Custom Jutsu Submission - IV

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Serpent

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(Jingi: Akarui) - Sacred Treasure: Brightroar
Type: Weapon
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Rank: S
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: 100
Description: Brightroar is an ancestral blade of the Otsutsuki, passed down though millennia. Described as being a white bladed longsword with a dark brown hilt wrapped in leather and a golden guard and pommel that creates a soft and simplistic design. When wielded the blade will instantly drain a massive amount of chakra from the user and excrete a translucent white aura of yang energy around the blade that uses Senjutsu as a medium to maintain stability. The sword will continue to drain the users chakra allowing them to wield and manipulate this yang aura around the blade to form any geometric shape, only limited in scope to a short ranged area. The sword needs to be in physical possession of the user in order to manipulate the yang aura and cannot be manipulated at a distance. The user cannot reshape the aura while using his chakra for another technique. Using the sword outside of reshaping it, either for attack or defense counts as one of the user's three moves per turn. Due to the nature of possessing Senjutsu the blade can be a potent weapon against spiritual techniques such as Yin Release’s Hands of Sloth, able to interact with techniques of this type as normal. Although Brightroar is a powerful weapon, it does come with it's drawbacks. First is it's immense chakra cost and drain, rapidly taxing the users Senjutsu. Second is that the constant flow of Yang prevents the user from using Genjutsu, Yin Release and Yin-Yang Release while wielding Brightroar.
Note:
-Can only be used by biographies with Senjutsu or Six Paths Senjutsu
-The user cannot use Yin release while wielding Brightroar
-Can only be used by biographies with Yang Specialty.
-Can only be used by Serpent

Approved, made small edit

(Senpō: Hoshi no Jutsu) Sage Art: Star Technique
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 60 - 100 (-10/15/20 to user)
Description: Using the unique Star Chakra absorbed from the meteorite, and the natural energy from around the earth. The user will be able to create powerful blasts of energy from this mixture of two worlds. By placing their hand(s) in a desired direction, the user can release this mixture either as a spherical 5m energy blast that reaches long range, a concussive forward facing blast of energy that spreads out 180 degrees up to Mid range, or a 360 degree blast that spreads out to short range. The power behind this technique is dependent on the amount of Star chakra and Senjutsu fueled into it and because of it's nature it deals more damage then standard techniques of equal rank. This technique doesn't require the user to have previously activated the Mysterious Peacock Method. However it does require them to have Sage Mode active. The damage caused to the user by this technique is dependent on the rank use and cannot be miniated by the damage shaving aquired by of Sage Mode.
Notes:
-Can only use S-rank variant three times per battle, requiring a two turn cooldown
-Can only be used by a bio with Star chakra and Senjutsu
-Can only be taught by Serpent

Declined, use of the Star Chakra requires the Peacock mode to be utilized.
 
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(Kenjutsu/Fuinjutsu: Ryakudatsu-teki Hon No)Sword Sealing Arts: Predatory Instinct
Type:
Offensive/Defensive
Rank: S Rank
Range: Short
Chakra: 40-60
Damage: Technique Dependant
Description: Sword Sealing Arts: Predatory Instinct, is a two part seal, which both seals and attacks the opponent, in a riposte style sealing and unsealing method, allowing the user to both defend themselves, and optimize their next strike turning their opponents power against them.

Firstly, the user applies two seals on their blade, one of each side of the cutting edge. On one side, a seal with the Symbol for "Seal" and on the other side, a seal Symbol with "release". The two seals are linked together, one absorbing the technique, and the other releasing it.

When the seals come into contact with an enemy technique, is when the seals will trigger. Firstly, on one end of the blade, the Symbol for Seal with trigger, passively gauging the amount of chakra in the opponents technique, and drawing in the needed chakra from the user to adequately seal the technique. As the technique is sealed, using a similar Method as "Uchiha Return" the opponents technique is broken down, returned to raw chakra, before the Symbol for "Release" triggers. As the second seal triggers, through a controller manner, the seal will release the raw chakra, at the same strength as when it was absorbed, and coat the users blade in the chakra, increasing its cutting power and strength, equal to the technique absorbed, allowing the user to counter, and slash the opponent with an enhanced blade strike.

The speed of the conversion is as fast as Uchiha return, allowing for a swift counter offensive almost immediately as the original technique is absorbed. However, due to the seal controlling the flow of the chakra, the counter strike is unable to be boosted, irregardless of if the opponents original technique was boosted, the techniques strike will remain identical to the strength of the technique absorbed into the first seal.

Notes:
The seal needs to be pre placed on the users sword, and mentioned on the users bio.
Up to 3 seals can be placed on any blade the user carries.
The seal can only be activated 3 times per battle, with a 1 turn cooldown between usages.
While the seal passively reacts to the technique and adjusts the chakra to suit, this technique still takes up both a technique slot, and a timeframe slot, the only passive being the chakra consumption
The returning attack with the sword is classified as an Enhanced freeform strike, allowing the user of the seal to use a chakraless technique in the same timeframe if doable.

-Declined- the problem with making a custom variant of essentially the uchiha return but with a sword, is that Izuna has uchiha return on his sword.

(Fuinjutsu: Genjutsu Kontorōru)Sealing Arts: Illusionary Control
Type:
Defensive
Rank: S rank
Range: Short-Long
Chakra: 60
Damage: N/A
Description: Sealing Arts: Illusionary Control, is a seal placed upon ones body, with the Symbol for "Reverse" written on the seal. This seal was derived from the Uchiha Technique "Transcription Seal", as a means to pre-store a technique inside the seal, allowing for, if the conditions are met, for the seal to trigger a multitude of affects as a means to counter an opponents genjutsu.

Inside this seal, the technique, "Demonic Eye Illusion: Heaven And Earth Change" is stored, allowing for the seal to activate and reverse a genjutsu if the user is otherwise unable to do so. If the user is trapped into a genjutsu, One of 2 occurences will take place.

Firstly: If the user has yet to activate their Sharingan, the seal will automatically force the users Sharingan to active up to the appropriate level for the genjutsu they are trapped in. In the case of a user having MS/EMS, 3 Tomoe will always active first, before evolving into the MS/EMS. This transition will passively occur, and the Heaven and Earth Change technique will passively trigger through the seal, taking up a Move slot for the turn, but allowing the user to also attack in the same timeframe, as the seal has the prestored chakra inside it for the genjutsu.

Secondly: If the user has the Rinnegan activated when placed inside the Genjutsu, the Seal will passively shift the Rinnegan back to the users EMS, reverting the Doujutsu down a stage, before trigger Heaven and Earth passively, which will then allow the user to passively shift back into the Rinnegan, or attack as the Genjutsu is reversed back onto the opponent.

Note:
Must be placed on the users Bio to be used
Can only trigger 3 times per battle, and requires a 2 turn cooldown between usages.
Up to 3 seals can be placed on the users body, each seal holding 1 usage of Heaven and Earth Change.
Any chakra costs needed for passively shifting to 3 tomoe, MS or EMS, are to be paid as if the user is normally activating the Doujutsu. The only difference is the seal triggers these shifts in the event the genjutsu prevents the user from activating their Sharingan and or Reverting the Rinnegan back down to EMS to trigger the seal.
Can only be used by bios who are already capable of Passively activating 3 tomoe or MS. In the event the user has MS, they are unable to attack in the same timeframe as the move slot is paid for MS activating.

Declined, DNR. This is a Doujutsu custom in the CJ thread. Even if this was placed in the proper thread this type of Sharingan custom technique is not allowed.

(Mokuton/Fuinjutsu: Yggdrasils Shukufuku)Wood/Sealing Arts: God Tree's Blessing
Type:
Defensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70(-10 per turn)
Damage: N/A
Description: God Tree's Blessing is a powerful Body seal, whose activation can only occur if the user has already Entered Wood Sage Mode. Inside the seal, is a small seed, which has both been imbued with Sage Energy, as well as had a seal placed on it, with the Symbol of "Life" on it. The way the seal works, is when the user Enters Wood Sage mode, 70 of the chakra is Immediately deducted from the users total Sage chakra, and imbued into the seed, which causes it to immediately Bloom. As the seed blooms, two tree branches will grow from the users shoulder blades, taking on the appearance of wings, attaching themselves to the user via the seal. When the seed has bloomed, two things occur.

Firstly: As the wings sprout, on each tree, the Symbol for "drain" appears. As these symbols appear, the tree begins to flower, which causes a special pollen to be emitted from the flowers attached to the tree's. This pollen is classified as parasitic, and feed on foreign chakra natures. When particals of the pollen come into contact with chakra, or enemy jutsu, the pollen's, each of which is marked with the same seal symbol for drain, will latch onto the technique, and absorb -20 chakra from the technique, and convert it into Senjutsu. While this doesn't Inherently weakened the enemy jutsu's damage, it does reduce the jutsu's base chakra amount, allowing for the user to more easily seal the technique, or counter it with other techniques which rely on Chakra vs Chakra clashes. This parasitic affective is capable of working on any jutsu which is either weak to or equal to Senjutsu, or does not contain senjutsu in it already. If a technique contains senjutsu, the pollen will be unaffective. This includes Six Paths Senjutsu. In the event the opponent is in direct contact with the pollens, they will passively lose -20 chakra for each jutsu they use, being absorbed by the pollen and distributed back to the Tree.

Secondly: As the wings are present on the field, with the symbol's activated, a secondary affect will trigger in the event the pollens come into contact with an opponents jutsu, or in direct contact with the opponent themselves. The Symbols for drain create an invisible barrier around the user, which extends up to long range, and is linked with every pollen partical released from the tree. Once the pollens come into contact, and drain the technique of its chakra, they disperse back into raw chakra, essentially "popping" and releasing the converted chakra back into the air as now Senjutsu chakra, the tree's secondary seal triggers. As soon as the Pollen pops, the tree's seal for Drain triggers, Absorbing the newly converted Senjutsu Chakra in the area, and feeding it back to the user at a Half rate. What this means is, the released pollen is equal to 20 Senjutsu chakra. As the tree absorbs the chakra, it is converted and put back into the user, however, during the process, the tree takes half the chakra, only returning +10 back to the user per pollen particle. At maximum, this allows the user to passively replenish +40 Senjutsu chakra per turn, assuming three techniques are interacted with, and the opponent is in direct contact with the pollen themselves.

Notes:
Can only be activated in the same turn as Wood Sage mode, and is considered Passive in its activation, however it does take up a move slot that turn.
Once active, Remains active as long as the Users Sage Mode is still active.
Can only be triggered Once.
Once the Users Sage mode Ends, so does this technique, however, If this Technique was used, the User is no longer able to enter Sage mode again for the remainder of the fight, irregardless of if the user is a Perfect Sage or Not
This technique MUST be activated when Sage mode is activated, unless the user has no more moves in that turn, then the technique will Automatically trigger the as the first technique the user uses in the following turn.
Must be placed on the users Bio
After deactivation, the user is Restricted to S rank and Below techniques for 2 Turns.
The technique drains -10 of the users Normal Chakra per turn, self converting that chakra into Sage Chakra, and fueling itself as so the user doesnt have to.

Declined: The entire second half of the technique doesn't really make sense currently, and even if it did, techniques which extend your Sage Mode are only compatible with ISM, of which Hashirama's form of SM is not. This is essentially unrestricted, based on what it tries to do too.
 
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(Yawarakai-Te Masamune) Tender Hands Masamune
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A beautiful katana forged by the master swordsmith, Masamune. The blade has a suguha style hamon with brilliant, light colored steel, polished to a mirror finish; the handle wrappings are white, surrounding a wooden handle of mahogany, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in serenity by swordsmith who had achieved Zen, Yawkarakai-Te is flushed with natural energy, augmenting natural energy, and Dokkōdō techniques for those who can use them.

(Sekai) World - Yawarakai-Te's harmony with natural energy allows Dokkodo techniques to be cast with 10 less chakra than listed (including upkeep costs, where relevant), but act as if they were cast with 10 chakra more than listed, interact with opposing techniques as if they were cast with 10 less chakra, and allows a Dokkodo technique to extend its corrosive effects to work on both damage and chakra, whichever is more beneficial to the technique used through the blade.

(Seichō) Growth - Yawarakai-Te expands the Damage Resistance reduction of Dokkodo by accelerating the flow of natural energy into the target. It allows Damage Resistance to fall below zero; for example, if one was struck by a Dokkodo technique that would lower their Damage Resistance by 10 when their current Damage Resistance was zero, they would have a total Damage resistance of negative 10. Following this, whenever that individual took damage, whether by recoil damage, taking a hit, or any other source, the damage would increase by 10, due to their negative damage resistance. This Damage Resistance expansion extends to opposing techniques and equipment as well, allowing Damage Resistance reductions to be afflicted by the wielder's own techniques - this can be exceptionally useful against large, sustained techniques. Due to the nature of this disruption, when used against techniques, an additional Damage Resistance reduction of 20 is applied to the technique per boost the technique is receiving.

(Shizukesa) Tranquility - Yawarakai-Te is heavily attuned to natural energies, and passively draws natural energy into itself. While not to the level of those who practice Senjutsu, this offers a variety of effects to the blade: much like Frog Kata, an invisible shroud of natural energy envelops Kenjutsu techniques performed by the sword, extending their range by one level, though the wielder can control this field to prevent striking allies when needed. Additionally, Kenjutsu and related field techniques can become imbued with these energies when performed through Yawarakai-Te, allowing them to take on the benefits of Dokkodo techniques and any affects that modify Dokkodo techniques, even if they are not of that field - like with most Senkenjutsu techniques they can choose to posses either the petrification effect that petrifies the target three turns after being hit (the same mechanic as Dokkodo and affected by relevant modifications) or a corrosive effect that allows opposing techniques to be shattered and dispelled if overpowered.

Note: Yawaraki-Te has 100 HP, and an innate damage resistance of 40; the sword does not take damage, however, unless explicitly targeted.
Note: Yawarakai-Te's abilities that affect Dokkodo techniques only function if its wielder is capable of using said field. Additionally, the affects granted by the blade only function on techniques used through the blade, and not just by being on the wielder's person.

(Juuchi Yosamu Muramasa) Ten-thousand Cold Nights Muramasa
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An exquisite katana forged by the master swordsmith, Muramasa. The blade has a midare style hamon with dark, black colored steel, polished to an inky finish; the handle wrappings are black, surrounding a wooden handle of white oak, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in feverish dedication by swordsmith who strove to forge a sword capable of cutting god, Juuchi Yosamu is highly attuned to the soul, and augments Ronin Spiritual Kenjutsu techniques for those who can use them.

(Shikei) Dedication - Juuchi Yosamu's attunement to the spirit allows Spiritual Kenjutsu techniques to be cast with 10 less chakra than listed (including upkeep costs, where relevant), but act as if they were cast with 10 chakra more than listed, and interact with opposing techniques as if they had 10 less chakra than listed; this allows Spiritual Kenjutsu techniques to interact with opposing techniques via damage or chakra, whichever is more beneficial to the technique used through the blade.

(Shigeki) Stimulation - Juuchi Yosamu's highly spirit sensative blade, crafted in such a manner that it sought to cut god, augments the cutting power of Spiritual Kenjutsu techniques such that when they interact with opposing techniques they ignore any boosts to chakra, damage, or rank that is affecting that technique, and thus interact with it in its purest form.

(Teitai) Stagnation - Juuchi Yosamu's spirit seeped blade has a heavy presence in the spirit world, and thus wounds inflicted by the blade cause the inability to use certain body parts granted by Spiritual Kenjutsu to grant an additional turn of the effect per stack. Additionally, Kenjutsu and related field techniques can become imbued with these energies when performed through Juuchi Yosamu, allowing them to take on the benefits of Spiritual Kenjutsu techniques and any affects that modify Spiritual Kenjutsu techniques, even if they are not of that field.

Note: Juuchi Yosamu has 100 HP, and an innate damage resistance of 40; the sword does not take damage, however, unless explicitly targeted.
Note: Juuchi Yosamu's abilities that affect Spiritual Kenjutsu techniques only function if its wielder is capable of using said field. Additionally, the affects granted by the blade only function on techniques used through the blade, and not just by being on the wielder's person. However, due to the nature of many Spiritual Kenjutsu effects forming a construct or spiritual blade of their own, they are augmented by the powers of Juuchi Yosamu as long as they are "cast through the hand holding the blade," meaning techniques like (Fudōchi Shinmyōroku: Taiaki ) – The Unfettered Mind: Annals of the Sword Taia and (Seishin Iaidō ) – Art of the Spiritual Quick Draw still benefit.

Both Declined, the main problem here before we even get to the abilities is the fact each has far too many abilities in a weapon. The first paragraphs of each contain what can be seen as 3 different abilities alone. Using techs through it with 10 less chakra, they act as if they had 10 more chakra than listed which creates an effective 20 chakra difference while also interacting with techs as if they had 10 less chakra, which creates an effective 30 chakra difference based on the wording of Yosamu while the other blade has the ability to extend Dokkodo through it. Any combination of those chakra abilities in one custom is a hard no and the overall amount of perks/abilities would mean nothing else is allowed on it even if it were possible.

Growth on the first blade is also a no; negative damage resistance will not be approved as damage resistance itself can already be problematic and this only worsens that. Tranquility has like 3 abilities itself that Im seeing + a damage resistance, which would also count as an ability. In all, this is roughly 7-8 abilities in one weapon. No weapon is being approved today with more than 3 abilities and even then, 3 may be pushing it depending on the abilities themselves.

As for the rest of the second weapon, you have similar issues. Stimulation makes little sense in regards to Spiritual Kenjutsu nor does it have anything concrete ability wise to support it; as it stands, it's just being able to ignore boosts because you will it to. The references to the spirit world in Stagnation need to go because those mean a very specific thing in the context of the RP, namely the Wraith CC abilities, and as such normal ninja cannot make free mention to this world even if they have access to different spiritual abilities. In addition to this, the ability to infuse all kenjutsu techs with Ronin Ken effects that extend the duration of this will need to come with it's own drawbacks as this will not be something applied freely given that a single strike or contact would disable usage for 2 entire turns minimum.

Tl;Dr these weapons contain far too many abilities and sub abilities that all are either broken, problematic or too meta shifting in their reach to allow to exist in these CW.
(Yawarakai-Te Masamune) Tender Hands Masamune
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A beautiful katana forged by the master swordsmith, Masamune. The blade has a suguha style hamon with brilliant, light colored steel, polished to a mirror finish; the handle wrappings are white, surrounding a wooden handle of mahogany, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in serenity by swordsmith who had achieved Zen, Yawkarakai-Te is flushed with natural energy, augmenting natural energy, and Dokkōdō techniques for those who can use them.

(Sekai) World - Yawarakai-Te's harmony with natural energy allows Dokkodo techniques to be empowered such that A rank and below Dokkodo techniques gain an increase in power equal to one rank, while S rank and above Dokkodo techniques acquire either +10 Chakra or +20 Damage, to be determined upon use of the technique.

