Custom Jutsu Submission - IV

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Drackos

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New Cycle: 11/10/2018 - 11/17/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Skorm

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(Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm
Type:
Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40/turn
Damage points: 80(+20/if used with fire)
Description: The ash storm is a combination technique where the user will conjure up a huge typhoon and then fill it with explosive and burning hot ash either after they create the typhoon or along with a companion who can use the fire release. Together do the techniques create the ash typhoon which the user will have total control over and like the ice typhoon and lava typhoon it is contains enough mishmash of chakra signatures that it negates dojutsu users ability to see through it. The ash is burning hot and will give 1st degree burns on anything that comes in contact with the wind. The ash is also explosive, as previously mentioned, and can be ignited anytime if the user produces a special handseal. This explosion will consume the entire storm and anything inside of it will explode.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

± Declined. The restrictions needs to be tweaked somewhat, make it last for shorter and it has to have hand seals, like all B rank and above techniques. ±
(Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm
Type:
Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40/turn
Damage points: 80(+20/if used with fire)
Description: The ash storm is a combination technique where the user will conjure up a huge typhoon and then fill it with explosive and burning hot ash either after they create the typhoon or along with a companion who can use the fire release. Starting off
the user will start by making three handseals;
Dragon - Ox - Boar
This will create the ash wind that is fueled by typhoon and fire(in ash format) that the user or an ally with spew out into the storm. If the user does it by themselves it will take up two moveslots, but if using an ally to create the ash it takes one.
The technique create the ash typhoon which the user will have total control over and like the ice typhoon and lava typhoon it is contains enough mishmash of chakra signatures that it negates dojutsu users ability to see through it. The ash is burning hot and will give 1st degree burns on anything that comes in contact with the wind. The ash is also explosive, as previously mentioned, and can be ignited anytime if the user produces a special handseal. This explosion will consume the entire storm and anything inside of it will explode.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 2 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

± Approved. Edits made. ±

(Genjutsu: Taishō-sei no kigen) - Illusionary Arts: Origin of Symmetry
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points:
Description:
Origin of Symmetry is the crown jewel genjutsu of Zora Akiyama. The user will start by performing five handseals:
Hare - Tiger - Snake - Boar - Ox
They will then release a massive amount of their chakra into the mind of their opponent to trigger the illusion to start. While the illusion begins, the target will feel as they are shrinking down second by second and for every second they become smaller and smaller down to the quantum realm where they only can see the world as it is described in quantum theories. Which is just a huge realm of floating giant crystals in different colors. While they can move inside this world, their real body is locked in the position it was when the illusion was triggered and unless breaking the illusion it remains immobile. Albeit their senses remain intact, they are now also only picking up what can be heard in the quantum realm. Which is complete silence, following huge vibrations as molecules and shards mash into eachother.

Note: Can only be used once per battle
Note: No genjutsu above B rank in the same turn and two turns after usage
Note: Can only be taught by Skorm.

± Pending. Just need to make sure about something regarding paralysis S rank Gen. ±
Approved. Made edits.
 
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Sasori

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(Fukitsuna ito) - Sealing Arts: Ominous Threads
Type: Supplementary
Rank: C
Range: Short-Long
Chakra cost: (+10 to affected technique)
Damage points: N/A
Description: The user will first perform a hand seal at the end of one of their physical or projectile techniques. After doing so, kanji transcripts will begin to spread across said object or technique. For example, if this is used on a free-form kunai then it will cause the kuna to be covered in kanji transcripts. The purpose of this technique comes into play once said object strikes a physical surface. For instance, if the user has a kunai and throw it at the grown in front of them it will cause the kanji transcripts to activate. Once activated the transcripts will release a small scale sealing jutsu that seals everything one meter from its location all directions. As a result this will seal even the affected object. At the most, the seal could create a small cylindrical hole in the ground or whatever it made contact with.

Note: Can only be used five times with a turn a cool down

Declined. Need limits on what this can seal in terms of chakra and rank of other physical techniques.
 
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Jᴀʏ

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(Fuuinjutsu: Jaakuna Fuyu no Kaze) - Sealing Arts: Wicked Winter Winds
Type:
Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Wicked Winter Winds is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Jet Booster" techniques utilized by those of the Sage Transformation Clan, upon using an offensive or even a defensive technique, the user will simultaneously lace this jutsu in a seal with the kanji for "Surge." The technique will than release a burst of chakra to propel the technique forwards at +5 lvls the users current running speed. The technique in no way enhances the power of the jutsu, but the speed. This technique can be initiated just as the offensive of defensive technique is being formed so as to instantly be activated.

Note: Can only be taught by Jᴀʏ
Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn

± Declined. That speed boost is a no. ±

Outer Tide ▽ Soto Shio
Type:
Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Upon the formation of a solid technique from the user or ally, the user will convert and release chakra over the intended technique in the same time frame in order to conjure a plethora of shark teeth and jaws around that object. The jaws themselves are durable like most shark teeth, however, it's true ability lies in the consummation of foreign physical techniques similar to (Alexander's Jaw Manifestation Ability) The jaws of shark teeth would, upon contact with an opposing technique, begin to devour the chakra as well as its physical form. This consumption of foreign chakra works rank vs rank, and only extends to physical techniques up to A-rank (Earth/Water), however, energy-based techniques of any rank are completely unaffected (Fire/Lightning). Additionally, this devoured chakra can then fuel the technique it's coated on, by transferring the chakra it absorbed to the technique effectively increasing its chakra output and rank by one. Alternatively, with the usage of a hand seal, the user can release the chakra over themselves or non-chakra infused objects to conjure the layer of skin over themselves or the objects directly. This method is not instant like the first variation of the technique, but still functions exactly the same. Once the jaws devour a technique, it will remain on the intended object until it's destroyed whilst having no future absorption capabilities.

▽ Can only be taught by Jᴀʏ
▽ Can only be used thrice per battle
▽ Must have mastered shark ninjutsu
▽ Requires two turn cool-down

± Declined. Firstly, you need to link a technique if you talk about it in your submission, idk what Alexander's Jaw does. Furthermore, this needs to be restricted. Why does it ignore the ranks of energy based techniques? Is there reasoning behind it (I could be missing something, but I know that Fuuinjutsu has this capability, do the sharks have too?) And if so, there needs to be a limit to this, for both the lasting of the covering as well as how long it can absorb. Not only the limited to how much it can be used. The alternative use already exists in more than one form. ±

(Fuuinjutsu: Kavu~ā ōnokikan) - Sealing Arts: The Covetous King's Return
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40 (-5 per turn)
Damage: N/A
Description: This technique is a unique combination of Fuuinjutsu and Wind Ninjutsu, by applying a seal to the user's body with the Kanji for wings (翼). The user effectively possess a seal that releases a layer of wind chakra over their body, which can be activated passively. This technique although despite what it might it seem is in no way a defensive technique, the wind instead acts as a supplementary force. Similar to the technique "Wormhole". This wind can be telekinetic-ally controlled much like Wormhole's Inspiration: Lightning Levitation. The user can utulize the wind surrounding their body as a method to grant them greater control over their own body. With the combination of both their physical strength and the mental force the user commands to control the wind technique the user experiences and increased effectiveness to their physical prowess as their physical-related techniques [i.e Taijutsu, Kenjutsu] receive a +20 DMG boost. Additionally the user can utilize the wind itself to grant them flight utilizing their mental power. With the combination of their physical and mental strength it's not just the user's physical strength that is enhanced, but their speed as well as their movement is now supported the wind veil coating their body. The user experiences a x2.5 speed boost to their running speed upon activation of this technique. Unfortunately as a result of the user constantly maintaning this technique, through wind chakra. The user is limited to only Wind Ninjutsu upon its activation. Lastly, although a cosmetic feature the wind surrounding the user appears as a green vapory aura, this aura said to strike fear into the enemies hearts.

Note: Can only be taught by Jᴀʏ
Note: This technique is passively and instantly activated.
Note: The user is only capable of utilizing wind ninjutsu and basic taijutsu/kenjutsu upon activation.
Note: The technique must be placed on the user's biography, and cannot be utilize should they posses leg weights.

± Declined. Nice seal, but you need to restrict it better. Passive makes things difficult to approve, as well as a 2.5 speed boost that basically lasts indefinitely. ±

(Fuuinjutsu: Ōkoku no Wasure Rareta Tamashī) - Sealing Arts: Kingdom of Forgotten Souls
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Kingdom of Forgotten Souls is a Fuuinjutsu Seal that applied to the user's body (biography) and can be passively activated during battle. This seal is very similar to that of the Artificial Mist Deception technique, as it releases raw chakra (invisible) outwards into the battle passively throughout the remainder of the battle or until the user deactivates this technique. This seal siphons chakra from the user's body to fuel itself, and spreads out throughout. This chakra works very much like the Boundary Barrier technique as it enables the user to sense any movement within the field, but it also has an additional function beyond simply enabling the user to detect movement. The user can effectively change the properties of the technique by applying on of the five basic elemental natures to the technique, by channeling the technique with the Suiton the user transforms their chakra into a watery vapor or mist, this mist can be utilized as a water source for future water techniques, by channeling their Katon into the technique the user transforms the chakra into a thick smoke whereby the user can effectively deal [20 DMG] per turn the enemy breathes in the smoke. By channeling their Doton, the chakra released unto the field in transformed into a dust-storm, with tiny specks of debris floating throughout the battlefield, this technique reduces the damage output of all Water Related techniques by 20 DMG or 1 Rank. By channeling their Futon the user is able to transform the field into a gust storm, that reduces the damage output of all Lightning Related techniques by 20 DMG or 1 Rank. Lastly the user can channel their Raiton throughout the battlefield, this effectively releases a electrical surge throughout the battlefield that releases a momentary loud shrieking noise and blinding light, it also channels the user's electrical chakra throughout the terrain similarly to that of the Lightning Levitation Jutsu, enabling the user to telekinectically manipulate the terrain at the cost of a move, this ability is considered A Rank. All five of these elemental fields are activated at the expense of a time-frame slot but do not consume a move-slot.

Note: Can only be taught by Jᴀʏ
Note: Each respective nature transformation lasts for a total of four turns, before the technique reverts to it's natural chakra sensing field.
Note: The user must exhibit a one turn cool-down before utilizing another nature transformation or a two turn cool down before utilizing the same nature transformation.
Note: Each respective de-buff effects the user as much as it does the opponent.
Note: The user can willingly deactivate a nature transformation at any moment.

± Declined, as it stands it clashes with a large amount of techniques through its execution. Furthermore, an indefinite technique won't be approved. It lasts way too long as well. ±
(Fuuinjutsu: Jaakuna Fuyu no Kaze) - Sealing Arts: Wicked Winter Winds
Type:
Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Wicked Winter Winds is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Jet Booster" techniques utilized by those of the Sage Transformation Clan, upon using an offensive or even a defensive technique, the user will simultaneously lace this jutsu in a seal with the kanji for "Surge." The technique will than release a burst of chakra to propel the technique forwards at with a +20 DMG boost. The increased momentum can effectively increase the damage output of the technique, and can be used on techniques up to S Rank. This technique can be initiated just as the offensive of defensive technique is being formed so as to instantly be activated.

Note: Can only be taught by Jᴀʏ
Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn

Approved. Made edits. Contact Drackos if you want it declined.

