Custom Jutsu Submissions

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El Alucard

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Genjutsu: Reddomirā, Burūmirā | Illusion: Red Mirror, Blue Mirror
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 hand seals, sending their chakra into the target's mind. The target begins to perceive their own actions as flawed and in trying to correct their action they actually end up making it worse, causing them to make a fault which then enforces the idea that they are doing everything wrong, which in turn causes them to overcompensate and fix, which leads to more mistakes and the cycle just continues getting worse with every error. It starts small, the disorientation disrupts precision and fine motor skills, clumsy movements. These minor miscalculations are actually just caused by slightly altering target's perception of their surroundings , a rock they might’ve seen on the left side might now be on the opposite side, distance is miscalculated, a fired projectile may seem like it has just reached the halfway point to them, however in reality it is already in front of them. Or they may fire off a projectile in a certain direction when in reality they are facing a completely direction due to seeing the opponent there. The actions of others are misinterpreted they may see the user running to the left, or flying however in reality the user is not even moving. They may even see the user fire off a water jutsu only to be feel a burning sensation when they are hit because in reality the user used a fire one instead. Such perceptual errors lead to consequential lapses in judgment and decision-making, a slight deviation of a finger, a hair's breadth too far, results in misfires or unintended detonations of techniques. The sensation intensifies with every "error", getting so bad that the opponent begins to hesitate their every move and decision and, ultimately, resist movement altogether. Frustrated by the pervasive sense of error, they even reach a point where they refuse to breathe because they thing they are doing even that wrong, leading them hold their breathes in trying to correct the "error" and fall unconscious (happens 4 turns after being placed under the illusion).
Note: Can be used thrice per battle.
Note: Has a cool-down period of 3 turns.

Declined: While you have some unique applications to your illusion, it is a bit too broad in a sense and parts of it infringe on existing techniques. For example, this part ", a rock they might’ve seen on the left side might now be on the opposite side" is inverting senses which is part of an existing genjutsu approved for Perry iirc. It also doesn't fall in line with the initial premise you submitted. The aspect of fine motor skills and misjudging due to your basic senses lacking refinery is a fine concept. It will be approvable if you refined that, though that doesn't flow with the flipping directions, which is also an already approved gen. You also need to say how this impacts them in an actual fights. Refusing to breathe will never happen too.


(Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Immediately after an explosion, the user does the Tiger → Ram → Dragon → Bird handseals and extends their hands and seizes the flames/heat of the explosion with precise chakra control. They then compress this volatile energy into a rapidly shrinking orb of immense pressure and scorching intensity. As the sphere shrinks, its internal heat and force increase until it reaches the size of a football, at which point it explodes in a catastrophic blast far stronger and hotter than the original explosion. An opponent caught in the initial blast and trapped inside the forming orb is rendered completely unable to move, crushed by the rapidly increasing pressure and seared by the rapidly increasing heat. What's more, their body is reduced to absolutely nothing before the orb even bursts, leaving not even ash behind. Any technique they try from within is immediately extinguished; water instantly evaporated, earth melts, lightning and wind simply enhances the technique adding 10 damage to it, overwhelmed by the crushing force and blistering temperature within orb.
Note: Can only be used 4 times per battle.
Note: Requires a cooldown of 2 turns.
Note: Can be used on any explosions/implosions that release heat or flames
Note: No Fire techniques of S-rank and above in the same turn.

Declined: See [Here]

S-Rank Techniques

  • Requires 4 in MIND/BODY/SPRT
  • Can boost +20 Damage/1AP or -20 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 30 meters
  • Can only be used 2 times max and Lasts 3 turns max
  • Must have at least 3 hand seals
  • Must have 2 Restrictions other than Duration ( Handseals not included )
Resubmitting

(Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance

Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Immediately after an explosion, the user does the Tiger → Ram → Dragon → Bird handseals and extends their hands and seizes the flames/heat of the explosion with precise chakra control. They then compress this volatile energy into a rapidly shrinking orb of immense pressure and scorching intensity. As the sphere shrinks, its internal heat and force increase until it reaches the size of a football, at which point it explodes in a catastrophic blast far stronger and hotter than the original explosion. An opponent caught in the initial blast and trapped inside the forming orb is rendered completely unable to move, crushed by the rapidly increasing pressure and seared by the rapidly increasing heat. What's more, their body is reduced to absolutely nothing before the orb even bursts, leaving not even ash behind. Any technique they try from within is immediately extinguished; water instantly evaporated, earth melts, lightning and wind simply enhances the technique adding 10 damage to it, overwhelmed by the crushing force and blistering temperature within orb.
Note: Can only be used 2 times per battle.
Note: Requires a cooldown of 2 turns.
Note: Can be used on any explosions/implosions that release heat or flames
Note: No Fire techniques of S-rank and above in the same turn.


Declined - This needs work, You'd telling me you can react fast enough to an explosion to perform 3 handseals then compress it. Also, why would you be able to compress it down to a football size with someone inside? At best you'd compress the blast to be on them. Also, why would an explosive tag for example suddenly be doing S rank damage and reducing them to nothing? A lot of it doesn't make sense. I know what you're aiming for but it needs work to suit our RP.


New Submissions

(Kemuriton: Haibo Funsai) | Smoke Release: Ash Abrasion

Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn to continue emitting smoke)
Damage: 60 damage (+20 if internal damage)
Description: The user after performing 2 handseals, emits smoke from anywhere on their body. The smoke is very light and quickly covers the battlefield up to 20m. The individual smoke particles are light and easily inhaled, in addition to this they have a burr seed like structure that allows them to stick to things like weapons, clothes, hair and skin. When stuck to the opponent, every movement the target makes causes the particles to scrape and grind against joints, skin, contact points turning their movements into a source of injury, the effect worsens with speed. After inhaled, breathing will push and pull the particles within the lungs causing them to scrape and grind the inner surfaces of the lungs and causing internal bleeding. The target begins to cough up blood and have a hard time breathing causing them to hyperventilate, which of course worsens the effect. An unhealed target becomes heavily injured, becoming unable to use any jutsu that are exhaled and coughing violently thus interrupting at least one of their 3 moves per turn
Note: Can only be used 3 times.
Note: 3 turn cooldown period.
Note: Smoke remains on field for 3 turns unless the user is constantly emitting.


Declined - This is way beyond smoke. This is some wild fire/med/smoke combo which wouldn't work in the way you want it to. At best you could affect their lungs and breathing, maybe their sight. And saying they can't use any jutsu like that is a nah.


(Kemuriton: Kūsō Enketsu) | Smoke Release: Hollow Veins
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: When within 5 m of the opponent that is unleashing their own jutsu, the user performs a handseal and exhales a cloud of smoke that is thin enough to be breathable but dense enough to enter the targets open tenketsu as they perform their technique. When the target releases chakra outward for a technique, the smoke enters their chakra pathways disrupting flow. This causes the technique they were aiming to unleash to backfire and causes the target to suffer half the damage of their own technique. This also causes considerable damage to their chakra pathways causing them to have trouble molding chakra resulting in a -10 damage, +10 chakra cost to all their techniques for 3 turns.
Note: Can only be used 5 times.
Note: The opponents tenketsu must be open otherwise this technique does nothing.
Note: Cooldown of 3 turns.
Note: Does not work through solid objects like full body armor or walls and doesn't work on clones.


Declined - Brother. Tenketsu being damaged or locked is Hyuuga vibes. Not smoke. Tenketsu aren't vents that solid matter getting into which smoke is. They open within the user releasing energy. This is no way gonna happen with smoke. DNR.


(Genjutsu/Kemuriton: Enmu Gen'ei) | Illusion/Smoke Release: Smothered Reality
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user after performing 3 handseals unleashes an extremely dark and thick cloud of smoke that travels up to 15m all around the user where it will linger until dispersed. This cloud of smoke is not at all dense and is breathable, however it does obscures normal vision. A target caught in this cloud will not only have a hard time seeing normally but will be caught in a hidden genjutsu upon inhaling any of the smoke. Upon inhaling the smoke the target will begin to see the smoke become even darker and denser until it is completely black and solid. This leaves them feeling like they are in a sensory deprivation chamber unable to move, smell, hear or even feel the ground underneath them due to the perceived density and unable to see due to the completely blacked out smoke. In reality however they would just be stuck in place unable to move while trapped in genjutsu. Should the target break out of the illusion but still find themselves within the cloud of smoke and inhale it, the genjutsu will be triggered again.
Note: Can only be used 2 times.
Note: The Genjutsu only triggers if the target inhales this smoke.
Note: The Genjutsu can only re-trigger max 1 time per target.
Note: No S-rank Smoke or Genjutsu technique in the same and next turn.
Note: Cooldown of 3 turns.


Declined - this was tried before 2 years ago by Gutsy. Not sure if he got it approved or not, I feel it was declined but you'd have to message him before trying to make something this similar.
 
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Belfire

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(Genjutsu: Remonēdodorīmu) - Illusion Technique: Lemonade Dreams
Type: Offensive/Supplementary
Rank: D-C
Range: Short-Med
Chakra: 10-15
Damage: N/A
Description: The user will focus their chakra into the vicinity to cast an illusion on a specific target(s) between short and long range. During the this time, the illusion will give off the effect that the person's body goes through a quick and warm feeling of euphoria, which will make them relax both of their working sphincters and urinate themselves continuously. This will ensure that with the land underneath them being wet that they can not go beyond their base ranked speed without slipping in their own urine. Shall the user choose the C rank illusion, this is to cast on themselves. This is meant to be used on themselves as a full body surge of chakra, making them experience the same parameters of relaxation and thus, suffering the same drawbacks of urinary incontinence as an opponent would. The C ranked version requires one Ram handseal and lasts two turns and it is capable of breaking B rank and below normal genjutsu. The C rank version can be used to alter the perimeter short range around the user to make it slippery and wet for the two turns it lasts.

C Rank requires one Ram handseal
Usable twice per battle

Declined - Firstly, look at the bolded. Secondly C rank only reaches 10m and D rank only 5m. You're gonna have to work on the description too. An illusion affects the 5 senses to create a false reality. You can't force someone to feel in a certain way.