(Seichō) Growth - Yawarakai-Te enhances the power of Natural Energy that flows across the blade, such that Dokkodo techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Shizukesa) Tranquility - Yawarakai-Te is heavily attuned to natural energies, and passively draws natural energy into itself. While not to the level of those who practice Senjutsu, this offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Yawarakai-Te, allowing them to be treated as Dokkodo techniques for the purposes of effects that affect or modify Dokkodo techniques, by adding 10 chakra to the cost of the technique to do so.

Note: Yawaraki-Te has 100 HP; the sword does not take damage, however, unless explicitly targeted.
Note: Yawarakai-Te's abilities that affect Dokkodo techniques only function if its wielder is capable of using said field and wielding the blade.

Change Log:
-Reduced World to provide only one chakra benefit (rank increase). It is tiered to affect lower (A and down) rank techniques differently than higher rank abilities which only recieve a partial benefit.
-Reworked Growth completely so that it instead provides Strengths and Weaknesses adjustment for Dokkodo.
-Reduced Tranquility to just the "non-Dokkodo Kenjutsu get Dokkodo effects" portion but added a chakra cost to use the effect. Removed the choice of Senkenjutsu effects (and the Frog Kata esc range expansion), as these three things, I believe, were the three powers seen in Tranquility?
-Removed the damage shaving (kept the HP for the weapon, I do not know if this is standard or not).
-Altered the note so that the effect works while wielding the blade, instead of having to specifically use techniques through the sword.

(Juuchi Yosamu Muramasa) Ten-thousand Cold Nights Muramasa
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An exquisite katana forged by the master swordsmith, Muramasa. The blade has a midare style hamon with dark, black colored steel, polished to an inky finish; the handle wrappings are black, surrounding a wooden handle of white oak, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in feverish dedication by swordsmith who strove to forge a sword capable of cutting god, Juuchi Yosamu is highly attuned to the soul, and augments Ronin Spiritual Kenjutsu techniques for those who can use them.

(Shikei) Dedication - Juuchi Yosamu's attunement to the spirit allows Spiritual Kenjutsu techniques to be empowered such that A rank and below Spiritual Kenjutsu techniques gain an increase in power equal to one rank, while S rank and above Spiritual Kenjutsu techniques acquire either +10 Chakra or +20 Damage, to be determined upon use of the technique.

(Shigeki) Stimulation - Juuchi Yosamu's highly spirit sensitive blade, crafted in such a manner that it sought to cut god, augments the cutting power of Spiritual Kenjutsu techniques such that Spiritual Kenjutsu techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Teitai) Stagnation - Juuchi Yosamu's spirit seeped blade has a heavy presence, which offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Juuchi Yosamu, allowing them to be treated as Spiritual Kenjutsu techniques for the purposes of effects that affect or modify Spiritual Kenjutsu techniques, by adding 10 chakra to the cost of the technique to do so.
Note: Juuchi Yosamu has 100 HP; the sword does not take damage, however, unless explicitly targeted.
Note: Juuchi Yosamu's abilities that affect Spiritual Kenjutsu techniques only function if its wielder is capable of using said field and wielding the blade.

Change Log:
-Reduced Dedication to provide only one chakra benefit (rank increase). It is tiered to affect lower (A and down) rank techniques differently than higher rank abilities which only receive a partial benefit.
-Stimulation was reworked completely, since it was deemed to have no supporting reason for it to simply ignore buffs.
-Stagnation had the references to the Spirit World removed (my apologies for this), and changed so that while it still makes Kenjutsu into Spiritual Kenjutsu, they don't increase the duration of the spiritual stun anymore and there is now an associated chakra cost to do so.
-Removed the damage shaving (kept the HP for the weapon, I do not know if this is standard or not).
-Altered the note so that the effect works while wielding the blade, instead of having to specifically use techniques through the sword.

Both swords are essentially the same, but with respective Dokkodo and Spiritual Kenjutsu focuses. Also, I'm a bit unsure of terminology. I'm assuming that "Spiritual Kenjutsu" means the same thing as "Ronin Kenjutsu" and "Ronin Spiritual Kenjutsu".

Declined, this is much better but now the issue lies within the first two abilities of each; because each essentially gives you a 20 damage modifier towards techniques alone, the combination of them gives you an effective 40 damage modifier towards techniques in the event they are strong to it ( +1 rank/20 damage then another theoretical 20 damage difference from the strength). I can’t allow both abilities together in one weapon because of the damage modifer they grant.
 
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System001

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( Zetsu'o Yin-Sōtsui no Jutsu ) - Zetsu's Yin-Duality Technique
Type
: Supplementary/ Defensive
Rank: Forbidden-class
Range: N/A
Chakra cost: 100 (-20 per psyche split)
Damage Points: N/A
Description: Through the complex skill of Yin, attuning the connection of the user's clones created through the "Parasite Clone Technique". The connection is enforced and empowered allow the user to to appear as though in two places at once, as one of a few ways. Akin to specking through an Edo summon or watching/ monitoring via those means, this jutsu takes the aspect a bit further. Within retrospect, the user can simply trade places with their clones, reviving themselves at 50% chakra total previously held. Diverging 10% of the Yin chakra within their body to create a temporarily mental replicates the psyche or "soul-self", and the replicated soul-self drifts into the Zetsu conjured clones. These clones can effortlessly wander autonomously as the yin tether enforced enables them indefinite existence, until recalled. These clones develop a minor sense of self, with them acknowledging the original still in greater control, however with a minor resistance standing in place. If the original is defeated and unable to transfer their psyche, the clones resume complete echelon, depending on which was created first. This results in the user partially staying immortal. These selves move more-or-less according to the user’s will albeit with minor alterations from the original due to the Yin's affinity in psyche split. Applied passively unto the user's "( Kiseichū Bunshin no Jutsu ) - Parasite Clone Technique" or similarly Zetsu related ninjutsu. With a limit max of two Clones being affect by this ninjutsu, these clones require a RP Mod/ Sensei approval upon creation as affirmation. These clones can only use canon A-rank or lower level ninjutsu, and Taijutsu/Kenjutsu etc. Due the complexity, the user of this ninjutsu is known to be a Yin Specialist or Yin-Yang Specialist, or else unable to attempt the skill otherwise. Interactions with Yamanaka ninjutsu results in the user losing link to the clones which in-turn limits the user from conjuring another clone as a replacement until; they release that clone's tether or usurping the clone by swapping places in turn results in release of control from the mind-control attempted.

Note: The user is in fact, almost always having a sensory/ telepathic link to them and empathic rapport from the Zetsu selves, and can thus detect them, suggest actions and recall them at will (they can often even use the user’s abilities; but he can’t actually mentally control these clone selves, other than recalling them if they astray too far from his intentions).

Note: If the user dies while this ability in use, the Yin clone selfies does not disappear until the end of the Match/ WSE Arc; as it is a solidified division of the user’s psyche, it could continue the user’s life as though it were the user (with all his thoughts, memories and mannerisms).


-Declined- DNR this is almost impossible to read through, a lot of the words you've used are out of place. But that aside this is not viable at all in the rp.
 
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Removed initial state change, and clarified that my shadow techniques don't become a source for others. That was the never the intention lmao (although im finna use that for a future sub ;)) And added some rules on remote activation aspect. On Sulpher I upped the time due to removing an ability z.z

(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: 50 (+50)
Damage: N/A
Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling a active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied on allies and objets themselves to enable future remote activation, whereas in the case of applicable techniques it can be applied within the same timeframe of their utilization. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe. Notably, when applied to non-techniques, Aether requires 4 hand seals to trigger remotely if not immediately used, with the Yin energy essentially laying dormant, but still costing chakra per turn during that period.
Usable 3x, lasting 4 turns once triggered or until canceled, with a chakra cost per turn of 20 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active.

Declined: Why is the future remote activation stuff still there? - Daemon


(Inton: Sulphur) - Yin Release: Sulpher
Type: Supplementary
Rank: S
Range: Short
Chakra: 70 (20 per turn)
Damage: N/A
Description: Through a surge of chakra throughout their body, followed by 4 hand seals, the user would bring forth an autonomous familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 3 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it, where the Yin Energy targets physical energy. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier. Should the opponent exit Sulpher's zone, they would regain their defenses within two turns. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar be used, nor Yang techniques. No Yin techniques above A rank can be used for the next two turns.

Approved with Edits Made - Daemon
Removed remote actication and fixed wording to match that.

(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: 50 (+50)
Damage: N/A
Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling an active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied in the same time frame as another shadow technique. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 3 turns once triggered or until canceled, with a chakra cost per turn of 30 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active. Once deactivated, the user is unable to use Yin/Shadow based techniques above A rank for two turns.

Approved with edits made - Removed the remote activation aspect. - Daemon


(Kage/Inton: Apatē) - Nara/Yin Release: Apate
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: +50 (20 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is a passive technique that is based on the principles of Yin Release and the 'Change into Heaven technique' to allow the user to create shadows out of nothing with increased effects, both in 'shadow' and physical forms. As they are no longer tied to a singular source, but rather essentially willed into existence, shadows would be eligible to be created at increased ranges, in the sky, and similar none conventional areas. Naturally, they can't be created within short range of an opponent unless the user is within that range. Shadow techniques created via Apate can have a unique trait implemented into them, similar to the 'Change into Heaven' technique where shadows can potentially cause burning, freezing, electrocution and other myriad of traits afforded through the aforementioned technique, with the added bonus of aesthetically changing the shadows. This would logically only apply to shadow techniques that have a physical form, whereas those that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques one rank higher than that of the shadow techniques'. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.

-Declined- Absolutely no to the sourceless shadows with added effects, increased rank, working on techniques with shadows blah blah etc. Tone it down.

(Fūin/Iryo/Inton: Koiosu) - Sealing/Medical/Yin Release: Coeus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 70
Damage: N/A
Description: Coeus is a sealing technique that can both be applied to oneself and others, acting as a spiritual defence and counter attack to a plethora of hostile techniques/entities that fall under said category such as illusions, Yin techniques, Yamanaka, and others. Placed after four hand seals, Coeus would lay dormant until the target is afflicted with a technique that damages their spirit, activating and functioning in an improved version to 'Medical Technique: Restore Balance', wherein the user's system is 'cleansed' and healed, before the seal goes dormant once again (heals at 1.5x rate to chakra). However, the opposing technique's damage would not be wasted, but rather stored in the seal on the user's body. Said damage would then be accessible to the user in the future, allowing them to release it in the forms of purple beams/blasts that can deal spiritual damage up to and equal to the damage absorbed. The user can chose to release the entirety of the damage at once or simply ration and release it at weaker outputs for multiple uses, with each release costing the user fourty chakra regardless of damage output. Coeus can heal and deal up to 105 damage(1.5x initial chakra cost), with it lasting until the absorption threshold is met defensively, meaning that once 105 damage is healed the seal will no longer be usable offensively, with the stored damage being automatically released in an omnidirectional mid range blast. Due to lasting and remaining dormant over a period of time, Coues essentially becomes weaker the more the user is affected with spiritual damage. Usable twice per battle, and must be separated by two turns after it ends. The offensive usage can be used freely as long as there is damage absorbed and the healing threshold is not met. Can be applied as a body seal.

-Declined- you need Utu for spiritual healing and firing back spiritual damage is kinda scuffed honestly.
 
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Ańbu Juniør

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Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22002496
- Made it so it clearly stated it can be used by other weapons

(Bukijutsu/Kenjutsu: Yamato Takeru) - Weapon Art/Sword Art: Gathering Clouds
Type:
Defensive/Supplementary
Rank: C - S
Range: Short
Chakra: N/A
Damage: N/A
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu or Bukijutsu, it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra-based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.
- This technique can be used not only through swords, but other weapons as well.

-Approved-

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22047914
- Changed the name
- Other changes bolded

(Jūjin Taijutsu Ougi: Tsuki No Ryōken) Beast Human Martial Art: Burn of the Moon Hound
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, suddenly change the direction in which they’re moving. In short, this allows them to maneuver around obstacles, incoming attacks, or drastically change direction to chase down a fleeing target. This is done by releasing blasts of chakra from the body to alter their trajectory. When used to maneuver around an attack or obstacles an initial blast of chakra is released to remove themself from the obstacle’s path, which is followed by a secondary blast to correct their trajectory. When used to change directions completely, only a single blast of chakra is released, and this allows the user to make sharp turns. The only downside to this technique is that it cannot be used to dodge techniques or obstacles that encompass a wide range.

Notes:
- This technique can only be used during a Gatsuuga or Gatenga technique.
- This technique requires a one-turn cooldown between uses.

-Approved- be aware the range means this can't be used to dodge anything bigger than five meters.

New Submissions

(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type:
Offensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: N/A
Damage: 60 - 80
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.

-Approved- Nice canon

(Jūjin Taijutsu Ougi: Gyakuryū Seigyo) Beast Human Martial Art: Reverse Flow Control
Type:
Offensive/Defensive
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Making use of their enhanced sense to accurately judge when a technique is about to hit them, Reverse Flow Control allows a member of the Inuzuka clan to employ a Gatsuuga variation by rotating in place at tremendous speeds. This rotation gathers a shell of air around the user to create an upright vortex that allows a suction effect on one side of the vortex to pull in an incoming technique before expelling it from the opposite side. By making use of this technique, an Inuzuka is capable of repelling a technique of equal strength in any direction of their choosing. Due to their rotation increasing the force of the repelled technique, its damage is increased by +20.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique cannot be used on techniques that encompass a wide range but can be used against streamed techniques.

-Declined- this is a little hyuuga adjacent for my liking the reflection thing wouldn't work on equal techniques generally either, since they have presumably equal force one couldn't overpower the other like that.

(Jūjin Taijutsu Ougi: Konton Saikuron) Beast Human Martial Art: Chaotic Cyclone
Type:
Offensive/Defensive
Rank: B - A
Range: Short
Chakra: N/A - 30
Damage: 40 - 60
Description: Created primarily as a means of counter-attacking an opponent in short-range, Konton Saikuron makes use of an Inuzuka’s rotational ability but to a lesser extend. When faced with a technique that targets a specific part of the body, the user will rotate their body in a clockwise or counterclockwise manner to dodge or deflect the blow, and as they come around the user will strike the opponent with a claw strike directed at vital parts of the body such as the eyes, throat, armpits, or thighs. When these areas are struck they not only cause bleeding that causes the opponent to lose -15 health per turn, but has the potential to either blind the opponent, make them unable to speak or use techniques above B-rank from the mouth, or prevent the movement of a targeted limb. When used with the aid of chakra (A-rank), the rotational force created from the user’s spin not only adds more power to their strike but will also create a suction effect that pulls the opponent forward and leaves them open to attack by throwing them off balance.

Notes:
- The bleeding effect lasts for four turns.
- The A-ranked version of this technique can only be used four times per battle and requires a single turn cooldown between uses.

-Approved- this feels familiar.
 
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Arthorius

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(Seimei No Umi Fuuinjutsu: Saisho no Umare no Okurimono) — Sea Of Life Sealing Technique: Gift of the Firstborn
Type:
Supplementary
Rank: Forbidden
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: This technique is a passive ability that can be used alongside the technique Paradoxical Rebirth. By owning this technique and mentioning it in their bio, the user gains the ability to seal away a fragment of their consciousness and soul inside the sea of life itself. Utilizing a similar fashion to Orochimaru's ability through the cursed markings he placed on people, and the fuuinjutsu utilized by Minato to seal a fragment of himself and Kushina inside Naruto's Jinchuriki seal. This serves as a backup of sorts, should the user be killed entirely, through methods that leave him unable to perform paradoxical rebirth normally, they may deign to activate this ability which will allow them to access their stored material and return them to life crafting an entirely new body.
However there are drawbacks to using this in comparison to the traditional version, especially in the ninja world, namely the ability can only be completed at the end of an arc regardless of when death and activation of this technique occurs, for example if you die two weeks in to arc 18 and use the revival ability, you still won't reform until the start of arc 19.
Note: May only be used once per arc.
Note: Must be mentioned in the users biography.
Note: The user can revive using any source of the sea of life they have created, alternatively they may reform in the sunlit forge.
Note: Reviving in this way returns the user to life in a weakened state, they begin with a quarter of their max HP and chakra.

Declined. The reason I'm declining this is because this is basically how the Sea of Life already works. The reason Paradoxical Rebirth works the way it works is because the Sea of Life essentially remembers you genetic material. So it's a bit redundant for this to work the way it does, only really allowing you to circumvent the major weakness of the technique: you need to have Sea of Life present to use it.

(Seimei No Umi: Kirameku Mono no Mizu) — Sea Of Life: Water of the Glistening One
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra cost: Variable (Equal to twice damage healed)
Damage points: N/A
Description: This technique is a active ability that can be used only while standing in the sea of life. Working in a similar fashion to the unique medical technique used by Kabuto this ability uses material from the sea of life to perform nigh instantaneous healing provided the user continues to maintain a handseal and rapidly circulate chakra around his body. When damage is inflicted upon the user, the sea of life at their feet will be immediately sucked in to their body regenerating it as though they took no damage at all, this technique has a considerably high potency being able to heal up to one hundred damage with a single usage.
However there are drawbacks to using this, while in use no other chakra based jutsu can be molded by the user, as the user must be constantly circulating chakra around his body while in use instead of focusing it. Additionally the user must be standing in the sea of life and using this will draw the sea of life back in to their body to use it for the healing consuming a short range source. Finally the chakra cost for such manipulation of the sea of life is exponentially high and scales to the damage healed.
Note: May only be used twice per battle.

Declined, made a slight edit to it though for the next submission. Add restrictions after usage. Strong technique.

(Seimei No Umi: Hahaohya no Himei) — Sea Of Life: Screech of the Mother
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra cost: 50
Damage points: N/A
Description: Using the sea of life contained in their body, the user of this technique will manipulate their body at a genetic level, focused around the throat and vocal chords, this allows them to emit a piercing shriek that echoes the avatar of Tiamats own voice, the pitch of their voice can disorient some opponents, those with sensitive hearing such as sound release users or ninja dogs or anything similar will lose their bonuses to tracking granted by hearing the turn this is used, however this is simply a side effect of the technique. The main purpose is to act as a rallying cry almost, for all those currently affected by the Amino-Geis and any children of Tiamat within it's range. This cry carries both chakra and traces of the sea of life and moves very quickly, similar to a hindering sound wave.
When the aforementioned hear this sound it drives them onward, provoking a visceral physical response alongside the mental one, their body is flooded with the sea of life altering their genetic makeup and spiking their chakra, for four turns after this has been used the aforementioned recipients will have their damage boosted by twenty points, their skin will turn a darker tone and will crack revealing glowing red lines beneath it.
However there are drawbacks to using this, especially when it expires, those who were boosted will experience negative effects losing ten health when the ability expires, they will also be slowed losing two base speed levels for two turns.
Note: May only be used twice per battle.
Note: The user can benefit from the boost if they choose, however they can also apply it to others exclusively.