(Fuuton/Fuuinjutsu: Kavu~ā ōnokikan) - Wind/Sealing Arts: The Covetous King's Return
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40 (-5 per turn)
Damage: N/A
Description: This technique is a unique combination of Fuuinjutsu and Wind Ninjutsu, by applying a seal to the user's body with the Kanji for wings (翼). The user effectively possess a seal that releases a layer of wind chakra over their body, which can be activated passively. This technique although despite what it might it seem is in no way a defensive technique, the wind instead acts as a supplementary force. Similar to the technique "Wormhole". This wind can be telekinetic-ally controlled much like Wormhole's Inspiration: Lightning Levitation. The user can utilize the wind surrounding their body as a method to grant them greater control over their own body. With the combination of both their physical strength and the mental force the user commands to control the wind technique the user experiences and increased effectiveness to their physical prowess as their physical-related techniques [i.e Taijutsu, Kenjutsu] receive a +20 DMG boost. Additionally the user can utilize the wind itself to grant them flight utilizing their mental power. With the combination of their physical and mental strength it's not just the user's physical strength that is enhanced, but their speed as well as their movement is now supported through the wind veil coating their body. The user experiences a x2.5 speed boost to their running speed upon activation of this technique. Unfortunately as a result of the user constantly maintaining this technique, through wind chakra. The user is limited to only Basic Taijutsu/Kenjutsu upon its activation. This technique can be used as an evasive maneuver upon activation but not after that point. Lastly, although a cosmetic feature the wind surrounding the user appears as a green vapory aura, this aura said to strike fear into the enemies hearts.

Note: Can only be taught by Jᴀʏ
Note: This technique is passively and instantly activated.
Note: The user is only capable of basic taijutsu/kenjutsu upon activation, and for the entirety of the battle while maintaining this technique
Note:
The technique must be placed on the user's biography, and cannot be utilize should they posses leg weights.

Declined. Requires advanced Fuuinjutsu.

Outer Tide ▽ Soto Shio
Type:
Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Upon the formation of a solid technique from the user or ally, the user will convert and release chakra over the intended technique in order to conjure a plethora of shark teeth and jaws around that object. The jaws themselves are durable like most shark teeth, however, it's true ability lies in the consummation of foreign physical techniques similar to (Alexander's Jaw Manifestation Ability) The jaws of shark teeth would, upon contact with an opposing technique, begin to physically devour the chakra as well as its physical form. This consumption of foreign chakra works rank vs rank, and only extends to physical techniques up to A-rank (Earth/Water), however, energy-based techniques of any rank are completely unaffected (Fire/Lightning) The manifested jaws remain on the applied entity for one turn, and can absorb/devour chakra within this one turn, after which point the jaws are incapable of devouring entities and effectively dissipate. Additionally, this devoured chakra can then fuel the technique it's coated on, by transferring the chakra it absorbed to the technique effectively increasing its chakra output and rank by one (up to S-rank).

▽ Can only be taught by Jᴀʏ
▽ Can only be used thrice per battle
▽ Must have mastered shark ninjutsu
▽ Requires two turn cool-down



Approved: edits marked in pink. Note that "in the same time frame" has been omitted.


(Fuuton/Fuuinjutsu: Tōi Chiheisen no Ken) - Wind/Sealing Arts: Sword of the Distant Horizon
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: [Absorbed Short] - [Launched up to Long]
Chakra: 40
Damage: N/A
Description: A unique wind/fuuinjutsu seal incidentally created mid-battle by the young yet powerful shinobi Genji Hayabusa, considered his signature technique. This Fuuinjutsu is a seal applied to the user's weapon of choice, it works by absorbing chakra from elemental techniques, the user can absorb elemental techniques up to S Rank once per turn. These techniques that are absorbed can then be channeled into Kenjutsu/Bukijutsu Strikes, or launched as Kenjutsu/Bukijutsu projectiles similarly to that of the "Crimson Wave" technique. These strikes maintain the damage value they possessed upon absorption. The seal after activation can passively absorb foreign chakra within a five meter radius. This technique can be used once per turn [lasting three turns upon activation], with a two turn cool-down. It can only be used three times per battle, additionally no other techniques above A rank may be performed upon activation. This seal must be posted on the user's biography, and is placed on their weapon of choice. Activating it during battle counts as one of the user's allowed moves per turn, launching the kenjutsu strike/projectile can be performed within the same time-frame as other techniques as the user does not need to maintain this however it will also consume one of the user's allotted moves per turn. The seal absorbs techniques somewhat like a vacuum, this is where the wind portion of this technique comes through: regardless of whatever the enemy technique is surrounding the user or beneath the user this seal swallows any enemy technique within a five meter range through suction (passively after activation). Essentially pulling techniques from all directions into the seal. This enables the user to absorb techniques that might manifest behind them or above/below them. Although only an aesthetic effect upon activation of this seal, the user's blade will emit a green vapory aura.

Note: Can be used once per turn, three times per battle.
Note: Can only be taught by Jᴀʏ
Note: The user must exhibit a two turn cool-down between usages.
Note: No other techniques above A rank in the same turn.
Note: This seal must be placed in the user's biography, however it is not considered a body seal.

Declined. First off, you can't have a seal you place on your bio (even if on a weapon) and then have it conveniently not be a body seal. Second, this requires Advanced Fuuinjutsu.
 
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System001

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(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (5/10/15) health from the next turn onwards. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could melt rock, burn flesh, and easily make a human being pass out. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require, and that only a single Flames of Purgatory technique can be produced per turn. This technique can be deactivated at will. It can be activated twice.

https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-311#post-20397125

± Declined. This requires a period that it lasts, it can't be done indefinitely. And effects need to be toned down and be more clear (from when does it start burning flesh? Or make a person pass out, etc. ±

Updating - Clarifying slightly ambiguous portions of the technique.

(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra (either after, or in the same time-frame as their initial production), in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze

± Declined. Keep the original. ±
(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require, and that only a single Flames of Purgatory technique can be produced per turn. This technique can be deactivated at will, lasting four turns maximum. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.

Approved. Made edits. Contact Drackos if you want this declined instead.

(Katon: Kage no Nidhoggr ) - Fire Release: Shadow of Nidhoggr
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: This technique employs the basic Ninja concept found in more basic jutsu such as the 'Shadow Shuriken Technique' in that it seeks to hide a second, hidden, sneak attack in the wake of the first. In this case, through use of this jutsu the user will be capable of using the bright and easily perceptible flames of fire release as a mask to hide a secondary ash based attack in the shadow of the firsts. As this technique has no independent usages it can be used virtually instantaneously, in the same timeframe as the target fire technique. By infusing 30 chakra into the target fire technique either before, or immediately after its creation, the fire technique will begin to exude ash as it travels. The ash hidden behind the fire technique, will adopt a shape and size identical to that of the target fire technique as well as a power level equal to the technique that spawned it, travelling directly in the fire techniques wake as if it were it's shadow. The result will be that, if the user were to release a fireball towards an opponent, a ball of superheated ash would be secreted by the flames to travel at an angle beneath and behind the fireball, layered as if it were it's very shadow so that a less perceptive shinobi might easily be deceived as to its presence. The subterfuge of this technique can be logically discovered by visual cues, such as the ash shadow not flickering and shifting in size as an actual shadow would, and can be easily countered by, for instance, sending an S rank wave of water to neutralise the two fire projectiles.

Notes:
This technique can only be used three times, with a two turn cooldown between uses.

Declined. Replicating the damage of another technique within the same timeframe, with a simple infusion of 30 chakra, is extremely powerful. I won't outright DNR this because you may have a way to tune this down to an acceptable point, but as it stands now I can't approve this. I can see so many ways for you to abuse this with techniques like Symphony and Salamander.

(Katon: Kage no Nidhoggr ) - Fire Release: Ifrit; The Aspect of Fire
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The rapid expenditure of masses of fire chakra from all over the body and the performance of three handseals will facilitate the creation of a large (up to ten meters tall), chiseled humanoid figure - complete with arcing rams horns that adorn its head and a flowing mane, comprised purely of fire chakra. This figure will be created around the user, completely surrounding him not at all unlike Suasono'; unlike the Uchiha technique however, this Djinn of chakra will lack any corporeal properties and, as a result, will have no inherent ability to defend the user from attacks or cause damage. The purpose of this humanoid is to instead interact with the users fire techniques. Firstly, this technique will passively apply the effects of 'The Phoenix Feathered' Muffler to both itself, the user, and any being that the users indicates to be part of Ifrit's protection - thus affording immunity to ally fire techniques (not enemies). In line with this ability comes Ifrit's capability to directly interact with fire techniques. The user will be capable of directing Ifrit to 'grab' a fire technique produced either by himself, or by an ally, with either it's main body, Ifrit's four arms, or by producing tendril like offshoots from his main body to latch onto the technique in question (tendrils can extend up to long range). Once Ifrit comes into contact with a fire technique, he will be capable of establishing governance over it - freely manipulating its form, shape, size and direction according to the users directions. For instance, if the user were to spew a fireball while Ifrit is active, Ifrit would be capable of taking hold over the fireball with it's body and forcing it to stay in place, or orbit around the user instead of continuing linearly towards the opponent - alternatively, by attaching a tendril to the fireball, Ifrit could direct it to travel in an arc towards the opponent. Essentially, Ifrit increases the flexibility that the user has in regards to his usages of Fire Release - opening up new avenues and levels of versatility to an ability that is traditionally indiscriminate and linear. Finally, Ifrit can absorb the chakra of a fire technique of the users (thereby extinguishing its existence) and, through it's sacrifice, extend its stay on the field. A ranks and below will add two turns, while S ranks can add three.

Notes:
Ifrit can be created up to three times, with a two turn cooldown between uses (from when it ends.) He can stay on the field for four turns and, on the turn after he ends the user will be incapable of using Fire techniques A rank or above.
Ifrit's abilities also apply to advanced forms of fire such as Fire based KG/CE (Scorch, Blaze etc)

Declined. I won't allow immunity to allied fire techniques. There's nothing that really warrants that distinction with an ally's chakra, other than sheer convenience. Reduce its uses to two. Reshaping fire techniques is fine, but the size of a fire technique can't change dramatically. Turning a small fireball into a massive wall of flames won't be viable for this technique. Basically the quantity of fire will always remain the same. Otherwise this should be fine.
 
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Zatanna

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Karage Hogeki | Body Barrage
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: N/A-40
Damage: 40-80
Description:
A simple but effective technique where the user will launch themselves towards the opponent using enormous strength in their legs. They will launch themselves at twice their running speed but are unable to change direction during attack. Increasing the strength of the attack, the user can gather chakra around their body, creating a perfect sphere to encase themselves using shape manipulation on the chakra. They can even then take it a step further and add nature manipulation onto the chakra to form a flaming or watery, or solid or electrified etc sphere of chakra surrounding themselves (cannot use Advanced elements or Custom elements)
Notes:
-Adding a barrier of normal chakra is A rank with 30 chakra, and adding an element is S rank with 40 chakra
-B rank can be used 5 times with a 1 turn cool down, A rank 4 times with a 2 turn cooldown and S rank 3 times with a 3 turn cooldown.

Declined. This won't be multi-ranked. Pick one rank with set restrictions.

Ryu no ken | Fist of the Dragon
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40 (-10 per turn)
Damage: 40-80
Description:
An advanced nintaijutsu technique, the user will gather chakra into their dominant fist, and with a punch forward release the chakra which will extend outwards. The chakra will then use shape manipulation to form itself into a serpentine chinese dragon that extends from the users fist. This dragon will still be connected to the users fist from its body as it grows being able to reach up to long range, able to contort its body and move to the users will, capable of coiling around the user to protect them or lunge out to strike at opponents as the user punches their fist forwards. The dragon starts out as a B rank with 40 damage, gathering in size, damage and rank next turn becoming A rank, and then the same next turn becoming S rank. After becoming S rank it will then end that turn.
Notes:
Can only be used 3 times with a 2 turn cooldown inbetween.