(Doton/Genjutsu: Tengoku no Han'ei) Earth Release/Illusion Technique: Heaven's Reflection
Type: Offensive
Rank: C
Range: Short-Med
Chakra: 15
Damage: 30
Description: The user will weave the tiger heandseal and mold doton chakra into their mouth. After this, they will spit out what will form into a giant boulder at their target. Before it reaches its destination, the user will exert chakra into it, weaving a genjutsu into the technique. Upon impact, the boulder will disperse this chakra short range around itself, which will cast an illusion of bright white lights for anyone caught in it, thus, blinding them for two turns.

Counts as two of the three techniques allotted per turn
Can only be used thrice per battle

Declined - Erm what? A bolder breaking isn't really the right medium for inducing an illusion.
 
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The Pervy Sage

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( Raikō Uchihagaeshi ) – Lightning Reversal
Type: Defensive / Offensive
Rank: S-Rank
Range: Short
Chakra: Equal to jutsu absorbed (-10 from the user)
Damage: Equal to the jutsu absorbed
Description: An advanced variation of Uchiha return and Anticipate, this technique uses the user’s sword as both a shield and conduit. Upon intercepting an incoming, interceptable attack with their blade, the user absorbs the technique’s chakra and immediately channels it inward rather than releasing it outward. Instead of reflecting the attack as raw force, the absorbed chakra is violently converted into high-density Lightning Release, coating the blade in crackling lightning of equivalent rank while surging the lightning through their own muscles. In the same fluid motion, the user performs an instantaneous counter-slash at three times their normal speed, striking before the opponent can properly react to the nullification of their attack. The lightning-coated blade delivers devastating cutting and piercing damage, combining the weapon’s physical force. The speed boost only applies to that strike.

Note: Can only be used once every 2 turns up to 3 times per battle. Can only be used twice per battle. Once used, the user can't use lightning release or Kenjutsu above A rank in the following turn.

( Raiden Yōgaeshi ) – Thunderous Reversal
Type: Defensive / Offensive
Rank: S-Rank
Range: Short–Long
Chakra: Equal to jutsu absorbed (-30 from the user)
Damage: Equal to the jutsu absorbed
Description: A specialized evolution of Uchiha Return used through Izuna's blade, this technique allows the user to intercept an incoming, interceptable attack using their weapon, absorbing its chakra and completely nullifying its effects. Rather than releasing the stored energy as a single blunt discharge, the user infuses the absorbed chakra with Lightning Release and Yang Release, reshaping it into numerous semi-sentient bolts of crackling lightning that erupt outward while instinctively avoiding allies. Guided by Yang-infused intent, these bolts pursue hostile chakra signatures present at the moment of release. Upon making contact, the lightning violently disrupts both the target’s nervous system and chakra pathway network, inducing partial muscular paralysis that slows their movement by one third while simultaneously destabilizing chakra flow. This imbalance prevents the affected target from performing Genjutsu or Yin techniques above A-Rank for one turn, as the Yang-altered lightning creates a chakra imbalance. These disruptive effects persist for a single turn before the chakra within the target stabilizes and normal function gradually returns.

Note: Can only be used once every 2 turns up to 2 times per battle. Once used, the user can't use lightning release or Yang above A rank in the following turn.

Bio with adv fuuin and Izuna's sword: https://animebase.me/threads/akira-uchiha.792511/post-22157200

Both declined. As these are based on Uchiha's Return, there needs to be a hard limit on the amount of chakra that can be absorbed as well as a base damage value. Next, when you combine Uchiha's Return with Anticipate, you're essentially turning an energy-based absorption technique into a physical counter, so are these techniques effective against energy like UR or physical techniques like Anticipate? It can't be both. The techniques being based on Lightning is also not making much sense as this is based directly on an Uchiha technique and sword, which should be Fire Release if anything.
 
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Zaphkiel

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Shinkaigan Bio.

(Mirai no Owari) Promise of Future's End
Type: Weapon
Rank: S
Range: Short
Chakra: 60 (-10 per turn)
Damage: N/A
Description: The Promise of Future's End is a tattered, mysterious piece of fabric said to have endured an unknown amount of time within the Void and had emerged saturated in the energy. The material is like a silky gossamer that hangs in the air and trails after the user's movements. It is wielded like a full-body shroud that covers the face, shoulders and upper arms, parting at the chest to show one's regular attire. It is also adorned in three elaborate, golden seals that are shaped like ancient sigils rather than traditional kanji and are connected to the wearer's chakra. They are placed at various sections on the fabric so that when it is wrapped around the wearer they remain hidden from view. The Promise of Future's End's abilities all require either the Shinkaigan or its cosmic variant active to access.

Null Drifter (Passive): A seal on the hooded section's interior with the kanji for "emanate" passively draws trace amounts of Void energy (-10 chakra per turn) from the user's right eye in order to fill that interior space with the unnatural blackness of the Void which prevents even those with Dōjutsu from seeing the wearer's face while granting Spatial Shinkaigan techniques 10 additional chakra and 20 additional damage as they manifest from the layer of Void energy within the hood due to its connection to the user's chakra through the "emanate" seal. The wearer's Shinkaigan are still visible as dots of white light (purple for Cosmic) in the dark and opponents, if capable, may still avert their gaze and/or target the user with visual techniques that require eye contact.

Prescience (Passive): Whenever Null Drifter is active, the Void-infused inner section of the hood periodically reveals glimpses of the future to the wearer as it appears in the Void. This allows the wearer to react to techniques beyond the normal scope of the Shinkaigan's temporal powers. Once every three turns they may react physically to defend or evade a technique that is perceivable with the Shinkaigan by moving at speeds equal to their tracking value for that single technique, up to 5m with each use. This ability is passively activated but cannot be done alongside other techniques.

Chaos Edict (S-rank): The shroud can be used defensively by infusing it with Void energy which is facilitated by an advanced seal with the kanji for "dissipate" that unseals stored Void energy into the shroud. The Shinkaigan's temporal abilities can then be granted to the material during this infusion, which allows it to revert any human-sized technique of equal or less chakra that touches it back to the Void. Each use drains 8 Sanity from all who witness this process through any sensory means. This ability costs 60 chakra, a move to activate, and can only be done three times per conflict with a two turn cool down. After deactivation the user is unable to perform Temporal Shinkaigan or Fuinjutsu techniques above A-ranked for a turn.

Bring the Ending (S-rank): At the cost of a move and 60 chakra, the cowl surges chakra into the user's body from an advanced seal at the back with the kanji for "cull", set to increase the damage of Void energy projections, i.e. Spatial techniques, by +30 and also grant the ability to reduce an opponent's Sanity by 8 points upon physical contact with any part of their body. This ability lasts three turns per use and can only be activated three times maximum with a three turn cool down between activations. After deactivation the user is left unable to perform Shinkaigan or Fuinjutsu techniques above A-ranked for two turns.

± Pending. ±

(Yoton: Higurai) Yang Release: Light Eater
Type: Supplementary, Offensive
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: By combining advanced Fuinjutsu with Yang Release, the user creates a sentient seal that communicates with them via a mental link. With the kanji for "adapt", the seal's only purpose is to recognize Yin chakra, specifically from the effects of Spiritual techniques/tethers and Yin-based Genjutsu, whenever it enters the chakra network. Upon such an event, the seal activates, quickly absorbing that foreign chakra into itself. Incoming Yin chakra melds briefly with Yang chakra within the seal during the absorption process which allows it to project beyond it's kanji in the form of a sentient, humanoid entity who's appearance is ultimately random as the user has no control over the Yin chakra that gets absorbed (max height of 8 feet). Though it only lasts a single turn before fading away, the entity, Higurai itself, is capable of dealing or tanking damage equivalent to an S-ranked Yang technique (80 or 120 for Specialists) with its body while moving at the user's base speed. If the user possess Yin-Yang Release then they may have Higurai stay on the field for three turns, but they cannot have Creations active during this time. The seal can only be activated three times maximum with a two turn cool down between uses. Requires three hand seals and a move to place during battle but can be applied to a biography before as a body seal.
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± Declined. It has come to my attention that this technique is reminiscent of one submitted by our Lord and Savior, LoK. I've gone through his technique and it is fairly close in approach and usage, so unless this is reworked, it directly clashes with his technique. Will provide a link to his technique on Discord. ±
 
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jagged

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( Kujaku Myōhō: Kyosei chuunyuu ) | Mysterious Peacock Method: Caustic Infusion
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (-10 Damage to user)
Description: With the formation or addition of [1] Handseal the user infuses pieces of feathers from the manifestation of his Mysterious Peacock into a forming or already existing technique. This technique can be used in the same timeframe as another and turns the infused technique a faint green as Star chakra overflows its makeup. As a result of Star chakra infusing the technique it has its natural Elemental Weaknesses replaced by that of Star Chakra's.
Note: Can only be used 5 times.
Note: User takes -10 Damage for this moves Activation
Note: Cooldown of 3 turns.
Note: Must Have Mysterious Peacock Method Active

Approved

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( Arashi no kami: Kami no migiude ) | Storm God: God's Right Hand
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: With the formation of 2 hand seals the user forms a giant hand up to 20 meters in length from a surrounding or newly formed cloud using this technique, the hand rushes towards the opponent or an opposing technique and absorbs chakra up to the rank of this move used. The hand compacts clouds into a semi solid form allowing the technique to move or push things away based on the usage though must be stated when using this technique. When absorbing foreign chakra this technique immediately converts it into the clouds of storm thus empowering itself even further by adding [+20] maximum chakra to its total regardless of how much chakra is absorbed.
Note: Can only be used 3 times max and has a 3 turn cooldown between each use.
Note: Can only perform A and below techniques for the remainder of the turn.

Declined - First of all you say you form a giant hand, but you don't say what the hand is made from. Yes I know it's a storm tech but I dunno what you're tryna pull. You need to state what it can absorb.

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( Arashi no kami: Hōfuku ) | Storm God: Retribution
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: With the formation of 3 hand seals the user converts a part or all of an existing storm cloud into a lazor like explosion meant to incinerate anything in its path. The user can manifest these beams up to 5 meters away from the opponent, angling them to explode towards the opponent or, when converting another storm cloud technique fully into this technique, the user may explode the totality of the cloud in one burst, the extra Chakra used from the cloud and infused by the user for this technique increases the maximum speed of the explosion by x3.
Note: Can only be used 2 times max and has a 5 turn cooldown between each use.
Note: Can only perform A and below techniques for the remainder of the turn.
Note: Usage of this move and its X3 boost reduces its overall damage by (-20)

Declined - Increasing the speed of jutsu such as this explosion is not allowed outside of AP.
 