Declined. I was actually writing an approval note but realized you don't have Sound Ninjutsu. Children of Tiamat can achieve modifications to their voice the effects but the methods of this technique also very squarely fall under Sound Ninjutsu. Get that and you'll have yourself a custom. I did make some edits to this while I was preparing to approve it. Keep those for the next submission when/if it happens.
(Seimei No Umi: Hahaohya no Himei) — Sea Of Life: Screech of the Mother
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra cost: 60
Damage points: N/A
Description: Using the sea of life contained in their body, the user of this technique will manipulate their body at a genetic level, focused around the throat and vocal chords, this allows them to emit a piercing shriek that echoes the avatar of Tiamats own voice. The main purpose is to act as a rallying cry almost, for all those currently affected by the Amino-Geis and any children of Tiamat within it's range. This cry carries both chakra and traces of the sea of life and moves very quickly, similar to a wind release jutsu.
When the aforementioned hear this sound it drives them onward, provoking a visceral physical response alongside the mental one, their body is flooded with the sea of life altering their genetic makeup and spiking their chakra, for four turns after this has been used the aforementioned recipients will have their damage boosted by twenty points, their skin will turn a darker tone and will crack revealing glowing red lines beneath it.
However there are drawbacks to using this, especially when it expires, those who were boosted will experience negative effects losing ten health when the ability expires, they will also be slowed losing two base speed levels for two turns.
Note: May only be used twice per battle.
Note: The user can benefit from the boost if they choose, however they can also apply it to others exclusively.
Note: The wave must strike the recipients with the exception of the user, the wave itself can be blocked by an equal ranked technique before it reaches the recipients.

Approved. Made edits. Note that this does not count as a Chakra surge.

(Seimei No Umi: Kirameku Mono no Mizu) — Sea Of Life: Water of the Glistening One
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra cost: Variable (Equal to twice damage healed)
Damage points: N/A
Description: This technique is a active ability that can be used only while standing in the sea of life. Working in a similar fashion to the unique medical technique used by Kabuto this ability uses material from the sea of life to perform nigh instantaneous healing provided the user continues to maintain a handseal and rapidly circulate chakra around his body. When damage is inflicted upon the user, the sea of life at their feet will be immediately sucked in to their body regenerating it as though they took no damage at all, this technique has a considerably high potency being able to heal up to one hundred damage with a single usage.
However there are drawbacks to using this, while in use no other chakra based jutsu can be molded by the user, as the user must be constantly circulating chakra around his body while in use instead of focusing it. Additionally the user must be standing in the sea of life and using this will draw the sea of life back in to their body to use it for the healing consuming a short range source. Finally the chakra cost for such manipulation of the sea of life is exponentially high and scales to the damage healed.
Note: May only be used twice per battle.
Note: After using this technique the user can't heal themselves via any means for two turns as their body is in a state of flux, they also lose the children of tiamat critical damage resistance for those two turns.

Approved
 
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(Inton: Yumemiru) – Yin Release: Dreamwalking
Type: Supplementary
Rank: B
Range: N/A (Short – Long)
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Dreamwalking is symbolic of the user's greater attunement with the spirit; the ability to manipulate their own spiritual energies, as well as that of others. Reminiscent of Sasuke's ability to transmit himself into the isolated dimension which housed the Kyūbi, the user is able to project a fragment of their own consciousness into other places which exist on a spiritual plane. In order to perform it, one concentrates a portion of their own chakra, manipulating its balance to favour Yin, and sends it into a target. This establishes a spiritual tether, not unlike that of Hungry Ghost, though it is benign by comparison. The user is able to project their consciousness into any living thing within the same landmark, so long as they are aware of its exact location, manifesting an avatar of their desired form that can communicate with the spiritual avatar of the individual whose consciousness they have entered, or any other entities that are housed in the body via sealing or other means, such as a Bijū. The user can also peer into the subconsciousness, revealing their deepest thoughts and even their dreams. If the user so chooses, this technique can be used on multiple targets, up to a maximum of four. Due to the abstract nature of these internal spaces, one can seemingly spend hours within the spiritual plane whilst only moments may have elapsed in the real world. The user, and by extension the targets of this technique, can still move and act as normal in the real world while Dreamwalking is active. The tether established by this technique can only be broken by surges of Yin (40 chakra), Yang (30 chakra), Yin-Yang (30 chakra), Anutu and components (20), or Senjutsu (40 chakra), with each value decreasing by 10 per target. While Dreamwalking is active, the user's Yang and Yin-Yang Release is restricted to A-Rank and below.

-Approved-
 
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Bakuton: Kyōka no Bakuhatsu | Blast Release: Blast of Enhancements
Type:
Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (+10 to their Bakuton, Taijutsu/Kenjutsu, or Bubblegum techniques)
Damage Points: N/A (Additional one rank to A rank and below Bakuton, Taijutsu/Kenjutsu, or Bubblegum techniques and +20 to S rank techniques)
Description: The user would passively activate this technique which can be used in the same time frame as another jutsu. The first application is it enhances their Bakuton techniques by applying the +10 chakra to their techniques and increases the rank of their A rank and below techniques by one. When it comes to S rank techniques it doesn't increase the rank but it does increase the damage and/or defenses by +20. The second application of the technique is enhancing their Taijutsu/Kenjutsu by the same rules and regulations by adding Bakuton nature it their Taijutsu. The third application of this technique is unique is because it can be combined with Bubblegum Ninjutsu by adding their Bakuton nature chakra to it. What this does is add more destructive power to it like it does their Bakuton, Taijutsu, and Kenjutsu techniques with the additional rank to A rank and below and +20 damage to S rank techniques of theirs. The Taijutsu/Kenjutsu that can use this technique can't have any other element chakra into it besides Bakuton, Bubblegum Ninjutsu, or Raw Chakra. When used with their Taijutsu/Kenjutsu it still goes by Blast Release: Landmine First with the blast minimizes the potential repercussions and recoil is completely negated.

-Declined- this needs drawbacks and limitations. Also its a little iffy that this adds chakra, it'll need a better reason than just "more chakra" at this point cause that's been done a lot.

Bakuton/Bubblegum Bio
Bakuton: Kyōka no Bakuhatsu | Blast Release: Blast of Enhancements
Type:
Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This user would passively activate this technique which can be used in the same time frame as another jutsu. This technique has three different applications that it can be used with. The first application is it enhances their Bakuton techniques by increasing the rank of A rank and below techniques. When it comes to S rank and above techniques the technique can increase the damage by +20 but never increases the rank. The second application of this technique is enhancing their Taijutsu/Kenjutsu/Bukijutsu by the same rules and regulations as the first application but instead of enhancing their Bakuton techniques they enhance their Taijutsu/Kenjutsu/Bukijutsu with explosive power. This can be done with none chakra and chakra usage of the three options. The third application of this technique is unique because it can be combined with Bubblegum Ninjutsu by adding their Bakuton nature chakra into it. What this does is add more destructive power to it like it does for the two previous applications and still follows same rules and regulations. The Taijutsu/Kenjutsu/Bukijutsu that can use this technique can't have any other element chakra into it besides Bakuton, Bubblegum Ninjutsu, or Raw Chakra. When used with their Taijutsu/Kenjutsu/Bukijutsu it still goes by Blast Release: Landmine First with the blast minimizes the potential repercussions and recoil is completely negated.
Note: This stays active for four turns and has a cooldown of two turns.
Note: This can be used three times a battle/arc


-Declined- That's a really high amount of usages, that's barely a restriction when you're talking about a +20 boost that lasts four turns, presumably you're implying you can apply it to any of those jutsu. It won't be able to last for four turns and have three usages. It'll also need a drawback not just a cooldown.

Updating Jutsu

(Hebi no Shukuen) Snake Feasting
Type: Defense
Rank: A-S
Range: Short-Mid
Chakra Cost: 30-40
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A-S rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). This technique can create multiple snakes that grow into different sizes depending on the situation.
Note: A rank can be used four times per battle/arc with a one turn cool down and S rank can be used three times per battle arc with a two turn cool down

-Approved-
 
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(Futton: Ten'i-sei Suiren ) Boil Release: Metastatic Water Lily
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: N/A (+ 10 Infusion)
Damage Points: N/A
Description: Metastatic Water Lily is an infusion technique utilized in order to amplify one’s water release or liquid based techniques. While in the sequence of kneading one’s chakra, the user will perform an additional hand seal in which then causes the technique when released to gave the properties of Boil Release. Upon appearance, the technique in question retains its usual functionality; but rather than being just being a normal liquid, it would have gained the element’s acidic nature, which causes those in contact with the water to be affected by the corrosive nature. This infusion doesn’t turn the liquid into the usual vapor formation, though this vapor can be seen released from the water cosmetically, but rather it infuses the high acidic PH concentration into the liquid. This grants one of two types of boons, the first being techniques which are defensive or supplementary in nature while become offensively inclined, dealing damage to the rank of the technique applied. In the case of an already offensive technique; this adds an additional +20 DMG to those techniques when applied. This infusion can be used four times per battle, with a cool down time of one turn between each use. This infusion also cannot be applied to water techniques that directly spawn on targets, requiring those who are capable of being made within less than 5 meters spawn at such distance, in adherence to the spawning rules. Target’s that remain within direct contact with the technique also suffer half it’s damage per turn, an attribute to the continuous acidic exposure. Like all Boil Release techniques, the user is naturally immune to any damage or effects of this technique.

-Declined- I don't think I'm going to allow this to have half it's damage per turn be repeated from remaining in contact, that feels a little amaterasu adjacent, other than that it also needs some kind of restrictions other than just a cool down, the +10 chakra and +20 damage makes this seem like it couldn't be a B rank honestly too, considering you want four usages with that rank.

(Futton: Chōetsu Haibisukasu ) Boil Release: Transcendent Hibiscus
Rank: A
Type: Offensive, Defensive
Range: Short - Long
Chakra Cost: 30 (- 10 Per Turn)
Damage Points: 60
Description: Transcendent Hibiscus is a defensive/offensive technique that allows one to temporarily shift their body into a state of acidic vapor. Through the formation of two hand seals, the user’s body would immediately state shift causing them to become an embodiment of Boil Release. Naturally, due to the vapor like state – the user becomes immune to physical matter-based techniques such as water, earth etc as it would simply pass right through them. Other natures like energy would be capable of damaging them, though this inherently respects the strength and weakness of Boil Release as well, needing techniques that are stronger than the element inherently in order to cause damage to them. This technique is dangerous to the opponent, as simply passing through the user will they are transformed will cause them to be burned by the corrosive mist, slowly eating away at their skin. While in this form, the user is now weightless, capable of levitating in the air and flying around at twice their base speed, though are limited in their abilities. This means they are only capable of utilizing Fire Release, Water Release, Boil Release in terms of elemental natures, but have access to other non-elemental skills as intended. Once per turn, they user is capable of utilizing this form in order fly out the way of incoming techniques as this uses up their freeform dodge within the turn. This technique last three turns before naturally ending though can be ended prematurely if desired, usable thrice per battle. Upon expiring or ending prematurely, the use is incapable of utilizing Boil Release Techniques S Rank and above in the same turn. Techniques weak to Boil Release requires them to at least be S ranked in order to affect the user (outside of matter-based elements), Techniques neutral to it requires to at least be A Ranked in order to forced them out or if Strong against Boil requires to be at least be B rank. Forcing the user out of this form would cause them to take damage based after the damage interaction, meaning if the opposing technique is weakened the user will suffer the weakened techniques damage instead. This is due to Boil Release’s unique property of being able to directly melt chakra constructs/chakra itself as seen when Mei melted the chakra bones of the Susanoo. Continuous contact with the user while in this state causes them to suffer half the base damage from the continuous acidic melting of the skin, though slow.

-Declined- this isn't how transforming in to an element works here ever since that water replacement debacle. You wouldn't become immune to physical damage by becoming gaseous, it also wouldn't require an element that is inherently stronger than boil to hurt you. It goes by rank and damage, you could say you're more resistant to things boil is strong against, but you wouldn't be entirely immune.

(Kuroi Kaminari : Akui Aenchou ) Black Lightning: Baleful Omen
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( - 10 Per Turn)
Damage Points: N/A
Description: Baleful Omen is a unique technique designed to enhance other elemental natures with the assistance of Black Lightning. Upon making a two hand seals, the user will surge their black lightning chakra throughout their body. This energy is then molded and shaped into a unique ring of lightning. This ring has unique sphere like formations that connect among the ring, appearing vaguely like the drums of Raijin. However they are, for the most part harmless to the touch at least for the user. This ring is self sustaining after it's creation, simply drawing in on the user's chakra to sustain itself. What it actually is designed for however is in order to release discharges of the element into techniques being used by the user. In other words, as the user releases techniques, the drums would in turn respond to the chakra and release the pitch black electricity into the technique. This in itself serves as a power increase, providing the technique in question an additional +1 Rank Increase for A Ranks and below, while providing a +20 DMG increase for S Rank and above. These discharges can be crafted from anywhere up to long range; as the ring would continuously release harmless discharges as it remains active, latching onto the user's technique once created. It should be noted that the discharges cannot latch onto techniques that logically cannot be conducted i.e Wood Release. Elements possibly weak to it can also be discharged as well, creating unique combinations i.e Earth Release piercing a target but shocking on impact akin to Lightning Release: Four-Pillar Bind having stone structures infused with lightning. In the case of other energy based elements, it would be a simple combination of both elements in one such as Lightning and Fire causing a combined shocking and burning explosion etc. it however cannot be used with Wind Release nor Wind AE/CE whatsoever should it's form primarily be composed of it. This can only be used twice per battle, lasting four turns each time. Once deactivated, it cannot be used again for three turns while being unable to use Black Lightning above S Rank in the same turn. Discharges can only be done once per turn, not costing a move slot in order to trigger but requiring 20 Chakra to be spent each time in order to do so. Baleful Light can be activated in the same timeframe as another technique, applied to the technique instantly.
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-Declined- Even at once per turn that's still a boost that lasts four turns, twice per battle so a total of 8 techniques boosted at no move cost over 8 turns bar the initial cost. Also that restriction is straight up filler, no black lightning specifically and above S rank? There is a path for approval however so at least you have that.

( Kuro Kaminari Hijutsu: Musou Shinsetsu) Black Lightning Secret Art: One Slash With No Conception
Rank: F Rank
Type: Mode
Range: Short - Long
Chakra Cost: 50 ( -30 PerTurn)
Damage Points: N/A
Description: Musou Shinsetsu is a unique combination of one’s skill with Black Lightning and Kenjutsu combined into one. The process of activation is rather simple, with the user charging the blade with an immense amount of energy, causing the blade to become pitch blade in coloration as the black current surges through it. While this is occurring – the user’s body would become energized as well, increasing their mobility by x2 while this is active. The true nature of this state is to become one with lightning, namely black lightning as the superior form of Lightning Release. The user’s kenjutsu techniques are affected by this – causing them to gain the elemental typing of Black Lightning, gaining an additional increase in damage of +20 and lastly, capable of causing paralysis that persists on struck targets for two turns. The elemental typing change applies to both physical slashes but also projectiles the user is capable of release, instead turning it into black lightning projectiles being released though this should be noted to apply to other elemental sword-based techniques. An example of this would be someone igniting their sword in flames, stabbing it into the ground to release the flames in all directions. In this case, the lightning will be spread from the blade instead of flames, allowing one to truly embrace the elemental nature of the Musou Shinsetsu. Uniquely to this technique as well, the user can – once per turn at the cost of a move, can stab the sword into the ground, release a surge of energy that causes the area around them to become elevated akin to the “insert technique name”. The effected solids would then be guided with a mental command to pursuit the opponent with the intent of causing immense damage. This deals 90 DMG, carrying the same elemental S&W of Black Lightning. While active, the user is incapable of utilizing elemental natures aside from Black Lightning and Lightning Release, while retaining the ability to utilize non elemental abilities as normal. This can only be active for four turns, draining -30 chakra per turn in order to sustain. When naturally ending or prematurely, the user loses the ability to utilize Black Lightning for three turns, regardless of rank while also being able to use this technique once per battle. They are also incapable of utilizing Black Lightning above A Rank in the initial turn of activation. It also causes - 10 HP towards the user on the initial turn due the overcharge of chakra within the user's body.
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-Declined- I don't think it'd be right or proper to make this apply to every elemental kenjutsu technique, that's just super broad and potentially problematic. Also you left a part of the draft in this "insert technique name" that'll need fixing if you're actually referencing something.



(Mori no Kodomo-tachi) Children of the Forest
Type: Offensive/Defensive/Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Mori no Kodomo-tachi are unique species of Inuzuka Ninken, considered an almost extinct linage of ninken. This is due to clan’s lack of interest in them, some of them deeming them simply “useless” in favor of the regular breeds. However, among the few that retained them, they would learn that these ninken are extremely talented and power. In terms of looks, these ninken appear similar to that of wolves; as opposed to other ninken’s wolf like appearances. They are range from about the size of Akamaru in Part 1 as puppies but can grow up to six to seven feet tall naturally. The Mori no Kodomo-tachi are genetically enhanced, with years of cross breeding allowing them to finally reached the desired mold for their Inuzuka partners. What makes these ninken more useful than ordinary ninken is the ability to utilize close quarter combat skills more easily. This enables the Mori no Kodomo-tachi the ability to utilize Taijutsu or Kenjutsu or a Custom Fighting Style on par with their Inuzuka partner – though there are some limitations to this, as the ninken cannot utilize skills that require use of Genjutsu or Elemental Natures. They utilize their claws with chakra in order substitute as swords in the case of kenjutsu. They are still capable of fully utilizing their Inuzuka Clan Techniques clan techniques as well. They have 100 HP, capable of moving at 13 Base Speed and has x2 Tracking which can sniff out scents up to two landmarks away. They are capable of human speech; capable of exhibiting critical thinking and other intelligent feats. Due to their scarce distribution – only so few exist left in the world, which allows an Inuzuka to only have one Mori no Kodomo-tachi Breed partner. The element they can utilize must be mentioned within the user’s bio though however, they it must be mentioned which skill the Ninken is capable of utilizing in the bio, this only being access to one set of skill outside of Inuzuka Hiden. This is a passive technique, meant to describe the Ninken, and does not entail a sort of manipulation.