Declined. Conceptually there are a few flaws with this technique. Considering that it is growing in strength each turn, and being sustained, you will be unable to perform techniques simultaneously. This also needs to be reworked in terms of wording, as it will become very confusing when boosting is involved. For example, if you boost this by 40 damage, then how does that affect the next turn and the following one? Also note that without Yin-Yang Release, this technique will be weak to elemental chakra.


Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user will take a large shuriken that has a summoning seal on it charging it with raiton chakra. Then throwing it above the opponents head, the user will activate the seal, summoning forth another large shuriken, which has another summoning seal on it, which will activate summoning forth another shuriken with a summoning seal etc raining down hundreds of large shuriken covering the area of the target up to mid range in large shurikens. The user will make a single seal discharging the electrical chakra in the original shuriken, which will jump to all nearby shuriken and create a large thunder storm of electrical currents jumping around from shuriken to shuriken multiplying each time it jumps to the next nearest one.
Notes:
-No other A rank lightning jutsu this or next turn
-Can only be used 3 times per battle
-One turn cool down between each turn

Updating

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A bukijutsu technique where the user will take a large shuriken that has a summoning seal on it charging it with raiton chakra. Then throwing it above the opponents head, the user will activate the seal, summoning forth another large shuriken, which has another summoning seal on it, which will activate summoning forth another shuriken with a summoning seal etc raining down hundreds of large shuriken covering the area of the target up to mid range in large shurikens. The user will make a single seal discharging the electrical chakra in the original shuriken, which will jump to all nearby shuriken and create a large thunder storm of electrical currents jumping around from shuriken to shuriken multiplying each time it jumps to the next nearest one.
Notes:
-No other A rank lightning jutsu this or next turn
-Can only be used 3 times per battle
-One turn cool down between each turn

Approved
 
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Alyx

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(Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae
Rank:
B-Rank
Type: Supplementary
Range: N/A (Short – Long, Active Portion)
Chakra Cost: N/A (+10 Active Ability)
Damage Points: N/A
Description: Jutsushiki is a unique hybrid technique which takes advantage on the mutual relationship ink ninjutsu and Fuinjutsu share. This is clearly visible in the Sealing Art: Crouched Tiger Bullet in which the drawn tiger is able of sealing others – however in the case of Jutsushiki this isn’t the case. What it does is act as a preemptive method of creating seals located on the body, modifying the scripts in their dormant state. By tattooing and infusing the appropriate kanji/formulae for the seal – the user is able to recreate the seal and its initial purpose with this ability via the ink or in other methods such as drawing it on paper etc. An example of this would be the Fire/Water/Wind/Earth/Lightning Sealing Method which the user pre writes the seal, however instead uses the ink from the ninja art instead. This causes all affected Fuinjutsu techniques to become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it such as the boosts which normally applies only to ink ninjutsu (if plausible) now applies to the Fuinjutsu in question as well by taking the infused chakra and simply adding onto the technique. This technique doesn’t take up a move slot in battle, as it is applied outside of combat however the user may create a seal in battle with the ink if needed via control it and shaping it into the desired form. The latter ability is an active can only be used thrice per battle with a cool down of three turns though may be performed in the same time frame as the original technique while the former simply needs to be stated at the start of the battle or within the user’s bio. In spite of all this, this ability can only be used on Fuinjutsu/Barrier Ninjutsu which employs the usage of actual sealing scripts thus those which lack this are unable to be affected.

Approval Link: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21765221

Declined. Note colored portion. I am extremely hesitant on allowing Ink boosts to be applied to Fuuinjutsu. I just see way too many avenues to abuse this.

(Fugaku Sanjūroku-kei) Thirty-six Views of Mount Fuji
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.

All Things in Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos, ink in general or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.

Territory Creation - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink source (or any sort of ink) within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.

Divinity – Is the final but active ability of the brush, as located on the handle is a seal. This seal exists on the user’s palm as well with the kanji for “Divinity” written. By activating this seal, the user is able to in the event of getting the brush stolen from them would immediately seal the brush back into the seal located on the user. The seals are intertwined with one another – thus no matter the distance, the brush will always come back into the user’s possession unless it is sealed somewhere else and thus remains unreachable. It can also passively be activated to unseal the brush instantly as well into the user’s hand once again. The active ability can be used once per turn with a cool down of two turns. Both applications requires 30 Chakra to activate.

Approved. Made edits.
(Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae
Rank: B-Rank
Type: Supplementary
Range: N/A (Short – Long, Active Portion)
Chakra Cost: N/A (+10 Active Ability)
Damage Points: N/A
Description: Jutsushiki is a unique hybrid technique which takes advantage on the mutual relationship ink ninjutsu and Fuinjutsu share. This is clearly visible in the Sealing Art: Crouched Tiger Bullet in which the drawn tiger is able of sealing others – however in the case of Jutsushiki this isn’t the case. What it does is act as a preemptive method of creating seals located on the body, modifying the scripts in their dormant state. By tattooing and infusing the appropriate kanji/formulae for the seal – the user is able to recreate the seal and its initial purpose with this ability via the ink or in other methods such as drawing it on paper etc. An example of this would be the Fire/Water/Wind/Earth/Lightning Sealing Method which the user pre writes the seal, however instead uses the ink from the ninja art instead. This causes all affected Fuinjutsu techniques to become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it such as the boosts which normally applies only to ink ninjutsu (if plausible) now applies to the Fuinjutsu in question as well by taking the infused chakra and simply adding onto the technique, however, the damage boosts themselves can only be applied to Fuinjutsu which originally utilizes a script in is formation/composition . Thus techniques such as Multiple Infinite Embraces cannot gain the benefit of the boost even if a script is added later into it via infusions etc. Offensive and Defensive Barriers which originate from a seal with script gains this as well. This technique doesn’t take up a move slot in battle, as it is applied outside of combat however the user may create a seal in battle with the ink if needed via control it and shaping it into the desired form. The latter ability is an active can only be used thrice per battle with a cool down of three turns though may be performed in the same time frame as the original technique while the former simply needs to be stated at the start of the battle or within the user’s bio. In spite of all this, this ability can only be used on Fuinjutsu/Barrier Ninjutsu which employs the usage of actual sealing scripts thus those which lack this are unable to be affected.

Approved on the condition that this technique cannot be used to enhance techniques (even those with sealing script) that can debuff or restrict an opponent's ability to mold chakra (Chakra Draining Seal, Muscle Restriction, MIE [even with the addition of sealing script], etc). This is strictly used with techniques to enhance their damage or defensive capabilities.
 
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Geezus

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Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -20 chakra per turn unsealed; -10 chakra sealed.
Damage: -5 to user per turn, +20 to kenjutsu unsealed; +10 to kenjutsu sealed.
Description: Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Many wars were fought to control that power and many lives were lost, until a lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved to be only the beginning of yet a new battle. The personal katana of Hotsuma Hayabusa, the Akujiki houses what other's have come to call a demonic parasite, constantly sapping the the user's chakra until they eventually die. The blade was passed down to Hotsuma by his grandfather, and it has been said it's what attributed to both of their defection from the Hayabusa clan. The incredibly dangerous Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. If the blade's hunger is left unsatisfied, it will slowly devour its owner's life force. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it is possible to seal the demon blade with Fuinjutsu. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant.To contain it bloodlust, the Akujiki is normally in a sealed state much like Samehada has bandages that limits its growth and chakra drain. However in the Akujiki's case, is blade has been sealed with a sealing technique known as the Ariake Seal. The seal's kanji formula runs along the length of the sword and forms a thin barrier along the blade equal to A-rank.The chakra emitted from the barrier is made to not only contain the blade's power but also serves as a counter to sealing techniques of equal rank and below. This was originally a counter measure put in place to prevent the seal from being undone by those who's only wish was to gain power. When the Ariake Seal comes into contact with a fuinjutsu technique, the chakra from the blade forcibly enters the seal, counteracting the chakra within and thus preventing the seal from activating. To sustain this seal requires no concentration on the user's part, but it does drain a portion of the user's chakra to sustain itself. The Ariake Seal also prevents the sword from draining the user's lifeforce, and prevents the demonic parasite said to reside in the sword from invading the user's mind. But by sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. Once unsealed, the blade begins to draw on the user's life force actually causing the user to bleed in the hand that they hold the sword with. As the blood seeps into the handle it is absorbed by the weapon awakening it. This is a blood sacrifice the user must pay in order to temporarily sate the blade's hunger and prevent it from fully consuming him while it fuels itself upon the user's chakra. This unique mix causes the blade to become coated with a blood red hue of chakra that can cause severe burns on contact similar to that of a Tailed Beast in Version 2. This chakra is very dense, and equivalent to an S-rank technique. The chakra is a manifestation of the blade's hunger and can absorb one S-rank technique within short-range every two turns while also granting the user's kenjutsu an increase to an additional +20 damage when used.Being a cursed blade however, as this dense and evil chakra seeps from Akujiki, it begins to invade the user's mind sapping at their consciousness and will not only make the user unable to preform genjutsu/mental attacks, but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
  • Requires Fuinjutsu to use.
  • Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. However, they are restricted to non-elemental techniques during the duration the seal is undone.
Resubmission: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21836115

Removed mist ability and reduced word count.

Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. Arachne is able to passively spin a high tensile spider silk at will that could even halt the movement of a complete Susanoo (A-rank). She is also able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne, the stronger the binding capable of fully paralyzing targets within short-range as the threads wrap around them like a coccoon. Those in mid-range would be reduced to half their base speed as they are entangled by the threads.Targets that are caught in the webbing then come into direct contact with Arachne's chakra and will be subjected to her personal genjutsu known as Arachne's Madness. For those affected, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform S-rank and above techniques. By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne, paralyzing them in place due to the mental strain, while preventing A-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Note:

  • Usable once per battle.
  • Arachne's Madness is equal to S-rank and can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs. Usable once.
Kuchiyose no Jutsu: Kyōsei-tai Dokueki | Summoning Technique: Venom Symbiote
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Venom Symbiote or Venom for short is a unique species of spider, accessible to those of the Spider Contract. The Symbiote family, is a class of spider found that requires a host to bring forth its abilities. So much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Venom functions in a very similar fashion. After the user performs the summoning technique, a black spider with white marking is summoned in the user's hand. The spider bites the user's hand, injecting its chakra into them and completing the contract. The spider then explodes while transforming its biomass, similar to the Kyodiagumo's ability, into countless black spider-silk threads weaving, stretching, and completely covering the user's body. As the webbing stretches, it is tightly woven around the user's body and assumes the form of a tight-fitting black body suit with a white spider marking in the middle of the chest and back. The webbing functions as a armor and is resilient enough to withstand up to 80 damage (one S-rank) before being unable to continue the battle. When bonded Venom grants its wearer its abilities for as long as they have chakra to maintain him. Venom's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be target of low-rank genjutsu (B-rank) due to Venom and its host being two minds in one. Should the user have sustained broken limbs, Venom is capable of sustaining the user through them while not actually healing the damage. Venom's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. While bonded, Venom and the user have the ability to manipulate the black webbing, such as creating tendrils or objects of various length from the user's body (A-rank) at the cost of a move, but can be done within the same time frame of another technique due to Venom having control over his own form. This webbing is much stronger and thicker than natural silk threads, functioning more like a black goo and grants the user's Spider Silk techniques an increase in rank and neutrality to basic elements excluding fire release and sound techniques. The webbing can stretch and deform at will as long as it has a host or object to grow upon. However, when the webbing has been disconnected from the main body it will dissolve after two turns if there's no chakra to nourish them. In line with his name, Venom grants the user access to its unique spider venom. Venom or the user is capable of releasing spider venom that is capable of halting the chakra flow in a target for a single turn meant to enable Venom to easily bond with an unwilling host. The user can employ this venom by forming fangs or simple bladed objects out of the web matter. Lastly, at the cost of a move, Venom can enable its user to blend in with the environment similar to the Hiding in Camouflage technique for a single turn. Venom, however, is susceptible to fire and sound-based attacks, as direct B-rank techniques from either will cause him to disperse regardless of how much damage he can currently sustain.
Note:
  • Must be a signer of the Spider Contract.
  • The user may not perform fire or sound release techniques above B-rank while Venom is bonded.
  • Camouflage ability may only be used twice per battle.
  • Usable once per battle and cannot be summoned if other "Symbiotes" are on the field.


