Custom Jutsu Submission - IV

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Ańbu Juniør

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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22089053

(Jūjin Taijutsu Ougi: Gyakuryū Seigyo) Beast Human Martial Art: Reverse Flow Control
Type:
Offensive/Defensive/Supplementary
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 rotational method by spinning vertically in place, similar to Dance of the Wolf God where they appear as an upright vortex. This rotation, which is unlike that of the Hyuuga clan as they tend to release chakra from their tenketsu to form a dome around their body as they rotate, instead 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 blocking a technique of equal strength by forcing it to the side in whatever direction they're spinning in provided this wouldn't target or harm anyone. They can also completely repel a weaker technique in any direction of their choosing by overpowering it even back at an opponent. 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.

-Approved- Edits made

Updating:
- Changed the name
- Other changes bolded

(Jūjin Taijutsu Ougi: Kaiten Suru Kiba) Beast Human Martial Art: Rotating Fang
Type:
Supplementary/Defensive/Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage:
60 - 80
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such, it can affect techniques of equal strength. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it. Pulled objects will appear to be devoured by the wolf apparition, and fall prey to the slicing winds within it. The chakra wolf is equivalent in size to the Water Beast technique and is so dense that it's equivalent in strength to S rank elemental techniques.

Notes:
- The A-ranked version of this technique can only be used three times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target and reaches up to mid-range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.

-Approved- Edits made

Updating: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20381388

Vánagandr Wa - Odin Ni Hoshoku Shimasu | Vánagandr - Preying of Odin
Type:
Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifest themselves in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent, an Inuzuka bonded with a Ninken will be influenced by the strong frenzy and excitement elicited from their shared sense with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock-on effect to the enemy's scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space-time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their physical attacks by a full -20. However, this can be treated in the same way as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.

Hunter - Void Assault

Being Apex Predators the Ninken take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predator's natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through the use of chakra, a Ninken is capable of entering into unparalleled stealth, one that masks not only its visage but also its chakra system from an opponent. A Ninken in stealth cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates them into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as they enter within three meters of an opponent. As with all forms of Stalking, Void Assault is utilized to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if the Ninken remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however, the moment they move or attempts to mold chakra the stealth will be broken.

Notes:
- Marked is the passive portion of this technique, and activates automatically upon drawing an opponent's blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a three meter distance of an opponent, otherwise, it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken.
- Void assault can be initiated 4 times through the use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.

-Approved- you're still a shitter

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

(Jūjin Taijutsu Ougi: Kantsū Kiba) Beast Human Martial Art: Penetrating Fang
Type:
Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80
Description: Penetrating Fang is a technique that combines Kenjutsu and the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan. The user will spin at a ferocious speed toward their target with their weapon held upward, putting it at the tip of their drill-like rotation as air is gathered around them to form a protective shell, protecting them from attacks and techniques up to equal rank. Alternatively, instead of rotating along the horizontal axis in the shape of a drill, the user can spin across the ground vertically, similar to Dance of the Wolf God where they appear as an upright vortex as they rapidly traverse across the ground, with their sword held perpendicular to their body. This allows the user to attack in a 360-degree fashion, and even defend against techniques that come from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user will leak chakra from their entire body as they rapidly rotate. This chakra will form a drill-like shell around the user and their sword and can be made of either raw or elemental chakra such as fire, lightning, or wind. The usage of raw chakra will allow this technique to be equivalent in strength to elemental technique due to shape manipulation, while the use of elemental chakra will cause it to adopt the appropriate strengths and weaknesses of the chosen element. Regardless of the method of attack used, the user will always move at his running speed.

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.
- Due to their sharp nails, members of the Inuzuka clan can perform this technique with their bare hands.
- This technique can only be used by members of the Inuzuka Clan.

-Declined- I'm not okay with the whole "will always move at running speed" cause it's not really accurate, you're not running when you leap in the air and start spinning and if you're creating an elemental shell you'd be moving at the speed of that element generally.

Updating: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20381388

(Bukijutsu/Kenjutsu: Senbu) Weapon Art/Sword Art: Whirling Dervish
Type:
Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's weapon and their quick movement speed. By channeling chakra into their weapon(s) and spinning rapidly in a circular motion, the user is capable of covering a 360-degree area around himself due to their spinning motion and the constant slashing of their weapon(s). If used in close range against an opponent, it would be difficult for those without a form of enhanced perception to follow the wild swings of the weapon, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to its own rank, leaving the user completely unharmed. However, it won’t block energy-based techniques such as lightning and fire. The speed of the whirling blades is such that it can cause violent aftershocks of wind pressure as the user moves, effectively creating something akin to a razor-wire shell of air pressure around their body. Recognizable by what appear to be afterimages of the weapon's strikes.

Notes:
- This technique can only be used twice per battle and needs a two-turn cooldown between uses.

-Approved-
 
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(Magen: Jashin’s Kawarimi no Jutsu) - Demonic Illusion: Jashin’s Substitution
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short Mid
Chakra: 10-30
Damage: 20-60
Description: The Demonic Illusion: Jashin’s Substitution jutsu is a variation of the Illusion Technique: Substitution that takes inspiration from the Jashinism cult. Like the regular Illusion Technique: Substitution, the user will produce an illusionary copy of himself while he escapes the path/area of the attack with a rapid movement, unnoticed and masked by the technique. However, those in the illusion will perceive that they themselves also are inflicted with the same damage and effects the illusionary copy would receive. For example if the illusionary target were to be hit with Chidori True Spear, the foe would perceive themselves to be inflicted with the same piercing damaging and numbing effect

The jutsu has the same limitations such as the user cannot escape large techniques with this ability nor incredibly fast ones, since the escape is his movement and, as such, is limited to small scaled attacks or normal paced ones. Only techniques which can be escaped by moving out of their way running or through movement can be defended from with this. The main limit however, is that, since its a sustainable illusion, triggering any offensive action towards the target will immediately release the illusion, be it a simple taijutsu move or a ninjutsu attack; any aggressive action the user wants to take will immediately break his focus and control over the technique, releasing the target from it. The stronger the user is with the usage of Genjutsu, the more effective and strong the illusion will be and more times can it be used.

Note: Genjutsu users can use the technique thrice per match, D-Rank; Secondary Genjutsu Specialists can use the technique four times per match, C-Rank; Primary Genjutsu Specialists can use the technique five times per match; B-Rank. Apex Genjutsu Specialists can use the technique six times per match; A rank.
Note: Movement speed is bound by the user's rank.
Note: Can only be used by those taught by Kooljay.

-Declined- While this is a pretty cool idea, you can't make custom variants of that genjutsu substitution technique, cool idea though.
 
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Kai NB

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(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][X][X][X][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][X][X][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][X][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, pull away specific objects hidden in a pile, etc. Against chakra based Ninjutsu, the user can use this to mold the shape of the Ninjutsu like clay. For example, the user can hold the chakra in an earth wall and mold it to create an opening, make shapes out of it small projectiles, or split a head-on projectile or stream to break apart around them. [SUP][X][X][X][/SUP] The degree to which a user can mold Ninjutsu is dependent on their output of chakra. In order to have the molded ninjutsu retain it's shape even after the user is out of range, the user must overpower it. Merely matching the same strength/rank will only allow the user to mold the technique while in range, and have it's shape revert back to normal once out of range.

Only ninja with access to the Chakra Transfer Technique (Hyuga, Canon Bios, etc.) are able to take each of these two maneuvers further by literally expelling out the chakra from the target. This means they can use "Rejection" and "Acceptance" to dissipate or weaken an attack by respectively pushing or pulling out the chakra inside of it and use. For example, the user can pull the chakra from an earth wall, causing it to crumble. The amount of chakra expelled from the target is equal to the chakra used in this technique following S/W.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu
Updating for Rank Changes (No more S-Class, Sannin, Kage) Added Ronins, not just Samurai

(Chakura no Monshō | チャクラの紋章) — Chakra Coat of Arms
Type:
Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control that coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat these chakra-based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. Obviously, the same effect can occur when dealing with non-chakra-based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra-based attack. There is a small gap, which helps to prevent damage from burns or electrocution. As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this is a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu practitioners and Samurai/Ronin. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from its direction, the technique will remain the same, but aimed somewhere else. The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from it.​
(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from its foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, pull away specific objects hidden in a pile, etc. Against chakra-based Ninjutsu, the user can use this to mold the shape of the Ninjutsu like clay. For example, the user can hold the chakra in an earth wall and mold it to create an opening, make shapes out of it, small projectiles, or split a head-on projectile or stream to break apart around them. The degree to which a user can mold Ninjutsu is dependent on their output of chakra. In order to have the molded ninjutsu retain its shape even after the user is out of range, the user must overpower it. Merely matching the same strength/rank will only allow the user to mold the technique while in range, and have its shape revert back to normal once out of range.​

Only ninja with advanced chakra control (Med, Hyuga, Canon Bios, Chakra Control Specialists, Sustainment Specialists, etc.) is able to take each of these two maneuvers further by literally expelling out the chakra from the target. This means they can use "Rejection" and "Acceptance" to dissipate or weaken an attack by respectively pushing or pulling out the chakra inside of it and use. For example, the user can pull the chakra from an earth wall, causing it to crumble. The amount of chakra expelled from the target is equal to the chakra used in this technique following S/W.

Despite being an application of chakra control, the user can not mold or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on the quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simple as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Genin can use B-Rank, Chunin can use A-Rank, Jounin can use S-Rank.

Note:
Can only be taught by Kai
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu

-Approved-
 
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Resubmitting the third Custom from this post: Here.

(Muramasa Ittōryū: Kyasutōfu) Demon Blacksmith One Sword Style: Cast Off
Type:
Offensive/ Supplementary
Rank: B-Rank/ A-Rank/ S-Rank
Range:
Short - Long
Chakra: N/A
Damage: 40/ 60/ 80
Description:
Although not a traditional skill of the Muramasa school, the smith had the habit of vehemently tossing works he considered imperfect. This in and of itself would be negligible if it were not for the sheer force with which he dismissed them, easily able to carve a path through stone. As such, it was immortalized in the Muramasa school as "Cast Off", a technique where one intentionally, violently jettisons their weapon towards a target, attempting to penetrate through whatever happens to be in the weapon's path. This is done through physical strength alone, requiring no Chakra on the user's part, however there is a secondary effect that this technique produces. Starting at +20, for each +10 damage points the user's Kenjutsu receives, whether through passive or active means, the sword's speed is multiplied, with the user's base speed acting as the base for the weapon. The Rank of this technique is directly tied to the damage increase(s) the user employs alongside this technique, with B-Rank being usable while the user applies +20, A-Rank becoming accessible at +30, and S-Rank requiring +40. Even if the user has a higher boost than required for a stronger application, they can opt to use a weaker application if they wish. The speed boosts associated with each Rank also naturally scale, with the B-Rank granting a x2 boost, A-Rank granting a 2.5x boost, and the S-Rank granting a 3x boost to the projectile's speed. The boosts do not need to be purely Kenjutsu based, and only require that they empower the user's Kenjutsu and follow reasonable logic. For example a boost to the user's Taijutsu that allows them to throw harder via strengthened muscles would apply, as would Elemental infusions, like a Wind Or Lightning Release infusions allowing the blade to more easily cut through the air, or Fire acting as a propellant, etc. Finally, if the user wishes to not inflict damage with this attack, they can opt to throw the weapon with the hilt aimed at the target, with the base damage inflicted being equivalent to a freeform attack, with no usage limit.

Note: Can be performed 4 times per battle, twice for the B-Rank application, and two shared between the A-Rank and S-Rank applications. Additionally, the user must wait 2 turns between uses.
Note: After using the S-Rank application, the user cannot perform S-Rank or above Taijutsu or Kenjutsu for 2 turns.