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Antares

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(Chō Mōdo: Sanagi no Yoroi) - Butterfly Mode: Chrysalis Armor
Type: Defensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Whilst Butterfly Mode is active, the user performs three hand seals (Horse -> Dog -> Boar) and uses advanced chakra control to manipulate the density of their chakra, forming their wings into a hard cocoon like armor to defend from oncoming attacks. This makes the user more resistant to attacks, being able to resist techniques up to S-rank (80 damage).

Note: The user cannot use Taijutsu above A-Rank in the following turn. Can only be used 2 times and lasts 3 turns or until destroyed. 2 turns between uses.

± Pending. ±



(Genjutsu: Shizen Bōkyō) - Genjutsu: Spontaneous Expanse
Type: Attack
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The user will perform 2 handseals binding their opponent in an illusion. Upon activation, the target is struck by the visceral sensation of their own cells multiplying at an uncontrollable rate. To the victim, their body appears to balloon outward with grotesque speed, mimicking the Akimichi "Multi-Size" technique. The psychological weight of the illusion is so heavy that the victim becomes immobilized, feeling as though their muscles are buried under tons of imaginary mass. Because of the perceived girth of their torso and limbs, they find it physically impossible to bring their hands together to weave handseals, effectively silencing their ninjutsu. The "Damage" stems from the agonizing mental strain of feeling their skin and tendons stretch to the breaking point. This can be used on up to three targets when used though for each target hit, it counts as one of the three uses per battle.

Note: Can be used three times per battle with 2 turns between uses. No Genjutsu above A rank in the following turn.

± Declined. Similar to existing Genjutsu customs on the approach, and the limitation of hand seals isn't ideal in this scenario, especially with that sentence of "effectively silencing ninjutsu". Too broad for a Genjutsu, as there several ways you could use Nin that would break the illusion, which your technique, at the moment, says they can't. ±



(Genjutsu: Kagerō no Suibi) - Genjutsu: Phantom Wasting
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique is a cruel inversion of the Akimichi’s calorie control, casting a wide-reaching illusion over multiple foes at once. The victims experience the terrifying sensation of their bodies instantly burning through every reserve of energy they possess. They see their skin sag and their muscles atrophy until they are little more than skeletal husks wrapped in pale skin. To the targets, it feels as though their "life fuel" has been completely extinguished, leaving them with a profound, paralyzing lethargy. They become utterly immobilized, convinced that their limbs are too brittle and weak to support even an ounce of weight. This phantom exhaustion prevents them from raising their hands to form seals, as the mind is certain that any movement would cause their bones to snap or their heart to fail. The mental damage is inflicted by the harrowing experience of perceived starvation and the visceral panic of feeling one's own vitality vanish into nothingness. This can be used on up to three targets when used though for each target hit, it counts as one of the three uses per battle.

Note: Requires 3 hand seals
Note: Can be used three times per battle with 2 turns between uses. No Genjutsu above A rank in the following turn.

± Declined. Similar to existing techniques, I learned a Genjutsu (believe it was called Burden of the Elder) that has a very similar approach and effect in its approach. Not a big fan of it completely cutting off hand seals as well. ±



(Genjutsu: Kishin no Agito) - Genjutsu: Maw of the Hungry God
Type: Attack/Defence
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique traps multiple targets in a collective hallucination where the horizon itself folds inward like a gargantuan, teeth-lined maw that swallows them whole. The victims immediately feel themselves plunged into a dark, suffocating environment that mimics the interior of a hyper-metabolic Akimichi stomach. They are instantly paralyzed by immense, rhythmic muscular contractions that pin their arms to their torsos with crushing force, making hand seals impossible. To maximize the trauma, the targets experience the agonizing sensation of phantom gastric acid rising to submerge them, creating a searing, "melting" pain across their entire bodies. The mental damage is severe, rooted in the primal claustrophobia of being bound and the visceral horror of being digested alive while completely unable to move.

Note: Requires 3 hand seals Note: Can be used three times per battle with 2 turns between uses. No Genjutsu above A rank in the following turn.

± Declined. Don't like the restrictive hand seal portion of the Gen, while it is a paralyzing technique, its a little too restrictive, change the wording there - and I'd much rather see this Genjutsu as a Mid range technique. ±
 
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Yin

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(Sōruzu evu~ansu) - Soul Evans
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Soul Evans is a scythe said to be made from the materials of demons harvested by a rich family of musicians in the land of sound. Probably just rumors. The scythe is wanted by many and wielded by few, only capable of being wielded by the most prominent Ronin who are classed as grade two and up weapon meisters. There are two main abilities of Soul Evans. The first is that it is able to transform its blade into piano keys. When played, the sound waves transmitted from it transfer energy of the wielder's soul into a melody of sorts that ride along with the sound waves. All who hear it save for the user and those they deem as allies are susceptible to +10 spiritual damage from Ronin kenjutsu. This counts towards the user's three techniques used per turn. The second ability is that of an anti-spirit wavelength. The user, while wielding this weapon, is unable to be sensed by any means other than by doujutsu as this weapons pulsates its own spiritual energy, distorting the world around it both physical and spiritual. This would mean their smell, sound, body, etc. are void from the rest of the world. However, their chakra system cannot be suppressed, able to be seen by doujutsu capable of seeing chakra bodies and chakra networks. Chakra sensors, however, also cannot sense the wielder of Soul Evans as although their chakra networks and body are not suppressed, the general presence of their chakra is as it would also be distorted by the weapons spiritual pulsating effect. This can be turned off and on at will and costs nothing to utilize as it is the inherent ability of the weapon. This was used so the wielder can avoid and stay clear of evil entities as they journey and keep themselves pure and of good intention while elevating their potential as a Ronin to its maximum efficiency. Souls Evans, of course, can be used to perform standard Kenjutsu, Bukijutsu, Ronin and Dokkodo techniques respectively.

Can only use piano keys thrice per battle and counts as a technique used that turn
Must be a Ronin to use

Declined - The first bold needs building on to explain why it works that way. Rn you're just playing music and suddenly they taking 10 more damage from ronin ken. Why? The second ability of not being senses makes little sense. Why would what seems to be a sound weapon stop smell sensory? Heat sensory etc? This needs a lot of work.
 
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Mirai

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Updating: #718

Changelog:
- Revamping to affect any form of energy that is flammable/explosive in nature instead of strictly just Explosion Release.
- Updating to more modern standards.

(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an energy based element that is explosive or flammable in nature technique the user is able to create a catalyst. The fire chakra infused into the technique is gaseous in its form remaining inert until physical contact is triggered (via opposing techniques) or through a mental command. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to techniques which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused technique gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above techniques the technique will effectively increase the effective strength by +20. This technique can be applied to techniques which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used three times per battle and can be performed within the same timeframe as the technique which it is applied to while performing two handseals. It cannot be used in consecutive turns, alongside no Fire Techniques above A Rank for the same turn.

± Declined. This covers too wide a range in terms of "an energy based element that is explosive or flammable in nature." That covers a lot of CEs and canon abilities that are otherwise, less lethal, but with this added, could spell a problem, or an ME situation. ±

Sage Transformation Bio: X
Sage Transformation Training: X

(Sennika: Jutai, Kantsū kōgeki ) Sage Transformation: Cursed Womb, Piercing Strike
Type: Supplementary
Rank: B
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: 40
Description: Cursed Womb, Piercing Strike is rather simple but powerful technique crafted by those capable of Sage Transformation requiring 1 hand seal. Through the use of their bodies unique shapeshifting ability, the user would quickly clasp their hands together while molding them into a clawed like form as it constantly leaks out small amounts of Senjutsu. It's size remains rather normal, aside from the scaly reddish patch of flesh across it - but in hindsight this is mostly cosmetic, as the true intention is as they do this; ample amounts of Senjutsu gathers at the tips of their fingers. This allows them to gather and pressurize the energy, to which after a quick moment of charging it - releasing a straight lined beam projectile of piercing energy. This energy, composed of Senjutsu, quickly travels across the air and once impact is made, strike through the target's body; piercing through and follows into an immediate explosion. This resulting explosion has a blast radius of five meters, damaging the opponent should they attempt to dodge, as the user can also prematurely detonate the Senjutsu as a result of a mental command. The user's arms remains in this transformed state for a max of four turns, which at the cost of a move slot - fire off more piercing beams of Senjutsu. Can only be used five times per battle, which leaves the user unable to use Sennika techniques S Ranked and above after the technique ends.
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Arm Visual
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Energy Beam Visual

Approved - Made edits
Resubmitting:
- Made it less broad, restricting it to Flame based Fire Release or Fire based CE/AE that are predominately in a flame like form.

(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Fire Based natured techniques throughout the battlefield. Through an infusion of Fire chakra into an flame based element (Fire Release or Fire based CE/AE that's form is predominately a flame in form) in nature technique the user is able to create a catalyst. The fire chakra infused into the technique is gaseous in its form remaining inert until physical contact is triggered (via opposing techniques) or through a mental command. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to techniques which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused technique gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above techniques the technique will effectively increase the effective strength by +20. This technique can be applied to techniques which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used three times per battle and can be performed within the same timeframe as the technique which it is applied to while performing two handseals. Usable every two turns, alongside no Fire Techniques above S Rank for the same turn.

± Approved, edits made. ±
 
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Kooljay

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Black Lightning Training
3rd Raikage Training




(Rokkan Gen’ei no Jutsu) - Phantasms of the Sixth Sense Technique
Type: Supplementary
Rank: S
Range: Short to Mid
Chakra: 40
Damage: N/A
Description: After weaving three hand seals, the user inputs their chakra into the target’s brain, trapping them within a powerful genjutsu. This technique is specifically designed to disrupt chakra sensory users. Once caught in the illusion, the target perceives multiple false chakra signatures of the user's choosing surrounding them, rendering their sensory abilities unreliable. These chakra signatures can be that of jutsu, people, animals, etc, anything with chakra.

This technique does not negate tracking enhancements, however it prevents the target from accurately distinguishing between real and illusory chakra signatures through sensory perception alone. For example, if a real threat exists within the target’s blind spot, they will be unable to differentiate it from the false copies using their sensory abilities

Note: Can only be used 3 times max and Lasts 3 turns max
Note: This jutsu cannot be used for 2 turns after ending.
Note: After this jutsu has ended or been broke, the user cannot use genjutsu A rank or above for one turn.