Declined: not sure why this was resubmitted when the edits do not address the prior check. It's way too stacked in terms of abilities.


New Submission:
Kuchiyose no Jutsu - Kyōsei-tai Gyakusatsu | Summoning Technique - Carnage Symbiote
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Carnage Symbiote, or Carnage for short, is a unique species of spider, and the offspring of Venom. Accessible to those of the Spider Contract, Carnage is like its parent in the regards that it needs a host to survive on the battlefield. Much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Carnage functions in a similar fashion. The user begins by performing the summoning technique, which summons a red and black spider in the user's hand. The spider will proceed to bite the summoner, injecting its chakra into them and completing the contract. Then the spider explodes transforming its biomass, much like the Kyodaigumo, into red webbing which weaves, stretches, and covers the user's body completely. The webbing will tightly coil and form around the user's body covering them in a red and black tight-fitting body suit. When bonded, Carnage grants its wearer its abilities for as long as they have chakra to maintain him. Carnage is resilient enough to withstand up to 60 damage (one A-rank) functioning like a armor when bonded. Carnage's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be a target of low-rank genjutsu (B-rank) due to Carnage and its host being two minds in one. Should the user have sustained broken limbs, Carnage is capable of sustaining the user through them while not actually healing the damage. Carnage's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. Carnage is capable of freely forming tendrils and tentacles out of its webbing, to restrict or harm opponents (B-rank). However, Carnage, unlike its parent Venom, has a much stronger ability to manipulate its webbing into various shapes and forms. This ability is most commonly used to create bladed and blunt objects such as swords, spikes, claws, etc. These weapons when making contact with a object have a caustic touch, which will burn and melt through objects due to Carnage's spider venom coursing through them. For taijutsu, weapons, or Spider Silk techniques that work in tandem with Carnage's ability, will be increased by +10 damage and have a neutrality to basic elements, excluding fire and sound techniques (A-rank). Carnage is even capable of discharging the webbing as projectiles, however, when disconnected from the main body, the projectiles will dissolve within a single turn. To expand upon its ability to manipulate its form, Carnage can also create copies of itself known as Spiderlings, which have a limited life force due to being disconnected from the host. These copies are equal to A-rank, and function is to take control of others by forcibly bonding with a host and restricting their movement by exploding into webbing when they are within short-range, even capable of using various Spider Silk techniques up to B-rank. The copies move extremely fast, able to rival a jonin's base speed due to their small size. However, Carnage is only able to create up to 3 of these copies per battle and they only last two turns at a time. Carnage like its parent is susceptible to fire and sound-based techniques, a direct B-rank attack from either would render him unable to continue the battle.
Note:
  • Usable once.
  • Must be a signer of the Spider Contract.
  • User may not use fire and sound release techniques over B-rank while bonded with Carnage.
  • No clones of any kind are usable while Spiderlings exist on the field.
  • Cannot be summoned while another "Symbiote" is on the field.


Declined: for more or less the same reasons as stated above. And both would require turn limits.

Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -20 chakra per turn unsealed; -10 chakra sealed.
Damage: -5 to user per turn unsealed, +20 to kenjutsu unsealed; +10 to kenjutsu sealed.
Description: Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Many wars were fought to control that power and many lives were lost, until a lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved to be only the beginning of yet a new battle. The personal katana of Hotsuma Hayabusa, the Akujiki houses what other's have come to call a demonic parasite, constantly sapping the the user's chakra until they eventually die. The blade was passed down to Hotsuma by his grandfather, and it has been said it's what attributed to both of their defection from the Hayabusa clan. The incredibly dangerous Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. If the blade's hunger is left unsatisfied, it will slowly devour its owner's life force. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it was possible to seal the demon blade with Fuinjutsu. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant.To contain its bloodlust, the Akujiki is normally in a sealed state that limits its growth and chakra drain. In Akujiki's case, the blade has been sealed with a sealing formula known as the Ariake Seal. The seal's kanji runs along the length of the sword and forms a thin barrier along the blade equal to A-rank.The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally this was a counter measure put in place to prevent the seal from being undone by those who's only wish was to gain power. The chakra within the kanji activates when the Ariake Seal comes into contact with a foreign sealing technique. As the sword comes into contact with the opposing seal, the chakra stored by the barrier forcibly enters the seal and counters the chakra within. This disruption can counter one sealing technique of equal rank and below once per turn. To sustain this seal requires no concentration on the user's part, but it does drain a portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's lifeforce. But by sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on the user's life force seeking to consume them and inflicting them with the blade's curse. The user will sustain damage each turn as they bleed in the hand they wield the sword. This is a blood sacrifice the user must forcibly pay in order to temporarily sate the blade's hunger and prevent it from fully consuming him. Meanwhile, the blade fuels itself upon the user's chakra. This unique mix causes the blade to become coated with a blood red hue of chakra that can cause severe burns on contact similar to that of a Tailed Beast in Version 2. This chakra is very dense, and equivalent to an S-rank technique. The chakra is a manifestation of the blade's hunger and can absorb one S-rank or below technique's chakra within short-range while also granting the user's kenjutsu an increase to an additional +20 damage while unsealed. As this dense and evil chakra seeps from Akujiki, it begins to invade the user's mind sapping at their consciousness and will not only make the user unable to preform genjutsu/mental attacks, but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. The invasive chakra makes it near impossible for the user to preform elemental techniques during its use. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
  • Requires Fuinjutsu to use.
  • Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. However, they are restricted to non-elemental techniques during the duration the seal is undone. The seal can be undone for two turns max per use. Usable three times per battle.
Kuchiyose no Jutsu: Kyōsei-tai Dokueki | Summoning Technique: Venom Symbiote
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Venom Symbiote or Venom for short is a unique species of spider, accessible to those of the Spider Contract. The Symbiote family, is a class of spider Hotsuma Hayabusa found that requires a host to bring forth its abilities. So much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Venom functions in a very similar fashion. After the user performs the summoning technique, a black spider with white marking is summoned in the user's hand. The spider bites the user's hand, injecting its chakra into them and completing the contract. The spider then explodes while transforming its biomass, similar to the Kyodiagumo's ability, into countless black spider-silk threads weaving, stretching, and completely covering the user's body. As the webbing stretches, it is tightly woven around the user's body and assumes the form of a tight-fitting black body suit with a white spider marking in the middle of the chest and back. When bonded, Venom grants its wearer enhanced Spider Silk abilities for up to four turns. Venom's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be target of low-rank genjutsu (C-rank) due to Venom and its host being two minds in one. Should the user have sustained broken limbs, Venom is capable of sustaining the user through them while not actually healing the damage. Venom's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. While bonded, the user has the ability to manipulate Venom, creating blunt or bladed objects of various length from the user's body (A-rank) at the cost of a move from the black spider silk. This webbing is much stronger and adhesive than natural silk threads, functioning more like a super glue. Since Venom's very lifeforce radiates throughout his spider-silk form it grants the user's Spider Silk techniques an increase in rank and neutrality to basic elements excluding fire release and sound techniques. However, when the webbing has been disconnected from the main body it will dissolve after a single turn if there's no chakra to nourish them. Venom, however, is susceptible to fire and sound-based attacks, ranked attacks from either will cause the user to sustain +10 additional damage and cause Venom to disperse.
Note:

  • Must be a signer of the Spider Contract.
  • The user may not perform fire or sound release techniques above B-rank while Venom is bonded.
  • Last three turns and may only be used once per battle.
  • Cannot be summoned if another "Symbiote" is on the field.

DNR (for the time being): again, the edits make no effort to address prior checks. The initial check stated that "its core ability would require a field such as Dark Threads, Sage Transformation, or Yang."


Kuchiyose no Jutsu - Kyōsei-tai Gyakusatsu | Summoning Technique - Carnage Symbiote
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Carnage Symbiote, or Carnage for short, is a unique species of spider, and the offspring of Venom. Accessible to those of the Spider Contract, Carnage is like its parent in the regards that it needs a host to survive on the battlefield. Much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Carnage functions in a similar fashion. The user begins by performing the summoning technique, which summons a red and black spider in the user's hand. The spider will proceed to bite the summoner, injecting its chakra into them and completing the contract. Then the spider explodes transforming its biomass, much like the Kyodaigumo, into red webbing which weaves, stretches, and covers the user's body completely. The webbing will tightly coil and form around the user's body covering them in a red and black tight-fitting body suit. When bonded, Carnage grants its wearer enhanced Spider Silk abilities for up to four turns. Carnage's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be a target of low-rank genjutsu (C-rank) due to Carnage and its host being two minds in one. Should the user have sustained broken limbs, Carnage is capable of sustaining the user through them while not actually healing the damage. Carnage's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. However, Carnage, unlike its parent Venom, has a much stronger ability to manipulate its webbing into various shapes and forms as he is able to manipulate the webbing passively. This ability is most commonly used to create bladed and blunt objects such as swords, spikes, claws, etc. These weapons when making contact with a object have a caustic touch, which will burn and melt through objects due to Carnage's unique spider venom coursing through them. Taijutsu, Weapon techniques, or Spider Silk techniques that work in tandem with Carnage's ability, will be increased by +10 damage and have a neutrality to basic elements, excluding fire and sound techniques. Carnage is even capable of discharging the webbing as projectiles, however, when disconnected from the main body, the projectiles will dissolve within a single turn. To expand upon its ability to manipulate its form, Carnage can also create copies of itself known as Spiderlings, which have a limited life force due to being disconnected from the host. These copies are equal to A-rank, and function is to take control of others by forcibly bonding with a host and restricting their movement by exploding into webbing when they are within short-range, even capable of using various Spider Silk techniques up to B-rank. The copies move extremely fast, able to rival a jonin's base speed due to their small size. However, Carnage is only able to create up to 3 of these copies per battle and they only last two turns at a time. Carnage like its parent is susceptible to fire and sound-based techniques, a direct attack from either would render him unable to continue the battle and deal an additional +10 damage.
Note:

  • Usable once lasting three turns.
  • Must be a signer of the Spider Contract.
  • User may not use fire and sound release techniques over B-rank while bonded with Carnage.
  • No clones of any kind are usable while Spiderlings exist on the field.
  • Cannot be summoned while another "Symbiote" is on the field.

DNR (for the time being): refer to the check above.


Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. She is able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne's physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne the stronger the binding. The spider silk capable of fully paralyzing targets within short-range as the threads wrap around them like a cocoon. Those in mid-range would be reduced to half their base speed as they are entangled by the threads. Targets that are caught in the webbing then come into direct contact with Arachne's chakra and will be subjected to her personal genjutsu known as Arachne's Madness. For those affected, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform S-rank and above techniques. By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne, paralyzing them in place due to the mental strain, while preventing A-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Note:

  • Usable once per battle lasting four turns.
  • Arachne's Madness is equal to S-rank and can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs. Usable once.

Declined: the trigger for Arachne's illusion should not be invisible to those without sensory given its potency. Aside from that, the illusion itself can't be fully paralyzing the victim and essentially preventing their use of a full body surge to dispel it—not both in the same, initial turn. Find a way to make this more reasonable and it'll be good to go.

 
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Zenryoku

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Quillin Contract Approval

(Kuchiyose no Jutsu: Varnir ) - Summoning Technique: King of Wisdom and Thunder
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Vanir is a very regal looking Quilin, who's entire body is a mixture of white, yellow and blue shades and tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long white and pale yellow flowing mane that gracefully flows the length of his back. When charged with lightning chakra the mane stands up straight and takes strong shapes. He has eye lashes and whiskers extend outwards in a total length of 2 meters. From the forehead he has a long, pointed, sharp edged horn with razor sharp edges much like the sharpened edge of a true katana. From the side of His face he has two equally long horns that stretch out past the tip of his face and are about 3/4 a meter in length with the same sharp edges as the horn, and made of indestructible bone. Like with other Quilin he has a strong and tough armoured hide, adorned with pale white and yellow scaled Armor plates, with blue and golden gems. From his shoulders extends even more long fur that flows wildly out of control. He has legs much like a stallion and adorning the bottom is the purest white sleeves of fur and hair that flows freely. There are also distinctive blue veins of colour that extend from the shoulders and the hips of the legs down to the hooves. He stands about 2 meters tall and several feet long. His tail is thin but strong acting like a whip with the tip adorned with a lustrous white plume made of razor sharp hairs.
  • Varnir has a lightning release affinity, being able to use all the lightning Jutsu the user knows, all counting as one of the users three moves per turn.
  • He has a few unique abilities of his own. As passive effect of his is one known as "silent lightning". All Quilin have the passive trait of the silent homicide technique due to their gracefulness, Varnir adapted this to his lightning, using his chakra to mask the crackling of his lightning technique to muffle their sound to create silent lightning.
  • Another unique trait of his is at the cost of one of the users three moves per turn, once per turn he can release his chakra into his horns, acting as a conductor that draws in a lightning release technique up to S rank in power, absorbing it through his horns. He can then release this back as a blast or wave or even release the lightning around and through his body for a defence, holding the same power of what was absorbed.
  • The final ability of Varnir is his literal "charge" ability. Releasing his lightning chakra through his entire body, stimulating all his muscles while encasing himself in destructive lightning, he will charge in any given direction at twice a sage rank speed, with S rank power, smashing through anything in his path, being able to impale with his horns. This can only be used once per battle.
  • Due to his bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasts 4 turns, no summons for two turns after he disperse.
Note: Charge and absorbing counts as one of the users three moves per turn.

¤ Declined, too many abilities; this summoning has 4 abilities, 5 including the C rank immunity applied to it since the contract Submissions doesnt state any rank. I'll allow them to all have the C rank immunity as part of the contract but you can only have 3 additional abilities for them. Use of elemental ninjutsucis one and you wi have to pick two of the others. The charge ability likely exists with a Jutsu you may find or a version you can make using lightning so you dont have to include it as one. ¤

(Kuchiyose no Jutsu: Watasumi ) - Summoning Technique: Dragon God King of the Ocean
Type: Supplementary
Rank: S
Range: Short
Chakra cost:
Damage points: N/A
Description: Watasumi is a gentle natured Quilin who when angered has a furious wrath. His entire body is an array of deep and light coloured blue tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long azure coloured mane with platted hair like sea grass that flows effortlessly through the air, almost as if submerged by water which flows down the length of his back. He has eye lashes and whiskers extend outwards in a total length of 2 meters from the underneath of his chin. Extending from the side of his head are two horn shaped antlers made of a hard coral with razor sharp edges that extend outwards a meter long. Like with other Quilin he has a strong and tough armoured hide, adorned with pale and dark blue tones of scaled armour places, with sapphire and Green gem stones. Along the length of his back coral spines rise up evenly spread out. More hair also runs the length of his back, and up the flanks of his legs. His tail is a single long whip with three spines the shape of a trident protruding from the end. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Watasumi has a few unique traits of his own. First of all, he can use all water release techniques that the user knows without a source of water.
  • Having developed a unique skill, much like the cannon "wind return technique", Watasumi can release his chakra into oncoming water jutsu up and including S rank, forcing it to split down the middle, passing on either side of him as he take control of the water and redirects it at a target of his choosing. This can only be used twice per battle taking up one of the users three moves per turn.
  • Another unique trait, much like other quilin, is his charge ability. Coating himself in a strong moving torrent of water, he will propel himself forwards, using the water as like a thruster, pushing him at twice a jounin ranks speed, to smash into and attack anything in a linear manor, even able to move through the air with this. This is S rank and can be used once per battle counting as one of the users three moves per turn.
  • Due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only summoned once, lasting four turns, no summons in the turn he disperses.
Note: All techniques he uses counts as one of the users three moves per turn

(Kuchiyose no Jutsu: Shanshen ) - Summoning Technique: The God of the Mountains
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Shanshen is a stocky and robust Quilin, with various shades of brown and sandy coloured patterns. He has a brown shaggy mane. Like all Quilin his head has the physical features much like a Chinese dragon but he has more plated Armor around his face than the other Quilin. Also unlike the other Quilin he does have a pair of horns, but the ends appear broken and rounded off like large stumps the size of mallets, which are strong, durable and heavy. Along his back shaggy brown hair covers its entirety with stumped spines running down his backbone. The body is covered in plated brown armour adorned by amber and onyx gem stones. His tail is fairly stocky with sharp spikes running down the length of the tail and a single massive club of rock and metal ore. His legs are also covered in a shaggy fur and his hooves clad in metal ore spikes. He is larger than the other Quilin at nearly 3 meters tall and about several feet long.
  • Being the earth Quilin he able to use all earth release techniques that the user knows counting towards the three jutsu per turn.
  • Being the earth Quilin he has a couple of unique skills of his own, the first being that of hardening his scales by releasing earth chakra through him, granting him a solid S rank earth defence. This will follow the s/w of earth release, so weaker to lightning to jutsu but allow him to tank near on any water jutsu (taking damage calculation into account). This lasts for up to 2 turns and can be used once per battle. He is known as being head strong due to the way he is known for smashing through jutsu.
  • Taking on the principles of the hiding like a mole technique that weakens earth, he releases chakra around his body that does the same thing, softening the earth as he uses his scaled body to smash through earth jutsu. This is S rank and can be used once per battle counting as a move. It will work on stuff up to 15m in size due to the force of impact he creates or on large things he can create a smaller hole for him to pass through.
  • He final ability is his ability to release an A rank pulse of earth chakra around him short range hardening any earth by petrifying it. This would compact sand forcing it to stay solid for a turn, dry out mud etc. This counts as a move per turn, can be used twice.
  • Due to his bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can be summoned once per battle, lasting 4 turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.

(Kuchiyose no Jutsu: Fengshen ) - Summoning Technique: Goddess of the Eastern Wind
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Fengshen is a Quilin that effortlessly moves around with a lot of grace and virtue. She has pale green complexion, with streaks of darker shades throughout her body. Like all Quilin his head has the physical features much like a Chinese dragon, her eyebrows flow like the wind, along with a set of red and gold whiskers that extend of the side of her face. She has the biggest set of horns than any of the other Quilin, extending from her head, two horns run down the length of her face whilst two larger ones extend out directly from her head and curve backwards creating crescents which are as sharp as the finest crafted blade. Their colour the purest jade green. The mane is a mixture of light and summer toned greens that wave through the air and down the length of her back. She has socks of hair along her legs that are braided with red bone tubes. Her hole body covered in slated armour plates, adorned with rubies and topaz gem stones. The tai extends 2 meters in length with a single tuft of fur extending out hiding a Long and sharp spine. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Being the wind quilin he is capable of using all wind release techniques the user knows counting towards the users three moves per turn. Being the most graceful of the quilin,
  • She uses wind release to enhance to the species unique ability to walk on grass without disturbing it, releasing wind around his body to allow him to walk or run through the air. He can move through the air passively but at a cost of a move per turn he can release wind streams from his body to move at twice a Jounin ranks speed for a quick dash to close a gap or a fast get away. The wind around his body will muffle the sound of his movements.
  • Taking this ability to the next level, Fengshen can release a powerful S rank torrent of sharp winds around his body expanding 5m around him as he propels through the air slicing all his path (following the s/w weaknesses of wind release. His final ability is to be able to use the wind return technique but at excelled level, allowing it to work on S ranks and below.
  • Due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasting four turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.

¤ All Declined, see first Summoning notes as they have have too many abilities; some of their unique abilities can exist as CJ do you can give them another ability and still get a chance to use their elemental Jutsu in another way. ¤

Pending. Leaving for Lord of Kaos.
 
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Karada no tsuyo-sa | Strength Of Body
Type:
Supplementary
Rank: A
Range:
Short
Chakra: N/A
Damage: + X DMG Resistance of Body to Tai/Ken Related Techniques
Description:
The user uses his body's resistance as an aid to his physical techniques. Now, when the user is utilizing Tai/Ken/ related techniques, these attacks gain passive damage equal to the amount of damage that the user's body currently resists. This is simply the user using his natural durability as a positive for his physical combat and combining his offense with his defense. Therefore this technique is passive. This boost only applies when the user is combating a physical target such as the opponent or a physical technique, as energy would not need to combat the user's durability like a physical object would to deter him. This boost this technique provides the user's physical attacked is only applied via the amount of Damage the users BODY can resist, and not extra chakra based techniques
Note: Must have Tai and Normal NB Tai Mastered
Note: Must have Resistance Specialty

⛧ Hmmm.⛧

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Declined, DNR: This is hella abusable. For instance, using two jutsus, I can increase my immunity to up to 80 damage. This would give huge boosts in damage, and could even be stacked with something like the Gryffindor potion. This likely won't be allowed, and will require a hard cap on the damage boosts it will be provided, but in its present form it's a DNR. Making this a passive boost when you need to actively use this technique is wild as hell too.

Senpo: Kichāji | Sage Arts: Ki Charge
Type:
Supplementary
Rank: S
Range:
Short
Chakra: N/A (+100 Sage Chakra)
Damage: N/A
Description:
The user will stand in any given stance and will draw in Nature Chakra to his body, transfering it into his already existing sage pool. This may only be done by users that have reached Perfect Sage Mode due to the precise control that is required to do this at a quick rate. By using 1 move slot in a turn he may gain 100 Sage Chakra. The user may use this technique up to 3 times, and may use this technique up to 2 times per turn. The user is unable to move or use chakra for new techniques while utilizing this technique.

Declined, DNR. Perfect Sages are not able to prolong their Sage Mode, as per the restrictions here. Aside from this, this technique would extend Sage Mode for far too long, removing the need to meditate at all to gather an optimal amount of chakra. It is far too convenient.

