there's a physical component (both physical energy and just the physicality of a technique) that makes up the technique. I'm sure there are an exceeding number of combinations that could be done with this that not only break the game, but also just straight up not make sense.

Genjutsu: Ikimono Oukoku) - Illusionary Arts: Animal Kingdom
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Upon the clapping of the hands the user is able to place the opponent(s) in a genjutsu in which an animal of their choosing (from summoning contract) quickly rise from the terrain all around in different ways. The animals once out from the ground all charge at the opponent(s) and attack by either clawing, biting or pouncing on them. Moving at twice the speed of the user. The user is free to manipulate how the animals attack. Due to the size, speed and power of these animals that quickly capture the opponent(s) it would be near impossible to move freely. Making them stuck in place in reality. After the animals subdue the opponent(s) the user would give instruction to take them away. The opponent(s) would simply see the user performing one last procedure before they're all reverse summon back to what appears to be the land of the animal attacking them (For example; Ryuchi cave for snakes, Mount Myoboku for toads etc). By this time the animals all around would begin ripping the opponent(s) up limb by limb, dealing mental damage. If not release after 1 turn of being within it, the opponent(s) would pass out for 2 turns.

Notes:
-The user is free to manipulate how they initiate the genjutsu being that not everyone summon animals the same way. But must always perform some type of gesture, whether it be hand seals, drawing of blood or clapping hands.
-This genjutsu can only be used x4 per fight with a 1 turn cool down.

Declined. Requires actual hand seals rather than just a gesture.
 
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Yoton: Keiken'na tetsu no te | Yang Release: Godly Iron Hands
Type:
Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 100 (-50 per turn)
Damage: 100/120 with elements
Description:
Given the nature of Yang, capable of being able to create flesh and vitality from the users flesh, as well as being able to increase the vitality and strength of the user, this technique could be considered the pinnacle of Medjutsu mastery combined with Yang Release. By channelling Yang chakra around their body, the user grows 4 extra arms, although much larger than the users current arms. Comparable to the Akimichi partial expansion jutsu combined with the Yang Release Ring of Hell, these arms are completely connected and part of the user. These arms however are powered completely by Yang Release, coated with Yang chakra causing the arms to have a -60 damage reduction, while capable of healing 30 damage per turn that they receive. Should these arms block the user from a technique, the user will still take damage from their health pool. The advantage of these arms however is that they allow the user to strike and perform techniques with much more power, as well as allowing the user to channel elements into each fist, (up to a max of 2 at a time) to allow the user to perform elemental nintaijutsu with their taijutsu. When other taijutsu techniques are performed with this technique, naturally the higher damage of this technique supersedes the damage of the taijutsu technique. As the arms themselves are connected to the user they can be used like normal arms should the user require, capable of performing handseals or other taijutsu moves the user has access to.
Each attack with these arms counts towards one of the users moves per turn. Can only attack twice per turn max.
This technique however doesnt come without drawbacks.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain. While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques.

Declined: -60 damage shaving from the arms is a little too much. Also Taijutsu techniques that are used through the arms will carry their innate/original damage. Also, the bolded part is weirdly worded are you saying you can channel up to 2 elements at the same into into the arms or that you can only channel 1 element in up to 2 fists maximum? - Daemon
Yoton: Keiken'na tetsu no te | Yang Release: Godly Iron Hands
Type:
Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 100 (-50 per turn)
Damage: 100/120 with elements
Description:
Given the nature of Yang, capable of being able to create flesh and vitality from the users flesh, as well as being able to increase the vitality and strength of the user, this technique could be considered the pinnacle of Medjutsu mastery combined with Yang Release. By channelling Yang chakra around their body, the user grows 4 extra arms, although much larger than the users current arms. Comparable to the Akimichi partial expansion jutsu combined with the Yang Release Ring of Hell, these arms are completely connected and part of the user. These arms however are powered completely by Yang Release, coated with Yang chakra causing the arms to have a -30 damage reduction. Should these arms block the user from a technique, the user will still take damage from their health pool. The advantage of these arms is that they allow the user to channel elements into each fist, (up to a max of 2 different elements at a time) to allow the user to perform elemental nintaijutsu with their taijutsu. As the arms themselves are connected to the user they can be used like normal arms should the user require, capable of performing handseals or other taijutsu moves the user has access to.
Each attack with these arms counts towards one of the users moves per turn. Can only attack twice per turn max.
This technique however doesnt come without drawbacks.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain. While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques.