± Declined. Similar to existing Genjutsu customs. ±




(Kurokaminari: Sanjuuni Chuu Shibari) – Black Lightning Release: Thirty-Two Pillar Bind
Type: Offensive
Rank: S-Rank
Range: Short–Long Range
Chakra: 40
Damage: 80
Description:
The user weaves three hand seals and channels Black Lightning Chakra deep into the ground. By applying the enhanced mechanics of both Lightning Release: Four Pillar Bind and Sixteen Pillar Bind, the user generates thirty-two massive earthen pillars that rise from the terrain, enclosing the target in a towering dome of conductive stone.

The structure is vast enough to encapsulate even large summons Gamabunta. Once the dome is sealed, each pillar discharges violent black lightning arcs toward the center, continuously striking and paralyzing anything within.

Note: Can only be used 2 times
Note: Black Lightning Jutsu A rank and above cannot be used the following turn
Note: This jutsu can only be used once every 2 turns

± Declined. This is just a copy of the canon Lightning technique though, that one is A rank and requires more hand seals than your S rank one. Don't waste your slots on repeated canon versions, I'm sure you can make nicer things with Black Lightning. ±




(Raiton: Raijin Keitai Henka no Jutsu) - Thunder God Form Transformation Technique
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: The Thunder God Form Transformation Technique is a shape transformation manipulation of the Lightning Chakra Mode Cloak for various purposes whether they be offensive, defensive, or supplementary. This manipulation is small in size and it can only go the length of the users body. For example after weaving 3 hand seals the user can mold their cloak into the shape of an electrical sword for attacking, a very small protective barrier with a radius equal to the users body, mold them into wings that allow them to fly at their current enhanced speed, etc. The user must be careful though, if the use uses a defensive usage of the technique and it gets destroyed, then the lightning chakra mode immediately ends. Only one type of usage may be used at a time.

Note: Can only be used whole Lightning Chakra Armor is active
Note: Lasts for up to 3 turns and can only be used 2 times.
Note: This Jutsu cannot be used for 2 after its ended.
Note: When using this technique, the use can only use Lightning Release and Taijutsu regardless of what level Lightning Chakra Armor they are using

± Declined. Similar to existing techniques - also, why would form manipulation on lightning give you the ability to fly? I know you want to capitalize on the speed and power you get with the cloak, but there's better ways to do that than this. ±




(Raiton: Raijin Kabuto no Jutsu) - Lightning Release: Thunder God Helmet
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 40 (-10 per turn)
Damage points: N/A
Description: The Lightning Chakra Helmet Technique is a supplementary enhancement designed to be used passively alongside Lightning Chakra Armor by weaving 3 handseals when activating the Lighting Chakra Armor Jutsu . The user channels additional raiton chakra directly into the brain and central nervous system, further accelerating neural synapse activity beyond the base effects of the armor. This concentrated stimulation heightens cognitive processing, perception, and reaction speed, allowing the user to track movements at a level equal to the speed output of their Lightning Chakra Armor. Meaning for example at level 1, the user's tracking is enhanced by 2x. At level 2, their tracking is enhanced by 3x, and so on.

Note: Can only be used alongside Lightning Chakra Armor.
Note: Can only be used twice and lasts for 3 turns or when the user ends the jutsu or Lightning Chakra Armor ends
Note: This jutsu is on cooldown for 2 turns after in ends
Note: If this jutsu is used alongside level 3 Lightning Chakra Armor, it cannot be used again for the rest of the match once it ends.
Note: While using this technique the user can only use Lightning and Taijutsu regardless of the level Lightning Chakra Armor they are using.

± Declined. Similar to existing techniques, and you not getting Sharingan reflex through boosting yourself with electricity lol. ±
 
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El Alucard

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Resubmitting

(Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance

Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Immediately after an explosion, the user does the Tiger → Ram → Dragon → Bird handseals and extends their hands and seizes the flames/heat of the explosion with precise chakra control. They then compress this volatile energy into a rapidly shrinking orb of immense pressure and scorching intensity. As the sphere shrinks, its internal heat and force increase until it reaches the size of a football, at which point it explodes in a catastrophic blast far stronger and hotter than the original explosion. An opponent caught in the initial blast and trapped inside the forming orb is rendered completely unable to move, crushed by the rapidly increasing pressure and seared by the rapidly increasing heat. What's more, their body is reduced to absolutely nothing before the orb even bursts, leaving not even ash behind. Any technique they try from within is immediately extinguished; water instantly evaporated, earth melts, lightning and wind simply enhances the technique adding 10 damage to it, overwhelmed by the crushing force and blistering temperature within orb.
Note: Can only be used 2 times per battle.
Note: Requires a cooldown of 2 turns.
Note: Can be used on any explosions/implosions that release heat or flames
Note: No Fire techniques of S-rank and above in the same turn.


Declined - This needs work, You'd telling me you can react fast enough to an explosion to perform 3 handseals then compress it. Also, why would you be able to compress it down to a football size with someone inside? At best you'd compress the blast to be on them. Also, why would an explosive tag for example suddenly be doing S rank damage and reducing them to nothing? A lot of it doesn't make sense. I know what you're aiming for but it needs work to suit our RP.


New Submissions

(Kemuriton: Haibo Funsai) | Smoke Release: Ash Abrasion

Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn to continue emitting smoke)
Damage: 60 damage (+20 if internal damage)
Description: The user after performing 2 handseals, emits smoke from anywhere on their body. The smoke is very light and quickly covers the battlefield up to 20m. The individual smoke particles are light and easily inhaled, in addition to this they have a burr seed like structure that allows them to stick to things like weapons, clothes, hair and skin. When stuck to the opponent, every movement the target makes causes the particles to scrape and grind against joints, skin, contact points turning their movements into a source of injury, the effect worsens with speed. After inhaled, breathing will push and pull the particles within the lungs causing them to scrape and grind the inner surfaces of the lungs and causing internal bleeding. The target begins to cough up blood and have a hard time breathing causing them to hyperventilate, which of course worsens the effect. An unhealed target becomes heavily injured, becoming unable to use any jutsu that are exhaled and coughing violently thus interrupting at least one of their 3 moves per turn
Note: Can only be used 3 times.
Note: 3 turn cooldown period.
Note: Smoke remains on field for 3 turns unless the user is constantly emitting.


Declined - This is way beyond smoke. This is some wild fire/med/smoke combo which wouldn't work in the way you want it to. At best you could affect their lungs and breathing, maybe their sight. And saying they can't use any jutsu like that is a nah.


(Kemuriton: Kūsō Enketsu) | Smoke Release: Hollow Veins
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: When within 5 m of the opponent that is unleashing their own jutsu, the user performs a handseal and exhales a cloud of smoke that is thin enough to be breathable but dense enough to enter the targets open tenketsu as they perform their technique. When the target releases chakra outward for a technique, the smoke enters their chakra pathways disrupting flow. This causes the technique they were aiming to unleash to backfire and causes the target to suffer half the damage of their own technique. This also causes considerable damage to their chakra pathways causing them to have trouble molding chakra resulting in a -10 damage, +10 chakra cost to all their techniques for 3 turns.
Note: Can only be used 5 times.
Note: The opponents tenketsu must be open otherwise this technique does nothing.
Note: Cooldown of 3 turns.
Note: Does not work through solid objects like full body armor or walls and doesn't work on clones.


Declined - Brother. Tenketsu being damaged or locked is Hyuuga vibes. Not smoke. Tenketsu aren't vents that solid matter getting into which smoke is. They open within the user releasing energy. This is no way gonna happen with smoke. DNR.


(Genjutsu/Kemuriton: Enmu Gen'ei) | Illusion/Smoke Release: Smothered Reality
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user after performing 3 handseals unleashes an extremely dark and thick cloud of smoke that travels up to 15m all around the user where it will linger until dispersed. This cloud of smoke is not at all dense and is breathable, however it does obscures normal vision. A target caught in this cloud will not only have a hard time seeing normally but will be caught in a hidden genjutsu upon inhaling any of the smoke. Upon inhaling the smoke the target will begin to see the smoke become even darker and denser until it is completely black and solid. This leaves them feeling like they are in a sensory deprivation chamber unable to move, smell, hear or even feel the ground underneath them due to the perceived density and unable to see due to the completely blacked out smoke. In reality however they would just be stuck in place unable to move while trapped in genjutsu. Should the target break out of the illusion but still find themselves within the cloud of smoke and inhale it, the genjutsu will be triggered again.
Note: Can only be used 2 times.
Note: The Genjutsu only triggers if the target inhales this smoke.
Note: The Genjutsu can only re-trigger max 1 time per target.
Note: No S-rank Smoke or Genjutsu technique in the same and next turn.
Note: Cooldown of 3 turns.


Declined - this was tried before 2 years ago by Gutsy. Not sure if he got it approved or not, I feel it was declined but you'd have to message him before trying to make something this similar.
(Kemuriton: Haibo Funsai) | Smoke Release: Ash Abrasion
Type:
Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn to continue emitting smoke)
Damage: 60 damage (+20 if internal damage)
Description: The user, after performing 2 handseals, emits smoke from anywhere on their body. The smoke is very light and quickly covers the battlefield up to 20m. The individual smoke particles are light and easily inhaled; in addition to this, they have a burr-seed-like spikes that allows them to stick to things like weapons, clothes, hair, and skin. When stuck to the opponent, every movement the target makes causes the particles to scrape and grind against the skin, and contact points, turning their movements into a source of injury (-5 per turn if they move). If inhaled, breathing will push and pull the particles within the lungs, causing them to scrape and grind the inner surfaces of the lungs and causing the lining of the lungs to bleed. The target begins to cough up blood and has a hard time breathing as their lungs fill with blood. This will cause them to hyperventilate, which, of course, pushes and pulls the smoke particles more in the lungs causing more damage as they begin to cough violently.
Note: Can only be used 3 times.
Note: 3 turn cooldown period.
Note: Smoke remains on field for 3 turns unless the user is constantly emitting.