(Kuchiyose no Jutsu: Ajitēta ) - Summoning Technique: Agitator
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Agitator is a small snake that is worn around the user's wrist like a wristband. Agitator has a symbiotic connection with the user it is a descendant of the Snake Sage and constantly absorbs and provides sage chakra through and into the user's body, helping to ease the load of sage chakra expenditure on the users part. Each Sage Mode chakra related costs from techniques and effects including the cost of maintaining PSM, are paid by the amount of 15 Chakra by this summon

His second ability is that through using a variation of the chakra transfer technique, the snake can flush the users body with the power of the vitality of natural energy. This effect makes it so that the user's Medical Chakra/Techniques created under the influence of this effect are done so with more strength and vitality. All Med Related Abilities up to S Rank are now +1 Rank/20 Damage more effective during the effects of this ability. The activation of this counts as a move and this effect lasts for 3 turns. This move can be activated twice per battle with a 2 turn cooldown between each use.


The third and final ability is for it to be able to flush the user's chakra with a dose of natural energy that is equivalent to ( Iryo Ninjutsu: Modosu Heikō ) - Medical Technique: Restore Balance in its use. This is due to the powerful chakra being flushed throughout the user's body. This may be used 4 times per battle and costs a moveslot.
Lasts 4 turns, can be summoned twice with 2 turn cooldown in between


Declined: as said on Discord (and stated in the bio rules for SM, CJ that prolong PSM aren't permitted. Not only would this snake cover the mode's base upkeep but it also would cover each chakra related cost of senjutsu. Also, the second ability should not last three turns with one use. Lastly, each contracted animal can only be summonable once.

 
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Resubmitting as a medical technique, by advice: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-45#post-21808179

(Iryō Ninjutsu: Chīsana Rōsoku) – Medical Technique: Little Lights
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra cost: 20 (2x the amount healed)
Damage points: N/A
Description: This technique allows the user to create patches of healing algal sludge of a slightly bioluminescent nature that can absorb chakra and are naturally drawn towards injured areas of either the user or targets of their choosing. By infusing a pre-existing source of algae with medical chakra, or creating the patches from their own body, Little Lights takes the form of a mass of algal sludge that can be directed by the user’s will, or alternatively be allowed to seek out injuries on their own. The algae will cover injured areas, or even enter the body and bloodstream through open wounds or orifices, and then begin to first absorb chakra from the target and use this to heal the injury. The algae react to the absorbed chakra by becoming slightly bioluminescent and they seem to heave slightly as they perform their function. Being simple eukaryotes the algae cannot heal complex injuries, such as restoring organs or mending bone fractures, but they will close and restore even deep wounds, heal bruised bones, or even revert scar tissue back to smooth skin. The extent of their healing powers also allows them to combat fatigue, stamina drain and similar issues of physical energy in the Narutoverse medical sense. As the algae sustain themselves on the absorbed chakra they remain active so long as they perform their function, or until the user will them otherwise, then enter a hibernation state and die after a turn of inactivity if new damage does not occur.
- This technique can only heal a maximum of 20 health points per turn, but this can be split between multiple targets.
- Requires Algae Release

Approved: Cool Jutsu.
 
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Gutsy

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Recently Purchased Mythical Summoning Contract.
Summoning Animal: Wendigo
Scroll Owner: Gutsy Jiraiya
Other Users who have signed the contract: N/A
Summoning Boss if existing: (Currently None)
Other Summoning Animals tied to the contract: (Currently None)


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Description and Background: The Wendigo is a mythical man-eating monster that have been told down through generations in the lands filled with forests, as apparently, the lore spoke of these beings residing in the dense forests of the northern regions of the land of fire and the lands just above. The description of the Wendigo varies from culture to culture, however there is some features that are common to all these cultures, which is the view that the Wendigo is a malevolent, cannibalistic, supernatural being. They are strongly associated with winter, the north, coldness, famine and starvation. The Wendigo is gaunt to the point of emaciation, its desiccated skin pulled tightly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets, the wendigo looks like a gaunt skeleton recently disinterred from the grave. What lips that it may have had are tattered and bloody, unclean and suffering from suppurations of the flesh, the Wendigo gives off a strange and eerie odor of decay and decomposition, of death and corruption. They had antlers across their body, or bones sticking out like spikes from their body, and some may wear, or their head resembles that of the skull of a deer or other animals. In the lore of the land, these haunting creatures were described as giants that are many times larger than human beings, a characteristic featured by the story that a Wendigo who ate another person, would grow in proportion to the meal it had eaten, so it could never be full. Therefore, Wendigos are portrayed as simultaneously gluttonous and extremely thin due to starvation. The Wendigo is seen as the embodiment of gluttony, greed, and excess; never satisfied after killing and consuming one person, they are constantly searching for a new victim. According to the lore, these beasts of the supernatural were hunters impossible to escape from due to their unnaturally large, fast, and strong physique, with heightened senses and endurance. They were eventually described as hunters immune to even the harshest climates. It could stalk its prey and mimic human voices, so its favorite pastime is luring people away from safety and driving them mad deep in the wilderness in order to consume them. They were known to torment their victims, tormenting them as it takes over the mind and body, even with them cursing and possessing their body to torment them (Through sealing arts, to be in the summonings submitted). It begins with strange odors that only the victim can smell, they they are plagued with nightmares, their sanity melting away from their sleep-deprived minds. Then they will experience an unbearable burning sensation throughout their legs and feet, and usually end up stripping down, running naked through the forest like a madman.

The Wendigo have a few unique traits which aid them in the world:
- The Wendigos have a unique trait due to their grotesque features and the horror that they feature and represent, they induce fear and can apply their killing intent upon target(s) passively with the power according to their rank.
- Due to them having heightened senses, especially their scent of smell being very sensitive to foreign chakra and humans, and being known for their hunting and tracking abilities as they hunt their victims and induce fear, they have been proven to have passive sensory perception allowing them to hunt their victims.
- The Wendigos hunt, terrorize and hunger for human flesh, they feed upon the fear of people and creatures, and they feed on life through them eating them or in most cases they can by touching a human or animals absorb their life energy weakening them.
- The Wendigos even exhibit powerful affinities for the illusionary arts, and they are capable of sensing chakra that inhibit people or creatures that are foreign and are capable of absorbing it out of that creature.


¤ Declined; abilities. The absorption of life force isn't going to work, take that stuff out. The mimicking voices, smell stuff, need to be separate techs. And they wont all have Genjutsu + x field; if they use Genjutsu, it will require a trigger to use them and no other elemental or other Ninjutsu rated abilities. ¤
 
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Zaphkiel

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(Fūinjutsu: Pararia no Ōkan)- Sealing Arts: The Pariah's Crown
Type: Defensive
Rank: D - A
Range: Self
Chakra: N/A
Damage: N/A
Description: This seal, once activated, is one that is always active on the user's person in a diamond shape (similar to Tsunade's White Seal). Within this shape is a set of kanji repeated many times that translates roughly to "We Protect". How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for ever ten points of chakra absorbed, starting at D. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. Of course, being a barrier type defensive technique, it is able to contend with opposing techniques of equal or lesser rank based on its own rank. This barrier can stay until completely destroyed by an enemy but once this happens the seal goes on a two turn cool down. Unique to this seal is its ability to continuously regenerate (unless completely destroyed) per turn based on the amount of chakra supplied as well as increase in power until its default max is reached. After which any excess chakra goes straight to the user instead. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall.

Declined. Honestly a cool as shit idea, but it requires Advanced Fuuinjutsu.

Resubmitting the following from a check in the archives: here.
(Fūinjutsu: Kyūkei)- Sealing Arts: Respite
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The first of the Kindred set, Lamb's Respite begins with the user blessing the ground under their feet (or any surface they can establish physical contact with, for that matter) through a simple tap of a hand or foot. From that point a sealing script will spread itself across the ground in all directions up to 5m from the user, who will act as the epicenter. The script, circular in pattern, carries various Kanji on its edges preaching of protection and vitality but the most prominent seal which lies in the middle says the word 'quiet' which is represented by the symbols "静か". The speed of the seal in its formation and execution is quite commendable as the technique is meant to be used during the time frame of an incoming attack, being purely defensive in nature. As soon as the pattern reaches its 5m max radius a controlled barrier filled with dense chakra bursts from the seal and takes the shape of a semi dome with its peak stretching exactly 5m high. Similar to Multiple Infinite Embraces, this sphere-like barrier carries immense pressure inside its form that can greatly affect those caught within, where it restricts opponents from molding chakra for techniques above A ranked. But unlike its inspiration, the barrier doesn't push down on its target(s) but rather pushes in from all sides. Instead, it causes whatever caught to become immobile, stopping all techniques (including those of the user) with immediate effect. To the outsider it would appear time has come to a stop within the bubble. It is capable of affecting multiple targets at once with strength directly proportional to it's rank. The second half to the technique, where after it has stopped its targets, is where there is a reverse in its nature and the barrier pushes everything away from its epicenter in something like an explosion. Using the same chakra and pressure, the barrier is capable of pushing all the objects caught within its body as far as 10m back from the user but in doing so it isn't able to directly harm them. The technique was created with the sole purpose of preventing sneak attacks and speedy techniques/foes, able to buy the user time in most cases. Lamb's Respite can be kept active for a max of three (3) turns, costing -10 chakra per turn for upkeep but in the turn after its deactivation the user is unable to perform Fuin techniques above B-Rank . It also can only be activated three (3) times in total, with a turn cool down between uses.

Pending. Leaving for Vex.

Declined: You definitely hit the crack pipe before typin this up, bruh :cautious:. I told you to tone this down, not to reduce the restrictions and try and effect 'every' technique (even if they include yours). The notes from the previous check still stand. Freezing or slowing down intangible and energy based elements like this won't be allowed. Especially in combination with physical paralysis and stopping physical elements. You have one more go at this, chief.

(Adamu) Adam
Type: Puppet
Rank: A
Range: Short-Long
Chakra: N/A (+30 First Instrument)
Damage: N/A
Description: The first Angel, and puppet of the Hands of God lineage, Adam is a very peculiar puppet like others of the line that is summoned exclusively through the Heaven's Host Seal. It appears nothing like the men or creatures of this earth because it hails from a place only the Ōtsutsuki are familiar with. It is also one of the biggest puppets of the line, standing at six meters with long arms that are 4 meters in length each. It boasts abnormally square shoulders that seem to be bolstered with skull looking protrusions. The puppet has no head, but instead has it's face protruding from the center of its broad chest that looks eerily similar to a bird skull. It's 'skin' is a rubbery material meant to hold all its impressive gears and mechanics in place while allowing it to move as fluid as an organic being. Adam has with it two red, spiraled spears that sport a forked tip exactly 3 meters across. These serve as its main means of attack and defense. Each ability counts as a move for the user.

AT-Field Generation: The AT-Field or "Absolute Terror Field" is a unique barrier type Ninjutsu only utilized by puppets of the Hand of God lineage. Adam has this ability, which originates from a seal on its forehead and comes in the form of a transparent barrier that always surrounds its body like a second skin. Upon being met with techniques, the barrier will glisten and then explode, which allows it to rebound attacks back at their sources at the same strength and force it was initially released with like a mirror. This barrier can contend up to two A-Rank techniques or one S-Rank before being dispersed. Once destroyed it takes up to three turns to recharge. The barrier itself is A-Rank in strength.