-Approved-





New Submissions.

(Kyokushin: Byakkodori) Full Contact: Dance of the White Tiger
Type:
Supplementary/ Offensive
Rank: S-Rank
Range: Self (Short)
Chakra: N/A
Damage: N/A (Second instance of damage to applied technique)
Description: An extremely advanced Taijutsu technique that requires a high level of control over the body, Dance of the White Tiger is an action a user can perform during a physical attack, primarily Taijutsu, Kenjutsu, Bukijutsu, etc, whilst under the effects of a multiplier speed boost of at least 2x. As a result of being able to move at least twice as fast as they can under normal conditions, the user can, at the cost of a move, "exchange" one level of this multiplied speed for a second instance of damage, reducing the user's speed, but creating a second instance of damage for the target technique.While incredibly simple, this technique is very powerful but comes with one major disadvantage for the user, that being that this "second instance" applies in both directions. If the user's attack succeeds, they will deal twice as much base damage, but should the opponent overpower the user's attack, the user will conversely suffer twice as much damage from the opponent's counter attack. Alternatively, this technique can be performed without an accompanying technique to temporarily create "after images" of the user, again by exchanging active speed multiplier boosts. In this instance, the user is not limited to a single exchange, and can instead make as many afterimages equivalent to the number of times faster they can move than at their base speed, for example a user moving at 3x their base speed being able to produce up to 2 afterimages of themselves. This can only be used as a means of evasion and trickery, and has no practical offensive applications, but conversely doesn't hold the same drawback as the offensive application.

Note: Can be used three times per battle, with a three turn cooldown between uses. Additionally, after this techniques offensive application is used, the user cannot perform techniques above S-Rank that require their body, including Taijutsu, Kenjutsu, Bukijutsu, etc.

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-Declined- I can't allow you to have doubled instances of damage even with the caveat of backfire, if you want a lingering or repeating effect it'll have to be lower than the initial damage by quite a lot, additionally some kind of clause or method for the victim to prevent it would be nice.




Advanced Fūinjutsu and Med can be found in my inventory: Here.

(Fūiniryōjutsu: Unmei no Gyakuten) Sealing Medical Technique: Reversal of Fate
Type:
Supplementary - Offensive
Rank: S-Rank
Range: Direct Contact
Chakra: Up to 70
Damage: Heals x2 Chakra cost - Inflicts damage Healed
Description: Reversal of Fate is a Medical Sealing technique which utilizes Advanced Fūinjutsu's ability to seal more complex and metaphysical targets, in tandem with the higher sealing capacity to achieve a unique form of "healing". By performing three handseals, and making direct contact with an injured target, the user spreads their Chakra throughout the target's body to assess and target damage they have received. Once the damage is identified, rather than actually "repair" the damage done through traditional methods like Mystic Palm, Reversal "seals" that damage within a marking on the user's own body. While this functionally "heals" the target of damage done, restoring their health, removing any drawbacks from damage received, etc, that damage still exists within in a sealed state, which can then be "unsealed" on direct contact into another target, the previous target, or the user themselves. Reversal can target both Physical and Spiritual damage, however it can only target one damage type at any given time. The marking the damage is sealed into is time-sensitive, only allowing the damage to remain sealed for a max of 5 turns before it is automatically unsealed into the user's body, inflicting them with the damage, and all that entails. As the damage "healed" and "dealt" is already a completed instance of damage, this technique's offensive application cannot be boosted by any means.

Note: Requires Advanced Fuinjutsu & Medical Ninjutsu.
Note: Can be used 3 times per battle, with a 2 turn cooldown between uses.

-Declined- A valiant effort for sure




Yin training completed: Here.

(Inton: Ueta Tamashī) Yin Release: Starving Soul
Type:
Offensive/ Supplementary
Rank: S-Rank
Range: Self - Long
Chakra: 50 (Tether Creation) 10 (Per turn)
Damage: N/A
Description: This technique utilizes a spiritual tether, which can either be created via this technique, or an existing technique, created by either the user or their opponent, to establish a mental link between the user and their target. Through this tether the user is able to send a mental presence, either the user themselves or a similar sentience such as alternate personalities or "parallel mind" (Created through means equivalent to the Kurama's Demonic Id, or the "Resonance" or "Cognitive Dissonance" Seals) to the target via the tether, henceforth known as a "Starving Soul". If the user's mental presence is the one sent via the tether, and there are no other presences within their mind, this leaves their body immobile. Upon travelling to the target via the tether, the Starving Soul proceeds to attack the target on a spiritual level while producing a noticeable effect on their physical selves, as the Starving Soul "feasts" upon the soul of the target. As the Soul feasts upon the target, they intentionally target a specific aspect of the target, affecting one of their stats, reducing it in them, while enhancing it in the user. For example, if the Starving Soul were to target the opponent's "speed", for each turn the Soul is allowed to exist and consume within their target they will lose 1 base speed, and should the tether remain active, the Soul can return this "consumed" speed to the user, increasing their base speed by the same amount. The same logic is applied to statistics like damage boosts, damage resistance/ mitigation, max health, etc. In these cases, the target loses and the user gains 10 of these specific stats per turn. Even more abstract stats, such as healing passives, can be targeted via this technique, again operating on a loss/ gain of 10 per turn to the target/ user. Creation of a tether for this technique specifically costs 50 Chakra, while using an existing one allows one to skip this cost, but comes with it's own drawbacks. In the event that it's a tether created by the user, it's original purpose is overwritten by the Starving Soul, while using an existing tether that belongs to an opponent or someone else either requires the user to pay Chakra equivalent to the cost of the technique that created that tether, or it's effects remain in place, and Starving Soul effectively piggybacks off of that technique's tether. Regardless of whether the tether is created by the user, or someone else, to maintain the Starving Soul's connection, the user must pay 10 Chakra per turn to maintain the tether.

Note: Lasts for up to 5 turns, can be used twice per battle, requires a 3 turn cooldown between uses, and after it's use the user cannot use Spiritual-based techniques above A-Rank for at least 2 turns.
Note: Siphoned stats remain with the user for the duration of the battle. When used in the Ninja World, the effects remain for the arc, but uses for this technique do not recover whilst these siphoned stats are active.

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-Declined- I don't like this much honestly, it infringes somewhat on Yamanaka abilities and it's essentially taking an ability that was made to be mostly cosmetic (the whole schizo shit) and weaponizing it, it's also frustratingly vague in parts, talking about targeting "concepts" like speed, strength etc. It'd need clearly defined limits.
 
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(Fuuinjutsu: Menimienai Tōnan) Sealing Technique: Invisible Theft
Rank: A
Type: Supplementary
Range: Short to Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user user using a weapon as a medium has a sealing tag on it premade and tosses or shoots it(whichever depends on the weapon) and has it create a barrier that would be invisible. This barrier would seal off all boost of anyone with in the range of it besides the user themselves, allies included. This barrier seals off all boost even passive bio and speciality boost.
Note: Last four turns and two turn cooldown
Note: Can only be used three times per battle
Note: No Sealing jutsus above A rank the same turn and one turn after

-Declined- This just doesn't make sense, if you want to negate boosts you need to at least explain how, but I'll tell you now that it couldn't possibly apply to all boosts. Like if someone has a taijutsu boost because of a specialty, are you gonna seal their muscles?

(Fuuinjutsu: Yoru no Tōnan) Sealing Technique: Theft in the Night

Rank: A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Point: N/A
Description: The user creates a barrier that would surround them that eats at chakra. This barrier is kanjis spread along the ground that surrounds the area in a black barrier. The barrier would eat at enemies techniques that would lose 30 chakra and in the case of attacks would lose 60 damage right along with 30 chakra. Any jutsu that is within this barrier loses it's chakra/damage. This barrier would be in place to weaken even the strongest of attacks to help the user out.
Note: Last only four turns with a two turn cooldown
Note: Can only be used three times per battle
Note: No A rank and above Sealing techniques the same turn and one turn after

-Declined- Hell no lmao this is insanely high with next to no restrictions

Genjutsu: | Illusion Arts:
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user
-Only used four times a match
-One turn in between each usage
-No S rank genjutsu the next turn

-Declined- See the problem with this tech is
 
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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.
- Changed lingering augments in bold !
(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. 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
- Lasting/leftover vortexes/walls/etc are considered B-rank of its nature

-Declined- this is getting closer but there are some problems still, first there are no handseals, an oversight from my previous check granted. Second the lingering effects being B rank damage is fine but it raises another issue with this, in accordance with the damage splitting rules each of your animals would be a split S rank dividing S rank five times, which honestly you probably don't want to do cause it would make this super weak.


- Changed the majority of this move which is in bold !
(Sarui) - Stance of the One-hundred Angry Monkeys Technique
Type: Supplementary
Rank: S-rank
Range: Short - Long
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 paralyzed for a single turn, determined by weakness and strengths of lightning chakra the paralyzing effect may not work according to the combatant's arsenal, such as: (Specialties that negate paralysis, lightning cloaks of the same rank, etc). This technique is primarily of ninjutsu usage with a combination of elemental taijutsu, because of this the user of this technique may forgo the lightning infused punch to instead utilize one of their own techniques in the next moveslot once reaching close ranges.
- Can only be used three times
- Cooldown of two turns per usage
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-Declined- Switching it to lightning was the right choice but 2x your current speed and up to long range makes this just a rip of body flicker or swift release with a punch added in. You're gonna either have to drop the movement altogether or tie it to the dodge system while reducing the range.


-new technique- -replacing this old trash thats against the rules anyways if approved: Anteiku : あんていく | Anime Forum (animebase.me) -
(Hiremetsu-no-kami) - Masque of Clavicus Vile
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: This mask was once owned by a demon of the void named: ''Clavicus Vile'', or nicknamed ''Morningstar'', known to be ''The God of Insidious Wishes'' to whom was worshiped in the northern border of the ninja world by a small group to which their names were lost to time. It was said that this deity could grant wishes to those that followed his demonic rule, very well known to be a trickster in his own righteous pretenses. Throughout the years this mask was only worn by the statue that his soul presided in, however for some unknown reason it has been taken from the god and now in the hands of someone else. When worn, although not initially as a passive resort, the wearer will immediately fill the full wrath and power of Clavicus, being almost overwhelmed by its immense strength that will be suddenly gifted to those that wear it. Upon the mask sensing the chakra from the individual whom wears it a sudden eruption of red colored chakra will burst from below their feet like a chaotic beam of raw nature, then they'll be gifted numerous increases to their statistics including: (x2 to both tracking and speed values, and able to observe areas or landmarks +1 away). The primary augment methods of the mask, once worn, can be used as such where the user will instead use it in a unique way. Through the usage of its primary augment measure the wearer can then activate the mask through the usage of 50 points of chakra, this will cause the eyes to glow red while emitting a encircling aura of red chakra around the user, through this method one can both immediately detect a genjutsu (any level of said artform) and then exterminate it from the mind using a reverse act of horrific genjutsu of nightmares upon ones self (each usage decreasing its prowess: first usage can exterminate forbidden ranked gen once, second usage can exterminate up to S-rank max up to once, etc) that causes the wearer to have a small increase to their madness levels. The subset of ''madness'' is calculated by 10 levels in total, 10 usages of this mask will cause the wearer to completely turn into Clavicus Vile, whilst the progressing ladders will only show bits and pieces of his personality seeping through. Each usage of the primary method of anti-gen will have a cooldown of a single turn after usage whilst the madness levels will remain locked each time it is used regardless of activity in the NW, however the madness levels reset once entering interim periods. Each ladder of madness levels grants a stackable debuff upon the user that leaves them more susceptible to genjutsu that the primary method cannot counter, increasing the rank of offensive genjutsu towards the user +1 per madness level the wearer currently has calculated or accumulated so far. The supplementary/defensive measure of this mask is the unique usage of the techniques called: ''(Oboro Bunshin no Jutsu) – Haze Clone Technique'' and ''(Kakuremino No Jutsu) - Magic Cloak Of Invisibility Technique'', where both of which are greatly enhanced and modified to make them more viable through the mask's augmentations. The user may at any point project a illusionary yet solidified projection of a technique, the haze/projection clone will flow outward from the body of the user and then rush towards any range on the field to perform said action or duplicate a technique about to be performed. This action, which requires a 10+ chakra increase of calculation towards a technique that they wish to use with said method (requiring a moveslot per usage). These clones are so lifelike that it cannot be deciphered from a regular person, similar to that of a very advanced clone technique to which it'll dissipate into a puff of red colored smoke after performing said action. The last ability that revolves around the ''Magic cloak technique'' allows the user to (by a moveslot usage) turn completely invisible, ideally alongside hiding their chakra signatures from the area or from their body up to a maximum of 1 turn with a 1 turn cooldown after usage with a total of 6 utilization limit max. This, however doesn't negate reactionary timing from the opponent or sensory based ailments, doujutsu, etc; meaning that even though the user is hidden in a practical sense it doesn't take away the fact that the user must expel chakra to use a technique whilst hidden therefore allowing those that're skilled enough to react to a offensive if the user performs one whilst under this specific augment. The final note to consider whilst using this mask is that once the wearer succeeds the limit of 10 madness then the bio itself will completely turn into Clavicus Vile, thus forcing them to turn their bio into him similar to that of a otsutsuki karma seal seeping through to take control over someone. Once completely turned into Clavicus the effects of which cannot ever be reversed unless sought out by a medical shinobi that has fuuinjutsu to seal the evil god back into the mask. Whilst the bio is then Clavicus they'll have a permanent debuff to genjutsu thus making all genjutsu that is casted as a offensive towards the bio a +1 in ranking.
- Can only be used once per battle
- All usages of this mask increases madness via +1 percentile towards the maximum of 10
- Upon entering Interim Periods the madness levels that have been accumulated will be reset back to zero
- Can only be taught to one other person / or duplicated once as merchandize item, however the mask will be A-rank instead with weaker statistical values that requires a additional CJ submission check