Approved with Edits made - Daemon

Goken: Tengai Shinsei | Strong Fist: Shattered Heaven
Type:
Offensive/Defensive
Rank: A-F
Range: Short - Long
Chakra: N/A
Damage: N/A (-10)
Description:
The simple application of the strong fist technique to create a large plate of earth to rise up from underneath the opponent by striking it with either a fist of foot. The earth cracks around the opponent leaving them in the middle of the disc and lifting them up into the air, as well as cutting off their escape backwards. This technique can either be used to raise up a short range disc (A rank), Mid range (S rank) or a huge chunk of earth stretching up to long range (F rank).
Notes:
-A rank can only be used 4 times
-S rank can only be used 3 times (One turn cooldown)
-F rank can only be used twice (two turn cool down and -10 damage to user)
-Overall technique can only be used 4 times

Declined - I'm assuming you wanted this to require chakra enhanced strength? This is also a borderline earth technique - Daemon

Goken: Tengai Chikyu | Strong Fist: Shattered Earth
Type:
Offensive/Defensive
Rank: A-S
Range: Short - Long
Chakra: 30-40
Damage: 60-80
Description:
A similar application to the Shattered Heaven technique, the user slams their fist or foot into the ground, causing a massive scaled of earth to rise up from underneath the opponent. This chunk of earth however crumbles apart due to the user fine control of chakra that is released upon contact to form several chunks of earth thrown around the target. The user then leaps to the chunks of earth using precise chakra control to contact and stand on the chunks of earth to launch themselves towards the opponents blind spot. This technique can be performed up to Mid Range (A rank) or involved up to Long Range (S rank)
Notes:
-A rank can only be performed ever alternate turn
-S rank can only be performed twice with a two turn cooldown

Declined: Same as the one above. It's a borderline earth technique. - Daemon
 
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( Yoton: Debiruz uri toruhōmī ) - Yang Release: Devil's Little Homies
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 70 (-20 per turn)
Damage Points: N/A
Description: Devil's Little Homies is a supplementary type of jutsu that uses the "burning" effects of Yang chakra to combat Yin directly. Taking the aspects of ( Yoton: Byako ) - Yang Release: White Tiger to manifest visible yang chakra which emanates steam from the raw heat, the user would flood the terrain with said chakra and cause Yang "flames" to erupt as far as the basic eye can see (long range). These flames would give off the basic heat features of Yang chakra but would carry no ability to harm people in any way; They would actually feel warm and soothing to the touch. Each flame would have have rudimentary facial features such as eyes, mouths, noses etc and would be cartoonish in the style they appeared. They'd be capable of whispering basic words or phrases but would all simply be for cosmetics as they don't hold enough sentience to act with deeper thought past basics described above. The actual ability of the flames are realized whenever a foreign chakra source attempts to use a Yin based infusion/combination. The Yang flames would immediately react, converging on the technique or source in a moment's notice. This still wouldn't cause any harm to the opponent nor the technique in question, but instead would directly combat the Yin chakra by overpowering and burning it away. This causes the infusion/combination to seize, cancelling/dispersing before taking on its effects. This would combat any sort of Yin infusion or combination with similar chakra outputs or lower; Mostly used for taking Yin chakra out of an empowered illusion, or burning away parasites such as hungry ghosts.
Note: Usable 2x per battle and lasts as long as the user has chakra to sustain it.
Note: While having this technique sustained, the user is incapable of using Yin release techniques.
Note: Once this technique ends it requires a cool down of half the time it was active, though capping at a 5 turn cool down.