The First Instrument: The second ability of Adam is its ability to 'evolve' and up its own abilities and rank. The user will supply the puppet a surge of chakra through their connection (be it chakra threads or Otsutsuki Puppet Technique), and trigger a metamorphosis to take over the puppet. A second face will forcefully emerge beneath the first after a turn wait along with two extra pair of arms above the first pair, each carrying two more spears as well as a halo of chakra above its head. The AT-Field, if not destroyed, will gain the ability to project beyond the puppet's body up to mid ranged in various shapes such as hands, spears, shields, etc carrying the same defensive characteristics of contending up to two A-Rank techniques or one S-Rank but can now be used offensively too (of course the durability carries over, meaning if the field had defended an A-Rank prior to evolution then the advanced version can only mitigate one more A-Rank before dispersing). If the AT-Field is destroyed by the time Adam evolves, the boost instead goes to its spears which will become A-Ranked each. This ability can only be activated once.

Longinus and Cassius: These are the two spears that Adam carries. Each carry B-Ranked damage and can be thrown with impressive speed and accuracy up to Long range. However, they are not necessarily just regular weapons. They are actually surrounded in lesser, B-Ranked AT-Fields that allow them to drill through techniques of that rank and lower without losing momentum or power. Once they make contact with a target the user can have Adam call them back to its possession through thin wires attached to the hilt of the weapons. Up to two spears can be thrown each time this ability is activated, even when 'First Instrument' is in effect.


Declined: to preface this check, I've been discussing Fūinjutsu with other staff recently to get more informed. This puppet's AT-Field has a trait some other barrier(s) CJ already have so the one described in your Lilith puppet submission is more feasible. That being said, lower the durability by one rank. Also, it won't be able to transform into just anything via "The First Instrument" so make it more niche. Lastly, don't forget to quote or link prior checks


And resubmitting this from an earlier check: here.
(Tensei Kyū) - Reincarnation Sphere
Type: Defensive, Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: N/A
Description: Tensei Kyū is a technique that is only accessible to those of the Ōtsutsuki bloodline. The Reincarnation Sphere is one that bares a similar appearance to that of (Ningyō Noroitama) - Puppet Cursing Technique but behaves very differently. Tensei Kyū, instead of boasting an offensive, defensive, and supplementary side like its counterpart, is entirely defensive and/or supplementary in nature. Whenever the Reincarnation Sphere makes contact with a technique that is not the user's, due to a unique seal embedded within the technique with the kanji for 'rebuke', it deals solely with the expelling the chakra found within a technique from it. Which is in direct contrast to its parent technique that absorbs. The seal allows the technique to perform based on rank, where the A-Ranked variant can contend equally with A-Ranked techniques and below and etc. After disassembling a technique of equal or lesser rank, if the technique is one that depends on chakra to maintain function like a water beast or stone golem it will subsequently lose it's form and fall apart leaving the illusion that the Reincarnation Sphere technique had been the one to destroy it. For techniques that carry multiple individual parts or are expansive in nature, the user can release a 'blast' version of this technique where a single Reincarnation Sphere can be broken down into tiny embers that spread out great distances (as much as 120 degrees) to encompass the incoming technique, this method of release does not follow splitting rules but remains the original rank chosen. The number of orbs left behind by this technique is determined by a factor of 10 where for every 10 points of chakra expelled from a target one orb is created, and so if 50 chakra is expelled 5 orbs will be created. They (the orbs) are about the size of a closed fist and are 'intangible' in nature, meaning they are unable to interact with people, techniques, or the environment around them and can be considered harmless. The opponent is not able to harvest these orbs either, unless they posses chakra absorbing abilities and even then, can only absorb half the amount of chakra in the orb while the other half is wasted. This technique is also able to affect people, summons, and entities that posses chakra within themselves as well and can expel either massive or tiny amounts of chakra from their bodies depending on which rank of this technique is used. For C ranked applications Tensei Kyū can 'rebuke' up to 25 of the opponent's chakra from their reserves in the form of an orb(s). For B ranked applications this moves to 70, A ranked removes up to 100, and S ranked applications can relieve the opponent of up to 120 of their total chakra reserves and deposit it in the form of an orb(s). Due to its defensive/supplementary nature, Tensei Kyū is incapable of delivering direct damage to its targets unlike its counterpart, Puppet Cursing Technique. Multiple spheres can also be created following regular splitting rules.

Note: Both A and S ranked usages will restrict the user form performing Ōtsutsuki related techniques above A ranked for the rest of the turn. S ranked usages will also place this technique on a turn cool down.

Declined. Your use of Fuuinjutsu is flawed. In this you say it expels it, but Fuuinjutsu is designed to seal. Colored portion: reword this to make better sense. I'm not really sure what's going on here anymore. Also when I said shorten it, I meant by a meaningful amount. This is such a mouthful of a technique shoved into a wall of text.

And stop using the word intangible. That's literally not how you describe this.
 
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ReXii

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(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji 否定的同化 that automatically activates upon the user being struck with a fuuinjutsu from an alternate chakra source to their own I.e an enemy sealing tech. A barrier will form almost instantly over the user taking the form of a rapidly spinning sealing script. The effect of the barrier is to reduce the power of other sealing techs by forcibly assimilating the users chakra in to them to undo the sealing. Much like the canon seal destruction. However this version is autonomous, should the enemy fuuin be equal to or below the rank of this tech it will be completely cancelled. However it will only lower the power of higher ranked fuuin by one rank. Lowering S to A for example.

Note: Can only be used thrice per battle
Note: Only applies to fuuinjutsu techniques

± Declined. Nice one, but needs a cool-down period, message me about it. ±

(Fuuin: Hiraishin Junbi) - Sealing Technique: Flying Thunder God : Preparation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their body with the Kanji 準備 that remains present at all times. A variation of the base seal for the flying thunder God technique this body seal simply allows the user to have the seal placed using freeform during battle This seal is unique in that it can be transferred between objects by touch at the users discretion so they may plant it on an object then retrieve it by grabbing said object again. Giving them additional usability.

Note: Can only be used for one seal on the body and can't be duplicated by any means
Note: This may only be used by users of flying thunder God.

± Pending. Not sure how I feel about making it passive, since its an actual technique, and could be seen as bypassing..I'll ask some of the others about it. ±
(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji 否定的同化 that automatically activates upon the user being struck with a fuuinjutsu from an alternate chakra source to their own I.e an enemy sealing tech. A barrier will form almost instantly over the user taking the form of a rapidly spinning sealing script. The effect of the barrier is to reduce the power of other sealing techs by forcibly assimilating the users chakra in to them to undo the sealing. Much like the canon seal destruction. However this version is autonomous, should the enemy fuuin be equal to or below the rank of this tech it will be completely cancelled. However it will only lower the power of higher ranked fuuin by one rank. Lowering S to A for example.

Note: Can only be used thrice per battle
Note: Only applies to fuuinjutsu techniques
Note: Requires a two turn cooldown between uses.
Note: When activated, the user is unable to perform Fuuinjutsu above A-Rank in the same and following turn.

Approved. Made edits.

(Fuuin: Hiraishin Junbi) - Sealing Technique: Flying Thunder God : Preparation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their body with the Kanji 準備 that remains present at all times. A variation of the base seal for the flying thunder God technique this body seal simply allows the user to have the seal placed using freeform during battle This seal is unique in that it can be transferred between objects by touch at the users discretion so they may plant it on an object then retrieve it by grabbing said object again. Giving them additional usability.

Note: Can only be used for one seal on the body and can't be duplicated by any means
Note: This may only be used by users of flying thunder God.

Pending. Leaving for Detective L.

± Declined. While this technique increases usability, it also becomes problematic in its freeform usage, which was my initial issue. What does the note mean? ±

(Hiraishin: Shinseina burittsuēsusutairuzero) Flying Thunder God: Divine Blitz Ace Type Zero
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A technique where the user combines the use of weaponry and the flying thunder God ability. This powerful ability requires the user to have either directly marked their opponent or for said opponent to be within one meter of a seal. With the requirements fulfilled the user will begin to use a slashing or piercing attack with a weapon of their choice while teleporting instantly leaving no time to react or detect the attack by any means. Due to it beginning before teleportation. This will allow the hit to cause critical damage quite possibly ending the fight.
Note: Can only be used 3 times per battle
Note: Can only be used by characters with the ftg ability.

Declined. Not allowing techniques by default to do critical damage.

----
Note on all submissions: make note in the future that you've acquired Advanced Fuuin. Permissions aren't really linkable now, so just say it's in your inventory so we can check.
 
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Akiza

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(Koton: Kēshingu ) - Steel Release: Casing
Rank: B
Type: Supplementary
Range: Short-long
Chakra Cost: 20
Damage Points: N/a
Description: A simple technique based on the concept of when a bullet is fired. When a bullet is fired, the casing around it is released, which protects the main projectile, in this sense, this is applied to steel release techniques. Once a technique has been released the user can apply this technique. When the steel would come into contact with a energy such as lightning/fire/wind, the outer layer of the steel release technique would take the blow, while breaking apart from the rest of the steel technique, releasing a shell that pushes outwards and to the sides along with the element it interacts with, creating an opening for the original steel to pass through, though slightly smaller and weakened by one rank.

Note: Can be used 6 times per battle and only used on a technique once.

± Declined. Nice concept, this can be applied to a single technique at a time, and needs a cool-down period. Lessen the amount of times it can be used as well. ±

(Fuuinjutsu: Asshuku koa) - Sealing Art: Compression Core
Rank: A
Type: Supplementary
Range: Short-long
Chakra Cost: 30
Damage Points: N/a
Description: A simple fuuinjutsu formula that is applied to a form of solid or liquid. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire. wind or lightning. Though, instead of containing this element within the seal, instead it draws the element in and compresses the element into a small core that would be drawn into the center of the solid or liquid it's applied to create a core within a small barrier. Being drawn to the formula at first then sealed into this core barrier in the center, this core would remain. Then, this core can be released in two ways, either when the solid/liquid it's applied to comes into contact with another item or technique or through the user performing a seal with one hand they can release the orb which the barrier will push outwards releasing the energy within in an explosive combo. For example, if the user were to apply this to a steel ball, on impact with lightning, the formula would absorb the lightning and create an orb in the center of the steel holding the lightning, then at the users will on impact, the user can release this barrier, causing the ball of steel to expand and shatter outwards while releasing the lightning, creating a two elements combo.

Note: Usable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and creating the core, it lasts until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
Note: Detonating the orb with a single seal counts as one of the users 3 moves per turn.
Note: Works on energy based elements up to and including S rank.

± Declined. Nice technique, needs to be released within the same turn or the next, not be activated. Going to have to bring this down to work on A rank and below energy elements that can be sealed. ±
Resubmitting:

(Koton: Kēshingu ) - Steel Release: Casing
Rank: B
Type: Supplementary
Range: Short-long
Chakra Cost: 20
Damage Points: N/a
Description: A simple technique based on the concept of when a bullet is fired. When a bullet is fired, the casing around it is released, which protects the main projectile, in this sense, this is applied to steel release techniques. Once a technique has been released the user can apply this technique. When the steel would come into contact with a energy such as lightning/fire/wind, the outer layer of the steel release technique would take the blow, while breaking apart from the rest of the steel technique, releasing a shell that pushes outwards and to the sides along with the element it interacts with, creating an opening for the original steel to pass through, though slightly smaller and weakened by one rank. This can only be applied to one technique at a time.

Note: Can be used 4 times per battle and only used on a technique once.
Note: Can only be used once every two turns.