Declined: There's a lot of contradicting clauses and conditions in this technique. Like being unable to use elements, but then also listing usable elements in the biography. Fix those. How are these dogs capable of using Taijutsu and Kenjutsu on a level equal to the user? Anatomically it just isn't feasible. And like with CE, the usage of CFS won't be permitted.
( Kuro Kaminari Hijutsu: Musou Shinsetsu) Black Lightning Secret Art: One Slash With No Conception
Rank: Forbidden Rank
Type: Mode
Range: Short - Long
Chakra Cost: 50 ( -30 PerTurn)
Damage Points: N/A
Description: Musou Shinsetsu is a unique combination of one’s skill with Black Lightning and Kenjutsu combined into one. The process of activation is rather simple, with the user charging the blade with an immense amount of energy, causing the blade to become pitch blade in coloration as the black current surges through it. While this is occurring – the user’s body would become energized as well, increasing their mobility by x2 while this is active. The true nature of this state is to become one with lightning, namely black lightning as the superior form of Lightning Release. The user’s kenjutsu techniques are affected by this – causing them to gain the elemental typing of Black Lightning, gaining an additional increase in damage of +20 and lastly, capable of causing paralysis that persists on struck targets for two turns. The elemental typing change applies to both physical slashes but also projectiles the user is capable of release, instead turning it into black lightning projectiles being released though this should be noted that this only applies to lightning and non elemental kenjutsu. An example of this would be someone wanting to use "Slicing Crimson Wave" with their sword , releasing a red chakra projectile, the lightning will be spread from the blade instead of raw chakra and releasing it, allowing one to truly embrace the elemental nature of the Musou Shinsetsu. Uniquely to this technique as well, the user can – once per turn at the cost of a move, can stab the sword into the ground, release a surge of energy that causes the area around them to become elevated akin to the “Lightning Blades Levitation”. The effected solids would then be guided with a mental command to pursuit the opponent with the intent of causing immense damage. This deals 90 DMG, carrying the same elemental S&W of Black Lightning. While active, the user is incapable of utilizing elemental natures aside from Black Lightning and Lightning Release, while retaining the ability to utilize non elemental abilities as normal. This can only be active for four turns, draining -30 chakra per turn in order to sustain. When naturally ending or prematurely, the user loses the ability to utilize Black Lightning for three turns, regardless of rank while also being able to use this technique once per battle. They are also incapable of utilizing Black Lightning above A Rank in the initial turn of activation. It also causes - 10 HP towards the user on the initial turn due the overcharge of chakra within the user's body.

-Approved- I'll keep an eye on this to see how it works out and what you intend to use it with.

(Yoton : Herarudo no Meirei ) Yang Release: Herald of the Order
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 70 ( - 20 Per Turn)
Damage Points: N/A
Description: Herald of the Order is a technique designed to emphasis on one’s physical and vital energy, converting it into a dauntless barrier of protection. Upon making three hand seals; the user’s body would shimmer a light golden coloration, while the warmth of the Yang Energy surging through them. By turning their own health points into that of energy; a golden barrier would form around the user up to three meters in every direction. This barrier is durable, taking the sacrificed vital and physical energy and manifesting it as a solid and tangible force. The barrier’s health points vary based on how much health the user sacrificed though it can only go up by increments of 10 HP, maxing out at 100 HP. The barrier naturally shaves damage on interaction – reducing damage by -30 per interaction but should the opposing force not be completely shaved; it will instead be blocked with the barrier’s potent nature but will have its HP dropped after interaction. An example of this is when used vs a 100 DMG technique; the barrier would reduce this by – 30 but due to the remaining 70, the barrier loses 70 HP while completely stopping the technique unless it overwhelms the remaining HP, allowing the technique to continue towards the user. The HP used to generate the barrier however cannot be healed unless with a Yang Release natured technique; though using the draining one’s HP will not trigger the HP Drawbacks associated with it. The barrier lasts three turns before naturally subsiding. While in use, the user is unable to utilize Yin Release, Yin – Yang Release though can only use Yang Release up to S Rank while active, while other fields such as Advance Fields can still be utilized. The barrier is self-sustaining as it passively drains chakra after creation and naturally moves with the user. After deactivation, the user cannot utilize Yang Release for two turns above S Rank, while this technique can only be used twice per battle. It also goes on a cool down of three turns after ending.

-Declined- as cool as this is, there are some problems. The whole sacrificing hp to make the barrier thing is weird, feels more like a kinjutsu than a yang technique. The passive shaving is pretty high for no real reason, then the avoiding health drawbacks is a definite no.

(Futton: Akusei Rōzu ) Boil Release: Malignant Rose
Rank: D - S Rank
Type: Offensive, Defensive , Supplementary
Range: Short - Long
Chakra Cost: 10 - 40 ( -10 Per Turn)
Damage Points: 20 - 80
Description: Malignant Rose is basic technique designed to craft one's Boil Release Nature to their desires. These are usually done in differing forms, ranging from bursts, waves, mist or even condensed constructs such as tools, weapons etc of the acidic vapor, capable of causing physical damage but also burning the skin on contact. The acidic vapor is either released from the user's body, usually through the mouth, through erupting through the terrain nearby or even the moisture surrounding the user. However these cannot be created within five meters of the opponent, unless already in short range which in that case cannot be done on direct contact. The constructs from D to C are maxed at five meters, B - A Rank being maxed at ten meters and S rank being up to fifteen meters. B Rank variants of this technique requires at least one seal, with the required amount increasing by increments of one per rank. These constructs when made are capable of naturally persisting; passively draining chakra though can only remain for two turns regardless of rank before naturally fading away. Continuous contact with the acidic vapor causes those affected to suffer half the base damage per turn for their skin melting slowly. S Rank variant of this technique can be used twice per battle, going on cool down for two turns before utilizing again once the construct ends. This also prevents the use of A Rank and above Boil Release in the same turn the S Rank variant is used. A Rank can only be used thrice per battle with a one turn cool down after the structure in question ends. The user is completely immune their own acidic vapor, not suffering any kind of damage from it. Multiple constructs can be made at once if desired, though the damage is split among them evenly.

-Approved- edits made

(Futton: Kyōakuna Ran) Boil Release: Baleful Orchid
Rank: D - S Rank
Type: Offensive, Defensive , Supplementary
Range: Short - Long
Chakra Cost: 10 - 40 ( -10 Per Turn)
Damage Points: 20 - 80
Description: Baleful Orchid is the sister technique to that of Malignant Rose, however instead of crafting constructs the user would create acidic familiars. These familiars are nigh featureless in terms of their aesthetic - simply being condensed white vapor. However because of the complex design added into them, they move and behave intrinsically to their design. Meaning if one was to create a humanoid familiar, it would be capable of walking/running, or if making an avian, it would be capable of flight. The possibilities are endless, as the user can utilize their imagination in order to craft unique formations. These familiars exhibit a rather limited form of sentience, in the sense of being aware of its surroundings, able to tell its creator and his allies apart among other things such as performing Boil Release Techniques up to the Rank of the familiar. The acidic vapor is either released from the user's body, usually through the mouth, through erupting through the terrain nearby or even the moisture surrounding the user. However these cannot be created within five meters of the opponent, unless already in short range which in that case cannot be done on direct contact. The constructs from D to C are maxed at five meters, B - A Rank being maxed at ten meters and S rank being up to fifteen meters. B Rank variants of this technique requires at least one seal, with the required amount increasing by increments of one per rank. These constructs when made are capable of naturally persisting; passively draining chakra though can only remain for two turns regardless of rank before naturally fading away. Continuous contact with the acidic vapor causes those affected to suffer half the base damage per turn for their skin melting slowly. S Rank variant of this technique can be used twice pet battle, going on cool down for two turns before utilizing again once the familiar ends. This also prevents the use of A Rank and above Boil Release in the same turn the S Rank variant is used. A Rank can only be used thrice per battle with a one turn cool down after the structure in question ends. The user is completely immune their own acidic vapor, not suffering any kind of damage from it. These familiars when performing techniques counts to the allotted 3 techniques per turn. Multiple familiars can be made at once if desired, though the damage is split among them evenly.

-Approved-

Permission gained from @Lili-Chwan to include the perfume scent in vapor.

(Aryūru no Otome ) Maiden of Allure
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Maiden of Allure is by all intents and purposes, a purely aesthetic skill. Through Haruna's desire to tinker with the world at large, her own Advanced Element of Boil Release no exception. This was done with an application of Yin Release's ability to change the properties of chakra based on one's own imagination. And so this was the case as Haruna's techniques changed. In literal terms, Haruna's Boil Release is no longer just the typical white coloration when release, but rather she is now capable of producing it in various colors. This can range from red, to blue or any color she desires within the visual spectrum of the human eye. The acidic vapor she releases are all naturally scented, akin to that of a perfume. These scents are all naturally alluring to the nose, varying in scents though is commonly associated to smelling like roses. Lastly, Haruna is naturally capable of releasing harmless vapor from her body, allowing her to smell much like the scented vapor. These changes are all cosmetic, providing any sort of benefit in battle - as the affected Boil Techniques all carry thr natural S/W of the element. This doesn't cost a move slot, simply needing to be posted in one's bio or at the start of a battle.

-Pending- I need to consider this

(Jūjin Taijutsu Ougi: Shūmatsu-ron-tekina Dopperugengāv) Beast Human Martial Art: Apocalyptic Doppelganger
Type:
Offensive/Defensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: Derived from the “Exploding Puppy” Technique, the user will quickly make two hand seals in order to create a “clone” of their ninken in order to rush down at the opponent. The trick to this technique however is a combination of the Transformation Technique in conjunction with elemental chakra. In reality, the “clone” isn’t truly one, but rather a canine elemental familiar masked with a transformation. It would once it makes contact with the opponent or within close range would explode, causing a small omnidirectional burst of the element in question. This causes those caught within its range in order to be struck with it, taking 60 DMG alongside any other residual effects such as fire burning them, wind cutting them etc. The canine familiar is capable of existing outside the user’s concentration, having a rather limited form of sentience – as it can identify the Inuzuka and his/her ninken as allies. Despite this, it can only persist for three turns before naturally exploding. This technique can be utilized three times per battle, with a cooldown of one turn between each use. Can only be utilized by members of the Inuzuka Clan, though not by the ninken.

-Declined- explain the effects of these "residuals" or remove them, I don't like the vagueness
Removed it.

(Jūjin Taijutsu Ougi: Shūmatsu-ron-tekina Dopperugengāv) Beast Human Martial Art: Apocalyptic Doppelganger
Type:
Offensive/Defensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: Derived from the “Exploding Puppy” Technique, the user will quickly make two hand seals in order to create a “clone” of their ninken in order to rush down at the opponent. The trick to this technique however is a combination of the Transformation Technique in conjunction with elemental chakra. In reality, the “clone” isn’t truly one, but rather a canine elemental familiar masked with a transformation, which can be created from all elements with the exception of custom elements. It would once it makes contact with the opponent or within close range would explode, causing a small omnidirectional burst of the element in question. This causes those caught within its range in order to be struck with it, taking 60 DMG. The canine familiar is capable of existing outside the user’s concentration, having a rather limited form of sentience – as it can identify the Inuzuka and his/her ninken as allies. Despite this, it can only persist for three turns before naturally exploding. This technique can be utilized three times per battle, with a cooldown of one turn between each use. Can only be utilized by members of the Inuzuka Clan, though not by the ninken.

-Approved- I made an edit, since forming this with a CE would be a little too much like bypassing CEJ limits and could create problems given the side effects of some CE.
 
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Python

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Name: Squidgy Python
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user chews their gum infusing their charka and then spits out whip that is 10 meters in length, that is very flexible and durable (being made of gum) The whip can be used to avoid small ranged attacks and techs within reason using the elastic whip to grab onto surrounding trees, pillars or something the user or opponent formed and moving 10 meters to another direction effectively dodging the technique(must have something to latch to) The whip stays for 3 turns or until destroyed a B rank will suffice this. given the elasticated nature of the whip it accelerates the user increasing their speed by three levels while in motion


Note: Can be used thrice per battle
Note: four turns in between usages

-Declined- you need to change the range to short-mid also using it to dodge will have to incur the dodge usage after the first turn.
sss
Name: Squidgy Python
Type: Supplementary
Rank: B
Range: Short-mid
Chakra Cost: 20
Damage Points: N/A
Description: The user chews their gum infusing their charka and then spits out whip that is 10 meters in length, that is very flexible and durable (being made of gum) The whip can be used to avoid small ranged attacks and techs within reason using the elastic whip to grab onto surrounding trees, pillars or something the user or opponent formed and moving 10 meters to another direction effectively dodging the technique(must have something to latch to) The whip stays for 3 turns or until destroyed a B rank will suffice this. given the elasticated nature of the whip it accelerates the user increasing their speed by three levels while in motion


Note: Can be used thrice per battle
Note: four turns in between usages
Note: Uses the dodge usage after first turn

Approved

Name: the embelsment of haze
Type: supplementary
Rank: A
Range: short-long
Chakra Cost: 30
Damage Points: N/A
Description: This technique would capitalise on the poisonous secretion within all toads, this toxin is stored within their parotoid glands. using this justu they would secrete the toxins into the moist air around them and form a large toxin mist that would envelope the battlefield, the mist itself isnt poisonous to most animals but human opponents (and animals with similar anatomy like humans) Humans would have irritations and allergic reaction to the mist the minute it formed and spread. this would cause the user to feel slight pain in their lungs if they inhale causing them making it heavier to breath to be slowed 1.5x their original speed. If the opponent was in the mist for a full turn their lungs would be damaged badly slowing their overall speed down by 3x the moment the opponent out of the mist it would take two turns to recover the damage back to normal flushing the toxins out of their body naturally. Toads and toads users are immune to the effects their bodies being adapted to the toxins that are stored within.

Note: The mist last 3 turns
Note: Toads and signers of the contract are immune to the toxins, this does not extend to other toxins or poisons, just the toad toxin.

Declined: The big issues are that Toads as a canon contract don't have and cannot access poison. They have oil. Even if they did, how would a signer of the Toad contract be immune to it? Finally, these debuff values are too high.

Name: Umbrella da fintume
Type: Offensive
Rank: A
Range: short-long
Chakra Cost: 30
Damage Points: 60
Description: The user gather his katon charka and will channel their charka into the ground below them, this can be done by channelling their charka or simply stomping on the ground, 20 tendrils will be formed 2 meters below the opponent in an already formed umbrella having a wide area of surface area (10 meters diameter) The fire being searing hot would easily burn and sear through the ground as it rises up below the opponent. allowing no escape covering large summons. On mental command the user can make all 20 tendrils collapse inwards like someone was closing an umbrella, leaving the opponent caught in between all of them in a now closed umbrella. if touched by any tendrils the foe would have sever third degree burns causing immense pain and them passing out to the pain being all around their entire body.

Note: No A rank fire in same turn
Note: 2 turns in between usage being able to use thrice a battle.

Declined: Customs that involve spawning or creating things underneath an opponent will also create them beneath you, placing you within its area of effect. You may want to reconsider the way this technique functions with that in mind. Secondly, specify the length of these tendrils.

Name: Delve into the tranquil
Type: Offensive
Rank: A
Range: short-long
Chakra Cost: 30
Damage Points: 60
Description: The user takes a piece of gum and blows a normal sized bubble though as it begins to near the opponent it will burst automatically causing a flashbang effect temporarily blinding the opponent and whoever near the radius(5 meters) the flashbang placing them in a genjustu in which bubblegum will be seen around the enemy, the user can manipulate the genjustu to a certain degree such as manipulating the quantity of gum the enemy perceives (needs to be stated) such as 5-10 and what the bubble gum depicts such as if their is 5 bubblegum bubbles or 4 bubblegum gum walls that have enclosed in the walls or having the bubblegum already wrapped around specfic limbs of the opponent making him believe he is constricted after their eyes open from the flashbang etc. leaving the creativity of the illusion up to the user though it needs to have bubblegum involved in the illusion carnt have random entities such as wolfs or fake illusions of the user etc. But this leaves the opponent open to attack by the user as they believe they dealing with more bubble attacks.

Declined: Pick an actual illusion, whether it's walls closing in on a target or pieces of gum constricting a target because those are two very different things.
 
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Serpent

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(Senpō: Hoshi no Jutsu) Sage Art: Star Technique
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 60 - 100 (-10/15/20 to user)
Description: Using the unique Star Chakra absorbed from the meteorite, and the natural energy from around the earth. The user will be able to create powerful blasts of energy from this mixture of two worlds. By placing their hand(s) in a desired direction, the user can release this mixture either as a spherical 5m energy blast that reaches long range, a concussive forward facing blast of energy that spreads out 180 degrees up to Mid range, or a 360 degree blast that spreads out to short range. The power behind this technique is dependent on the amount of Star chakra and Senjutsu fueled into it and because of it's nature it deals more damage then standard techniques of equal rank. This technique doesn't require the user to have previously activated the Mysterious Peacock Method. However it does require them to have Sage Mode active. The damage caused to the user by this technique is dependent on the rank use and cannot be miniated by the damage shaving aquired by of Sage Mode.
Notes:
-Can only use S-rank variant three times per battle, requiring a two turn cooldown
-Can only be used by a bio with Star chakra and Senjutsu
-Can only be taught by Serpent

Declined, use of the Star Chakra requires the Peacock mode to be utilized.
(Senpō: Hoshi no Jutsu) Sage Art: Star Technique
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 60 - 100 (-10/15/20 to user)
Description: Using the unique Star Chakra absorbed from the meteorite, and the natural energy from around the earth. The user will be able to create powerful blasts of energy from this mixture of two worlds. By placing their hand(s) in a desired direction, the user can release this mixture either as a spherical 5m energy blast that reaches long range, a concussive forward facing blast of energy that spreads out 180 degrees up to Mid range, or a 360 degree blast that spreads out to short range. The power behind this technique is dependent on the amount of Star chakra and Senjutsu fueled into it and because of it's nature it deals more damage then standard techniques of equal rank. This technique requires the user to have previously activated both the Mysterious Peacock Method and Sage Mode (ISM or PSM). The power output and damage caused to the user by this technique is dependent on the rank use and cannot be miniated by the damage shaving acquired by of Sage Mode.
Notes:
-Can only use S-rank variant three times per battle, requiring a two turn cooldown
-Can only be used by a bio with Star chakra and Senjutsu
-Can only be taught by Serpent

-Declined- You can't have these cause higher base damage when you're already getting boosts from being in sage mode and from mysterious peacock method it doesn't make much sense and is kinda ignoring damage stacking rules in the worst case scenario.