-Declined- this is really over the top both in abilities in general and the mechanics you tried to make, insanity is already a newly introduced mechanic you can't just make up your own however especially when they're this similar.
 
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( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier

Type: Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 30-50
Damage Points: 60-100
Description: The Talon of the Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, and entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique ( Sans the Hungry Ghost affliction ) long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing damage, based on the tier used. Simultaneously, a Genjutsu will latch onto the target, which will mess up their chakra flow and induce them within an illusion. The duality come in play in both abilitites of this technique, which are the Night Harrier and the Day Harrier. The Night Night will be heavily Genjutsu-leaning, whereas the Day Harrier will be heavily Elemental-leaning.

( Hou Karitori ) Day Harrier: The user will exude the elemental chakra, for example, exude Fire chakra from their body, and materialize a massive Harrier made of Fire, Mid-range behind the target. It will cry out before launching itself towards an opponent, physically blasting them with an elemental burst of firem burning them to a crisp. The Genjutsu part will still produce the same effects of chakra messing with the opponent's chakra flow, which is easily detectable, while producing an eerie sensation through a combination of all senses, as the opponent feels this eeriness in their skin, smell, sight, and other extra-sensory abilities they might have, alerting them to a tampering of their senses.

( Ou Karitori ) Night Harrier: The user will materialize an illusory elemental harrier, for example, an harrier of Lightning, that will behave exactly the same as in Day Harrier, producing an illusory blast of lightning elemental chakra that will deal great mental damage onto the target, as all the senses will be manipulated to produce the mental damage as if the user had been really hit by the bird, akin to being eletrocute alive. The eerie sensation will be exactly the same as in Day Harrier. The user will exude physical elemental chakra from their body and in the area around, but will be purely distractional, since it will carry no damage or special properties (Like chakra absorption, radioactivity, burning, etc).

Note: In each variant, both the Genjutsu and the Elemental parts are of equal rank. In Day Harrier, the damage will be carried out by the Elemental Part and be complimented by the Genjutsu Part. In Night Harrier, the damage will be carried out by the Genjutsu part and be complimented by the Elemental Part. They're both considered S rank.
Note: Certain immunities to Genjutsu will reveal the difference between both variants, like a Visual Genjutsu Immnunity allowing the user to see through the visual aspect of the, for example, Earth bird plummeting down, even though they will still hear the cracking of the rocks, the whispering of the wind as the jets by and the crushing pressure of the solid bird that will deal the damage.
Note: Either variant can only be used separately, with 1 turn between usages for B rank, 2 for A rank and 3 for S rank. Either can only be used 4 times for A rank and 2 times for S rank. Both variants can't be used in the same turn, requiring 1 turn between them, combined, A rank variants can only be used 6 times, and S rank 3 times.
Note: The user is unable to perform Genjutsu or Elemental technique of the Element used higher than S rank in the same and following turn.
Note: S rank can produce a single bird, or split into two birds equivalent to A rank, or 4 equivalent to B rank, that can be materialized from multiple directions. A rank can split into two B ranks. B rank can only materialize a single bird.
Note: Counts as single jutsu towards the jutsu slot, the technique is a combination of both Genjutsu and Ninjutsu in uneven amounts.
Note: The Genjutsu part of the technique can only be cast up to Mid-Range ( Both Day and Night Herrier ). Likewise, the elemental damage will spread around Short-Range, preventing the user from performing it on a target that is Short-Range from them lest they be implicated in the aftermath of the blast ( Day Harrier ).
Note: Similar to Phantom Dragons, can only be used with Basic Elements, whereas Yin Specialists can use with advanced/custom elements.

-Declined- I'm not keen on this honestly, you're trying to perform essentially two jutsu at the same exact time both ninjutsu and genjutsu and on top of that you're saying that this single S rank technique is producing two S rank jutsu, the gen and nin don't even split? Then there's the last note about being able to use advanced or custom elements, I'm just gonna say no to that straight up cause it feels like a bypass to CEJ limits. Canon list techs doing that are whatever, but I'm not keen to allow people to do that with customs unless there are some extenuating circumstances.
 
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Changelog:
  • "Earth Sovereign"
    • Added clarification of a 30 meter dimension limitation to the size of possible constructs made this way.
    • Removed reference and misuse of "Freeform" from the final sentence of the technique.
(Kachū Haisha) - Vortex Vanquisher
Type
: Weapon
Rank: S-rank
Range: Short
Chakra: N/A (-50 for "Nagareboshi Kiritsu")
Damage: N/A
Description: "This sharp polearm can seemingly pierce through anything. When swung, one can almost see the rift it tears in the air. "
The Vortex Vanquisher is a polearm crafted by and for Zhongli. It is roughly 2 meters in length from the shaft's end-to-end that extends by an additional half meter at it's head where a ornate blade is fixed. The blade of the spearhead is quite unique, it's shine like that of white-hot steel that never cools, yet it is not hot to the touch. The shaft of the spear is capable of retracting
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into itself until all that is left is the half-meter length of the spearhead, allowing for convenient and easy transportation of the weapon as needed. The polearm was fashioned out of a dense chunk of metal that was located directly next to the Ryūmyaku, or Dragon Vein, that had been harvested from the depths of the Earth's crust. The Ryūmyaku are natural chakra veins that run through the Earth itself, thus the spear contains a signature of natural chakra that perpetually flows in equilibrium throughout it's entire structure. This chakra is dormant and without much effect until the wielder of the spear chooses to form a bond with the Vortex Vanquisher, tethering their chakra reserves to the polearm and causing a steady flow of chakra to infuse into it, allowing for the spear to take on a variety of transformations in it's capable functions:

Tsuchi Shukensha: "Earth Sovereign" takes effect at the moment in which the user forms a bond with the Vortex Vanquisher, stimulating the Ryūmyaku's natural chakra. Afterward, the spear's head will begin to illuminate in a bright light orange saturation. Zhongli will then, at his discretion, have the ability to pierce the head of the spear into the ground. In doing so, the aforementioned chakra infused into the spear will seek out it's former bonds with that of the leylines still present within the earth, rekindling the tether with the Ryūmyaku that it was sourced from. As a result, Zhongli is capable of harnessing the depths of the leylines, utilizing the natural chakra flowing throughout their channels to manipulate the landscape with the Vortex Vanquisher as the catalyst, scaling in rank from D-S, from minor alterations such as flattening the terrain or creating small pillars or walls of earth up to medium-range away from the user (D-B Rank), to drastic proportions such as the creation of an imposing mountain of rigid stone that can be made to a maximum of 30 meters in any direction and take effect as far as long range in distance from the user (A/S-Rank). The capabilities are quite expansive and is left up to the limitations of the wielder's own imagination. As a result of this connection, the user becomes capable of sensing all that comes into contact with the earth up to short range away from the user's central position. Doubly, the Ryūmyaku chakra infused within the spear is capable of acting as a direct catalyst for earth material projection and creation, functioning similarly to how the user is capable of producing earth-based material from their own body through the use of earth chakra, such as mud. This effect can appear at the user's discretion, most commonly taking form when the user strikes with the spear, allowing for things such as stone spears or mudslides to be formed in tandem to the direction of the spear's attack. These sorts of material creations all cost a move each time to use and will always form as B-rank and are accompanied with all the S/Ws corresponding to the basic earth element.

Note: This effect functions as a charge and counts as one of the user's 3 moves to activate, and requires 10 chakra/turn to maintain. The spear's tether lasts for up to 4 turns, allowing the user to manipulate the terrain in that time before going on a 3 turn cooldown, requiring to be recharged.

Nagareboshi Kiritsu: "Meteoric Order" takes effect when Zhongli forms a bond with the Vortex Vanquisher by promptly drawing blood across the blade of the spear, then channeling 50 Chakra into it. Upon doing so, Zhongli will then lift the spear in a slashing swipe skyward overhead, which will discharge a heavy shockwave that ripples out in a 5 meter radius around him. This shockwave is purely visual and has no impact on the field or others apart from the visual effect. Once this is done, an immense plume of smoke will appear overhead, roughly 50 meters above the surface point in which the ability was activated. From the drawing blood across the spear, a summoning is performed through the release of what was sealed within the spear, resulting in the appearance of a destructive, bellowing meteorite of Earth varying in geometric protrusions all forming a singular structure will breach the iconic white smoke that had formed, dropping the full length from it's point of conjuring until making impact with a designated point by the user up to long-range, causing devastating damage to the terrain and everything encompassing the impact zone up to medium range in radius, dealing Forbidden-rank 90 damage to anything caught in it's destructive path.

Note: This ability may only be used once per fight/encounter and counts toward one of the user's 3 moves. It may not be activated if Zhongli is currently using "Earth Sovereign," and upon use, all other abilities of Vortex Vanquisher may not be activated for 3 turns afterward.

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Notes:
  • Vortex Vanquisher can only be used by Zhongli
  • Must be an Earth-based specialist
Declined: There's still things to change here, so I'll make a short list. Remove any mentions of forming a bond with the spear or charge accumulation. They aren't really necessary and honestly make the weapon weaker. Just have the connection between the spear and the earth constant. Secondly, with Earth Sovereign, add in upper limits on the size of elemental constructs for each rank bracket. For example, D and C-Rank constructs can be up to 5x5m in size. Then 10x10m for B, 15x15 for A etc. Now, Meteoric Order. Unfortunately, because you only have normal Fuin, the current strength of this ability means that its component fields, being Earth and Fuin, would each be S-Rank. You cannot submit S-Rank Fuin, or any technique which involves Fuin of S-Rank or higher, without Advanced Fuin. If you want to keep this ability at its current strength, you can just have the spear eject a mass of earthen material, as a kind of offshoot of Earth Sovereign, or you need Advanced Fuin.