Approved

(Fuuinjutsu: Asshuku koa) - Sealing Art: Compression Core
Rank: A
Type: Supplementary
Range: Short-long
Chakra Cost: 30
Damage Points: N/a
Description: A simple fuuinjutsu formula that is applied to a form of solid or liquid. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire. wind or lightning. Though, instead of containing this element within the seal, instead it draws the element in and compresses the element into a small core that would be drawn into the center of the solid or liquid it's applied to create a core within a small barrier. Being drawn to the formula at first then sealed into this core barrier in the center, this core would remain. Then, this core can be released in two ways, either when the solid/liquid it's applied to comes into contact with another item or technique or through the user performing a seal with one hand they can release the orb which the barrier will push outwards releasing the energy within in an explosive combo. For example, if the user were to apply this to a steel ball, on impact with lightning, the formula would absorb the lightning and create an orb in the center of the steel holding the lightning, then at the users will on impact, the user can release this barrier, causing the ball of steel to expand and shatter outwards while releasing the lightning, creating a two elements combo. This can only be released in the turn that the energy is absorbed or the following turn.

Note: Usable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and creating the core, it lasts until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu A rank and above in the following turn.
Note: Detonating the orb with a single seal counts as one of the users 3 moves per turn.
Note: Works on energy based elements up to and including A rank.

Pending. Leaving for Detective L.

± Approved. Edits made. ±
 
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Goetia

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(Meiton: Kuro no Seihai) – Dark Release: Black Grail
Type:
Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 per Dark technique)
Damage: N/A
Description: Black Grail is a passive ability which serves to enhance the benefits granted by supplementary abilities that would target the user’s Dark Release techniques. Whilst Black Grail is activated, should a Dark jutsu be targeted by a supplementary jutsu, e.g. an infusion which raises damage, its absorption capabilities will also increase proportionally. For example, a B-Rank Dark jutsu, which can absorb proportionally to its rank and following the S&W scheme, if raised in power by a single rank or of equivalent amount in damage points (20 points), it’s absorption capabilities will increase. At this point, the technique would be able to absorb techniques one rank higher than it could before. Whilst Black Grail is active, each Dark technique will require 5 additional points of chakra to utilise. This technique can be used once per battle.

⛧Declined. This by itself isn't Dark Release. Dark Release is absorbing energy into one half of the mark, and releasing it in the blue flames from the other half; you'd need Fuuinjutsu or some other ability to do this. As it is, you just hand-wave over how the effect is accomplished.

(Meiton: Kono Yo Subete no Aku) – Dark Release: All the World’s Evil
Type:
Offensive / Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: 40
Description: By releasing a copious amount of Dark chakra from their seals, the user will open a portal at any point on the battlefield, except for within short-range of the opponent. This portal, possessing a radial width of 3 meters, will pour a copious amount of reddish-purple energy from its depths, aimed to rapidly wash over the entirety of the field within moments of its creation. The chakra will exhibit similar characteristics to mud, being particularly heavy. This viscosity is owed to the great density of energy, as well as its natural chakra-absorptive properties. The force at which the chakra torrent emerges from the portal is sufficient to sweep targets off their feet with ease, dragging them into the raging currents of raw, volatile energy. Even a moment of contact is sufficient for the technique to damage a target, and draw chakra from them, equivalent to 30 points. Should one maintain extended contact with the torrent of chakra, they will suffer from additional damage at a rate of 15 points per turn, with chakra drain continuing at 60 points per turn. By the end of the turn, the portal will have dissipated, leaving a seething mass of energy covering the terrain. The energy would come up to one’s knees, should it be used on flat terrain, and can be used in a similar manner to Water techniques to fill cavities in the earth to create pools of volatile, hungering chakra. This technique can be used 4x per battle.

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⛧Declined. Jutsu that operate through making a portal that releases a material has been banned for some time now. You also need a duration limit for something like this, and it should be known that it won't be able to absorb chakra from jutsu, only people. Also you should take note that, as written here, you don't receive any of that chakra. It sustaining damage points per turn also doesn't make much sense, based on the way it's written.
 
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Ushiro

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(Kuchiyose: Ko Kujira) – Summoning: Miniature Whale
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A relatively small, toothed whale with a number of body piercings linking its chakra with the user which manifests the Rinnegan. This whale has the ability to passively merge with any physical medium like rock or water and travel within it while also being able to influence a large area around it, up to a 10 meter radius. In transparent mediums, the whale appears to be enormous as a representation of its field of influence. It can control the medium in its merged with, making it capable of manipulating it with strength from C to S rank. The whale is not hurt when the medium is damaged and must be hit directly. While merged, it senses its environment through the vibrations in its medium but can also spawn eyes anywhere on the medium’s surface to see. It spends most of its time merged while absorbing water from its surroundings to stay hydrated. Its influence on its medium prevents others besides the user from manipulating it.
-Can only be summoned once per battle
-Lasts for 4 turns
-Medium manipulation counts as a move, S-rank usable twice per battle
-Can only be used by a Rinnegan bio with Animal Path active

Declined. I know you say relatively small whale, but that could mean a lot of things. So let's get some more specific dimensions in here. Second, this won't be passively merging. There also needs to be some description here that explains what happens if the whale is merged with an opponent's technique that manipulates the terrain (i.e. Swamp of the Underworld), present before the whale merges with it.

(Tentai no Hari) - Celestial Acupuncture
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: A passive technique developed as a means of enhancing the effects of a Rinnegan user’s chakra receivers. By piercing someone at key points along their chakra pathway system and transmitting chakra into them, their chakra flow can be altered in specific way. Controlling the victim’s chakra flow allows the Rinnegan user to suppress the target’s self control and exercise greater influence over them. The user’s influence manifests differently depending on the arrangement of chakra receivers in the body.
Taurus’ Bane, located near the spinal column: The victim’s body becomes numb and the user gains control of their movement.
Orion’s Bane, located near the lower torso: Obstructs the flow of chakra in the victim preventing use of jutsu.
Scorpius’ Bane, located near the head/neck: Causes the victim to enter a half-conscious state. They become unable to focus or notice things happening around them. Increases vulnerability to mental attack, meaning genjutsu used on the target are stronger by one rank.
-Requires the Rinnegan to use
-Must be mentioned in the user’s bio
-Only two effects can be applied at once on the same target
-Effects last as long as the the receivers remain in their position
-Ineffective on targets ranked higher than the user

Declined. Conceptually there are two issues with this. The first is the Rinnegan cannot see the Chakra Pathway. So you have no way of having the skill to have such precision. Aside from this, a passive technique such as this is well beyond the scope of what Chakra Receivers are capable of achieving.
 
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Lord of Kaos

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New Cycle: 11/22/2018 - 11/29/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Goetia

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(Meiton: Kuro no Seihai) – Dark Release: Black Grail
Type:
Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 per Dark technique)
Damage: N/A
Description: Black Grail is a passive ability which serves to enhance the benefits granted by supplementary abilities that would target the user’s Dark Release techniques. Whilst Black Grail is activated, should a Dark jutsu be targeted by a supplementary jutsu, e.g. an infusion which raises damage, its absorption capabilities will also increase proportionally. For example, a B-Rank Dark jutsu, which can absorb proportionally to its rank and following the S&W scheme, if raised in power by a single rank or of equivalent amount in damage points (20 points), it’s absorption capabilities will increase. At this point, the technique would be able to absorb techniques one rank higher than it could before. Whilst Black Grail is active, each Dark technique will require 5 additional points of chakra to utilise. This technique can be used once per battle.

⛧Declined. This by itself isn't Dark Release. Dark Release is absorbing energy into one half of the mark, and releasing it in the blue flames from the other half; you'd need Fuuinjutsu or some other ability to do this. As it is, you just hand-wave over how the effect is accomplished.

(Meiton: Kono Yo Subete no Aku) – Dark Release: All the World’s Evil
Type:
Offensive / Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: 40
Description: By releasing a copious amount of Dark chakra from their seals, the user will open a portal at any point on the battlefield, except for within short-range of the opponent. This portal, possessing a radial width of 3 meters, will pour a copious amount of reddish-purple energy from its depths, aimed to rapidly wash over the entirety of the field within moments of its creation. The chakra will exhibit similar characteristics to mud, being particularly heavy. This viscosity is owed to the great density of energy, as well as its natural chakra-absorptive properties. The force at which the chakra torrent emerges from the portal is sufficient to sweep targets off their feet with ease, dragging them into the raging currents of raw, volatile energy. Even a moment of contact is sufficient for the technique to damage a target, and draw chakra from them, equivalent to 30 points. Should one maintain extended contact with the torrent of chakra, they will suffer from additional damage at a rate of 15 points per turn, with chakra drain continuing at 60 points per turn. By the end of the turn, the portal will have dissipated, leaving a seething mass of energy covering the terrain. The energy would come up to one’s knees, should it be used on flat terrain, and can be used in a similar manner to Water techniques to fill cavities in the earth to create pools of volatile, hungering chakra. This technique can be used 4x per battle.

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⛧Declined. Jutsu that operate through making a portal that releases a material has been banned for some time now. You also need a duration limit for something like this, and it should be known that it won't be able to absorb chakra from jutsu, only people. Also you should take note that, as written here, you don't receive any of that chakra. It sustaining damage points per turn also doesn't make much sense, based on the way it's written.
(Fūin/Meiton: Kuro no Seihai) – Sealing/Dark Release: Black Grail
Type:
Supplementary
Rank: B
Range: Short (Self)
Chakra: N/A (-10 per Dark technique)
Damage: N/A
Description: Black Grail is a passive ability which serves to enhance the benefits granted by supplementary abilities that would target the user’s Dark Release techniques. Whilst Black Grail is activated, should a Dark jutsu be targeted by a supplementary jutsu, e.g. an infusion which raises damage, its absorption capabilities will also increase proportionally. For example, a B-Rank Dark jutsu, which can absorb proportionally to its rank and following the S&W scheme, if raised in power by a single rank or of equivalent amount in damage points (20 points), it’s absorption capabilities will increase. At this point, the technique would be able to absorb techniques one rank higher than it could before. However, this is a process of equivalent exchange; Dark jutsu which have a specific function triggered by absorption of chakra (e.g. transforming into purple flames) will lose said function in exchange for its absorption capabilities being increased. This occurs as a result of the nature of the chakra being repurposed through Fūinjutsu. Whilst Black Grail is active, each Dark technique will require 10 additional points of chakra to utilise. This technique can be used once per battle.

Approved. Made edits.

(Meiton: Kono Yo Subete no Aku) – Dark Release: All the World’s Evil
Type:
Offensive / Supplementary
Rank: A
Range:
Short – Long
Chakra: 30
Damage: 60
Description:
By releasing a copious amount of Dark chakra from their seal(s), the user will release a copious amount of reddish-purple energy, aimed to rapidly wash over the entirety of the field within moments of its creation. The chakra will exhibit similar characteristics to mud, being particularly heavy. This viscosity is owed to the great density of energy, as well as its natural chakra-absorptive properties. The force of the chakra torrent is sufficient to sweep targets off their feet with ease, dragging them into the raging currents of raw, volatile energy. Even a moment of contact is sufficient for the technique to damage a target, and draw chakra from them, equivalent to 30 points. Should one maintain extended contact (more than the turn of initial contact) with the torrent of chakra, they will suffer from additional chakra drain continuing at 60 points per turn. It should be noted that this technique cannot absorb other techniques it interacts with, only chakra from people. Once chakra has been absorbed, it will be drawn into the user's palm seals automatically, converted into Dark chakra at a 1:1 ratio. The energy would come up to one’s knees, should it be used on flat terrain, and can be used in a similar manner to Water techniques to fill cavities in the earth to create pools of volatile, hungering chakra. This technique can be used 4x per battle, with a two turn cooldown between usage, and any pool of chakra will last for up to 2 turns after the initial turn of creation.

Approved. Made edits.

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