(Senpō: Kuēsā Shi no Jutsu) Sage Art: Dying Quasar Technique
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 70
Damage: 120 (-40 to user)
Description: While in Sage Mode with the Mysterious Peacock Method active, the user will draw in natural energy from around the battlefield and fuse it with his Star Chakra. Then in an eruption this mixture will release as a devastating combination of two worlds. Exploding outward in a massive explosion this technique is said to look like a purplish-pink quasar at the end of it's life. The pure force of the resulting explosion and destructive nature of star chakra will cause massive damage to the user that cannot be mitigated by the damage shaving of Sage Mode. This blast will spread out with extreme speed and force but limited range. Moving at twice the speed of a lightning Jutsu of equal rank, but only up to Mid range before stopping. This technique comes at a risk as it's high chakra cost drains at the users Senjutsu supply.
Notes:
-Cannot use other Star Chakra or Sage Art techniques in the same turn
-Can only be used twice per battle, requiring a three turn cooldown
-Can only be used by a bio with Star chakra and Sage Mode
-Can only be taught by Serpent

-Declined- kinda the same deal as before, you can't have a 120 base damage move and you can't augment the speed of the technique to be twice as fast as lightning just cause. You're using two abilities that give you boosts to produce this, so the boosts either apply to the jutsu post creation or before it but it needs to be one or the other, the speed boost probably just won't be allowed period though.

(Senpō: Chōshinsei Hōhō) Sage Art: Supernova Method
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: A technique that passively activates along side Mysterious Peacock Method while Sage Mode is active. Using the natural energy in the environment around the user to further radiate it with their destructive star chakra. This technique causes the passive damaging effect of Star chakra techniques caused to the user to also harm anyone, friend or foe, to also feel the damage draining effects. Anyone other then the user within short range area of a Star Chakra technique will feel the radiating draining effect on their health. This only works on Star Chakra techniques that cause harm to the user, dealing an equal amount of radiating health drain to anyone within range. The unique nature of this radiation doesn't cause direct damage, but instead drains health meaning damage shaving cannot mitigate the harm caused by this outward radiation, but damage shaving will still work on the technique itself that is causing the radiation to leak out. (I.E if you're within range, you still get drained, but if hit directly, damage shaving still works as normal) If an opponent has Star Chakra of their own then this technique is ineffective against them. The downside to this technique is that it further increases the chakra draining to Mysterious Peacock Method taxing the users Senjutsu supply at a higher rate.
Notes:
-Can only be used by a bio with Star chakra and Sage Mode
-Lasts as long as Mysterious Peacock Method is active
-Can only be used once per battle
-Can only be taught by Serpent

-Declined- DNR this is infringing on the radiation CE and it's not something star chakra allows, the radiation produced by the meteor is a detrimental thing not another method of harming opponents.

(Inton: Ten ni Fēdo) Yin Release: Fade into Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 to applied technique)
Damage: N/A
Description: Similar to "Yin Release: Change into Heaven", this technique can manipulate another technique by infusing it with Yin natured energy, allowing the user to change its physical properties into spiritual. The altered technique will seem function as normal, having the same damage output, strengths, weaknesses and function but will now have some minor differences. It will now become translucent with a darkened fade, as if a phantom shadow of the original technique that deals spiritual damage instead of physical. This new resulting form is able to fade though physical obstructions and techniques unhindered and travels at twice the original techniques speed. This new technique however will react to nature energy, senjutsu enhanced techniques and spiritual techniques like normal, being unable to fade though them. This technique is applied within the same timeframe as the technique it is applied to. The infused chakra increases the technique by an additional ten chakra, but costs fifty in total and cannot be used on techniques that are already spiritual in nature.
Notes:
-Can only be used three times per battle
-Requires a two turn cooldown
-Can only be used by Serpent

-Declined- DNR this is really wild dude
 
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Updating: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20325171

Supekutoru-Kan | Spectral Sense
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities will also have their own distinct colors, as will other disciplines of chakra transformation, even pure physical and spiritual energies will have their own hue.

Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining 10 chakra per turn from the user.

-Approved-
 
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Link to old CW. Revamping because I've dropped sound so the weapon is unusable. Advanced fuuinjutsu pending addition to inventory, although training is completed long time ago.

Osoroshī no Hakui | Horrible's Lab Coat
Type: Custom Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-10)
Damage: N/A
Description: Horrible's lab coat is a special form of medical equipment used by certified Medical Ninja with Advanced Fuuinjutsu knowledge. It is a white doctors coat that fits tightly around Barney, with a row of buttons on the right shoulder, which are used to tighten the coat properly and to avoid it from being taken down or ripped off during battle. A chest pocket can be found on the left side with the symbol of Caduceus, which is the Staff of Hermes that features two snakes winding around the winged staff often associated with trade, liars, thieves, eloquence, negotiation, alchemy and wisdom. The coat is made from a light, elastic, tear and ignition resistant fabric that is imbued with a powerful advanced seal that manifests through the chest pocket which glows the symbol of Caduceus when used. Using his medical knowledge, Barney has imbued the coat with a chakra circulatory system, which was made to replicate his own. This has been achieved through experimentation with Medical Technique: Rebuilding Chakra Pathways during the period of isolation that Barney spent in his laboratory, deep in the heart of Yume Island. The end result was a coat that has the same chakra circulatory system like Barney, yet independent from his own. To use the coat, Barney has to spend 10 chakra per turn in order to fuel that independent chakra system, which can be filled up to 100 chakra points and every battle the count starts at 0 and as such can't be filled before a battle. There are two distinguished active abilities and one passive that Barney can utilize while wearing the coat and fueling it with his own chakra. While wearing the coat, Barney's mind starts getting overtaken by his alter ego known as Dr. Horrible, which is as his name suggests the dark side of Barney.

Juiced Boost (Passive) - Willingly, Barney can channel chakra for sealing techniques and his primary elemental affinity through the chakra circulatory system of the coat to siphon back the expended 10 chakra per turn in order to empower said techniques by the same +10 chakra. Performing techniques this way can only be achieved once per turn due to the siphoning effect requiring the chakra to be spent beforehand to fuel the coat. This is achieved passively in the same timeframe as the technique as it is directly channeled through the coat.

Slouch Pouch (Active) - The imbued advanced seal only manifests itself in the chest pocket that the coat has, and it has the ability to seal anything put into it, at the cost of 20 chakra, be it from Barney or the coat itself. For example, if Barney puts living tissue, organic matter, etc into it, the chest pocket will recognize its composition and seal it into a container within the proper medium required to prevent it from decaying and deteriorating. Once an object is sealed through the chest pocket, the coat has the ability to store the sealed object until Barney has a need for it. Visually, from the inside of the coat, the stored objects can be seen as drawn objects with their appropriate sealing formulae surrounding them. Essentially, it acts as a warehouse status and a library, allowing Barney to know all the objects that are sealed within the coat and containing a variety of sealing scrolls for a multitude of purposes. Once the need arises, only Barney can call forth of the sealed objects in the form of simple sealing scrolls that will slide through his sleeves and into his hands. Furthermore, this way the coat removes the need to carry pouches for various other ninja tools and weapons, which can be stored within the coat and slid through the sleeves without a cost of a move. Sealing anything through the chest pocket, however, does count as a move per turn and activating any sealing scroll counts as a move as well, depending on the technique that the scroll is used for. As such, techniques for scrolls would have to be posted separately, for reference.

Pocket Lock-it (Active) - Using the chest pocket found on the coat, Barney can erect from it, a generic translucent barrier that spans up to half of short range around himself in each direction, forming a short ranged half dome and is programmed to absorb and seal away chakra on contact. To exert the barrier, Barney has to expend up to 70 chakra, be it his own or stored from the coat, based on the technique being absorbed. Once the chakra from the technique has been absorbed, it gets pulled into the chest pocket and can be stored into the coat up to its limit. From there chakra can be released in the form of a foreign chakra infusion into Barney's own chakra system in order to replenish his chakra pool. This ability counts as one of the moves per turn and can only be utilized twice per conflict.

Note: Only McRazor can use this

-Declined- this needs some drawbacks, especially the pocket lock it part, adv fuuin can seal up to 70 but the drawbacks are more severe when doing so.
Osoroshī no Hakui | Horrible's Lab Coat
Type: Custom Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-10)
Damage: N/A
Description: Horrible's lab coat is a special form of medical equipment used by certified Medical Ninja with Advanced Fuuinjutsu knowledge. It is a white doctors coat that fits tightly around Barney, with a row of buttons on the right shoulder, which are used to tighten the coat properly and to avoid it from being taken down or ripped off during battle. A chest pocket can be found on the left side with the symbol of Caduceus, which is the Staff of Hermes that features two snakes winding around the winged staff often associated with trade, liars, thieves, eloquence, negotiation, alchemy and wisdom. The coat is made from a light, elastic, tear and ignition resistant fabric that is imbued with a powerful advanced seal that manifests through the chest pocket which glows the symbol of Caduceus when used. Using his medical knowledge, Barney has imbued the coat with a chakra circulatory system, which was made to replicate his own. This has been achieved through experimentation with Medical Technique: Rebuilding Chakra Pathways during the period of isolation that Barney spent in his laboratory, deep in the heart of Yume Island. The end result was a coat that has the same chakra circulatory system like Barney, yet independent from his own. To use the coat, Barney has to spend 10 chakra per turn in order to fuel that independent chakra system, which can be filled up to 100 chakra points and every battle the count starts at 0 and as such can't be filled before a battle. There are two distinguished active abilities and one passive that Barney can utilize while wearing the coat and fueling it with his own chakra. While wearing the coat, Barney's mind starts getting overtaken by his alter ego known as Dr. Horrible, which is as his name suggests the dark side of Barney.

Juiced Boost (Passive) - Willingly, Barney can channel chakra for sealing techniques and his primary elemental affinity through the chakra circulatory system of the coat to siphon back the expended 10 chakra per turn in order to empower said techniques by +10 chakra for sealing techniques or translating that chakra increase into +20 damage for his primary elemental affinity. Performing techniques this way can only be achieved once per turn due to the siphoning effect requiring the chakra to be spent beforehand to fuel the coat. This is achieved passively in the same timeframe as the technique as it is directly channeled through the coat. The empowering effect cannot be achieved for the same fields in consecutive turns, meaning at best they can alternate. The empowering effect can be utilized to a maximum of 10 times per conflict.

Slouch Pouch (Active)
- The imbued advanced seal only manifests itself in the chest pocket that the coat has, and it has the ability to seal anything put into it, at the cost of 20 chakra, be it from Barney or the coat itself. For example, if Barney puts living tissue, organic matter, etc into it, the chest pocket will recognize its composition and seal it into a container within the proper medium required to prevent it from decaying and deteriorating. Once an object is sealed through the chest pocket, the coat has the ability to store the sealed object until Barney has a need for it. Visually, from the inside of the coat, the stored objects can be seen as drawn objects with their appropriate sealing formulae surrounding them. Essentially, it acts as a warehouse status and a library, allowing Barney to know all the objects that are sealed within the coat and containing a variety of sealing scrolls for a multitude of purposes. Once the need arises, only Barney can call forth of the sealed objects in the form of simple sealing scrolls that will slide through his sleeves and into his hands. Furthermore, this way the coat removes the need to carry pouches for various other ninja tools and weapons, which can be stored within the coat and slid through the sleeves without a cost of a move. Sealing anything through the chest pocket, however, does count as a move per turn and activating any sealing scroll counts as a move as well, depending on the technique that the scroll is used for. As such, techniques for scrolls would have to be posted separately, for reference.

Pocket Lock-it (Active) - Using the chest pocket found on the coat, Barney can erect from it, a generic translucent barrier that spans up to half of short range around himself in each direction, forming a short ranged half dome and is programmed to absorb and seal away chakra on contact. To exert the barrier, Barney has to expend up to 70 chakra, be it his own or stored from the coat, based on the technique being absorbed. Once the chakra from the technique has been absorbed, it gets pulled into the chest pocket and can be stored into the coat up to its limit. From there chakra can be released in the form of a foreign chakra infusion into Barney's own chakra system in order to replenish his chakra pool. This ability counts as one of the moves per turn and can only be utilized twice per conflict. Using the sealing prevents the user from using another sealing ability in the same or consecutive turn, after which the next sealing technique can't be an advanced seal, but a regular seal instead.

Note: Only McRazor can use this

-Declined- Ten times per conflict? That's way too much man, also the lock-it needs a little more than a one turn fuuin impediment.

Kujaku: Pāpuruiryūjon | Mysterious Peacock Method: Purple Illusions
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Purple Illusions is a passive ability that alows the user to use his star chakra in order to induce genjutsu on his opponents. Due to the star chakra being categorized as strong towards regular chakra, illusions cast through the star chakra would require a rank higher release method than the illusions themselves, unless the release method has a neutral interaction towards the star chakra. Although this technique might seem redundant due to the star chakra already giving a passive +20 damage boost to all of the users chakra based techniques, this is primarily aimed at genjutsu that doesn't deal direct spiritual damage. As such those illusions wouldn't benefit from the damage boost, but instead working on the exact same premise where the star chakra is used to induce the illusions, they would be harder to deal with. However, due to the star chakra being used, illusions cast with this ability would come with a fair drawback. As such, these illusions would have a purple visual hue to them, adding an additional effect of purple vision even to illusions that don't affect the users sense of vision directly. As such, there's a possibility that the illusions would be easier to discern while taking a greater effort to release from. This passive ability can only be utilized three times per conflict and only on a single illusion simultaneously, not having the ability to stack through genjutsu layering rules.

-Declined- cool idea, but star chakra and illusions don't really mix like that, also the rank increase is pretty big and there isn't any drawbacks for doing this.
Kujaku: Pāpuruiryūjon | Mysterious Peacock Method: Purple Illusions
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Purple Illusions is a passive ability that alows the user to use his star chakra in order to induce genjutsu on his opponents. Due to the star chakra being categorized as strong towards regular chakra, illusions cast through the star chakra would require a rank higher release method than the illusions themselves, unless the release method has a neutral interaction towards the star chakra. Although this technique might seem redundant due to the star chakra already giving a passive +20 damage boost to all of the users chakra based techniques, this is primarily aimed at genjutsu that doesn't deal direct spiritual damage. As such those illusions wouldn't benefit from the damage boost, but instead working on the exact same premise where the star chakra is used to induce the illusions, they would be harder to deal with. However, due to the star chakra being used, illusions cast with this ability would come with a fair drawback. As such, these illusions would have a purple visual hue to them, adding an additional effect of purple vision even to illusions that don't affect the users sense of vision directly. As such, there's a possibility that the illusions would be easier to discern while taking a greater effort to release from. This passive ability can only be utilized three times per conflict and only on a single illusion simultaneously, not having the ability to stack through genjutsu layering rules. Additionally, it can't be used within the same or consecutive turns, essentially requiring a single turn cooldown after usage or expiry when combined with dormant illusions.

-Declined- I discussed this with others and this won't be a viable path for MPM even with the drawbacks

Kujaku: Inseki Shawā | Mysterious Peacock Method: Meteorite Shower
Type: Defensive/Supplementary
Rank: S rank
Range: Short/Long
Chakra: 40
Damage: N/A
Description: Using his star chakra once the Mysterious Peacock Method has been activated, from the feathers, the user can release blasts of projectiles towards the opponent. These projectiles of star chakra are condensed to such high degrees that their appearance becomes like small meteorites mimicking the appearance of the first meteorite that crashed onto the earth. However these blasts are not aimed to directly harm the opponent but instead fall onto the ground across the battlefield and to emit a short ranged field in every direction from the meteorite, filled with star chakra which is aimed as a defensive layer to overpower foreign chakra that passes through it due to its radiation effect. This is achieved on the same principle upon which the star chakra has been introduced to the first shinobi from the meteorite that emitted that very same star chakra, albeit with added shape manipulation in order to achieve a shield-like appearance with debilitating effects towards regular chakra. This star chakra filled field works as a dampening field, requiring everything that passes through it to expend its strength first in order to overcome its weakness towards the star chakra, upon which it can continue its course albeit weakened, unless the chakra has a neutral interaction towards star chakra. Using this technique, the user can create a maximum of four fields, following the splitting rules. This technique can only be used twice during a single period that the Mysterious Peacock Method is active, with a one turn cooldown between uses. Refreshing the Mysterious Peacock Method for its second usage refreshes the usages of this technique. Once created the fields stay active up to four turns around the meteorites upon which the star chakra dissipates, unless overpowered and destroyed. During their creation, these fields can be stacked on top of each other in order to produce a stronger defensive layer.

-Declined- no to the stacking for sure, other than that you need to specify what this dampening entails, debuffed by how much and on how many jutsu does it work, does it slow them down and weaken them? Elaborate please.
Kujaku: Inseki Shawā | Mysterious Peacock Method: Meteorite Shower
Type: Defensive/Supplementary
Rank: S rank
Range: Short/Long
Chakra: 40
Damage: N/A
Description: Using his star chakra once the Mysterious Peacock Method has been activated, from the feathers, the user can release blasts of projectiles towards the opponent. These projectiles of star chakra are condensed to such high degrees that their appearance becomes like small meteorites mimicking the appearance of the first meteorite that crashed onto the earth. However these blasts are not aimed to directly harm the opponent but instead fall onto the ground across the battlefield and to emit a short ranged field in every direction from the meteorite, filled with star chakra which is aimed as a defensive layer to overpower foreign chakra that passes through it due to its radiating effect, which simply emanates star chakra from the meteor. This is achieved on the same principle upon which the star chakra has been introduced to the first shinobi from the meteorite that emitted that very same star chakra, albeit with added shape manipulation in order to achieve a shield-like appearance with debilitating effects towards regular chakra. This star chakra filled field works as a dampening field, requiring everything that passes through it to expend its strength first in order to overcome its weakness towards the star chakra, upon which it can continue its course albeit weakened, unless the chakra has a neutral interaction towards star chakra. This means that everything that passes through the field will have to overpower the field that can be labelled as 80 damage, before it can pass towards the user. Having to expend its might in order to overpower the field, slows it down by 3 speed levels and reduces its damage following the damage and health system. Using this technique, the user can create a maximum of four fields, following the splitting rules. This technique can only be used twice during a battle, with a two turn cooldown between uses. Once created the fields stay active up to four turns around the meteorites upon which the star chakra dissipates, unless overpowered and destroyed.

-Approved- Edits made. The dampening fields damage will follow the splitting rules and I'm not going to allow you to tie the usage limits in to the MPM mode itself, because it has multiple usages that would cause you to bypass the standard limit of S ranks.

Suiton: Ryūdō-sei | Water Release: Fluidity
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Fluidity combines two basic principles of fluid dynamics to create a way that helps the user against faster opponents that often utilize the free dodge ability during battle. By combining the laminar flow and Bernoulli principle, the user managed to create a way that would speed up his water techniques as they're released. This is a skill rather than a technique that only works on streams of water and similar techniques that are released from the users mouth and travel as projectiles, jets, etc. Through his expertise and being a water specialist as a requirement, the user managed to apply the laminar flow principle to his techniques, instead of the chaotic flow that non specialists employ. Laminar flow works by controlling the water particles to flow parallel to each other in an organized manner, as such, reducing the amount of energy lost on particle collision and essentially increasing its kinetic energy in order to increase its speed. Additionally, by creating a tube with his fist and placing it in front of his mouth in order to spew the water through it, the user reduces the diameter through which the water passes, employing the Bernoulli principle, increasing its speed further. The Bernoulli principle says that the amount of water that passes through a given point in a hydraulic system is always the same, no matter its diameter, meaning that decreasing the diameter, increases the speed of the fluid to compensate. This increase in speed results in a +5 to the original value of the technique and can be applied only once per turn, for a maximum amount of three times. Techniques utilized with Fluidity still require their handseals to be performed.