(Iryō Ninjutsu: Kaibougaku Saikōsei) 🙞 Medical Technique: Anatomical Reconstruction 🙝
Type
: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: Kaibougaku Saikōsei is fundamentally a specific technique in both application and function, leaving little room for varying utility while simultaneously requiring extensive focus and skill to use properly. With the application of ones advanced control of their chakra and intrinsic understanding of the human body and it's anatomical components by way of extensive study into Medical Ninjutsu, the user of this technique is capable of manipulating their medical chakra into an infusion with that of their very DNA; unraveling the fabric of ones genetic makeup before specifically targeting the structural X/Y chromosomal makeups. In doing so, the user is capable of two possible outcomes: Through the use of their chakra, the user may either extract and replace their Y chromosome with a second X chromosome, OR replicate and insert in place of one of their two X chromosomes with a Y chromosome into the existing makeup of their genetic code, effectively restructuring the very nature of their body on an anatomical level. The "bare bones" of what this implies is in the alteration of the X/Y chromosomes, the body of the user will begin to naturally produce the chemicals necessary to determine hormonal outputs corresponding to alterations made, reflective of the fact that every body is capable of both estrogen and testosterone production, the chromosomal makeup just determines the production output of each to produce the results of the sexually oriented bodily growth. By way of effect, and through the use of ones medical ninjutsu, the user's body will, after it's chromosomal structures have been changed to the desired alternative, will begin to repurpose preexisting organs and tissue through the assisted acceleration of the medical chakra and it's application to mold the user's body into the desired after result, using the acceleratory properties of Medical Ninjutsu to assist in the rebinding process of the user's DNA and the reformation of their body in a seemingly quick and timely manner relative to the procedure, effectively altering the user's body to develop either male or female characteristics in it's truest form.

Notes:
-Due to the complex and advanced nature of this technique, the user is incapable of applying it in battle
-This technique may NOT be used on others
-Other than standard anatomical changes, all forms of aesthetic pertaining to the user remains the same (i.e. if they had blue eyes and black hair, they will still have blue eyes and black hair), but minor changes such as hair length and body height/weight is interchangeable
-These changes are otherwise permanent until this technique is reused and the same measures taken to reverse it's effects
-May only be taught by Red-Robin

-pending- leaving for for someone else




Changelog:
  • "Earth Sovereign"
    • Removed mention of bond formation and charging of the spear as two functions of the weapon.
    • Added the recommended scaling limitation relative to scale of rank for construct formations.
  • "Meteoric Order"
    • Rewrote and repurposed the function and process of creation for the meteor, removing any mention of being utilized as a seal.
❖ (Kachū Haisha) - Vortex Vanquisher ❖
Type
: Weapon
Rank: S-rank
Range: Short
Chakra: N/A (-50 for "Nagareboshi Kiritsu")
Damage: N/A
Description: "This sharp polearm can seemingly pierce through anything. When swung, one can almost see the rift it tears in the air. "
The Vortex Vanquisher is a polearm crafted by and for Zhongli. It is roughly 2 meters in length from the shaft's end-to-end that extends by an additional half meter at it's head where a ornate blade is fixed. The blade of the spearhead is quite unique, it's shine like that of white-hot steel that never cools, yet it is not hot to the touch. The shaft of the spear is capable of retracting
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into itself until all that is left is the half-meter length of the spearhead, allowing for convenient and easy transportation of the weapon as needed. The polearm was fashioned out of a dense chunk of metal that was located directly next to the Ryūmyaku, or Dragon Vein, that had been harvested from the depths of the Earth's crust, imbuing it with trace amounts of the chakra that flows through those Veins. While in contact with the spear, the user's chakra connects with the trace amounts of the chakra that remain from the Ryūmyaku, giving it unique abilities that can be activated at the user's whim.

Tsuchi Shukensha: "Earth Sovereign" takes effect at the moment in which the user capitalizes on the inherent connection that the Vortex Vanquisher has with the Dragon Veins, stimulating the Ryūmyaku's chakra. Afterward, the spear's head will begin to illuminate in a bright light orange saturation. Zhongli will then, at his discretion, have the ability to pierce the head of the spear into the ground. In doing so, the aforementioned chakra infused into the spear will utilize the connection it has with that of the leylines still present within the earth. As a result, Zhongli is capable of harnessing the depths of the leylines, utilizing the natural chakra flowing throughout their channels to manipulate the landscape with the Vortex Vanquisher as the catalyst, scaling in rank from D-S, from minor alterations such as flattening the terrain or creating small pillars or walls of earth up to medium-range away from the user (D-B Rank), to drastic proportions such as the creation of an imposing mountain of rigid stone that can be made to a maximum of 30 meters in any direction and take effect as far as long range in distance from the user (A/S-Rank). The capabilities are quite expansive and is left up to the limitations of the wielder's own imagination. The dimensional size of each structure scales relative to rank, with D-C being restricted of up to 5x10m, B-A up to 10x15m, and S-rank up to 25x25m. Doubly, the Ryūmyaku chakra infused within the spear is capable of acting as a direct catalyst for earth material projection and creation, functioning similarly to how the user is capable of producing earth-based material from their own body through the use of earth chakra, such as mud. This effect can appear at the user's discretion, most commonly taking form when the user strikes with the spear, allowing for things such as moderately sized stone spears or mudslides to be formed in tandem to the direction of the spear's attack. These sorts of material creations all cost a move each time to use and will always form as B-rank and are accompanied with all the S/Ws corresponding to the basic earth element.

Note: This effect remains active for 3 turns upon activation, and requires 10 chakra/turn to maintain, before going on cooldown for 3 turns before being usable again.

Nagareboshi Kiritsu: "Meteoric Order" is a devastating ability that requires a number of steps to accomplish. Firstly, Zhongli shall channel 50 chakra, transferring it through the spear which will begin to cause it to radiate a vibrant red-orange hue before abruptly hurling it skyward with enough force to reach nearly 50 meters in the air. In doing so, the Vortex Vanquisher, through it's inherent structure of being made of Ryūmyaku will begin to mold and manipulate the chakra transferred into it, molding it with intense vigor before a massive eruption of mud and stone will begin to pour from all directions of the spear, warping and molding over itself in rapid succession, creating a destructive, bellowing meteorite of Earth varying in geometric protrusions all forming a singular structure. This meteor will then, with the spear still serving as it's core in the center, begin dropping from it's full height, descending earthward. As the meteor descends, it will begin to superheat from the air in front of the meteor compressing rapidly from it's long-descending form and thus superheating the stone carving through it. The meteor will continue to descend, dropping the full length from it's point of conjuring until making impact with a designated point by the user up to long-range, causing devastating damage to the terrain and everything encompassing the impact zone up to medium range in radius, dealing Forbidden-rank 90 damage to anything caught in it's destructive path. Despite the complexity of this technique, it can be executed in rather quick succession and does not require focus from the user to maintain after the spear has been thrown. Once the meteor has finished it's descent (either by contact with it's target location or being countered), the spear will submerge itself into the earth, following the Leylines within the earth before seeking out Zhongli's position, surfacing beside him to be reequipped respectively. If the spear is obstructed by any means (i.e. someone trying to hold onto it or entrap it), the spear will merely dissolve into a mud-like substance with only lingering traces of the Leyline's chakra before being reconstructed beside Zhongli as intended.

Note: This ability may only be used once per fight/encounter and counts toward one of the user's 3 moves.
* It may not be activated if Zhongli is currently using "Earth Sovereign."
* upon use, all other abilities of Vortex Vanquisher may not be activated for 3 turns afterward.

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Notes:
  • Vortex Vanquisher can only be used by Zhongli
  • Must be an Earth-based specialist
Approved w/ edits




New technique submission:

(Mokuton: Mokuzai Haijin) - ֍ Wood Release: Wood Dust ֍
Type
: Offensive / Defensive / Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Mokuzai Haijin is a simple technique in principle that has the potential for colossal devastation that belies it's form. Through the application of the inherent combination of water and earth chakra the user will begin the production of a wood technique in a normal manner. At the same time, the user will introduce, through considerable chakra manipulation, a rush of wind chakra that will rotate with intense speed and compressive force at the spawning point of the wooden structure at the exact same time it is being produced by the user. This will result in a shaving effect that will near instantaneously reduce the targeted wood into that of a substance that is sand-like in nature, identical to sawdust. This wood dust is then manipulated by the chakra of the user in a way similar to sand ninjutsu, allowing them to manipulate the substance with considerable freedom to take whatever complex shape the user might imagine, anywhere from a sword or other weapon to a shield, wall or even the gaping maw of a dragon, or leaving it as a base form of wood dust to cascade upon the desired target like a crashing wave. The amount of wood dust made scales to it's applied rank, albeit always producing more than one might imagine from smaller amounts of wood, D-B rank producing enough to fill a sand gourd, A-rank enough to produce a result similar to the "Earth Release: Mudslide Technique", while S-rank is capable of vastly overwhelming the field with it's productive amount, scaling up to that of a large tsunami that can be pushed across the field, reaching scales that can displace a large summon's position, but not fully submerge. This technique can be applied to any preexisting wood technique made by the user (at the cost of one of the user's 3 jutsu slots, but may be applied in the same timeframe) by simply introducing the shredding wind to produce the dust or by itself at the time of use, granting a variety of potential applications, such as turning a spike of wood used against the target into a sudden eruption of wood dust that would change the principles of how it is handled. Note that if used to shred another wood technique, Mokuzai Haijin must be used at the same rank or higher as the aforementioned wood technique, otherwise it will fail to pull apart the wood as intended.

Notes:
-This technique requires 2 hand seals to perform initially of ranks D/C, and requires 1 additional hand seal with each elevated rank thereafter.
-Given the multi-elemental application of this technique, the user may not use any other elements in the same turn that is not wood, water, earth or wind.
-This technique has a cooldown of 1 turn between uses, while A-rank may only be used 4 times per fight, and S-rank may only be used twice per fight.
-May only be taught by Red-Robin

Declined: There are already canon techniques under Wood that allow you to create generic constructs. The concept of using sawdust, or a finely ground version of the element, may be something worth exploring though.




(Suton: Poseidon Shouchoku) - ♅ Water Release: Poseidon's Edict ♅
Type
: Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A (+20 to water techniques)
Description: Poseidon Shouchoku is activated by a sequence of three hand seals (Dog ➙ Boar ➙ Ram) that will initiate the process of harnessing a swelling of the user's water chakra. The chakra will begin to expel from the user, drawing as if rolling moisture beading off of their very body such as the back and shoulders before gradually converging together into two floating spherical masses of water that hovers directly behind the user. These spheres of water remain fixed in position behind the user, moving in tandem to the user without any sign of delay or rubberbanding. One sphere hovers over both left and right shoulders. These spheres remain fixed in position for an entire turn serving seemingly no purpose on the surface, yet their true purpose is the gathering and retention of chakra, acting as a form of battery as they draw chakra from the user passively. After one turn, these spheres will begin to rotate and spin in place as an indication that they have finished gathering chakra and moisture. As a result, each water-based technique that the user uses after the spheres have been established will cause one of the two spheres to detect the user as they begin to harness chakra, causing them to expel a thin, jet-like stream of water from themselves that holds chakra within the stream, integrating the stream into the body of a newly forming water-based technique that the user produces, applying 10 chakra to the technique, granting it a boost of +20 damage.