∞ Declined. I feel like this is going beyond Smoke Release, especially in the highlighted section. Basic smoke 'scraping' objects as they move feels like it should have been paired with some other form of Ninjutsu. I would stick to damaging opponents who breathe in the smoke. Notes of hyperventilation can go, as that is completely different from just having difficulty breathing. The added internal damage clause is also unnecessary as that would have been a part of the technique to begin with. ∞


(Genjutsu/Kemuriton: Enmu Shikei) | Illusion/Smoke Release: Sensory Isolation
Type:
Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user performs a single handseal before spewing out as a dense cloud of smoke. Targets who inhale this smoke will experience desynchronization of their senses; this, of course, is just an illusion which makes them experience their senses one at a time instead of at the same time. Sound arrives late, touch precedes sight, and balance lags behind movement. This, of course, causes them to become uncoordinated and vulnerable.
Note: Can only be used 5 times
Note: Lasts 4 turns
Note: Technique has a 2 turn cooldown


∞ Approved. Removed the note allowing the smoke cloud to be used for other techniques. ∞


(Akuma Senbonken) | Thousand Demon Daggers
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per shatter or reform after first activation)
Damage: 80 (90 when fragmented)
Description: The Thousand Demon Daggers is a poison-based katana with a black hilt that has a demonic face on it and a purple blade that seems to be shattered but somehow still holds its form. This is a chakra conductive sword that is able to shatter into up to a thousand fragments and reform all at the user's will. To activate the fragmentation ability for the first time, the user must expend 40 chakra, after which the user needs only to spend 10 chakra to shatter and reform the blade as they see fit for the rest of the fight. In its standard form, the blade is able to deal 80 freeform damage, while in its fragmented form, it deals 90 damage collectively due to the sheer amount of the fragments.
When fragmented, the pieces move at the same speed as the user and scale proportionally with any increases to the user’s speed.
The fragments can be manipulated freely by the user via gestures, allowing them to swarm, strike from multiple angles, or even orbit the user at high speeds to form barriers or shields capable of blocking incoming attacks. The fragments are chakra attuned to the hilt and will automatically align and reform when they are recalled, even without the user being able to see them. If chakra flow to the fragments is disrupted or somehow drained, they will lose mobility and fall inert until reactivated by once more spending 40 chakra. As long as the user maintains possession of the hilt, they may restore control over fragments.
This being a poison-based katana, the user is able to utilize all poison ninjutsu they know with this katana via slashes. It also grants the user a +20 boost to all poison-based jutsu. Additionally, infusing poison chakra into the katana causes it to passively emit a toxin that accelerates the effects of non-lethal poisons. This toxin is passively emitted simultaneously to any poison technique used by the user via the sword, however it takes up a move slot. The acceleration forces any poison to reach its most severe symptomatic stage immediately, rather than after a delay.
Note: Acceleration does not increase the poison's lethality.
Note: Acceleration does not bypass poison resistance, immunity, or cleansing techniques and does not apply to poisons that can kill the opponent.
Note: Fragment attacks do not damage per fragment, they do collective damage.


∞ Declined. Increased damage while fragmented won't be allowed, as that is simply just a different mode of the same weapon. Also, mention of the fragmented mode scaling with increases in the user's speed cannot be allowed. Control over the pieces of the weapon are tied to your Ninjutsu, or Mind attribute, meaning the fragments would move at the speed of an S-ranked Universal technique and not your speed, which comes from Agility. Manipulating the shards will also require constant contact and gestures via the hilt of the weapon instead of just any motion from the user. Finally, your idea of acceleration here is actually just instant. Causing even a non-lethal poison to skip all stages immediately from a passive technique is too much. Instead, having each stage requiring one less turn to complete would be more logical. Of course this acceleration ability cannot be passive, either. It will need to be an activated technique that then affects subsequent techniques used through the sword. ∞
 
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Gutsy

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Resubmission:
Approved Advanced Uzumaki (Allowed to submit S and F rank Sealing Techniques): https://animebase.me/threads/akhwera-haplore-v2.784925/
Note: With advanced Uzumaki (Advanced Fuinjutsu) is higher chakra absorption allowed? if so i changed the chakra cost to something fitting.

5 Tailed Jinchuriki Purchase approved: https://animebase.me/threads/kumi-exchange-center-2-0.780607/page-26#post-22156336 (currently making the biography).

-----

(Fūinjutsu/Yōton: Ākēn Wādo) – Sealing/Yang Release: Arcane Ward
Type: Supplementary / Defensive
Rank: S
Range: Self / Short
Chakra: 70 (-15 per turn to sustain)
Damage: N/A
Description: Yang Release: Arcane Ward is a high-level defensive seal that manifests a living barrier of pure vitality around the user or an ally. The seal is placed as Kanji 奥義 (Ōgi) between the user’s shoulders. However, due to its sentience, the seal moves along the user’s body like liquid to intercept an incoming attack. When an incoming attack is detected, it interposes itself and generates a barrier around the user that forms as crystallized Yang chakra. The barrier fully envelops the user in an omnidirectional 360-degree sphere, that includes underground, protecting from all directions, The sphere expands outward to encompass the entirety of short range, and when formed, it gently but forcibly displaces hostile entities already within that radius to the outer edge of the barrier, and the barrier looks like liquid glass and radiates a soft warmth, as it only solidifies and becomes tangible once it defends the user. Unlike static or one-time use defenses, the Arcane Ward is alive and it reacts to incoming attacks. The Arcane Ward absorbs incoming attacks by spreading the force of the impact across the entire surface of the barrier, dispersing the energy evenly through the sphere. Hostile entities that make direct physical contact with the barrier are subjected to an invasive Yang Chakra that overwhelms their chakra balance, due to imbalance, resulting in a reduction in movement speed by 25% for three turns, and it burns their chakra, lowering available chakra by 20% for the remainder of the battle. If the user specializes in Yang Release repeated contact causes the affected target to temporarily lose access to Yin Release and Yin-based techniques for three turns, as their Yin-Yang ratio is forcibly destabilized. The barrier can be actively reformed by the user, costing one move and chakra equivalent to the original cost of the barrier, restoring it to full capacity. The Arcane Ward has a durability limit of 80 damage (100 damage if the user specializes in Yang), representing the maximum impact it can absorb before the seal becomes temporarily dormant. Each time the barrier absorbs a strike, its durability decreases by the strength of the attack. Once the durability is exhausted, the seal becomes inactive and must be reactivated.
Note:
- May be cast twice per fight.
- The barrier remains active for a total of 3 turns.
- Seal must be placed on the Biography.
- The Seal has sentience, activating on its own, albeit at the cost of a move.
- Cannot coexist with Yang Release: Power of the Sun or Yang State.
- No other Yang Techniques can be activated in the same turn. No other fuuinjutsu while this is active.

Approved - Made edits.

Mizukagami (水鏡, “The Water Mirror”)
Type: Katana / Living Relic
Rank: S
Range: N/A
Chakra Cost: N/A (Chakra Pool: 300)
Damage Points: N/A
Description: Mizukagami is a refined, slender katana, forged from crystallized chakra steel tempered in sacred spring water. The sword has its own sentience granted by the spring waters' yang energy. Mizukagami emanates a calm heat as gentle wisps of steam rise from it constantly, and with every swing, it releases scalding heat and water, adding +20 damage to all chakraless sword-based attacks. Mizukagami channels its inner heat and power into the user’s water techniques, enriching them with the heat and power of steam, allowing the user to convert a Water technique up to S-rank and lower into a Basic Boil technique (passively), with a one-turn cooldown. This causes the water technique to become a Steam technique and follow the strengths and weaknesses of Boil Release. This can be used 5 times per battle.

Steam Sense (蒸感知, Jōkanchi): A passive sensory ability born from the union of Water and Fire chakra, Steam Sense allows Mizukagami and its wielder to sense the environment through disturbances within emitted steam. This ability releases pulses of fine, harmless steam into the surrounding area (up to 30 meters in radius), spreading outward in waves of thin vapor. This allows the wielder and katana to read disruptions caused when living bodies, movement, or chakra make contact with the steam. This immediately transmits positional and motion information back to the blade and wielder, and allows them to distinguish between different elements. The differences are identified by the ways various chakra natures, techniques, and physical elements alter the temperature, density, and flow of the steam upon contact (tracking x2). This steam is B rank. It spreads 5m per turn passively drawing on 5 chakra from the user per turn.

Approved - Made edits. Removed the last ability as you can already do enough with this weapon.


(Futton: Musuperuheimu no Tobari) - Boil Release: Veil of Muspelheim
Rank: S
Type: Supplementary / Offensive
Range: Short – Long
Chakra Cost: 40 (-10 per turn)
Damage Points: 25 damage per turn
Description: This technique requires a set of hand seals Ram → Tiger → Horse. Once initiated, superheated chakra erupts continuously from the user, rapidly heating moisture in the surrounding air and environment as the steam spreads outward like an omnidirectional wave from the user, extending up to a maximum radius of 30 meters. The intense heat produces a veil of chakra-heavy steam that blankets the area, creating a dense mist or steam, which reduces the effectiveness of Dojutsu, as it irritates the eyes as well as makes it impossible to see through the veil of chakra and steam; however, other sensory methods remain more reliable. This continuously burns and boils anyone caught within it, dealing 25 damage per turn. The steam carries scalding heat, causing exposed metal, armor, and weapons within the veil to rapidly heat; as such, targets who are wearing or holding metal take increased damage from the technique, raising the damage dealt by this jutsu from 25 to 30 per turn, for as long as they remain in contact with metal. Anyone who is caught within the steam for 3 turns will experience blurred vision and fatigue, experiencing heat-induced visual distortions, which lowers the targets tracking by 25%.
Note:
- Can be used twice per battle, with a two-turn cooldown.
- Lasts a maximum of 3 turns per use.
- No A-rank or above Boil Release in the following turn.