Declined: Not approving wide scale Yang/Yin techniques like this unless they are paired with another ability like Fuuin. - Daemon



( Yoton/Fūinjutsu: Odén Ishi )Yang Release/Uzumaki Sealing Arts: Oden's Will
Rank: S
Type: Supplementary | Offensive
Range: Short - Mid
Chakra Cost: 50 (-20) (+10/+30)
Damage Points: N/a (+20 to Kenjutsu)
Description: Oden's Will is a unique Uzumaki body seal that uses Yang release as a power source. The seal is placed on the users arm in the form of a white crescent moon that has a sun-like structure in the middle. During the creation of the seal on the user's body, Yang release is infused in order to give the seal itself a minor form of sentience; Allowing the seal to act on it's own to a degree. The seal would at all times drain the user of a set amount of Yang chakra per turn (-20), storing it inside of itself until needed, though capping at (120) chakra before it can't hold anymore. The yang chakra would stay dormant until the user uses any sort of Kenjutsu attack, where the life inside of the seal would begin to flurish. The seal would release a copious amount of Yang chakra into the arms of the user and the sword(s) being used in order to enhance the attack tremendously. Firstly, the Yang chakra would take on a purple fiery form emanating from the arms and sword(s) while bolstering the damage of the attack tremendously (+20). This would drain chakra from the amount stored in the seal and add the chakra to the attack, adding a set amount of chakra (+10) to it. On the other hand, the user can sacrifice three times as much chakra (+30) to not only gain the bolstered damage, but release the yang chakra as an attack alongside the blade. This would cause the mass amount of Yang chakra to burst out of the blade in the form of a 5m wide purple beam that reaches out to 10m away. This beam would carry the damage of the kenjutsu technique it is used with according to it's rank and would be on par with even the strongest ninjutsu attacks, making the Kenjutsu highly dangerous. Due to the influx of Yang chakra that also flows through the user's arms as he attacks, the Kenjutsu attack would be performed at twice the users speed. This only applies to the speed of the sword swing itself and no other movements of the user. This boost in the speed of the user's swing only applies to the ranged variant.
Note: Counts as a body seal and will be passively active at all times
Note: The basic boosting would be passive, though to use the ranged release of Yang chakra, the user needs to use a move per turn.
Note: Can only use the ranged ability once per turn with a 3 turn cool down due to the strain on the body. The ranged ability can only be used a total of 3 times per battle.

Approved with Edits Made - Daemon


( Yoton/Fūinjutsu: Atatuke yasashī ) - Yang Release/Uzumaki Sealing Arts: Warm and Gentle
Rank: S
Type: Supplementary | Offensive | Defensive
Range: Short (Mid)
Chakra Cost: 150
Damage Points: 120
Description: Warm and Gentle is a unique sealing technique that was crafted by a battle born Uzumaki whom knew he could be on death's door at any time. The seal comes in the form of countless scripts designed to bunch together to look like a pair of hands praying. The seal is used as a container for a being the user created out of pure medical chakra enhanced by yang chakra. The seal would stay dormant on the user's body until the user's health reaches 1 or lower. Once that condition of the body is met, the seal will self activate, releasing the being known as "Warm and Gentle". WaG would take on the look of a white wispy silhouette of a woman, and would stand 20m tall as the energy it is made of engulfs the user similar to susanoo. The mixture of Yang and Medical chakras would instantly begin healing the user, bringing their body back to its physical peak and being able to heal another (50) health per turn. Once released, WaG would protect the user and heal him as best as possible, having enough sentience to attack, defend and heal on its own accord. Of course this would come with its drawbacks due to how great the healing aspects are. Due to the inlfux of Yang chakra flooding the users system, he wouldn't be able to use Yin based techniques during the use and for 3 turns after WaG is ended, this includes genjutsu and other spiritual abilities.
Note: Only usable by an Advanced Uzumaki bio and counts as a body seal.
Note: Usable once
Note: Lasts 4 turns
Note: WaG when used to attack or defend jutsu would cost a move per turn and has a reach of mid range using its arms.

Declined: I just know you didn't write up a Yang Susanoo that revives you on KO. I just know you didn't bro. DNR - Daemon
 
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Arthorius

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(Seimei No Umi: Genshitekina Rekka) — Sea Of Life: Primordial Degradations
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: An ability that can be activated at will and will target those affected by the Amino-Geis, even if this target isn't completely under the control of the user. This powerful technique will manipulate the body of the victim by quite literally rewriting the signals sent from the nerves to the brain. At the discretion of the user this will allow them to inhibit the motor control of the opponent in a similar way to the technique used by Kabuto, this will prevent the opponent moving at high speeds, limiting them to their base speed, moving faster than this will cause them to fall over and potentially hurt themself. This will cause even those who were only briefly in contact with the sea of life to be debilitated greatly. This technique while extremely powerful generally, will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled completely by the Amino-Geis.
Note: May only be used thrice per battle.
Note: Once triggered this technique will last for three turns, however this duration will be refreshed should the victim make contact with the Amino-Geis by any means.
Note: This technique can affect multiple victims at the same time with a single usage, provided they have been affected by the Amino-Geis.