Notes:
-Poseidon's Edict may only be used twice per battle, lasting for 3 turns per use.
-Each sphere functions as it's own individual method of boosting a technique, meaning that only 2 water-based techniques may be boosted per turn out of 3 possible jutsu per turn.
-These spheres are susceptible to standard S/W, capable of being dispersed if targeted by an opponent, but due to moving relative to the user, any attack on them will be meant for the user first and foremost unless specified.
-May only be taught by Red-Robin

-Declined- Applying this as a +20 damage +10 chakra boost on two out of three jutsu a turn, for three turns a usage, twice per battle would equal a potential boost total of 12 jutsu which is way over the general limit, also by saying "each sphere functions as it's own individual method of boosting" implies that you would want to apply this boost twice to the same jutsu using each orb, which I wouldn't allow, you can stack two boosts that's fine but you'd be stacking the same boost which doesn't make much sense.
 
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```Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22090176

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 and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, 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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(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.


( 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.


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.
Changelog:
- Removed the damage per turn.
- Raised rank to A, changed restrictions a bit.

(Futton: Ten'i-sei Suiren ) Boil Release: Metastatic Water Lily
Rank: A
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 thrice times per battle, with a cool down time of two turns between each use which also once activated, the user is unable to use Boil Release Techniques above S rank in the same turn. 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. . Like all Boil Release techniques, the user is naturally immune to any damage or effects of this technique.

-Approved- Even though "using boil above S rank" is a complete non restriction pretty much


(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
(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 tapping into that energy; a golden barrier would form around the user up to three meters in every direction. This barrier is durable, taking the vital and physical energy and manifesting it as a solid and tangible force. The barrier’s health points upon formation is 100 HP, while the barrier naturally shaves damage on interaction – reducing damage by -20 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 – 20 but due to the remaining 80, the barrier loses 80 HP while completely stopping the technique unless it overwhelms the remaining HP, allowing the technique to continue towards the user. 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- The more I think about this the weirder it is. If this barrier is an energy construct I don't think I can allow it to have shaving in anyway. Damage shaving generally is for living beings not walls, and it just causes a problematic overlap between damage rules and HP rules.
 
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(Tsukikawa) – Seal of the Moonhide
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: A highly advanced seal that only those who has awoken the Otsutsuki Tenseigan can wield. The Seal of the Moonhide will seal the monstrosity known as the Statue of Hamura inside the body of a Tenseigan wielder, granting immense power to the user in exchange for their inability to summon the statue in an open battle and used as an external ally. The statue itself represents the will of Hamura and hosts gravitational powers, most notably the Shattered Heaven technique. By sealing the Statue of Hamura within themselves through the Seal of the Harbinger, the user becomes able to use Shattered Heaven without the statue present and follows the same restrictions as if it were performed by the statue. However, the most notorious power and strength the statue of Hamura possesses is it's healing and damage resistance which both traits are also given to the user that have sealed the statue within them through the Seal of the Harbinger. Although it's not entirely on par with the statues resistance and regenerative prowess, it's still a hefty bonus. The user will be able to withstand up to 40 damage from any physical clash regardless of origin. This does not stack on any other current damage reduction bonuses the user may have, nor does it protect against any spiritual damage. Additionally, the user will also gain the ability to heal themselves and regrow limbs that they may lose in battle by spending a moveslot. The user can heal up to 70 damage per turn for a maximum of 4 turns per battle (does not need to be consecutive but can be). When the seal is active, it needs to be stated on the bio which it is to be used on. Additionally, the user can unseal the Statue of Hamura in a current engagement but they cannot seal it back within the Seal of Moonhide after doing so.

Note: Requires Adv Fuin
Note: Counts as a body seal

-Declined- DNR this is partly a rip of Drackos technique and partly just absolutely insane, you're not making yourself a statue jinchuriki.





(Ōrora) – Aurora
Type: Supplementary
Rank: S-rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Aurora is a special kind of seal used to store Yang energy that pulsates within the seal of Aurora. This seal draws from any natural resisting power the user have passively or can use on command and through the power of Yang can combine and multiply on effect if needed but will be reset once the user either uses a Yang technique or once they get hit. For example, any passive damage resistance the user has it can be gathered and multiplied up to a maximum of x4. Each turn the wielder of the Aurora seal does not get struck or uses any Yang technique their passive damage resistance grows by a factor of two until a max is reached which is (x4). This can not be used to multiple any techniques that deals in any damage shaving/resistance but only passive ones. The seal passively drains Yang energy from the host in order to fuel up the seal itself and thus the users damage resistance. The energy will start to come back when the user has been used a Yang technique or being hit and start the progress all over again passively. If the user is influenced by any foreign Yang chakra it does not reset the trigger, it has to be the user themselves who uses the Yang technique either on themselves or other for the trigger to reset.

-Declined- man I really don't know why you put such a high multiplier, a 4x multiplier is really high dude like not even close to reasonable.




(Yin: Arashi) – Power of Storms
Type: Supplementary
Rank: S-Rank
Range: N/A
Chakra cost: 100 (50 per turn)
Damage points: N/A (+30 to Ninjutsu)
Description: The user will enforce their body with Yin chakra chakra which will naturally empower their ninjutsu/chakra prowess in battle as well as their resistance to genjutsu/spiritual arts. It will also turn their body into a living torch of white light that will blind anyone that looks on them for more than one turn. This technique will make the user unable to use any Yang/Taijutsu/Bukijutsu techniques while this technique is active. Their elemental and raw chakra starts to shine spectacularly while being used in this state (purely cosmetic). All genjutsu/spiritual arts that affects a user during Power of Storms is decreased in efficacy by -60 damage or two ranks if the technique has no damage value. As well, the user will be able to passively break free from A-rank genjutsu and below through a single Kai seal.

Note: Can only be used twice per battle and lasts 4 turns.

-Declined- Absolutely not, this would be a mode even if it was approvable but it's not. You've basically made sage mode but several magnitudes stronger. DNR
 
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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. 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 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
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 arc, but only up to 5 times per single 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, up to and including A rank.

Note: Only McRazor can use this

-Declined- that restriction is still a one turn fuuin impediment dude, five times is still too much for a single battle when you're talking about a +20 damage +10 chakra boost with zero drawbacks. As for the NW arc thing, you realise there is already a system for returning usages during an arc when resting right.
 
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Ańbu Juniør

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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22090782
- Removed the “move at running speed” thing

(Jūjin Taijutsu Ougi: Kantsū Kiba) Beast Human Martial Art: Penetrating Fang
Type:
Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80
Description: Penetrating Fang is a technique that combines Kenjutsu/Bukijutsu[/B] and the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan. The user will spin at a ferocious speed toward their target with their weapon held upward, putting it at the tip of their drill-like rotation as air is gathered around them to form a protective shell, protecting them from attacks and techniques up to equal rank. Alternatively, instead of rotating along the horizontal axis in the shape of a drill, the user can spin across the ground vertically, similar to Dance of the Wolf God where they appear as an upright vortex as they rapidly traverse across the ground, with their weapon held perpendicular to their body. This allows the user to attack in a 360-degree fashion, and even defend against techniques that come from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user will leak chakra from their entire body as they rapidly rotate. This chakra will form a drill-like shell around the user and their sword and can be made of either raw or elemental chakra such as fire, lightning, or wind. The usage of raw chakra will allow this technique to be equivalent in strength to elemental technique due to shape manipulation, while the use of elemental chakra will cause it to adopt the appropriate strengths and weaknesses of the chosen element.

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.
- Due to their sharp nails, members of the Inuzuka clan can perform this technique with their bare hands.
- This technique can only be used by members of the Inuzuka Clan.

Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22074641
- Increased chakra capacity from 70 to 80 to match the minimum health recovery threshold to avoid incapacitation being 80
- Decreased the chakra per turn drain in order for the seal to take longer to reach max capacity.

(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type:
Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage:
N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage

Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22054327
- Changed the name

(Jūjin Taijutsu Ougi: Hogo Kiba) Beast Human Martial Art: Protective Fang
Type:
Defensive
Rank: A - S
Range: Short
Chakra: N/A - 40
Damage: N/A
Description: Making use of the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan, this technique is purely defensive in nature and can be used by both the Inuzuka and their ninken. When faced with an attack the user will spin either vertically or horizontally in place at a ferocious speed in a buzzsaw-like shape as air is gathered around them to form a protective shell. Doing this allows the user to defend against techniques of equal strength coming from a single direction, allowing them to act as a shield to protect anything behind them. Alternatively, the user and a partner can spin in opposite directions in a drill-like shape while encircling an ally, but maintaining a two-meter distance from them, to form a protective dome that can shield them from attacks of equal strength coming from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user(s) will channel chakra through their entire body as they spin, using it to strengthen the rotation.

Notes:
- No Gatsuuga and Gatenga rotations above A rank can be used in the following turn.
- The A ranked version of this technique can only be used three times, while S ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can be used by an Inuzuka, their Ninken partners, or together as a collaboration technique, in which case it will be counted as a single use of the technique.

-All updates approved-

New Submissions:

Tsukiakari No Shita No Kemono - Beast Beneath The Moonlight
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 70/80
Damage: N/A
Description: Beast Beneath The Moonlight is a supplementary technique that allows the user to infuse copious amounts of Yin energy into an animal companion, whether it be their own or an ally’s, that grants them temporary intangibility in order to bypass physical obstacles or techniques. The user is able to achieve this through physical touch or by releasing a wave of Yin energy that can reach up to a mid-range distance at the cost of 70 or 80 chakra respectively. Regardless of the method used, this technique can affect up to two targets at once. Damage dealt while intangible will deal spiritual damage, but their attacks will remain visible.

Notes:
- The temporary intangibility granted by this technique lasts for three turns.
- This technique can be used three times per battle and requires a two-turn cooldown after expiring before it can be used again.

-Declined- DNR are you absolutely out of your mind? You want to make a yin dog kamuihayabusa


- Received permission from Shady to make something similar to his God Dragon

(Jinjū Konbi Henge: Osoroshī Ōkami) Human Beast Combination Transformation: Dread Wolf
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 80 (-15 per turn)
Damage: N/A
Description: This technique makes use of the combination transformation ability of an Inuzuka and their Ninken in addition to the incorporation of Yang energy. While merged with at least a single Ninken, the user infuses their body with Yang energy in order to completely fuse into a single entity and transform into a monstrous wolf with the innate ability to freely shift their size between that similar to a tailed beast or slightly larger than seven feet tall. The copious amount of Yang energy in the user’s body serves to tremendously increase their physical capabilities, resulting in an increase of their base speed by 3x, the ability to heal 30 physical damage per turn and shave 40 damage from incoming attacks to the resilience of the user’s compact muscles and thick fur. Through this technique, the user is capable of taking two forms.

Quadruped Form

The first form is that of a quadruped wolf with thick, flowing fur, and when adopted the user loses the ability to use regular taijutsu techniques but is instead able to attack and defend with their bodies without worrying about being harmed unless overpowered. This is achieved through the constant passive release of minute amounts of Yang energy for the body that clashes with incoming attacks first that also serves to burn away Yin energy with chakra equal to or less than this technique. When utilizing their body the user is capable of dealing or defending against 80 damage at the cost of a move as a means of replacing their taijutsu damage. For more powerful attacks, the user is able to gather Yang energy into their mouth and release it in the form of a beam of projectile that can reach up to long range. This costs 50 chakra, deals 100 base damage, and can only be used twice per transformation. If used with an element imbued into it (Basic 5, CE, or adv element) the blast would deal 120 damage and cost 60 chakra instead.

Bipedal Form

The second form is that of a bipedal wolf with thick short fur and well-toned muscles. In this form, the user is capable of using all taijutsu techniques and gain an addition of +30 to their physical attacks, though in return they lose the ability to make use of elemental techniques that require handseals due to their claws.

Notes:
- This technique can be used twice per battle and lasts for four turns.
- This technique can only be used when Fenrir's Lesser Oblige is active and merged with at least one ninken.
- Regardless of the form chosen the user retains their body seals and their ability to use Inuzuka clan techniques, with the addition of Ninken specific techniques.
- Due to the infusion of Yang energy, the user becomes unable to use Yin techniques, genjutsu, or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu).