-Declined- We're not allowing customs that just increase the speed of certain elements like this DNR
 
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(Ō Rōnin Seishin Ken no Jutsu) - Great Rōnin Spiritual Blade Technique
Type: Defensive/Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The ultimate form of the Ronin Spiritual Blade Technique; a technique unique to the Rōnin, utilizing similar principles to the Samurai Sabre. The user channels their chakra through their swords and extends the reach and binding ability of the blade. This creates a meter-long spiritual flame effect around the blade, appearing as if the blade was engulfed in a steam like flame with flecks of various colors. Crescent arcs of almost pure spiritual energy are created through the user’s swings. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: Can be used three times and after each use, the user cannot use any Ronin techniques S rank and higher the next turn.
Note: Can only be used by Rōnin biographies.

Approved, made edits.

(Omoikane) - Omoikane
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A Ronin technique that augments their forbidden Kuebiko technique, altering the nature of the spiritual connection forged between the user and the target. The power of Omoikane allows the Ronin to use their spirit to suppress those to whom they are tethered. Whenever Omoikane is activated, all of the opponent's techniques are treated as if they have had a usage expended for the duration of the tether. This means, for example, that a technique that could only be activated once per battle but had yet to be used could not be used while tethered through the effects of Kuebiko. If a technique does not have a usage restriction in place, it is instead placed on a one turn cooldown every time it is used, meaning it cannot be used in consecutive turns.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter. If used alongside Kuebiko this technique does not consume a moveslot.
Note: If the effects of Kuebiko end, then this technique's effects also end. When the tether ends the usage that this technique suppressed is restored, and any cooldowns affected by this technique are immediately refreshed.

Declined, almost completely unrestricted outside off the one usage restriction. There are no limitations when this ends nor real drawbacks that would make this a Forbidden ranked technique. In addition to this, definite no to not consuming a move slot given the actual abilities of this. Needless to say, this requires a tether to first happen for its effects to target those tethered.

(Fukurokuju) - Fukurokuju
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A Ronin technique that augments their forbidden Kuebiko technique, by way of augmenting the technique Omoikane, further altering the spiritual connection forged between the user and the target. The power of Fukurokuji allows the Ronin to use their spirit overwhelm their target. Whenever Fukurokuji is activated, the opponent's allowed number of moves per turn changes from three to two and they may not activate techniques that have passive activations; techniques or effects that they have active that can be deactivated or ended are forced to do so, triggering any relevant effects.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter. If used alongside Kuebiko this technique does not consume a moveslot.
Note: If the effects of Kuebiko end, then this technique's effects also end.

Declined, much like above, this doesn’t have restrictions outside of 1 usage. Forbiddens need to deal recoil damage, restrict the target from future skills/jutsu in some way as well as have lowered usage limits. This only has the latter. In addition, this and the above wont be allowed to coexist at the same time, meaning the debuffing nature/restricting nature of these wont stack and only one will be allowed at any time, including with Kuebiko.

-Pending- Leaving all for @Lord of Kaos
(Yawarakai-Te Masamune) Tender Hands Masamune
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A beautiful katana forged by the master swordsmith, Masamune. The blade has a suguha style hamon with brilliant, light colored steel, polished to a mirror finish; the handle wrappings are white, surrounding a wooden handle of mahogany, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in serenity by swordsmith who had achieved Zen, Yawkarakai-Te is flushed with natural energy, augmenting natural energy, and Dokkōdō techniques for those who can use them.

(Sekai) World - Yawarakai-Te's harmony with natural energy allows Dokkodo techniques to be empowered such that A rank and below Dokkodo techniques gain an increase in power equal to one rank, while S rank and above Dokkodo techniques acquire either +10 Chakra or +20 Damage, to be determined upon use of the technique.

(Seichō) Growth - Yawarakai-Te enhances the power of Natural Energy that flows across the blade, such that Dokkodo techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Shizukesa) Tranquility - Yawarakai-Te is heavily attuned to natural energies, and passively draws natural energy into itself. While not to the level of those who practice Senjutsu, this offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Yawarakai-Te, allowing them to be treated as Dokkodo techniques for the purposes of effects that affect or modify Dokkodo techniques, by adding 10 chakra to the cost of the technique to do so.

Note: Yawaraki-Te has 100 HP; the sword does not take damage, however, unless explicitly targeted.
Note: Yawarakai-Te's abilities that affect Dokkodo techniques only function if its wielder is capable of using said field and wielding the blade.

Change Log:
-Reduced World to provide only one chakra benefit (rank increase). It is tiered to affect lower (A and down) rank techniques differently than higher rank abilities which only recieve a partial benefit.
-Reworked Growth completely so that it instead provides Strengths and Weaknesses adjustment for Dokkodo.
-Reduced Tranquility to just the "non-Dokkodo Kenjutsu get Dokkodo effects" portion but added a chakra cost to use the effect. Removed the choice of Senkenjutsu effects (and the Frog Kata esc range expansion), as these three things, I believe, were the three powers seen in Tranquility?
-Removed the damage shaving (kept the HP for the weapon, I do not know if this is standard or not).
-Altered the note so that the effect works while wielding the blade, instead of having to specifically use techniques through the sword.

(Juuchi Yosamu Muramasa) Ten-thousand Cold Nights Muramasa
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An exquisite katana forged by the master swordsmith, Muramasa. The blade has a midare style hamon with dark, black colored steel, polished to an inky finish; the handle wrappings are black, surrounding a wooden handle of white oak, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in feverish dedication by swordsmith who strove to forge a sword capable of cutting god, Juuchi Yosamu is highly attuned to the soul, and augments Ronin Spiritual Kenjutsu techniques for those who can use them.

(Shikei) Dedication - Juuchi Yosamu's attunement to the spirit allows Spiritual Kenjutsu techniques to be empowered such that A rank and below Spiritual Kenjutsu techniques gain an increase in power equal to one rank, while S rank and above Spiritual Kenjutsu techniques acquire either +10 Chakra or +20 Damage, to be determined upon use of the technique.

(Shigeki) Stimulation - Juuchi Yosamu's highly spirit sensitive blade, crafted in such a manner that it sought to cut god, augments the cutting power of Spiritual Kenjutsu techniques such that Spiritual Kenjutsu techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Teitai) Stagnation - Juuchi Yosamu's spirit seeped blade has a heavy presence, which offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Juuchi Yosamu, allowing them to be treated as Spiritual Kenjutsu techniques for the purposes of effects that affect or modify Spiritual Kenjutsu techniques, by adding 10 chakra to the cost of the technique to do so.
Note: Juuchi Yosamu has 100 HP; the sword does not take damage, however, unless explicitly targeted.
Note: Juuchi Yosamu's abilities that affect Spiritual Kenjutsu techniques only function if its wielder is capable of using said field and wielding the blade.

Change Log:
-Reduced Dedication to provide only one chakra benefit (rank increase). It is tiered to affect lower (A and down) rank techniques differently than higher rank abilities which only receive a partial benefit.
-Stimulation was reworked completely, since it was deemed to have no supporting reason for it to simply ignore buffs.
-Stagnation had the references to the Spirit World removed (my apologies for this), and changed so that while it still makes Kenjutsu into Spiritual Kenjutsu, they don't increase the duration of the spiritual stun anymore and there is now an associated chakra cost to do so.
-Removed the damage shaving (kept the HP for the weapon, I do not know if this is standard or not).
-Altered the note so that the effect works while wielding the blade, instead of having to specifically use techniques through the sword.

Both swords are essentially the same, but with respective Dokkodo and Spiritual Kenjutsu focuses. Also, I'm a bit unsure of terminology. I'm assuming that "Spiritual Kenjutsu" means the same thing as "Ronin Kenjutsu" and "Ronin Spiritual Kenjutsu".

Declined, this is much better but now the issue lies within the first two abilities of each; because each essentially gives you a 20 damage modifier towards techniques alone, the combination of them gives you an effective 40 damage modifier towards techniques in the event they are strong to it ( +1 rank/20 damage then another theoretical 20 damage difference from the strength). I can’t allow both abilities together in one weapon because of the damage modifer they grant.
(Omoikane) - Omoikane
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A restricted skill among the Ronin, Omoikane invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to disrupt the enemy's spirit with their own. When effected by Omoikane, all of the opponent's techniques are treated as if they have had a usage expended for the duration of the tether. This means, for example, that a technique that could only be activated once per battle but had yet to be used could not be used while tethered through the effects of Omoikane. If a technique does not have a usage restriction in place, it is instead placed on a one turn cooldown every time it is used, meaning it cannot be used in consecutive turns or repeatedly in the same turn. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Omoikane end, the usage that this technique suppressed is restored, and any cooldowns affected by this technique are immediately refreshed.
Note: Omoikane shares a usage limit with Kuebiko and Fukurokuju, limiting the choice to one of the three per battle.

The effect is the same as it was last time, but I rewrote the technique. Now, instead of being an augmentation of Kuebiko, it is an alternative to it. I kept it 50 chakra instead of 60 (as I don't think we can submit techniques with non-standard values), but otherwise its restrictions are 1:1 of Kuebiko's, with much of the technique's description lifted from Kuebiko.

(Fukurokuju) - Fukurokuju
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A restricted skill among the Ronin, Fukurokuju invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to suppress the enemy's spirit with their own. When effected by Fukurokuju, the opponent's allowed number of moves per turn changes from three to two and they may not activate techniques that have passive activations; techniques or effects that they have active that can be deactivated or ended are forced to do so, triggering any relevant effects. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Fukurokuju end, then the opponent's number of allowed moves per turn is restored to normal and they regain the ability to use techniques that have passive activations.
Note: Fukurokuju shares a usage limit with Kuebiko and Omoikane, limiting the choice to one of the three per battle.


The effect is the same as it was last time, but I rewrote the technique. Now, instead of being an augmentation of Kuebiko, it is an alternative to it. I kept it 50 chakra instead of 60 (as I don't think we can submit techniques with non-standard values), but otherwise its restrictions are 1:1 of Kuebiko's, with much of the technique's description lifted from Kuebiko.

Both Declined, improper restrictions. While basing them directly on Kuebiko’s set up isn’t wrong, canon techniques in general have less restrictions than customs do. These still suffer from the same note I posted on Fukurokuju: Forbiddens need to deal recoil damage, restrict the target from future skills/jutsu in some way as well as have lowered usage limits. You need to have some form of damage dealt to you, be unable to use Ronin/Dokkodo techniques for a period of time as well as have the technique have a low usage limit and duration for it to be allowed. It cannot be as limitless as the canon technique it’s based upon.

(Yawarakai-Te Masamune) Tender Hands Masamune
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A beautiful katana forged by the master swordsmith, Masamune. The blade has a suguha style hamon with brilliant, light colored steel, polished to a mirror finish; the handle wrappings are white, surrounding a wooden handle of mahogany, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in serenity by swordsmith who had achieved Zen, Yawkarakai-Te is flushed with natural energy, augmenting natural energy, and Dokkōdō techniques for those who can use them.

(Seichō) Growth - Yawarakai-Te enhances the power of Natural Energy that flows across the blade, such that Dokkodo techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Shizukesa) Tranquility - Yawarakai-Te is heavily attuned to natural energies, and passively draws natural energy into itself. While not to the level of those who practice Senjutsu, this offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Yawarakai-Te, allowing them to be treated as Dokkodo techniques for the purposes of effects that affect or modify Dokkodo techniques, by adding 10 chakra to the cost of the technique to do so. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized as a Dokkodo technique.

Note: Yawarakai-Te's abilities that affect Dokkodo techniques only function if its wielder is capable of using said field and wielding the blade.

-Removed World completely to comply with the last check.

(Juuchi Yosamu Muramasa) Ten-thousand Cold Nights Muramasa
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An exquisite katana forged by the master swordsmith, Muramasa. The blade has a midare style hamon with dark, black colored steel, polished to an inky finish; the handle wrappings are black, surrounding a wooden handle of white oak, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in feverish dedication by swordsmith who strove to forge a sword capable of cutting god, Juuchi Yosamu is highly attuned to the soul, and augments Ronin Spiritual Kenjutsu techniques for those who can use them.

(Shigeki) Stimulation - Juuchi Yosamu's highly spirit sensitive blade, crafted in such a manner that it sought to cut god, augments the cutting power of Spiritual Kenjutsu techniques such that Spiritual Kenjutsu techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Teitai) Stagnation - Juuchi Yosamu's spirit seeped blade has a heavy presence, which offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Juuchi Yosamu, allowing them to be treated as Spiritual Kenjutsu techniques for the purposes of effects that affect or modify Spiritual Kenjutsu techniques, by adding 10 chakra to the cost of the technique to do so. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized as a Spiritual Kenjutsu technique.
Note: Juuchi Yosamu's abilities that affect Spiritual Kenjutsu techniques only function if its wielder is capable of using said field and wielding the blade.

-Removed Dedication completely to comply with the last check.

Both Approved, made edits. Removed the note regarding it’s health as it wouldn’t be able to have that much health either way and applied a rank, it’s health reflected by the damage the rank can put out. Also added notes regarding the extra chakra use, noting it to simply be spent during the conversion and does not factor into the effective chakra cost of a technique.
 
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(Kenjutsu/Fuinjutsu: Ryakudatsu-teki Hon No)Sword Sealing Arts: Predatory Instinct
Type:
Offensive/Defensive
Rank: S Rank
Range: Short
Chakra: 40-60
Damage: Technique Dependant
Description: Sword Sealing Arts: Predatory Instinct, is a two part seal, which both seals and attacks the opponent, in a riposte style sealing and unsealing method, allowing the user to both defend themselves, and optimize their next strike turning their opponents power against them.

Firstly, the user applies two seals on their blade, one of each side of the cutting edge. On one side, a seal with the Symbol for "Seal" and on the other side, a seal Symbol with "release". The two seals are linked together, one absorbing the technique, and the other releasing it.

When the seals come into contact with an enemy technique, is when the seals will trigger. Firstly, on one end of the blade, the Symbol for Seal with trigger, passively gauging the amount of chakra in the opponents technique, and drawing in the needed chakra from the user to adequately seal the technique. As the technique is sealed, using a similar Method as "Uchiha Return" the opponents technique is broken down, returned to raw chakra, before the Symbol for "Release" triggers. As the second seal triggers, through a controller manner, the seal will release the raw chakra, at the same strength as when it was absorbed, and coat the users blade in the chakra, increasing its cutting power and strength, equal to the technique absorbed, allowing the user to counter, and slash the opponent with an enhanced blade strike.

The speed of the conversion is as fast as Uchiha return, allowing for a swift counter offensive almost immediately as the original technique is absorbed. However, due to the seal controlling the flow of the chakra, the counter strike is unable to be boosted, irregardless of if the opponents original technique was boosted, the techniques strike will remain identical to the strength of the technique absorbed into the first seal.

Notes:
The seal needs to be pre placed on the users sword, and mentioned on the users bio.
Up to 3 seals can be placed on any blade the user carries.
The seal can only be activated 3 times per battle, with a 1 turn cooldown between usages.
While the seal passively reacts to the technique and adjusts the chakra to suit, this technique still takes up both a technique slot, and a timeframe slot, the only passive being the chakra consumption
The returning attack with the sword is classified as an Enhanced freeform strike, allowing the user of the seal to use a chakraless technique in the same timeframe if doable.

-Declined- the problem with making a custom variant of essentially the uchiha return but with a sword, is that Izuna has uchiha return on his sword.
Editted to try step further away from Uchiha return to make it more unique.

(Kenjutsu/Fuinjutsu: Ryakudatsu-teki Hon No)Sword Sealing Arts: Predatory Instinct
Type:
Offensive/Defensive
Rank: S Rank
Range: Short
Chakra: 40-60
Damage: Technique Dependant
Description: Sword Sealing Arts: Predatory Instinct, is a two part seal, which both seals and attacks the opponent, in a riposte style sealing and unsealing method, allowing the user to both defend themselves, and optimize their next strike turning their opponents power against them.

Firstly, the user applies two seals on their blade, one of each side of the cutting edge. On one side, a seal with the Symbol for "Seal" and on the other side, a seal Symbol with "release". The two seals are linked together, one absorbing the technique, and the other releasing it.

When the seals come into contact with an enemy technique, is when the seals will trigger. Firstly, on one end of the blade, the Symbol for Seal with trigger, passively gauging the amount of chakra in the opponents technique, and drawing in the needed chakra from the user to adequately seal the technique. As the technique is sealed, linking the other seal, the opponents jutsu is passed between both seals, which triggers the Symbol for "Release" . As the second seal triggers, through a controlled manner, the seal will release the opponents technique, at the same strength as when it was absorbed, as well as the same strength and weakness', coating the users blade in the chakra, increasing its cutting power and strength, equal to the technique absorbed, allowing the user to counter, and slash the opponent with an enhanced blade strike.

The speed of the conversion is as fast as Uchiha return, allowing for a swift counter offensive almost immediately as the original technique is absorbed. However, due to the seal controlling the flow of the chakra, the counter strike is unable to be boosted, irregardless of if the opponents original technique was boosted, the techniques strike will remain identical to the strength of the technique absorbed into the first seal.

Notes:
The seal needs to be pre placed on the users sword, and mentioned on the users bio.
Up to 3 seals can be placed on any blade the user carries.
The seal can only be activated 3 times per battle, with a 1 turn cooldown between usages.
While the seal passively reacts to the technique and adjusts the chakra to suit, this technique still takes up both a technique slot, and a timeframe slot, the only passive being the chakra consumption
The returning attack with the sword is classified as an Enhanced freeform strike, allowing the user of the seal to use a chakraless technique in the same timeframe if doable.
Due to the nature of this seal, it cannot be used on Solid elements, such as Earth release, as solid techniques are unable to flow around the users blade to counter act.




( Uchihagaeshi Baria ) - Uchiha's Return Barrier
Type:
Defensive/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40-70
Damage: Technique Dependant
Description: Uchiha Return Barrier is a adaptive technique from the Parent, Uchiha return, where the user is able to absorb a single technique, and re-divert said technique back at the opponent at swift speeds. This version focuses more on multiple techniques coming towards the user instead of a singular technique. On the users Gunbai, a Seal for "Barrier" is placed. In the event the user has to counter multiple jutsu coming towards them at the same time, the user can opt to trigger this seal instead of using Uchiha Return.