Approved

(Futton / Genjutsu: Nifureru no Kasumi) - Boil Release / Illusion: Mist of Niflhel
Rank: A
Type: Supplementary / Illusion
Range: Short – Long
Chakra Cost: 30 (+10 to jutsu applied to)
Damage Points: 60 (Mental Damage)
Description: Mist of Niflhel is a technique that is used within the same timeframe as a boil, steam or mist-based technique, with the technique being infused with additional chakra, resulting in an additional effect when it comes into contact with a sentient being. Once contact is made, enemies (including summons, creations & other sentient beings) will be bound in an illusion. Once trapped in the illusion, those affected are immobilized as their minds twist under its effect. Those under the illusion see ghostly, ethereal figures rising from the steam, wrapping around their body. These phantoms appear to constrict the target(s), while their touch radiates intense heat as if the steam itself is scalding their flesh. When combined with a steam technique, the opponents will feel the boiling heat of the steam. If the illusion is not broken within one turn, the affected individuals will suffer 60 mental damage. Within the illusion, they will hear the agonizing sound of their skin boiling due to the super-heated steam, and their vision will be obscured by the surrounding cloud of steam. This technique can be applied alongside a steam-based jutsu (same timeframe) or used independently on pre-existing steam or mist the user is controlling. A target can only be affected by the illusion once.

Note:
- Usable 3 times per fight with 2 turns between uses.
- If used to bind multiple target’s it can only be used twice per fight.
- No Genjutsu of A-rank or above in the following turn.

Approved - Made edits

(Futton: Múspellr no Kamen) Boil Release: Mask of Muspelheim
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15 (+10 to technique)
Damage Points: N/A
Description: Múspellr no Kamen passively enhances the user’s steam techniques by continuously absorbing ambient heat and converting it into a unique heated steam chakra. This chakra not only supercharges the steam but can also be manipulated to alter its properties, heating it, allowing the user to adapt the technique for different effects. Whenever the user casts a steam-based technique, they can choose to imbue it with one of the following properties, tailoring its behavior to the situation.

Corrosive Steam (腐蝕の蒸気, Fushoku no Jōki): The user superheats the steam and focuses it on conductive or reactive materials, causing rapid oxidation and thermal stress. This allows the steam technique to corrode metals, stone, and chakra constructs. This makes it strong against earth and metal-based elements. Corrosive Steam is less effective against non conductive materials such as wood, clay, or heat resistant alloys, making it weak to said types of elements.

Choking Steam (窒息蒸気, Chissoku Jōki): The steam’s density and scalding levels are manipulated to create discomfort and burns in the respiratory system, causing oxygen levels to drop and breathing to become difficult. Due to the lack of oxygen, the steam becomes strong against fire-based techniques, as it quenches fire’s oxygen supply, effectively choking it. Choking Steam is less effective against cooling elements such as ice, making it weak to said types of elements.


Pressurized Steam (加圧蒸気, Ka’atsu Jōki): The user can compress the steam into a high-velocity jet, striking like a lance of superheated air, able to direct the steam in desired directions. The intense pressure allows it to cut through organic material and disrupts air currents, making it neutral against wind-based techniques.

Declined - Corrosive steam takes this too close to Mei's boil. I can't allow you to gain both versions of boil like that.
Nara / 5 Tails Bio: https://animebase.me/threads/giyu-tomioka-the-quiet-five-tails.792461/

Resubmitting:

(Futton: Múspellr no Kamen) Boil Release: Mask of Muspelheim
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15 (+10 to technique)
Damage Points: N/A
Description: Múspellr no Kamen passively enhances the user’s steam techniques by continuously absorbing ambient heat and converting it into a unique heated steam chakra. This chakra not only supercharges the steam but can also be manipulated to alter its properties, heating it, allowing the user to adapt the technique for different effects. Whenever the user casts a steam-based technique, they can choose to imbue it with one of the following properties, tailoring its behavior to the situation with a two turn cooldown between each property.

Conductive Steam (導流蒸気, Dōryū Jōki): The steam is saturated with densely compressed, chakra-infused moisture, which increases its ion content and electrical receptivity. The steam is stabilized into a semi-conductive medium that absorbs and distributes electrical currents. Lightning-based techniques that pass through or make contact with the steam have their energy dispersed as it causes rapid loss of voltage, instability, and dissipation. This makes the steam strong against lightning-based elements. Conductive Steam is less effective against naturally insulated or highly condensed elements such as Earth, making it weak to said types of elements.

Choking Steam (窒息蒸気, Chissoku Jōki): The steam’s density and scalding levels are manipulated to create discomfort and burns in the respiratory system, causing oxygen levels to drop and breathing to become difficult. Due to the lack of oxygen, the steam becomes strong against fire-based techniques, as it quenches fire’s oxygen supply, effectively choking it. Choking Steam is less effective against cooling elements such as ice, making it weak to said types of elements.

Pressurized Steam (加圧蒸気, Ka’atsu Jōki): The user can compress the steam into a high-velocity jet, striking like a lance of superheated air, able to direct the steam in desired directions. The intense pressure allows it to cut through organic material and disrupts air currents, making it neutral against wind-based techniques.

± Approved, edits made. ±

New Submissions:

(Xolotl no Kage: Yōmei Mictlan): Shadow of Xolotl: Living Shade of Mictlan
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Living Shade of Mictlan is a unique Yang and Shadow technique that imbues the user’s shadow with the user’s Yang energy, turning the shadow into its own sentient entity. The user’s shadow is just that, a shadow that moves along the ground, albeit now at its own free will as it is imbued with its own form of sentience. This living shadow is a 2d entity rather than a 3d entity and it is capable of moving and extending its form up to and encompassing short range, moving along the ground etc, while still being attached to the user. While attached, the shadow moves at the same speed as the user. However, the Living Shade of Mictlan can detach from the user and act independently within its maximum range (mid-range from the user), before forcefully returning to the user once the duration of this technique ends. Additionally, this “Living Shade of Mictlan” has a durability pool of 80. Furthermore, it is capable of engaging in close combat if need be, extending its shadows to perform shadow art and taijutsu techniques up to A-rank at the cost of a move. If noted in the biography, the shadow can remain passively alive at no chakra cost, until entering combat, as the shadow remains “dormant” until a fight is initiated. The user can then passively activate this technique once per fight, but lasts for 3 turns when activated or until the health of the shadow is depleted, before the shadow becomes dormant once more.
Notes:
- Usable three times per battle, remaining active for 3 turns.
- While active, the shadow can perform A-rank shadow techniques and Taijutsu, costing a move.
- Has a 2-turn cooldown between each use.

± Declined. Don't see why this would activated passively when mentioned in the bio, there's no Fuuinjutsu component to indicate the stored chakra before-hand. This also needs limits to what shadows it can be applied to, in combination with some Nara customs, this can be abusable. It's also very derivative of what can be done with Change into Hell, just on shadows. ±

(Mictlantecuhtli no Kage: Yollotl no Kare): Shadow of Mictlantecuhtli: Withering Heart
Type: Supplementary
Rank: B
Range: Short . Mid
Chakra: 20 (+10 to techniques)
Damage: N/A
Description: Shadow of Mictlantecuhtli: Withering Heart is a Yang-infused Steam and Shadow technique that passively enhances the user’s shadow techniques by allowing the chakra from the user to flow into the shadows transforming them into thermodynamic extensions of their body. When circulating Yang enhanced steam chakra through the shadow, it becomes capable of absorbing heat, moisture, and metabolic energy from anything it comes into contact with. This means it siphons bodily warmth and vitality through microscopic chakra pathways whenever they come into contact with a target, or the shadows attach themselves to targets and connect with their chakra systems. This disrupts the opponent’s internal temperature, fluid balance, and muscular functions, inducing overheating, dehydration, fatigue, and physical instability. What this translates into is the targets having their physical speed reduced by 25%. Additionally, the intense dehydration and lung irritation prevents the use of S-rank or higher techniques that require the use of the lungs and mouth such as a fireball technique.
Note:
- Usable by those with Yang, Steam & Shadow.
- Usable 5 times per fight.

± Declined. Outside of the reach for this technique to exist, reducing speed by 25% is crazy business. Microscopic chakra pathways is a new one for me. ±

(Jōki no Kokyū: Surtr no Kiryūken) - Steam Breathing: Surtr’s Steam Dragon Blade
Rank: A
Type: Offensive
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the first form of Steam Breathing, known as Surtr’s Steam Dragon Blade. The user compresses superheated steam beneath and behind their body, using it to forcibly vent it in a controlled, linear release that propels them forward in a straight line at intense speed (x3 for the duration of the technique). The steam is released in a confined and focused burst, functioning as a momentary propulsion rather than an attack. While in motion, the user moves in a low stance, drawing their blade and slashing through the target in a precise motion as they pass, appearing behind them. The edge of the user’s blade carries scalding steam that burns as well as cuts through the enemy. The movement is brief and explosive, ending immediately after the slash as the steam vents violently and disperses. The extreme heat and steam that is produced from the slash causes the target’s body to rapidly overheat, causing heat exhaustion and blurred vision, resulting in their base speed dropping by 1/4th. Their body will return to normal after 3 turns when the excess heat has been expelled, or if the enemy uses a form of healing such as medical ninjutsu or yang.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.

± Declined. Again with the 25% speed reduction, otherwise the technique is pretty cool - I like the boost aspect. ±

(Jōki no Kokyū: Furei Nekkai Kōro) - Steam Breathing: Freyr’s Heat-Haze Passage
Rank: A
Type: Offensive
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the second form of Steam Breathing, known as Freyr’s Heat-Haze Passage. The user releases controlled, heated steam around their lower body and blade while advancing toward their target in short, irregular bursts of speed powered by steam that is pressure vented from the hips and ankles. Rather than one continuous line, the user “skips” or rather zig-zags through the space between himself and the target in sudden accelerations, causing heat distortion and mirage-like afterimages (x3 speed for the duration of the technique), evading potential dangers in their path. Depth perception and timing are disrupted for enemies within short range, making it difficult to track the user’s exact position, due to the mirage-like afterimages around the user. The movement culminates in the user dashing in, with his afterimages, making it near impossible to perceive which one is the real user, coming in from multiple angles to deliver a singular slash, releasing the excess heat and steam that causes rapid overheating, dehydration, and internal damage to the veins and heart, causing hyperthermia. This causes the target’s body to lose its potency, weakening their body by -20 durability for the next 3 turns.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.

± Declined. @ the highlighted parts. Tone those down, and also, let's not impede on what is done with Scorch vs Steam. Lose that sentence of making it impossible, we have a speed and tracking system for a reason. ±
 
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Ndlovu

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Umi Katon : Yoroi Ichi | Liquid Fire: Armor of One
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+20 taijutsu techniques)(+10 Liquid Fire techniques)
Description: The user will form two handseals, creating an armor of liquid fire around themselves with chakra coating their body to prevent injury. In this state the user's taijutsu will become more dangerous as the liquid fire covers his techniques. In this state the user will be able to release waves, blasts, shields or streams of liquid flames along with their movements. Using these waves and blasts will be A rank (Up to mid range) and take up a move slot and chakra cost associated with this technique. The additional liquid fire bolsters all liquid fire techniques.