-Declined- These usage numbers are way too high, I see that you've modelled this after canon yang techniques but 8 total turns and you've not even put it down as a mode, with all these effects?
 
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(Kurai Taiyō) - Dark Sun
Rank: B
Type: Supplementary
Range: Short
Chakra: 20 ( -5 per turn )
Damage: N/A
Description: A simple Rōnin technique meant to match the Mūgetsu technique of the Samurai. The Rōnin will mold chakra to their hand and create a blade of chakra that is intangible, but appears to be real. The blade itself can cause no harm despite appearing to be real, and thus is mostly used for feinting or as a medium for techniques like the Rōnin Spiritual Blade Technique, which makes these blades quite deadly. Like Mūgetsu, up to two blades can be created with a single use. A single use can last up to 4 turns.

Approved, increased the rank and added a chakra drain per turn. Not allowing it as freely as submitted.
 
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Python

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The The Unholy Repentance
Rank: A
Type: Offesnive
Range: Short-Long
Chakra: 40
Damage: 60
Description: The user takes and chews on multiple gum to allow for rapid fire of small micro bubbles rapidly all around the opponent not aiming to hit them directly, these would be very hard to see by the naked eye and would require a dojustu to track incase of the sharingan 3T and higher the user can fire two dozen (24) bubbles max. After the user stops firing the bubbles will begin to build up pressure within themselves and all the tiny micro bubbles would begin to expand rapidly and reaching a large size (5 meters each) these would build point zero pressure before bursting releasing large explosions all around the opponent giving him no where to dodge around him expect upwards (must be higher then 10 meters to avoid as bubbles 5 meters themselves and a 5 meter blast radius each) all these can pop at different intervals or when something touchs the bubble causing it to burst causing a large chain reaction all over the opponents area.

Acrobatic endeavours
Rank: B
Type: Supplementary
Range: Short
Chakra: 30
Damage: N/A
Description: The user takes a strand of gum and would expel the gum infusing it with charka to allow the user to enlarge and shape it into a trampoline of sorts but being made very springy this would allow the user to spit the trampoline at various angles such as the side of building or tree or on the floor or ceiling etc. Being very springy and flexible gum trampoline the user can propel themselves in the opposite direction of the trampoline being sprung 10 meters into the air and direction depending on placement of the trampoline while being propelled the user will have there normal speed increased by 3 levels from the trampoline and will cease once they land in the desired direction.

Both Declined: Customs with clauses that limit perception to Dojutsu are a no. Also, adjust the values of your techniques to properly reflect their rank.
 
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Troi

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(Shin'yū) - Best Friend
Type: Puppet
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Best Friend is an automaton puppet made by a wandering Otsutsuki clan member. It was passed down through generations and eventually landed in the hands of Mimishiki. This puppet acts as somewhat as a body double, as it can be made to mimic its owner's features, making it almost identical to normal eyesight as well as have the owner's chakra running through its very well-crafted body, making it appear to have the same charka anatomy as the actual owner. It acts on its own as well as under the will of the owner. The best feature of this puppet is that it is able to store and mimic any technique the owner uses in battle, even things such as advanced elements and custom elements since the owner's chakra makes up the puppet's pathways. The way this works is after using a jutsu in battle, the puppet is able to mimic it and store it away for later use. The puppet can store one of each technique used per battle and utilize it at any given time to no expense to the owner of the puppet as well as it not utilizing one of the three technique slots allotted per turn. The downside is that the puppet can not use a mimicked technique in the same turn it was mimicked and must wait at least one turn before utilizing it however this extent of its mimics are virtually infinite however it cannot mimic enemy jutsu and jutsu the owner doesn't know. This puppet can also be destroyed by any S rank and up physical technique by direct contact. It is capable of doing all the things a regular puppet does as well, such as having hidden blades in its hands for kenjutsu techniques, capable of taijutsu, etc. It is not limited by its uniqueness and can perform generic puppet jutsu that other puppets are capable of as well. However if the puppet performs an action that was not part of its mimicking, it counts towards the three allotted moves per turn. Best Friend is also capable of using the (Doku Kiri Jigoku: Baribari Hyaku Renpatsu) - Poison Mist Hell: 100 Countious Tears on its own without the need for a second puppet, also taking away half the chakra cost due to it being advanced Otsustuki puppetry. This puppet will be a puppeteer's best friend...

Note: Otsutsuki bios can start the battle and travel the NW with this puppet passively active and on their person
Note: Puppeteer bios must summon this puppet through the generic summoning technique in order to use it
Note: Once a technique has been mimicked, it cannot be mimicked again and the mimicked technique must be used or willingly discarded upon owner's doing before mimicking and using another technique aka one at a time

-Declined- the reasoning you're using doesn't make much sense, everyone has the same chakra network pretty much, that isn't what allows you to use unique abilities like AE. Not only that but the mimicry ability doesn't really have any reasoning outside of that, when the sharingan mimics something for example its because they're copying the handseals and the way the user focuses their chakra. The idea might be possible, but it needs a better explanation and more limitations.

(Fuuinjutsu: Āsenaru ) - Sealing Arts: Arsenal
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: This technique is made to where it makes it easier for a puppeteer to get more puppets on the field to use in an faster fashion. The user will either bring out a scroll with the puppets sealed inside it or exert their chakra whether it be short or long range and form a seal to release 1 to 3 puppets onto the field wherever the seal is placed. These puppets can be generic puppets able to perform generic puppet techniques or custom puppets that were made or obtained by the user.

Note: Only usable by puppeteer bios
Note: Must have basic fuuinjutsu

-Approved- ill be honest though this feels kinda pointless, can't the generic fuuin seal just do this? Puppets are just tools after all.

(Kingukobura ) - King Cobra
Type: Puppet
Rank: S
Range: Short-Long
Chakra: N/A (-3 per turn)
Damage: N/A
Description: King Cobra is a puppet who is, much like its name resembles, a very large king cobra snake puppet. It is 8 feet long and 3 feet wide, so rather big. This puppet serves two purposes. One being that it is able to spit out puppet poison on a rather large scale as well as being thick. It can spit out concentrated blasts of this poison the size of a basketball with its speed being equal to that of a wind technique. It can also spit out this same poison in a gaseous form, filling the field/area with it. The concentrated poison that can be shot turns into this same gas that is able to fill the field on contact however if concentrated it can only fill that particular area with the poisonous gas (short range from impact) as opposed to shooting the gas itself which fills the field. When inhaled and the victim is infected with the poison, they start to lose -6 HP per turn until healed or otherwise. The summoner/owner of this puppet has an auto-immunity to this poison due to tirelessly training with the puppet as well as undergoing extensive dangerous procedures to get them immune to such poison found within the puppet. If this concentrated blast were to make contact with the victim's eyes, they will be void of eyesight for the duration of the match. The summoner/owner, however, is not immune to the effect of the poison's blinding effect so this must be used in caution. King Cobra is able to wrap around their summoner and shave up to -80 incoming damage from a technique and its shell breaking, revealing a new shell entirely akin to how a snake sheds and reveals new skin. It is able to shave up to 200 damage a match before breaking entirely and being unusable for the duration of the match. It can be broken outright if faced with any physical attack above 80 damage. King Cobra is able to protect its summoner once per turn and this does not count towards the user's 3 slots per turn. Any form of the gas being utilized counts as a technique used in the 3 jutsu turn.

Note: Otsutsuki bios are able to have this puppet accompany them in the NW without consuming chakra and may choose to start a battle with or without this puppet. Once in battle, whether brought or summoned, it starts to consume the 3 chakra per turn

-Declined- No to the permanent blinding effect and definitely no to that huge damage shaving at no move cost and pseudo health pool total. Also no to filling the entire field with poison gas, which it seems like is the intention of all those conflicting sentences about it being short range but only situational.
 
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Kooljay

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(Magen: Konohananosakuya hime no ikari) - Demonic Illusion: Konohanasakuya-hime's Wrath
Type: Supplementary/Offensive
Rank: A
Range: Short-mid
Chakra: 30
Damage: 60
Description: After weaving 4 handseals ,the target is placed in a genjutsu. Within the genjutsu lava erupts beneath them covering them up to their neck before hardening. The target’s body will feel the equivalent of 4th degree burn pain and lose the ability to move their body beneath their neck.
Note: Can only be used by those taught by Kooljay

-Declined- this is super generic and has definitely been done before


(Magen: U~ōtājettokattā no Jutsu) - Demonic Illusion: Water Jet Cutter
Type: Supplementary/Offensive
Rank: A
Range: Short-mid
Chakra: 30
Damage: 60
Description: After weaving 4 handseals, the target is placed in a simple, but powerful genjutsu. The user shoots an illusionary powerful thin stream of water, just like the water severing wave jutsu, from their hand and slices through the target once. Within the illusion, the illusionary water jutsu will cut cleanly through the target making them lose access to any body part below the cut since within the illusion, that body part would be cut off and no longer connected to the brain. The target will experience mental trauma from the pain of being cut through as well. The jutsu mimics that of an ordinary powerful suiton jutsu, making it difficult for the average shinobi to differentiate illusion from reality.
Note: Can only be used by those taught by Kooljay
Note: Can only be used 3 times.

-Declined- Same as above

(Magen: Nikkōyoku no Jutsu) - Demonic Illusion: Sungazing Technique
Type: Offensive
Rank: S
Range: Mid
Chakra: 40
Damage: 80
Description: The Sungazing technique is a torture technique meant to break the target’s will through excruciating pain. After weaving 3 hand seals, the target is placed into an illusion in which their environment is exactly the same. However within the genjutsu their head will look towards the Sun, their eyelids will become unable to shut, and their body is immobilized. The target will feel as if their eyes are being burned by the Sun’s intense radiation and light, causing them to lose their eyesight. Outside of the illusion, the target wouldn't actually be forced to look into the sun.

Note: Can only be used by those taught by Kooljay
Note: Can only be used 3 times.

-Declined- Why does this cause paralysis? This is also really generic like the above two, it's a little weird to, looking at the sun is sore but it doesn't blind you from a few moments of looking at it in general.

(Magen: Hachimitsu ni Hitaru no Jutsu) Demonic Illusion: Drenched in Honey Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After weaving a 3 handseals, the target is placed in an illusion in which they see and feel the user spew a large stream of honey from their mouth onto the target. Shortly after a few seconds honeybees will start to buzz around the target. Then a large swarm of bees will come from the environment and envelope the target from head to toe. The target will lose their ability to see the environment due to their eyesight being blocked by the honeybees and their eyes seemingly being swelled shut by the mass stinging. All sound will be blocked by the illusory honey bees inside the target's ears buzzing.

The illusory swarm of bees will essentially be torturing the target by mass stinging the target all over their body. It is at this point the target will start to feel the symptoms associated with bee venom. Their skin will start to swell, particularly their fingers which loses their dexterous ability to form handseals and grip items tightly. The target will feel as if they’re asphyxiating due to throat and tongue swelling. And the stress induces an extreme fight or flight response causing an increased heart rate and feeling of nausea.

In reality the target is physically unharmed, but is hyperventilating due to feeling like they cant breathe.

Note: Can only be used by those taught by Kooljay
Note: Can only be used 3 times.