Upon multiple techniques coming towards the user, the user will grab the Gunbai, and slam it into the ground, while triggering the seal. As the Gunbai hits the ground and the seal is triggered, a small barrier will erect itself around the user, with the Gunbai being in its center. This barrier extends short range, and is effective for a full 360 degree's. Anyone inside the barrier will be protected, however they will be unable to use techniques inside the barrier, such as fireballs or chakra based Taijutsu and Kenjutsu, as the barrier will also absorb their techniques as well. However, anyone else inside the barrier is able to use longer range techniques, such as Genjutsu, Amaterasu, or techniques which can be soley created outside of barriers domain.

As the barrier erects itself, a few things occur. Firstly, any technique that makes contact with the barrier will be pulled into the users Gunbai, being stored there until the barrier is dismantled. Secondly, the additional chakra cost required for sealing multiple techniques comes from the techniques being absorbed themselves, as each technique is absorbed, the Gunbai itself will distribute more chakra into the barrier after absorbing every technique to keep the barrier erect until the final jutsu has been absorbed.

Once all the techniques are absorbed, then user removes the Gunbai from the ground, and swings it like a Sword slash, straight down, releasing all the raw chakra in a single burst. The released burst has the same chakra as the last technique in the time frame to be absorbed by the barrier, as well as carrying over the power from the strongest technique absorbed. However, due to being pulled into the barrier, and in turn pulled into the Gunbai, the technique released follows the same rules as Uchiha Return, in being that the technique is Raw chakra.

Notes:
Up to 3 seals can be placed on the users Gunbai at a time, and must be placed before battle/On the users bio.
Can only be used 3 times per battle, with a 1 turn cooldown between usages.
After usage, the user cannot use S rank or higher Fuinjutsu seals in the same or following turn.
If this variant is used, the user is unable to use Uchiha Return for the same cooldown duration.





(Senpō/Mokuton/Shurado: Saibā Endo Doragon)Sage Art/Wood Release/Asura Path: Cyber End Dragon
Type:
Defensive/Offensive
Rank: F-Rank
Range: Self-Long
Chakra: 70(-20 per turn)
Damage: 120/140(-30)
Description: A powerful combination style technique where the user merges the technology of the Asura path, with the natural power of Wood release, While in sage mode, to create a Behemoth that is supposed to rival the 10,000 hand buddah.

Firstly, With both Asura path active, and being in Wood Sage mode, the user will weave 4 Handseals, and channel large amounts of chakra into their shoulder area. Using Asura's paths ability to create more limbs, the user will up the scale, beginning to form the body of the behemoth, while at the same time, infusing wood release into it, creating an almost biomechanical looking creature that stems from the users back. From the body, Three large heads are created, each one 20m in length, while the body extends 10m up from the users back. Using a series of boosters from Asura path, the weight of the technique is mitigated entirely by the technique itself. Once fully created, the beast has a abilities.

Aside from raw power, Each head is able to freeform strike an individual target for 120 damage. Even if multiple heads attack a single person, the overall damage cannot exceed 120 damage, however if striking multiple targets, each target will need to defend 120 damage worth. On top of this, the heads are each able to perform their own function.

Left Head: The left head, which is completely technology crafted from the Asura path, is able to utilize Asura Path techniques, able to fire lasers, launch missiles, and the such. Each of these techniques abide by their own rules and damage, and abide by their own technique cooldowns.

Right Head: The right head, which is primarily made more of Wood release than the Asura path, is able to utilize the users Wood release techniques, spawning them from its mouth. All techniques used in this manner abide by their own rules and damage, as well as their own cooldowns and limitations.

Middle Head: The middle head is a perfect combination of both Asura and Wood release molded into 1. The middle head is capable of utilizing both Asura Path and Wood Release techniques, however, being a blend, it is only able to use techniques Up to A rank. All techniques follow their own damage and restrictions.

Once per usage of the Cyber End Dragon, all three heads will come together, as the user overclocks the technique with Asura Path, and by combining the three heads, each will fire a laser from its mouth, which will conjoin into one powerful laser. This laser costs 70 chakra, and deals 140 damage, following Asura paths Neutrality rule, and can be fired up to long range, with similar destructive power as a sword slash from the Perfect Susanoo. This Laser Cannot be boosted by Sage Mode.

Notes:
Can only be used Once per battle, and stays active as long as the user is in Sage mode.
While active the user is unable to switch the Asura path off, and by association, the user is unable to shift back to EMS.
Any of the heads, if destroyed, require normal chakra to rebuild, as the Asura path rebuilds them. Rebuilding Takes the entirety of the users turn.
Any Wood release techniques used from the middle and Right head will be boosted by Sage mode, and require Sage Chakra to perform.
While active, the user is only able to utilize 2 jutsu that turn.
When the technique ends, the user will be unable to re enter Sage mode for 4 turns, and will suffer -30 damage per turn for 3 turns prior to deactivation.
The heads are Quasi Sentient, in the sense they are technology capable of attacking and defending with just their body without the users command, however all techniques used through the heads require direct input from the user.
All the dragons possess Rinnegan, allowing the users vision to be linked to each dragon individually.
While the user can prematurely deactivate this technique, they will still suffer the -30 per turn, however Sage mode will remain active.
 
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( Inton: Hitofuki Kurohyou ) Yin Release: The Aura of the Shattered Panther

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short
Chakra Cost: 30-50
Damage Points: 60-100
Description: Shattered Panther is a full-body surge of Yin energy that manifests itself as a black purge of black energy. When caught within by the surging black aura, sentient entities will feel their senses shattered, like being fragmented and pulverized by a blast of glass debris, inflicting excruciating mental pain, proportional to the power of the technique. Effects can be countered by surges of Yin and Yang techniques of similar chakra cost. Damage caused by the aura will occur at the end of the opponents next turn similar to genjutsu. The surge of black aura is inefficient in dealing with physical techniques, regardless of their elemental nature, but highly efficient at disrupting Genjutsu, being elementally stronger than Basic Gen and equally strong as higher tiered Genjutsu, YY and/or other spiritual based techniques, such as Hungry Ghost, in regards of defending or neutralizing them, going by chakra power. Against Anutu, it is considered elementally weaker, which also factors in to countering the damage before it triggers.
Note: B rank can be used once every 3 turns, A rank can only be used 6 times per battle and S ranks can only be used 3 times per battle.
Note: Genjutsu can't be used in the same turn as the A rank application. Genjutsu and Yin techniques can't be used in the same turn as the S rank application.

-Approved- I made some edits. I removed the part about needing yin and yang to heal this, and altered the way the damage is inflicted since you want it to cause mental damage.

(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within their technique. Sealing the thieving ghost inside one’s technique happens within the same timeframe as their sealing technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent). From there, the parasite will carry the user's chakra signature towards the opponent, decreasing the efficiency of sealing techniques used against the user (all techniques decrease in rank and power by 1 degree, while also allowing the user's sealing technique to bypass the enemy's fuuinjutsu-related inherent immunities or resistances to foreign chakra, by adding the user's chakra signature to their seals, when in regards to Sealing inscriptions, Body Seals and other Fuuin-Related that are created or activated during the duration of the Thieving Ghost infection by either the user or target .

Thieving Ghost's effects work on two levels, the first, being Yin Based, creates a degree of spiritual degradation that weakens the chakra and abilities of the preyed target, not unlike Hungry Ghost, where the parasite eats away at the opponent's spiritual chakra and turns the efficiency and power of their Fuuinjutsu techniques down. The second level is Fuuinjutsu related, as the Thieving Ghost carries with it the chakra of the user and applies it within the inscription of opposing Fuuinjutsu, behaving as a backlog key within a spiritually degraded technique, where the Thieving Ghost forcefully attaches the key-signature composed of the user's chakra to the decoding process of enemy Fuuinjutsu inscriptions, making it recognize the user's chakra to with the same restriction as applied to the chakra-signature of the target, like having the passcode bypassed by a hacking machine. This enables a situation like a box that is sealed by an inscription that can only be unlocked by a technique carrying the signature of the person that created it, thus preventing the usage of an Unsealing technique by an opponent. Affected by the Thieving Ghost, the user can unlock it using a Generic Unsealing technique, and as the Thieving Ghost will modulate the user chakra and the inscription of the seal in order to accept it as if it was the original chakra signature.

Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Declined- After discussing I came to the conclusion that you're just trying too much, over stuffing these techniques with bastardized uniques from other fields and abilities.
(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 50 ( +10 to infused technique )
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Advanced Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within, while utilizing Advanced Fuuinjutsu to create a chakra-inscription that will visibly wrap around it, appearing as a sequence of glowing kanji that read "Magpy". Sealing the Thieving ghost inside one’s technique happens within the same timeframe as their technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the Magpy sequence.

From there, the parasite will carry the target's chakra signature within the sealing space, which will continuously weaken it and modulate it, creating a mimicry of the target's chakra signature. The user is then able of passively call back the sealing inscription and acquire 3 "Magpy Keys" which can be used in ensuing Fuuinjutsu techniques, or used within the same turn if the opposing technique was a Fuuinjutsu to start with. This will allow the user's fuuin techniques to unlock or neutralize the target's Fuuinjutsu without experiencing drawbacks from them, such as unlocking a Sealing technique that could only be opened or manipulated with the target's chakra, or techniques that react to foreign chakra similar to Earth Style: Mud Wolves, unless a drawback would be set if the original user were to unlock them. Fuuinjutsu interaction rules will still apply, as a technique that requires 40 chakra to unlock will still require the user to perform a 40 chakra sealing technique, or if a technique says it requires the user to expend 10 chakra in order to access it's contents, the user will still need to use a 10 chakra sealing technique.

Note: Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 3 usages of the Magpy Key. While the tether can't be blocked, the Fuuin-based inscription can be countered by appropriate techniques, acting as an S rank sealing technique with 50 chakra.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice ( a total of 5 keys can be produced from each target, 3 in the first usage and 2 in the second ).
Note: Surges of Anutu, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Approved-

(Inton: Onryou no Jutsu) - Yin Release: The Ghost of the Piercing Hedgehog
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Piercing Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to Damage Shaving properties. When using a jutsu with a damage shaving property, the user will form the ram hand seal to seal the Piercing Ghost within their technique. Sealing the Piercing Ghost inside one’s technique happens within the same timeframe as their damage-shaving technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, decreasing it's efficiency by increasing the damage-shaving buff of the host technique by -20 damage against the opposing technique. Once the piercing ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent), reflecting the same amount of damage onto the opponent as it was shaved off in the interaction, graded as spiritual damage. Once the Piercing Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means, but will be affected by damage shaving abilities inherent to the character, such as damage shaving specialities. Other means to counter the reflected damage include techniques used simultaneously or in the instant that follows the clash that deployed the Piercing Ghost, namely Yang, Yin or Senjutsu based full-body surges with more than 50 chakra worth of power ( Yang requires 50 or more ). This will behave like a clashing interaction, whereas the reflected damage worth x damage points will interact with the attempted damage of the protecting technique based on the damage interaction rules, weakening a minimum of -20 damage worth of power ( -10 damage minimum for Yang techniques ), which means 1 rank lost in efficiency for the protecting technique after overpowering the reflected damage ( Less for Yang techniques ). ( Ex: Piercing Ghost worth 80 damage is akin to an S rank technique, vs an S rank Yin surge worth 80 damage. It lowers the Yin surge which shoots out of the target body weakened -30 damage as per the technique interaction rules, but the target takes no reflective damage to his health. If the Yin S rank technique was worth 120 damage or more, it would be weakened -20, as per the Piercing Ghost properties, but only -10 for a Yang protective surge, the target would have no health drop to their HP. If the Piercing Ghost damage is worth 100, and the protective technique is worth 80, then the piercing damage would be lowered, partially blocked by the protective technique, as per the technique interaction rules, and would deal 100 - 20 = 80 damage to the target HP. ). The reflected damage is also split between any clones of the user currently in place, such as Shadow Clones or other Elemental Clones, YY creations or Limbo Clones, allowing the target to dampen the damage with a clone technique used previously, in the same or next instant after the clash ( Split Damage means a Piercing Ghost carrying a reflection worth 60 damage will deal 30 damage to the target and 30 damage to the one clone he activates, for example, and each entitity can be protected as described before ). Unlike Hungry Ghost, the effects of the Piercing Ghost aren't turn-based, and are felt only with the first technique that it interacted with, working technique by technique.

Note: Although Piercing Ghost boosts the damage debuff of a technique, and this increases one of two boosts applied to the technique, it will also revoke it's damage dealing properties, changing an Offensive technique into a Supplementary. This will also nullify any damage boosting buffs the technique has, though the user can add one aditional Damage Shaving or Chakra/Rank/Efficiency buff to complete the pair, if capable.
Note: In case the host technique overpowers the preyed technique, the effects of the boosted damage shaving buff will not be felt, and the host technique will carry on with the normal damage shaving buff it had before the Piercing Technique. Thus, in order to successfully reflect the damage according to the damage debuff, the host technique needs to be capable of neutralizing or overpowering the preyed technique, adding another difficulty to the usage of the technique.
Note: Can only be used 6 times per battle and cannot be used on the same target more than thrice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Piercing Ghost, preventing the user from perfoming them throughout the duration of this technique. Thus, techniques embued with any of these natures can't have their damage reflected.
Note: Piercing Ghost can only be used on S-rank techniques and below.

-Declined- the edit doesn't really change much when you're still saying the tether is immediate.
(Inton: Onryou no Jutsu) - Yin Release: The Ghost of the Piercing Hedgehog

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 50 ( +10 to infused technique )
Damage: N/A
Description: Piercing Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to Damage Shaving properties. When using a jutsu with a damage shaving property, the user will form the ram hand seal to seal the Piercing Ghost within their technique. Sealing the Piercing Ghost inside one’s technique happens within the same timeframe as their damage-shaving technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, decreasing it's efficiency by increasing the damage-shaving buff of the host technique by -20 damage against the opposing technique. Once the piercing ghost consumes foreign chakra it is released attaches itself to the source of the chakra (the opponent), reflecting the same amount of damage onto the opponent as it was shaved off in the interaction, graded as spiritual damage.

Once the Piercing Ghost is released, the tether won't be immediate nor unblockable, and will be affected by damage shaving abilities inherent to the character, such as damage shaving specialities. Other means to counter the reflected damage include techniques used, prior, simultaneously or in the instant that follows the clash that deployed the Piercing Ghost, namely Anutu, Yang, Yin or Senjutsu based full-body surges or barriers with more than 50 chakra worth of power ( Yang requires 50 or more, whereas Anutu require 40 or more, being elementally stronger ). This will behave like a clashing interaction, whereas the reflected damage worth x damage points will interact with the attempted damage of the protecting technique based on the damage interaction rules, weakening a minimum of -20 damage worth of power ( -10 damage minimum for Yang techniques ), which means 1 rank lost in efficiency for the protecting technique after overpowering the reflected damage ( Less for Yang techniques, and Anutu, which can ignore it altogether and continue unimpeded ). ( Ex: Piercing Ghost worth 80 damage is akin to an S rank technique, vs an S rank Yin surge worth 80 damage. It lowers the Yin surge which shoots out of the target body weakened -30 damage as per the technique interaction rules, but the target takes no reflective damage to his health. If the Yin S rank technique was worth 120 damage or more, it would be weakened -20, as per the Piercing Ghost properties, but only -10 for a Yang protective surge, the target would have no health drop to their HP. If the Piercing Ghost damage is worth 100, and the protective technique is worth 80, then the piercing damage would be lowered, partially blocked by the protective technique, as per the technique interaction rules, and would deal 100 - 20 = 80 damage to the target HP. ). The reflected damage is also split between any clones of the user currently in place, such as Shadow Clones or other Elemental Clones, YY creations or Limbo Clones, allowing the target to dampen the damage with a clone technique used previously, simultaneously or after the clash ( Split Damage means a Piercing Ghost carrying a reflection worth 60 damage will deal 30 damage to the target and 30 damage to the one clone he activates, for example, and each entity can be protected as described before ). Unlike Hungry Ghost, the effects of the Piercing Ghost aren't turn-based, and are felt only with the first technique that it interacted with, working technique by technique.

Note: Reflected Damage will only be felt at the end of the turn, if left unblocked.
Note: Although Piercing Ghost boosts the damage debuff of a technique, and this increases one of two boosts applied to the technique, it will also revoke it's damage dealing properties, changing an Offensive technique into a Supplementary. This will also nullify any damage boosting buffs the technique has, though the user can add one additional Damage Shaving or Chakra/Rank/Efficiency buff to complete the pair, if capable.
Note: In case the host technique overpowers the preyed technique, the effects of the boosted damage shaving buff will not be felt, and the host technique will carry on with the normal damage shaving buff it had before the Piercing Technique. Thus, in order to successfully reflect the damage according to the damage debuff, the host technique needs to be capable of neutralizing or overpowering the preyed technique, adding another difficulty to the usage of the technique.
Note: Can only be used 6 times per battle and cannot be used on the same target more than thrice.
Note: Surges or Barriers of Anutu, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Piercing Ghost, preventing the user from performing them throughout the duration of this technique. Thus, techniques imbued with any of these natures can't have their damage reflected.
Note: Piercing Ghost can only be used on S-rank techniques and below.

-Approved- I edited some of the spelling

(Inton: Netamashii no Ude ) Yin Release: The Hands of the Envious Vyper

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Envy) -50 per turn
Damage: 120
Description: Also known as Hands of Envy, this technique gets its name from one of the deadliest sins, Envy, and is a variant of Hands of Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “Properties of Envy” to the hands which are Covetousness, Depredation and Desecration.

Covetousness is honing of awereness into one's valuables, translated in causing the target's will and spirit to become enticing to the user. This causes the target's spirituality and will to become a beacon to the hands and the user's perception and awareness ( through their inherent Yin-based spiritual sensory ). Be it their techniques, familiars, summons or other entities that stem from them, even if composed of a nature like Natural Energy, which are normally undetectable by non practicioners, all are embued with the target's will, which becomes highlighted by the hands and the user's envy through their own spirit's manifestation, rather than the user's increased sensory. The initial touch does not drain chakra.

Depredation is the stealing of valuables, which is translated to a spiritual drainage of the target's chakra. The hands will continuously absorb the target's chakra at a rate of 50 chakra per hand, upon direct contact with a chakra-possesing entity, be it the opponents themselves, familiars or chakra-costing technique ( which can be drained of the same amount of chakra as it was used to produce it ). The effects of depredation are hand-based, each hand being able to drain chakra on contact once per turn. The chakra is plundered from the entity that contains it ( be it a technique, familiar or the opponent ) and does not travel to any entity that created it or that it stems from ( Draining a technique's chakra will not drain the caster ). This can happen up to a maximum of 100 chakra per turn ( 2 hands ), or 150 chakra per turn ( 3 hands ) if the user is in Yin Mode. These restrictions are target-specific, and include every entity that belogs to that target, including clones, creations, edo, etc. Meaning against 2 separate ninja, the user can engage with more hands, up to the maximum of 8 hands ( thus 4 diferent ninja maximum, or 3 in Yin Mode ). While this drainage can happen in the initial turn of creation, it requires two consecutive touches to a target..