Declined. Better, but a couple things. The whole limited to base speed thing is a little contradictory. It isn't really a hard limit with the way you word it. They can move at speeds higher than their base but they might 'fall over.' What happens if they fly? What happens if they launch themselves at a speed higher than base? With the flying thing I could see it like their flight path gets disrupted and they fall out of the sky or something like that. But with launching themselves they aren't controlling their flight at all. How would they 'fall' out of that? You couldn't really disrupt the launch itself because they aren't yet moving at a speed higher than their base? See where I'm going with this? Also, this needs to be specified to be *your* Amino-Geis. You can influence targets that you afflict with it, not anyone (not that it matters now).

(Seimei No Umi: Sagi-shi no Katachi) — Sea Of Life: Form of the Betrayer
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: Utilizing the sea of life, this ability is highly advanced and is used to alter the genetic structure of the user in a very specific way, with their body becoming quite tall roughly twelve feet tall, their skin turning a deep purple with green glowing markings that appear like tattoos across their flesh. Additionally the user will grow a large pair of wings reminiscent of bat wings, though the visuals of the form are not as important as the internal changes. Much like the canon primordial reshaping the user will gain tougher skin, shaving forty damage from any physical attack that strikes him, along with gaining the 3x multiplier to his speed. The sea of life coursing through the users veins will manifest in a unique ability that allows them to fire a powerful wave of compressed vile haze from their eyes once per turn, the beam can be of variable size and scale and will cause the same damage as the vile haze technique. However should the user sacrifice more move slots they can add an additional twenty damage to this technique for each slot sacrificed, damage caused by the beams can not be healed through regular means such as medjutsu or items requiring yang release level healing.
Note: May only be used once per battle.
Note: Once triggered this technique will last for four turns.
Note: Once this ability ends the user will be unable to access the vile haze variant of the sea of life for three turns.
Note: While this ability is activated the sea of life in the users veins will require focus to use safely, preventing the user from utilizing fuuinjutsu or any advanced elements or custom elements that combine two or more of the basic five.

Declined. Illidan was a cuck. Way too strong for the restrictions.

(Seimei No Umi: Keimu-kan no Katachi) — Sea Of Life: Form of the Jailer
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: Utilizing the sea of life, this ability is highly advanced and is used to alter the genetic structure of the user in a very specific way, with their body becoming quite tall roughly twelve feet tall, their skin turning a deep grey with metallic like markings that appear like across their flesh. Additionally the user will gain a large hole in their chest, their heart moving lower to their stomach region, though the visuals of the form are not as important as the internal changes. Much like the canon primordial reshaping the user will gain tougher skin, shaving forty damage from any physical attack that strikes him, along with gaining the 3x multiplier to his speed. The sea of life coursing through the users veins will manifest in a unique ability that allows them to summon solid chains composed of the sea of life from their body, the chains can be of variable size and scale and will afflict the victim with the amino-geis while also disabling their body similar to the multiple infinite embraces preventing any physical movement, the chains themself can also cause harm carrying one hundred damage. Uniquely the chains will allow the user to place a sealing effect on them in the same timeframe by using a fuuinjutsu that can be logically applied to a solid chain, such as the generic sealing tag or the illusion skill seal canon techniques.
Note: May only be used once per battle.
Note: Once triggered this technique will last for four turns.
Note: Once this ability ends the user will be unable to access the standard variant of the sea of life for three turns.
Note: While this ability is activated the sea of life in the users veins will require focus to use safely, preventing the user from utilizing the vile haze variant of the sea of life or controlling any of their familiars created by the sea of life, or anyone currently enslaved by the amino-geis.

Declined. I'm confused; it's like MIE in what way? Is it just a physical restraint from the chains? Or is this you saying it restricts the elements they can use? Need more clarification here.
 
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