-Declined- Their eyesight is blocked by bees? Then their eyes are stung shut and they're deafened because of buzzing and their swollen so badly they can't move, this has to be the most convoluted way to try and make someone completely paralyzed in a genjutsu lmao, that aside I'm generally not keen on approving genjutsu like this at S rank, you're not gonna be able to claim total paralysis and suffocation because of imaginary bee stings
 
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Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21308302
Edit Log:
- Turned Into A Bukijutsu Technique and Changing Name.
- Added Additional Ranks and appropriate restrictions

(Bukijutsu/Kenjutsu: Ryūsenka ) Weapon Technique/Kenjutsu: Dragon Flash
Type: Offensive
Rank: B - S Rank
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80
Description: The user holding their sword/bladed weapon in their hand will take on the a simple stance ,where they will gather their chakra into their blade till it begins to glow a light green color, as they reach a peach of chakra then user will then run at full speed, so fast it is difficult to keep track of the user when he/she moves in a zigzag pattern , with the opponent losing focus then user will then channel chakra into their feet and jump into the air taking a full 360 turn and as they return around the user will unleash barrage powerful thrusts with there sword that will create several chakra thrusts similar to the Samurai Sabre Technique to strike the opponent .These thrusts are not sharp on the sides that it will only bruise the target but the center of the thrusts(the point) is very sharp and can stab into the target leaving gashes in the targets skin and severely bleeding. This can also be performed while on the ground without having to jump into the air as well. This technique can be used four time per battle, however the S Ranked variant can only be used twice per battle, and A Rank Thrice Per Battle. Regardless of rank used, it goes on a cooldown of two turns after its use.

-Update Approved-


Black Lighting in Mirabelle bio via Harmonic Ninja Tool.

(Kuroi Kaminari/Fuinjutsu: Minami-jū-za) Black Lightning/Sealing Technique: Acrux
Type: Defensive, Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage Points: N/A
Description: After utilizing three hand seals, the entire vicinity of the user (up to ten meters) becomes shrouded in a zone of black electricity; which in turn remains dormant at the time. Accompanied by an intangible barrier around the area of effect, this barrier is designed to detect foreign chakra and linked towards the source of black lightning. As such once per turn, at the cost of a move – the barrier automatically triggers in order to cause the black lightning within the zone to immediately home in on the foreign chakra source (prioritizes the highest amount unless the user willingly guides it in this case). This causes multiple bolts of electricity to aim to strike down the intended target, shocking them violently and causing paralysis for one turn if struck directly. It should be noted that simply “dodging” isn’t going to work as the barrier will always relay the new location of its target, causing electricity to redirect itself in turn (doesn’t count as a move slot). However only one instance of multiple bolts of electricity can exist, meaning no other bolts will be fired until the currently persisting one is destroyed. This can only be used twice per battle, lasting four turns each time. Once in use, the technique constantly occupies a move slot; while preventing the user of Black Lightning or Fuinjutsu A rank and above in the same turn of use and the following turn afterwards. The electricity is A ranked in damage; while the barrier travels up to mid range instantly alongside the saturation of the battle zone with black electricity where small arcs of the unique element spark off the ground.

Approved with Edits Made - Daemon

(Kuroi Kaminari: Kapera ) Black Lightning: Capella

Type: Defensive, Offensive, Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra cost: 10 - 40 (- 10 to Sustain)
Damage Points: 20 - 80
Description: Capella is rather a simplistic technique, designed to for the user in order to create chakra born familiars made of black lightning. These familiars can range from rather bland and basic designs such as animals to more unique designed ones such as mythical creatures such as dragons and the likes. The possibilities are endless, only limited by one’s own imagination. These familiars behave based on their designs respectively – as such humanoids are capable of walking and running, winged beasts can fly etc though of course a familiar of mixed anatomy can achieve multiple features as wells. They are sentient beings, though are incapable of human speech pattern, only able to act on their own outside of their creators control but can easily react to situations, exhibiting a rather limited but heighted thought process. They are capable of utilizing Black Lightning and Lightning Release up to their initial rank though in the case of multiple familiars being made at once, the each is only capable of using the rank they have after splitting (i.e S rank split into four makes 4 B ranks, meaning each familiar can only use up to B rank). They are also capable of dealing damage to an opponent based on their rank thought this comes at the cost of a move. This attack is a shocking physically striking blow depending on the anatomy of the familiar such as humanoid kicking or punching etc. They are capable of being summoned in various sizes, from D to C reaching up to five meters, B to A up to 10 meters while S rank reaches up to fifteen meters. Capella’s C to B Rank versions can be used an unlimited times per battle, while A rank can only be used thrice and S rank twice. B Rank requires one hand seal, A rank requires two while S rank requires 3. S Rank usage prevents the user from being able to use above A rank Black Lightning Techniques in the same and following next turn after its initial use, while a cool down of two turns. These familiars can be formed anywhere within mid range of the terrain but must be formed at least five meters away from the target, they however can operate long distances away while a familiar regardless of rank can only persist for three turns in total. The user is capable of interacting with these familiars without taking any damage.

Approved - Daemon
Edit Log:
- Changed Name

(Kuroi Kaminari/Fuinjutsu: Fukitsuna Hibun) Black Lightning/Sealing Technique: Ominous Inscription
Type: Defensive, Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage Points: N/A
Description: After utilizing three hand seals, the entire vicinity of the user (up to ten meters) becomes shrouded in a zone of black electricity; which in turn remains dormant at the time. Accompanied by an intangible barrier around the area of effect, this barrier is designed to detect foreign chakra and linked towards the source of black lightning. As such once per turn, at the cost of a move – the barrier automatically triggers in order to cause the black lightning within the zone to immediately home in on the foreign chakra source (prioritizes the highest amount unless the user willingly guides it in this case). This causes multiple bolts of electricity to aim to strike down the intended target, shocking them violently and causing paralysis for one turn if struck directly. It should be noted that simply “dodging” isn’t going to work as the barrier will always relay the new location of its target, causing electricity to redirect itself in turn (doesn’t count as a move slot). However only one instance of multiple bolts of electricity can exist, meaning no other bolts will be fired until the currently persisting one is destroyed. This can only be used twice per battle, lasting four turns each time. Once in use, the technique constantly occupies a move slot; while preventing the user of Black Lightning or Fuinjutsu A rank and above in the same turn of use and the following turn afterwards. The electricity is A ranked in damage; while the barrier travels up to mid range instantly alongside the saturation of the battle zone with black electricity where small arcs of the unique element spark off the ground.

-Update Approved-

Edit Log:

- Changed Name
(Kuroi Kaminari: Kaminari no Menajerī ) Black Lightning: Menagerie of Thunder
Type: Defensive, Offensive, Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra cost: 10 - 40 (- 10 to Sustain)
Damage Points: 20 - 80
Description: Capella is rather a simplistic technique, designed to for the user in order to create chakra born familiars made of black lightning. These familiars can range from rather bland and basic designs such as animals to more unique designed ones such as mythical creatures such as dragons and the likes. The possibilities are endless, only limited by one’s own imagination. These familiars behave based on their designs respectively – as such humanoids are capable of walking and running, winged beasts can fly etc though of course a familiar of mixed anatomy can achieve multiple features as wells. They are sentient beings, though are incapable of human speech pattern, only able to act on their own outside of their creators control but can easily react to situations, exhibiting a rather limited but heighted thought process. They are capable of utilizing Black Lightning and Lightning Release up to their initial rank though in the case of multiple familiars being made at once, the each is only capable of using the rank they have after splitting (i.e S rank split into four makes 4 B ranks, meaning each familiar can only use up to B rank). They are also capable of dealing damage to an opponent based on their rank thought this comes at the cost of a move. This attack is a shocking physically striking blow depending on the anatomy of the familiar such as humanoid kicking or punching etc. They are capable of being summoned in various sizes, from D to C reaching up to five meters, B to A up to 10 meters while S rank reaches up to fifteen meters. Capella’s C to B Rank versions can be used an unlimited times per battle, while A rank can only be used thrice and S rank twice. B Rank requires one hand seal, A rank requires two while S rank requires 3. S Rank usage prevents the user from being able to use above A rank Black Lightning Techniques in the same and following next turn after its initial use, while a cool down of two turns. These familiars can be formed anywhere within mid range of the terrain but must be formed at least five meters away from the target, they however can operate long distances away while a familiar regardless of rank can only persist for three turns in total. The user is capable of interacting with these familiars without taking any damage.

-Update Approved-
 
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Troi

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(Kingukobura ) - King Cobra
Type: Puppet
Rank: S
Range: Short-Long
Chakra: N/A (-3 per turn)
Damage: N/A
Description: King Cobra is a puppet who is, much like its name resembles, a very large king cobra snake puppet. It is 8 feet long and 3 feet wide, so rather big. This puppet serves two purposes. One being that it is able to spit out puppet poison on a rather large scale as well as being thick. It can spit out concentrated blasts of this poison the size of a basketball with its speed being equal to that of a wind technique. It can also spit out this same poison in a gaseous form, filling the field/area with it. The concentrated poison that can be shot turns into this same gas that is able to fill the field on contact however if concentrated it can only fill that particular area with the poisonous gas (short range from impact) as opposed to shooting the gas itself which fills the field. When inhaled and the victim is infected with the poison, they start to lose -6 HP per turn until healed or otherwise. The summoner/owner of this puppet has an auto-immunity to this poison due to tirelessly training with the puppet as well as undergoing extensive dangerous procedures to get them immune to such poison found within the puppet. If this concentrated blast were to make contact with the victim's eyes, they will be void of eyesight for the duration of the match. The summoner/owner, however, is not immune to the effect of the poison's blinding effect so this must be used in caution. King Cobra is able to wrap around their summoner and shave up to -80 incoming damage from a technique and its shell breaking, revealing a new shell entirely akin to how a snake sheds and reveals new skin. It is able to shave up to 200 damage a match before breaking entirely and being unusable for the duration of the match. It can be broken outright if faced with any physical attack above 80 damage. King Cobra is able to protect its summoner once per turn and this does not count towards the user's 3 slots per turn. Any form of the gas being utilized counts as a technique used in the 3 jutsu turn.

Note: Otsutsuki bios are able to have this puppet accompany them in the NW without consuming chakra and may choose to start a battle with or without this puppet. Once in battle, whether brought or summoned, it starts to consume the 3 chakra per turn

-Declined- No to the permanent blinding effect and definitely no to that huge damage shaving at no move cost and pseudo health pool total. Also no to filling the entire field with poison gas, which it seems like is the intention of all those conflicting sentences about it being short range but only situational.
Resubmitting:

(Kingukobura ) - King Cobra
Type: Puppet
Rank: S
Range: Short-Long
Chakra: N/A (-3 per turn)
Damage: N/A
Description: King Cobra is a puppet who is, much like its name resembles, a very large king cobra snake puppet. It is 8 feet long and 3 feet wide, so rather big. This puppet serves two purposes. One being that it is able to spit out puppet poison on a rather large scale as well as being thick. It can spit out concentrated blasts of this poison the size of a basketball with its speed being equal to that of a wind technique. It can also spit out this same poison in a gaseous form within short range where it is. When inhaled and the victim is infected with the poison, they start to lose -6 HP per turn until healed or otherwise. The summoner/owner of this puppet has an auto-immunity to this poison due to tirelessly training with the puppet as well as undergoing extensive dangerous procedures to get them immune to such poison found within the puppet. If this concentrated blast were to make contact with the victim's eyes, they will be void of eyesight for two turns. The summoner/owner, however, is not immune to the effect of the poison's blinding effect so this must be used in caution. King Cobra is able to wrap around their summoner and shave up to 80 incoming damage from a technique and its shell breaking, revealing a new shell entirely akin to how a snake sheds and reveals new skin. It is able to do this three times per match before it can no longer shed. It can be broken outright if faced with any physical attack above 80 damage. King Cobra is able to protect its summoner once per turn at the expense of a move and any version of the puppeteer poison being used as the gas or blast is counted as a technique per turn. Inside its giant mouth lies several blades capable of performing kenjutsu related techniques. These swords are also coated with puppeteer poison.

Note: Otsutsuki bios are able to have this puppet accompany them in the NW without consuming chakra and may choose to start a battle with or without this puppet. Once in battle, whether brought or summoned, it starts to consume the 3 chakra per turn

-Approved-

Note to checker: Took out all passive usages as well as filling the field with poison, protection/shedding can be done a set 3 times per match, took out indefinite blindness in exchange for it lasting two turns, adding blades to mouth coated with puppeteer poison and able to replicate kenjutsu techniques.