Desecration is an envy-driven eradication of the object of envy, which is translated into an decreasing resistance to chakra drainage. Upon being marked by the hand's envy, the target will be succeedingly more permeable to chakra drainage, until they are completly devoid of their chakra. Desecreation doubles the effect of Depredation with each touch, plundering the target off of more and more chakra with each touch. The effects of Desecration are turn based, regardless of the number of hands that actually touch a target. Desecration is a spiritual degradation mark that is applied to the original chakra entity, similar to Covetousness, thus touching a technique once and then touching the opponent in the following turn will drain the same amount as if the opponent is being touched a second time. While this increases the chakra drainage dealt by each hand, the user is still restricted to using only 2 hands against any independant target ( or 3 in Yin Mode ). This increased drainage happens on the second turn after creation, and can only be used on targets that have been touched twice in previous turns, after Covetousness and Depredation.

Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity, whereas the hands acquire sentience and independance.
Note: The properties of envy are spiritually draining properties. The more a victim interacts with the hands the worse they become. When touched by any of the hands once, the victim is marked by Covetousness and becomes unable escape the user's awareness. Subsequent touches induce Depredation and chakra is drained out of any entity in direct contact with. When touched thrice, the victim will be stacked with Desecration, increasing the drainage that the hands are capable of, stacking idefinately until the target is devoid of chakra. The properties of envy can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Yin-Yang users can resist the properties of envy through the use of counter techniques or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

-Declined- I'm happy you changed the chakra drain but all in all this is still way too much. You're adding so many different abilities this doesn't even read like a cj rather a compendium of unique effects you've seen around.
(Inton: Netamashii no Ude ) Yin Release: The Hands of the Envious Vyper

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Envy) -50 per turn
Damage: 120
Description: Also known as Hands of Envy, this technique gets its name from one of the deadliest sins, Envy, and is a variant of Hands of Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “Properties of Envy” to the hands which are Covetousness, Depredation and Desecration.

Covetousness is honing of awereness into one's valuables, translated in causing the target's will and spirit to become enticing to the user. This causes the target's spirituality and will to become a beacon to the hands and the user's perception and awareness ( through their inherent Yin-based spiritual sensory ). Be it their techniques, familiars, summons or other entities that stem from them, even if composed of a chakra-based nature which would normally undetectable by non practicioners, all are embued with the target's spirit, which becomes highlighted by the hands and the user's envy through their own spirit's manifestation, rather than the user's increased sensory. The exclusion to this is Natural Energy, which is a source outside of the target's chakra, and retains their undetectability.
The initial touch does not drain chakra.

Depredation is the stealing of valuables, which is translated to a spiritual drainage of the target's chakra. The hands will continuously absorb the target's chakra at a rate of 50 chakra per hand, upon direct contact with a chakra-possesing entity, be it the opponents themselves, familiars or chakra-costing technique ( which can be drained of the same amount of chakra as it was used to produce it ). The effects of depredation are hand-based, each hand being able to drain chakra on contact once per turn. The chakra is plundered from the entity that contains it ( be it a technique, familiar or the opponent ) and does not travel to any entity that created it or that it stems from ( Draining a technique's chakra will not drain the caster ). This can happen up to a maximum of 100 chakra per turn ( 2 hands ), or 150 chakra per turn ( 3 hands ) if the user is in Yin Mode. These restrictions are target-specific, and include every entity that belogs to that target, including clones, creations, edo, etc. Meaning against 2 separate ninja, the user can engage with more hands, up to the maximum of 8 hands ( thus 4 diferent ninja maximum, or 3 in Yin Mode ). This drainage pertains to the target's chakra reservoirs, such as Ninja, Animals and Creations. When interacting with a technique, it is capped at 50 chakra, regardless of how many hands interact with any given opposing technique, thus unable to drain/neutralize a technique that costs more than 50 chakra without any chakra boost. Yang Creations whose initial technique is greater than 50 won't be drained structurally, but will have their chakra reservoirs drained all the same. Anutu-based techniques will resist the drainage, thus normally capping at 40. While this drainage can happen in the initial turn of creation, it requires two consecutive touches to a target.

Desecration is an envy-driven eradication of the object of envy, which is translated into an decreasing resistance to chakra drainage. Upon being marked by the hand's envy, the target will be succeedingly more permeable to chakra drainage, until they are completly devoid of their chakra. Desecreation doubles the effect of Depredation with each touch, plundering the target off of more and more chakra with each touch. The effects of Desecration are turn based, regardless of the number of hands that actually touch a target. Desecration is a spiritual degradation mark that is applied to the original chakra entity, similar to Covetousness, thus touching a technique once and then touching the opponent in the following turn will drain the same amount as if the opponent is being touched a second time. While this increases the chakra drainage dealt by each hand, the user is still restricted to using only 2 hands against any independant target ( or 3 in Yin Mode ). This increased drainage happens on the second turn after creation, and can only be used on targets that have been touched twice in previous turns, after Covetousness and Depredation. Increased drainage will only apply towards the chakra reservoir of entities that interact with the hand, and will not change the 50 cap limit on draining opposing techniques structurally, regardless of how many hands interact with it, as explained in Depredation.

Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity, whereas the hands acquire sentience and independance.
Note: The properties of envy are spiritually draining properties. The more a victim interacts with the hands the worse they become. When touched by any of the hands once, the victim is marked by Covetousness and becomes unable escape the user's awareness. Subsequent touches induce Depredation and chakra is drained out of any entity in direct contact with. When touched thrice, the victim will be stacked with Desecration, increasing the drainage that the hands are capable of, stacking indefinately until the target is devoid of chakra. The properties of envy can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Yin-Yang users can resist the properties of envy through the use of counter techniques or Yin Release techniques like Yin State. Similarily, users of Anutu retain their superiority against them.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

-Declined- After much discussion I can't just approve what is still very much a canon technique with "more" added
 
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Onii Chan

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(Ōksukai) - Fire Release: Demolition of the Five Animal Kingdoms
Type: Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is a subset of fire release that can be utilized by a weapon in the form of Ninkenjutsu or by itself with the user's hands. By manipulating fire chakra within ones body they'll either flow it towards a weapon or their hands and upon swinging either one towards the direction of a target a extremely massive animal familiar equal in scale to half of gamabunta's size will be conjured from the focus point. Five in total will be formed to represent different animals of nature with the following being formed in sequence: Elk, Owl, Lion, Alligator, and Hound. These familiars cannot stay on the field but however will be a flow of fire that erupts from either the hands or blade of a weapon for a brief moment before the other is conjured by a additional swing or movement. Each animal has the destructive power to scorch the earth below it, so much that it will leave a fire wall/great in height trail of continuous flame behind its wake (lasting for 2 turns) and will explode upon being countered or by hitting the ground to leave behind craters upon dissipating ideally due to the explosion that is caused by its disappearance from the field will scatter about severally hot embers that will engulf a 360 degree radius that'll create high in scale fire vortex(s) from its previous positioning within short range (lasting for 2 turns). Due to this technique being massively destructive it is near suicidal to perform this in close range, if the user is caught within its blast or uses it in short range the user takes the damage dealt as well. While the trail and fire vortex lasts if the combatant stumbles upon either one they'll receive the damage equal to that of this technique, however these left over ailments are easily vanquished by their own elemental weakness like water or rain and cannot be formed if their is a water source below its conjuring of this technique.
- Can only be used four times
- Cooldown of two turns per usage

-Declined- this is really generic and has been done a lot, the only really unique thing is the lasting damage, which isn't possible when you're making it equal to the damage of the initial technique, lingering burn damage is possible but it needs to be a lot lower than the initial damage.

(Sōnzu-no-kami) - Fire Release: Stance of the Kagutsuchi
Type: Supplementary
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: This technique derives from a hidden art long forgotten and was said to be used by the kami of fire himself, now passed down to the mortal realm after his disappearance. The user begins by standing still in a specific stance, preparing their weapon on their shoulder with two hands and their legs slightly bent with the right leg positioned ahead of the left. After the secret stance is made the user will gather fire chakra inside their core simultaneously whilst getting into their stance to prevent time wasted, afterward the chakra will be released into the ground to sprout chaotically and uncontrollably to formulate a bright light that emits directly upwards from the veins that reassemble tree sprouts or branches in the ground which reaches long range. This bright light is not enough to blind, however is only a cosmetic purpose for visual effect. These veins of fire is equal to speeds of lightning release and will be considered almost instant as it forms within the ground, making it nearly impossible to avoid. Once the veins are formulated the user cannot move from their stance otherwise the veins will erupt all at once to erect a valley of extremely tall walls of flame equal to that of kurama's height. As long as the user stands still whilst this technique is active he may manipulate every vein telepathically to erupt individual walls, pillars, or any fire technique from each vein within a instant in radius that is too equal in height of a great summon similar to that of kurama. This technique can bypass the requirements of hand seal usage of a technique with the downside of it forcing the user to stand completely still whilst manipulating the veins. The stance is well known to be a reason of stalemate, regarding this technique as suicidal to both parties, if the combatant emits a technique of any kind then the user can emit their own within the same time-frame which causes them both damage due to the user being forced to stand still.
- Last for two turns
- Can only be used three times
- Cooldown of one turn per usage
- Cannot be used if the user is standing on a water source

-Declined- you can't just ignore the handseal requirement by standing still, that won't be allowed at all same goes for the increasing fire to the speed of lightning, the different elements having different speeds isn't just something you can bypass cause you want to.

(Sarui) - Stance of the One-hundred Angry Monkeys Technique
Type: Supplementary
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: The stance comes from those that are known for their taijutsu knowledge and even mastery over the artform. They begin by making a stance with their left hand in a fist positioned inward in level to their chest, their right hand positioned outward in the form of a palm directed towards the combatant with their legs bent shoulder lengthened part. Afterward using gathered chakra for ninjutsu to swiftly propel themselves drastically forward with great speeds (x2 their current speeds) into short range of the combatant. The user will then deliver a immensely powerful lightning infused forward facing fist with their right hand that was previously formed into a palm within the same turn to keep increased speed values, they'll then end up behind the opponent where they'll revert back to their previous speed values. The lightning infused punch will cause the combatant to be paralyzes (determined by weakness and situation), using this opportunity the user will turn around whilst extending their left leg infused with wind chakra for a sweep that'll cause the opponent to lose their footing. The wind infused sweep will create a small vortex below the combatant that'll leave their body in stasis to the user's chest height positioning. Then the user will gather fire chakra within their fists to deliver a series of 99 quickly performed punches to their abdomen then finish the move with a 100th punch infused with raw chakra that'll cause the opponent to be thrusted downwards in such great force to create a massive crater in the ground. The shock of the final punch is so immense that'll cause the opponent to be stunned for the user to perform a additional taijutsu technique if they so wish within the ranges of D-C rank only. This technique cannot be used as the 3rd move, forcing the user to perform this technique either on their 1st or 2nd move only.
- Can only be used two times
- Cooldown of three turns per usage
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-Declined- this just reads like a compendium of Ktai with a tacked on speed boost. That aside you realise that with damage splitting rules this would leave you doing like one damage a punch? The paralysis effect would need expanding on also, duration and who is or isn't resistant and how.
 
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(Jinton: Maethūum no Buki | Dust Release: Armaments of Maethūum)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 40-80
Description: Armaments of Maethiūm lets the user configure their dust release chakra to create any shape of the release they wantehich would be ranging from spikes, hand-held weapons, armor, arrows etc. Since dust release is a very advanced elements as well as an element without physical properties the user will constantly need to fuel chakra into the creations they make in order to maintain their structure from collapsing. Depending on chakra levels, the density of the creations increase/decrease and will deal more/less damage. D and C rank levels requires no handseals while B rank requires a single seal and can be used three times per battle. A rank variation can be used up to two times per battle and requires a two-turn cooldown and requires two handseals.. S rank variation can be used once while requiring three seals and a three turn cooldown. All creations siphon chakra from the user and will be able to kept in form until destroyed or if the user uses any other element that dust release doesnt consists from(earth/wind/fire) or CEs/AEs that doesnt consist of any of those either. The user is drained -10 chakra per turn when using this technique in order to maintain it.

Note: Can only be taught by Skorm

Approved: Edits Made in Bold and Gold - Daemon
Re-submitting edits in bold.

(Jinton: Maethūum no Buki | Dust Release: Armaments of Maethūum)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Armaments of Maethiūm lets the user configure their dust release chakra to create any shape of the release they wantehich would be ranging from spikes, hand-held weapons, armor, arrows etc. Since dust release is a very advanced elements as well as an element without physical properties the user will constantly need to fuel chakra into the creations they make in order to maintain their structure from collapsing. Depending on chakra levels, the density of the creations increase/decrease and will deal more/less damage. D and C rank levels requires no handseals while B rank requires a single seal. A rank variation can be used up to three times per battle and requires one turn cooldown and requires two handseals. S rank variation can be used twice while requiring three seals and a two turn cooldown. All creations siphon chakra from the user and will be able to kept in form until destroyed or if the user uses any other element that dust release doesnt consists from(earth/wind/fire) or CEs/AEs that doesnt consist of any of those either. The user is drained -10 chakra per turn when using this technique in order to maintain it.

Note: Can only be taught by Skorm

-Approved-
 
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Kubikiri Arashi - Severing Storm
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: 40-80
Description:
A blade forged within the Iron Peninsular, it was gifted to a young student as a graduation present upon completing training as a samurai. Passed down and gifted again, its legacy grew with each user with tales of how warriors wielded a katana marked with a blue hilt, causing massive spiralling winds around them. The katana itself was forged by a blacksmithing master who had the affinity to imbue his weapons with the power of wind, with every strike capable of causing massive storms.
-Gathering Storm
The blade itself is capable of conducting chakra, specifically Wind release natured, honing its edge to an even finer point even when dulled. At the cost of 10 chakra per turn, the user is capable of keeping wind chakra along the blade, causing the Gathering Storm effect to take place. This causes all of the users Kenjutsu and sword related techniques to take on the strengths and weaknesses of Wind Chakra. On top of this, Gathering Storms has a secondary effect allowing the user to Freeform strike at the cost of one move per turn to deal between 40-80 damage. When starting out a battle, the blade has little more than a gust of wind on it, only striking for 40 damage. However every movement adds more wind to the blade causing it to grow in power, adding 20 damage, maxing out after 3 turns at 80 damage. After the 3rd turn, the blade begins to lose power, much like a passing storm, going back down to 60 then 40 respectively. When striking, the chakra contained within the strike will be proportional to the damage dealt (eg 40 damage - 20 chakra, 80 damage - 40 chakra). This cycle repeats.
-Wind Wall
Naturally with an affinity to wind natured chakra, the user can substitute any techniques requiring fans instead to be used with this blade. When holding this blade, a gust of wind begins to circulate the users body, forming a defensive barrier of sorts, reducing incoming damage by 10. Once per turn and only 3 times per fight, the user can gather this wind up into their blade and project it forwards into a 5m by 5m wall. Depending on how long the the user had has the Wind Barrier formed around their body, depends on how strong the barrier is. If the user has the barrier for 1 turn, it can stop 10 chakra, 2 turns -> 20 chakra, this maxes out at 40 chakra. Once this Wind Wall technique is used, the user is left vulnerable and does not have the shaving aspect for 3 turns.
-Last Breath
An extremely taxing technique, this involved the user pushing their wind mastery to the limit, this ability causes the user to increase the damage and chakra threshold of Kubikiri Arashi. At the cost of 50 chakra, the damage output of Kubikiri Arashi is increased by +30 and its chakra output by +10. However without drawbacks, this ability lasts 4 turns, and causes the weapon to become dormant for 4 turns, making nothing more special than an ordinary katana. Akin to a Last Resort technique, this can only be used twice, with the second time causing the user to be unable to use any abilities associated with the weapon for the rest of the match.

-Declined- Last breath needs real restrictions, severe ones for that level of boost.
Kubikiri Arashi - Severing Storm
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: 40-80
Description:
A blade forged within the Iron Peninsular, it was gifted to a young student as a graduation present upon completing training as a samurai. Passed down and gifted again, its legacy grew with each user with tales of how warriors wielded a katana marked with a blue hilt, causing massive spiralling winds around them. The katana itself was forged by a blacksmithing master who had the affinity to imbue his weapons with the power of wind, with every strike capable of causing massive storms.
-Gathering Storm
The blade itself is capable of conducting chakra, specifically Wind release natured, honing its edge to an even finer point even when dulled. At the cost of 10 chakra per turn, the user is capable of keeping wind chakra along the blade, causing the Gathering Storm effect to take place. This causes all of the users Kenjutsu and sword related techniques to take on the strengths and weaknesses of Wind Chakra. On top of this, Gathering Storms has a secondary effect allowing the user to Freeform strike at the cost of one move per turn to deal between 40-80 damage. When starting out a battle, the blade has little more than a gust of wind on it, only striking for 40 damage. However every movement adds more wind to the blade causing it to grow in power, adding 20 damage, maxing out after 3 turns at 80 damage. After the 3rd turn, the blade begins to lose power, much like a passing storm, going back down to 60 then 40 respectively. When striking, the chakra contained within the strike will be proportional to the damage dealt (eg 40 damage - 20 chakra, 80 damage - 40 chakra). This cycle repeats.
-Wind Wall
Naturally with an affinity to wind natured chakra, the user can substitute any techniques requiring fans instead to be used with this blade. When holding this blade, a gust of wind begins to circulate the users body, forming a defensive barrier of sorts, reducing incoming damage by 10. Once per turn and only 3 times per fight, the user can gather this wind up into their blade and project it forwards into a 5m by 5m wall. Depending on how long the the user had has the Wind Barrier formed around their body, depends on how strong the barrier is. If the user has the barrier for 1 turn, it can stop 10 chakra, 2 turns -> 20 chakra, this maxes out at 40 chakra. Once this Wind Wall technique is used, the user is left vulnerable and does not have the shaving aspect for 3 turns.
-Last Breath
An extremely taxing technique, this involved the user pushing their wind mastery to the limit, this ability causes the user to increase the damage and chakra threshold of Kubikiri Arashi. At the cost of 50 chakra, the damage output of Kubikiri Arashi is increased by +30 and its chakra output by +10. However without drawbacks, this ability lasts 4 turns, and causes the weapon to become dormant for 4 turns, making nothing more special than an ordinary katana. Akin to a Last Resort technique, this can only be used twice, with the second time causing the user to be unable to use any abilities associated with the weapon for the rest of the match. Every turn, the user takes 10 damage to themselves, and once the technique has ended, the users base speed is reduced by 2 for 2 turns.

-Declined- this still isn't enough for what you want, make it one usage or give it more severe restrictions for the second usage.
 
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