New submissions:

(Fuuinjutsu/Ototon: Ourania no Torikku) Sealing Arts/Sound Release: Ourania's Trick
Type: Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This sealing technique contains the usual barrier found within many techniques. However, it employs sound as the barrier itself. Now, this technique serves several purposes and has several reasons for sound making up the barrier. Because the barrier is made of sound itself, it is invisible to the naked eye. Once the seal is placed and the barrier is formed, anyone and anything inside it is void of hearing due to a high pitch frequency emitted by the barrier. This does not harm whoever or whatever is in it. It just makes everything inside of it completely silent as well as whatever is in it not being able to hear what is going on outside of it. This negates any use of hearing capabilities or hearing boosts and makes them null. The second purpose the barrier serves is that it can easily be stepped out of shall whoever is caught in it wishes to step out or does not know they are in it or in front of it. Once someone or something passes the barrier, due to the high frequency vibrations’ cutting capability, it serves to cut anything that goes in or comes out, which is where the 60 damage comes into play. This barrier stays up for two turns.

Note: Can only be used three times per battle
Note: Sound and Fuuinjutsu required to use

-Declined- This doesn't make much sense at a glance, a barrier made of sound that has no sound inside it? Is the inside of the barrier a vacuum? But then later you say the barrier itself is vibrating to, after saying it's invisible but if it's vibrating enough to cut stuff it could definitely be heard and you'd see air distortions similar to a wind jutsu at least.

Mea Culpa

Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Mea Culpa is a sword adorned with an effigy of the Twisted One on its handle and thorns that follow the edges of the blade. It is a very tall, very skinny sword made for the most graceful yet deadly of movements and is crafted by the utmost artistic smith. This sword serves two primary functions. Obviously the sword was made with the utmost integrity and respect, being made in the armory of a church at war with Evil itself. Due to this, all kenjutsu related techniques performed with the sword gain a +30 damage enhancement. This is done by the user saying a short prayer either out loud or in their head and through this is the enhancement activated passively, without spending a technique slot. The second purpose of this sword is that in the arms of the twisted one, a blessed rosary bead is held. The purpose of this bead is to allow the sword to be used as a medium for all Fuuinjutsu related techniques. The church also had to find a quicker way to subdue and seize their hellish and relentless predators since a lot of times trying to cut them down was not feasible by itself. So, through faith and prayer was this bead cultivated, allowing all Fuuinjutsu-based techniques to be a rank higher than originally stated in its description as well as the new adhering damage associated with the new rank (this includes chakra draining techniques and things of that nature. If a fuuinjutsu technique drains 5 of the opponent's chakra per turn, it is now 10 ala up by half). These techniques cultivating from Mea Culpa now reach long range when the sword is used as a medium for the techniques. This is done actively and costs a slot per turn. If the Fuuinjutsu is Forbidden rank, it does not gain distance added to the technique, but simply +10 to the technique's damage or -10 chakra from the overall chakra cost to use the technique. Either/or. Now, the real kicker to this weapon is that the demons obviously wielded great power from the depths below. And what is better than to use something's own power against it? Due to its blessed nature as well as its affinity and interaction with fuuinjutsu, this sword is able to be thrusted forward into an oncoming technique, sealing it away inside the blade. This can be done to any technique within reason (ex: any element, but not a spiritual based technique). Upon the user's will, it will be thrusted again and cast back towards a target location, gaining +10 damage as a result as well as being able to go long range instead of its original range. Mea Culpa cannot seal and release Forbidden rank techniques as they are too strong and would ultimately break the sword. Sealing said technique counts as a technique used per turn as well as re-using it counts as a technique used in your turn. This can be done in the same turn but would obviously take up two slots in that turn. It does not cost chakra to dispense the sealed technique, but it costs the chakra cost of the technique itself in order for Mea Culpa to seal it. This, much like the medium effect, can be done every other turn collectively. Meaning when you choose to seal a technique doesn't matter but when you choose to use the sealed technique, from then on out is a one turn cooldown as well as only being able to be done twice per battle.

Note: Can only be used as a medium every other turn
Note: Seal/release can be done twice per battle, one turn cooldown from release

-Declined- you got real carried away with this one, this isn't the fuuin race of 2016, tempted to DNR honestly, but maybe you can make it work if you drop those numbers and get rid of a few of the boosts.
 
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Onii Chan

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-replacing this if approved: Anteiku : あんていく | Anime Forum (animebase.me)
(Ōjiki) - Wabbajack
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The ancient relic of the staff formally known as the ''Wabbajack'' is a long shaft like stick with four faces at the end, its mouths open in a fashion that leaves the end hollowed. This weapon can ideally be swapped between a staff and longsword which has very little in difference in accordance to prowess besides its lethality; being a staff a blunt weapon whilst a sword is sharp. Ultimately it was once in possession of a demonic prince named ''Sheogorath'' which resided within his own created realm, stories in books of old state that he once lured unexpecting travelers into his domain where he'd play various games with them that would leave them mad and insane afterwards. Now in possession of this relic an individual whom could now wield it without side effects, something that realistically was thought of to be impossible, this is due to the fact of its unique attributes and augments that come naturally to this weapon. To begin with, any whom lays a single finger or body part upon the weapon itself besides the main user of it will then be transformed immediately as a randomized animal, this is due to the power that resides within the weapon itself and thus its main ability. When in staff or sword formation the user can utilize a special technique of the lightning element that is used for the sole purpose of transforming solid material into animals of non-violent nature. This technique is formally known as the ''Magic Archon'' (a technique that combines lightning and the ninjutsu technique called: ''(Henge no Jutsu) - Transformation Technique'' for offensive measures) which through the art of streaming about a singular electrical beam, charge, or bolt once then connecting its ailment upon a solid piece of material will almost instantly turn it into a randomized animal from a basis that represents non-aggression. The lightning once connecting to a solidity will consume its outward layer completely (360-degrees) within its confines thus forcing said solidity to counter the lightning through the art of a body surge to fully counter it which ideally, due to it being lightning based, will still have the same weaknesses and strengths that its original lightning-based form possesses. The combatant if predicting this outcome can then use an element towards that said solid that would be weak to the lightning element and thus will cause its effects to be negated; therefore, saving their defensive measures from the transformation process. Secondly, although the Wabbajack has a unique main usage it can ideally create subset non-offensive supplementary techniques that would be therefore useful in certain situations. This is exampled by its secondary usage that can produce a sphere of illuminating pure chakra from its tip; which can hover above the weapon, individual, or be shot forwards into any direction. The primary purpose of this sphere is to produce a reasonably effective light source formally called ''Magelight'' that can brighten up dark areas that would be otherwise presumed to be too hued for eyes to comprehend. The restrictions of this weapon are unique to itself, meaning that once the main ability connects to a solid and if the transformation goes through then the user must role a D8 dice to determine what animal it transforms into. The rules of this are as stated: 1-Dog, 2-Cow, 3-Pig, 4-Cat, 5-Chicken, 6-Rooster, 7-Deer, 8-Horse. However, if the combatant happens to be the victim of this then the opponent themselves will have to roll to determine what they will transform into, although this is easily countered and is very unlikely it would happen. Each usage of the main ability is categorized by any rank (E - Forbidden) with the usage limitations being capped as follows: Forbidden - 2 usages, S-rank - 3 usages, A-rank - 4 usages, B-rank - 5 usages, C-rank - 6 usages, D-rank - 7 usages, E-rank - 8 usages. In accordance to the light source ability, it can be used unlimited number of times which is considered to be of E-rank ninjutsu category with its chakra requirements being equal to its ranking.
- Can only use Magic Archon once per post
- Swapping between Staff and Sword costs a moveslot
- Magic Archon requires chakra to use relevant to its chosen rank

-Declined- Customs based on the roll system are currently banned, other than that this isn't really doing anything unique, it makes light and it turns lightning in to animals, I'd suggest cutting down on the story fluff and focusing on unique ability usage.

(Kirobusō) - Gregarious Armament of the Red Castle Knight

Type: Weapon
Rank: S-rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The noble armament of the ''Red Castle Knight'' was designed during the age between 800 - 900, developed and crafted by Diluc Ragnvindr, this was then worn upon his body, completely encompassing his entire person, it was this armor that he would soon be recognized by. Notably understanding of its concepts to be an armor of knighthood this is worn passively; meaning that there is no chakra cost to applying this to a person prior or during battle and will come with various perks and increases to their statistical values. Whilst wearing this armor the user is thus immune to all earth-based techniques (or elements revolving around the element) up to A-rank for 5 turns, additionally negating lightning infused technique offensives (or lightning focused elements) towards them up to S-rank for the same number of turns. With the addition to the negation of both elements during the maximum turn cycles they're also stronger to wind-based techniques which grants them a +20 DMG resistance towards said element, however has a debuff of -40 DMG resistance towards water-based techniques during all cycles whilst fire release offensives towards them remain unmodified via statistical values. An offensive perk that comes naturally with the armor, through neutral means an armor that links passively with the wearer's fire chakra, this means that by any point in the battle that which the user is in he/she may focus their fire chakra towards a specific area of the armor; using its shiny surface as a mirror for the sunlight to reflect a sudden burst of fire/ninjutsu based flash of light that emits from the surface that the user chooses outwards into medium ranges. This bright light is as fast as light itself being due to using fire and ninjutsu manipulation with the natural light source of the sun. This technique is called ''Holy Solar Flare'', which causes the opponent a temporary blindness for a maximum of 1 moveslot thus rendering their usage of a single move next turn. This technique isn't immune to those that have doujutsu abilities such as: seeing chakra networks, due to their ability of seeing such the nature of which the holy solar flare emits is similar to that of brightening a chakra network to such intensity that it would blind them. However, this move doesn't come without a drawback, the user must expend a total of 30 chakra points prior to usage due to the technique being considered A-rank of its nature, with a cooldown of 2 turns per utilization. Due to this being an armor the user of this can ideally use another CW alongside wearing it, therefore perfectly utilizing this armor's defensive values whilst still being capable of delivering adequate offensives.
- Can only be worn by Onii Chan
- Can only be worn once per battle

-Declined- Kinda similar to the last one, this isn't unique really it's just an armor with a bunch of elemental resistances for no particular reason and a blinding burst of light. Also that whole note about being an armor means it can be used alongside another CW, the answer is no it doesn't work like that.

(Rishō) - Fire Release: Realm of Dementia

Type: Supplementary
Rank: B-rank
Range: Short - Long
Chakra: 20
Damage: N/A
Description: The Realm of Dementia was perfected by Diluc whom utilized it in secret to hinder those that wished harm upon him or others. By performing a singular hand seal of (Bird) the user will expel a very subtle essence of their fire chakra into the air up to stated ranges, this will be in a form of molecular sized embers that surround the entire field gradually. Upon the first usage of this technique, it'll merely have no effect at all with no visual cue to indicate that anything had even happened, however as the turns follow suit does the prowess of this technique grows in stature. The second turn whilst this technique is in effect will produce a sense of heat waves from the surrounding ranges that'll make the combatant sweat immensely with a slight hinderance of their breathing capabilities. The third turn whilst this is still in effect will emerge the various embers that is of counts up to one hundred, the heat waves slightly intensifying, while the combatant will begin to sweat more their visuals will slowly become blurry whilst they begin to suddenly feel like they're choking. The fourth turn whilst this technique is active will cause the combatant to pass out due to the intense heat that rapidly had increased throughout the turns that had progressed.
- Can only be used twice per battle
- Has a cooldown of four turns if countered, dissipated, or disappears of any kind

-Declined- Heatwaves have been done before a lot that aside I'm not approving customs that flat out ignore the health system
 
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