Note: Can only be done twice per combat
Note: Has a two turn cooldown after deactivation
Note: User cannot use earth techniques that come from the body as that will strip the armor off.

± Approved. ±

Uchiha Kaunta : Uchiha Counter
Type: Offensive/Defensive/Supplementary
Rank: C - S Rank
Range: Short
Chakra: 15 - 40
Damage: 30 - 80
Description: The close range counter technique of the taijutsu and genjutsu specialists of the uchiha clan. While reading their opponents movements with the sharingan. The user will parry, dodge, block, take a blow in a way that will showcase their eyes to the opponent placing them in an ocular genjutsu. The illusions may vary, but can’t be complicated since it’s almost a reflex response. Eg: seeing chains come out of the ground to restrict the opponent, the opponent sees the user grow in size, the opponent seeing him counter trying to stab him etc… Their complexity is restricted, but the potency of the genjutsu will vary.

Note: Must be able to track their opponents movement to do this.
Note: Must have a 3 tomoe sharingan or higher and eye contact
Note: Must have mastered sharingan genjutsu, taijutsu and genjutsu
Note: Can only use this 3 times in a battle
Note: Cannot use this in the next turn

± Declined, similar to existing Genjutsu techniques and there's also a slight meta-game in saying that it WILL place them in a position to view you in the eyes. ±

Umi Katon : Sekai o Kurau Ryu | Liquid Fire : World Eater Dragons
Type: Offensive/Supplementary
Rank: S Rank
Range: Short - Long
Chakra: 40 (-10 per turn if maintained)
Damage: 80
Description: The user will make three handseals then expel a large amount of Liquid fire enough to match the size of a Boss Summon. The liquid fire will grow and shape itself into a large dragon made purely of liquid fire. The dragon is able to fly, has the intellect of a clone and can unleash streams, blasts, waves, shields, currents of liquid fire. These actions will cost a move and are equivalent to its rank. Instead of the large dragon the user may create two smaller dragons that are A rank in nature each taking up over half the size of the original. They also are governed by the same rules established previously. The user who has mastered liquid fire, may ride or walk on them using their chakra to protect themselves. The user can make a handseal to dismiss the jutsu, they will collapse into a body of liquid fire, which can be used as a source.

Note: After the technique ends no liquid fire moves above B rank for the next turn
Note: Can only be used twice
Note: Cannot be used for at least three turns after deactivation (3 round cool down)

± Approved. Edits made. ±

Doton : Norowareta-sha no kodō | Earth Release : Pulse of the damned
Type: Supplementary
Rank: A - Forbidden
Range: Short - Long
Chakra: 30 - 50 (-10 per turn)
Damage: N/A
Description: The user will make three handseals changing the surface of the earth around them into a 360 degree adhesive chakra-infused mud, which is akin to a non flammable swamp. The user will use their chakra to keep the ground they stand on solid while the rest becomes adhesive mud. Since it is the user's chakra they will not be slowed.The mud is primarily built to slow the opponent, not sink them. Each turn the opponent spends in this mud field, their speed will be halved as the adhesive mud slows them down eventually making them come to an almost complete halt. Unless the whole technique is destroyed, the user can keep expending chakra to continue the technique, refreshing destroyed parts.

Note: A - rank = Short range, S - Rank = Mid Range, Forbidden = Long range
Note: Can only be used twice
Note: Can only use Earth techniques below B rank after the technique is over for two turns

± Declined. Half speed is too much, and it is similar to existing techniques. ±
 
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Alternative

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Dropping CW approved here [x]

(Zettai Kenryoku no Genkai) — Constraint of Absolute Power
Type: Weapon
Rank: A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Constraint of Absolute Power is a large war fan, or gunbai, much similar to the weapon used by Madara Uchiha. The fan itself has a large circular shape made out of a tough beige fabric, with a strong titanium alloy holding it together. The hilt is wrapped in leather bindings, and has a chain attached to the bottom of the hilt that extends up to mid-range. One side of the gunbai bears an insignia resembling a crown painted in black ink. The other side bears kanji representing seals inscribed. As the weapon is a gunbai, it is capable of being used for techniques that require a fan.

The main ability of the weapon resides in the user's prowess with bukijutsu. The user has inscribed up to four weapon summoning techniques that can be used with this weapon as a medium instead of a summoning scroll. By channeling chakra into the gunbai, the user can activate these bukijutsu by swinging the fan. Passively, the natural wind from the gunbai will carry the techniques further than intended, extending their range by five meters. This method of bukijutsu will also alleviate the need for these hand seals (if any). Additionally, any techniques that use the gunbai as a medium are fortified with ten extra chakra, though this does not increase damage or consume extra chakra. Bukijutsu using the gunbai as a medium can only be used once per technique, and once per turn.

Pending - Need to speak to other sensei about this. The replacing the need for handseals might be a no. Though will discuss with them to be sure.

(Sōgu: Senja Reppa) — Manipulated Tools: Thousand Snakes Fierce Domination
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will draw a summoning scroll and perform three hand seals, bringing forth a large ball and chain. The ball is engraved with multiple snake-like grooves that, when used, manipulate the air currents around the ball to enable a far stronger attack. The user will strike the ball with their palms towards their target, while creating a natural spin. The grooves in the weapon are able to manipulate the wind surrounding the ball. This allows the user to have more control over where the ball will strike, making dodging the attack far more difficult than standard weapon techniques. The nature of this attack renders the target unable to use their freeform dodge against the move.
Note: Can only be used three times per battle, and only once per turn.
Note: No bukijutsu above A-rank next turn.

Declined - While I see what you're going for. My free form dodge allows me to move 10m by current standards, why would I not be able to dodge this? When my speed is 17 at base and tracking like 80, I can't justify saying this can't be dodged for a tech like this to not be dodgeable.
Was not checked, figured I'd resubmit it instead. :)

Dropping CW approved here [x]

(Zettai Kenryoku no Genkai) — Constraint of Absolute Power
Type: Weapon
Rank: A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Constraint of Absolute Power is a large war fan, or gunbai, much similar to the weapon used by Madara Uchiha. The fan itself has a large circular shape made out of a tough beige fabric, with a strong titanium alloy holding it together. The hilt is wrapped in leather bindings, and has a chain attached to the bottom of the hilt that extends up to mid-range. One side of the gunbai bears an insignia resembling a crown painted in black ink. The other side bears kanji representing seals inscribed. As the weapon is a gunbai, it is capable of being used for techniques that require a fan.

The main ability of the weapon resides in the user's prowess with bukijutsu. The user has inscribed up to four weapon summoning techniques that can be used with this weapon as a medium instead of a summoning scroll. By channeling chakra into the gunbai, the user can activate these bukijutsu by swinging the fan. Passively, the natural wind from the gunbai will carry the techniques further than intended, extending their range by five meters. This method of bukijutsu will also alleviate the need for these hand seals (if any). Additionally, any techniques that use the gunbai as a medium are fortified with ten extra chakra, though this does not increase damage or consume extra chakra. Bukijutsu using the gunbai as a medium can only be used once per technique, and once per turn.

± Approved. ±

(Sōgu: Senja Reppa) — Manipulated Tools: Thousand Snakes Fierce Domination
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will draw a summoning scroll and perform three hand seals, bringing forth a large ball and chain. The ball is engraved with multiple snake-like grooves that, when used, manipulate the air currents around the ball to enable a far stronger attack. The user will strike the ball with their palms towards their target, while creating a natural spin. The grooves in the weapon are able to manipulate the wind surrounding the ball, creating a vortex that sucks the target into the strike. Additionally, this allows the user to have more control over where the ball will strike, making dodging the attack far more difficult than standard weapon techniques. The nature of this attack lowers the target's base AGL by 1 when in short-range of the strike.
Note: Can only be used three times per battle, and only once per turn.
Note: No bukijutsu above A-rank next turn.

±Declined. Affecting attributes through customs is only allowed for areas that inherently do it (ala Ink). ±
 
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El Alucard

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Genjutsu: Reddomirā, Burūmirā | Illusion: Red Mirror, Blue Mirror
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 hand seals, sending their chakra into the target's mind. The target begins to perceive their own actions as flawed and in trying to correct their action they actually end up making it worse, causing them to make a fault which then enforces the idea that they are doing everything wrong, which in turn causes them to overcompensate and fix, which leads to more mistakes and the cycle just continues getting worse with every error. It starts small, the disorientation disrupts precision and fine motor skills, clumsy movements. These minor miscalculations are actually just caused by slightly altering target's perception of their surroundings , a rock they might’ve seen on the left side might now be on the opposite side, distance is miscalculated, a fired projectile may seem like it has just reached the halfway point to them, however in reality it is already in front of them. Or they may fire off a projectile in a certain direction when in reality they are facing a completely direction due to seeing the opponent there. The actions of others are misinterpreted they may see the user running to the left, or flying however in reality the user is not even moving. They may even see the user fire off a water jutsu only to be feel a burning sensation when they are hit because in reality the user used a fire one instead. Such perceptual errors lead to consequential lapses in judgment and decision-making, a slight deviation of a finger, a hair's breadth too far, results in misfires or unintended detonations of techniques. The sensation intensifies with every "error", getting so bad that the opponent begins to hesitate their every move and decision and, ultimately, resist movement altogether. Frustrated by the pervasive sense of error, they even reach a point where they refuse to breathe because they thing they are doing even that wrong, leading them hold their breathes in trying to correct the "error" and fall unconscious (happens 4 turns after being placed under the illusion).
Note: Can be used thrice per battle.
Note: Has a cool-down period of 3 turns.

Declined: While you have some unique applications to your illusion, it is a bit too broad in a sense and parts of it infringe on existing techniques. For example, this part ", a rock they might’ve seen on the left side might now be on the opposite side" is inverting senses which is part of an existing genjutsu approved for Perry iirc. It also doesn't fall in line with the initial premise you submitted. The aspect of fine motor skills and misjudging due to your basic senses lacking refinery is a fine concept. It will be approvable if you refined that, though that doesn't flow with the flipping directions, which is also an already approved gen. You also need to say how this impacts them in an actual fights. Refusing to breathe will never happen too.


(Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Immediately after an explosion, the user does the Tiger → Ram → Dragon → Bird handseals and extends their hands and seizes the flames/heat of the explosion with precise chakra control. They then compress this volatile energy into a rapidly shrinking orb of immense pressure and scorching intensity. As the sphere shrinks, its internal heat and force increase until it reaches the size of a football, at which point it explodes in a catastrophic blast far stronger and hotter than the original explosion. An opponent caught in the initial blast and trapped inside the forming orb is rendered completely unable to move, crushed by the rapidly increasing pressure and seared by the rapidly increasing heat. What's more, their body is reduced to absolutely nothing before the orb even bursts, leaving not even ash behind. Any technique they try from within is immediately extinguished; water instantly evaporated, earth melts, lightning and wind simply enhances the technique adding 10 damage to it, overwhelmed by the crushing force and blistering temperature within orb.
Note: Can only be used 4 times per battle.
Note: Requires a cooldown of 2 turns.
Note: Can be used on any explosions/implosions that release heat or flames
Note: No Fire techniques of S-rank and above in the same turn.

Declined: See [Here]

S-Rank Techniques

  • Requires 4 in MIND/BODY/SPRT
  • Can boost +20 Damage/1AP or -20 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 30 meters
  • Can only be used 2 times max and Lasts 3 turns max
  • Must have at least 3 hand seals
  • Must have 2 Restrictions other than Duration ( Handseals not included )
(Kemuriton: Haibo Funsai) | Smoke Release: Ash Abrasion
Type:
Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn to continue emitting smoke)
Damage: 60 damage (+20 if internal damage)
Description: The user, after performing 2 handseals, emits smoke from anywhere on their body. The smoke is very light and quickly covers the battlefield up to 20m. The individual smoke particles are light and easily inhaled; in addition to this, they have a burr-seed-like spikes that allows them to stick to things like weapons, clothes, hair, and skin. When stuck to the opponent, every movement the target makes causes the particles to scrape and grind against the skin, and contact points, turning their movements into a source of injury (-5 per turn if they move). If inhaled, breathing will push and pull the particles within the lungs, causing them to scrape and grind the inner surfaces of the lungs and causing the lining of the lungs to bleed. The target begins to cough up blood and has a hard time breathing as their lungs fill with blood. This will cause them to hyperventilate, which, of course, pushes and pulls the smoke particles more in the lungs causing more damage as they begin to cough violently.
Note: Can only be used 3 times.
Note: 3 turn cooldown period.
Note: Smoke remains on field for 3 turns unless the user is constantly emitting.

∞ Declined. I feel like this is going beyond Smoke Release, especially in the highlighted section. Basic smoke 'scraping' objects as they move feels like it should have been paired with some other form of Ninjutsu. I would stick to damaging opponents who breathe in the smoke. Notes of hyperventilation can go, as that is completely different from just having difficulty breathing. The added internal damage clause is also unnecessary as that would have been a part of the technique to begin with. ∞


(Genjutsu/Kemuriton: Enmu Shikei) | Illusion/Smoke Release: Sensory Isolation
Type:
Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user performs a single handseal before spewing out as a dense cloud of smoke. Targets who inhale this smoke will experience desynchronization of their senses; this, of course, is just an illusion which makes them experience their senses one at a time instead of at the same time. Sound arrives late, touch precedes sight, and balance lags behind movement. This, of course, causes them to become uncoordinated and vulnerable.
Note: Can only be used 5 times
Note: Lasts 4 turns
Note: Technique has a 2 turn cooldown

∞ Approved. Removed the note allowing the smoke cloud to be used for other techniques. ∞


(Akuma Senbonken) | Thousand Demon Daggers
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per shatter or reform after first activation)
Damage: 80 (90 when fragmented)
Description: The Thousand Demon Daggers is a poison-based katana with a black hilt that has a demonic face on it and a purple blade that seems to be shattered but somehow still holds its form. This is a chakra conductive sword that is able to shatter into up to a thousand fragments and reform all at the user's will. To activate the fragmentation ability for the first time, the user must expend 40 chakra, after which the user needs only to spend 10 chakra to shatter and reform the blade as they see fit for the rest of the fight. In its standard form, the blade is able to deal 80 freeform damage, while in its fragmented form, it deals 90 damage collectively due to the sheer amount of the fragments.
When fragmented, the pieces move at the same speed as the user and scale proportionally with any increases to the user’s speed.
The fragments can be manipulated freely by the user via gestures, allowing them to swarm, strike from multiple angles, or even orbit the user at high speeds to form barriers or shields capable of blocking incoming attacks. The fragments are chakra attuned to the hilt and will automatically align and reform when they are recalled, even without the user being able to see them. If chakra flow to the fragments is disrupted or somehow drained, they will lose mobility and fall inert until reactivated by once more spending 40 chakra. As long as the user maintains possession of the hilt, they may restore control over fragments.
This being a poison-based katana, the user is able to utilize all poison ninjutsu they know with this katana via slashes. It also grants the user a +20 boost to all poison-based jutsu. Additionally, infusing poison chakra into the katana causes it to passively emit a toxin that accelerates the effects of non-lethal poisons. This toxin is passively emitted simultaneously to any poison technique used by the user via the sword, however it takes up a move slot. The acceleration forces any poison to reach its most severe symptomatic stage immediately, rather than after a delay.
Note: Acceleration does not increase the poison's lethality.
Note: Acceleration does not bypass poison resistance, immunity, or cleansing techniques and does not apply to poisons that can kill the opponent.
Note: Fragment attacks do not damage per fragment, they do collective damage.

∞ Declined. Increased damage while fragmented won't be allowed, as that is simply just a different mode of the same weapon. Also, mention of the fragmented mode scaling with increases in the user's speed cannot be allowed. Control over the pieces of the weapon are tied to your Ninjutsu, or Mind attribute, meaning the fragments would move at the speed of an S-ranked Universal technique and not your speed, which comes from Agility. Manipulating the shards will also require constant contact and gestures via the hilt of the weapon instead of just any motion from the user. Finally, your idea of acceleration here is actually just instant. Causing even a non-lethal poison to skip all stages immediately from a passive technique is too much. Instead, having each stage requiring one less turn to complete would be more logical. Of course this acceleration ability cannot be passive, either. It will need to be an activated technique that then affects subsequent techniques used through the sword. ∞
Resubmitting: Red Mirror, Blue Mirror & Thousand Demon Daggers
Note:
Red Mirror, Blue Mirror: Removed the part about inverting senses
Thousand Demon Daggers: Made all changes as instructed



Genjutsu: Reddomirā, Burūmirā | Illusion: Red Mirror, Blue Mirror
Type:
Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs three hand seals and sends their chakra into the target’s mind. This places the target under an illusion that subtly distorts their sense of movement and precision. The target starts to feel that every action they take is slightly wrong, which leads them to instinctively overcorrect their movements. These corrections create small but compounding errors in balance, aim, hand seals, and timing. As the illusion goes on, the target’s motor control becomes less reliable. Steps may be a bit too long or too short, hand seals may not align properly, and projectiles or techniques may miss the target due to over-adjustment. The technique causes ongoing overcompensation which leads to stumbling or tripping over themselves, inability to handle weapons, accuracy errors as they overcorrect their aim, techniques failing to form due to incorrect chakra input, wrong handseals/steps taken, and even hesitation in combat as the target starts to doubt their own movements. The illusion intensifies over time as the target keeps trying to correct their perceived mistakes until the opponent refuses to even move at all.
Note: Can be used three times per battle
Note: Cooldown of 3 turns


(Katon: Zanka no Tachi) | Blade of Ember
Type:
Offensive
Rank: S
Range: Short–Long
Chakra: 40 (50 if the user is a fire specialist)
Damage: 80 (100 if the user is a fire specialist)
Description: This technique has four stages. The user performs five handseals and channels large amounts of chakra. When activated, the user condenses their flames into a very dense, superheated state, creating a blade of fire or coating an existing weapon. These flames do not act like normal fire. They appear calm and contained but emit intense heat. Instead of producing explosive flames, this technique emphasises control, focus, and release, allowing the user to create four distinct variations: East, West, South, and North. Mastery of the element makes the technique stronger. The directions must be used in order, with each phase lasting one turn.
East: Kakyō no Ha (Flame Blade of the Rising Sun): The flames are fully compressed into the blade's edge, making it lose any outward flare. The weapon seems almost put out, yet anything it cuts experiences extreme heat concentrated at a single point. Strikes deliver full damage regardless of external durability. Techniques up to A-rank can be vaporized in a direct clash (S-rank if the user is a fire specialist).
West: Ennetsu no Yoroi (Armor of Scorching Heat): The user emits the contained heat, surrounding their body with an invisible layer of extreme temperature. Any opponent that gets too close takes passive heat damage of -20 per turn (-30 for fire specialists). The heat also reduces the strength of incoming physical attacks by -20 (-30 for fire specialists). Small projectiles like kunai, senbon, and paper tags disintegrate when they enter the area, while larger techniques passing through have their damage reduced by the same amount.
South: Karyū no Gisei (Ashen Legion): The user channels residual heat into the battlefield, drying the surroundings and disrupting moisture. This prevents the creation of liquid, cold, or plant-based techniques up to B-rank (A-rank for fire specialists). Additionally, up to five humanoid or beast-like ash constructs can be formed from burned debris under the user’s control. These constructs follow commands and can collectively deal up to 100 damage in total (that’s 20 each). They remain on the field for up to two turns, or until defeated.
North: Shōmetsu no Issen (Extinction Slash): The user concentrates the remaining heat into a final strike. They release a long-range wave of condensed heat that deals 100 damage (120 if they specialize in fire). Upon impact, the stored heat erupts, causing an additional burst that deals 20 damage in a mid-range area.
Notes:

  • Only one phase can be active at a time, and they must be used in succession (East, West, South, North)
  • Technique lasts 4 turns max (1 turn per phase)
  • Cannot skip or repeat phases.
  • Cannot use other S-rank fire techniques while the technique is active or for 1 turn after
  • The user only has two move slots available for the duration of this technique.


(Akuma Senbonken) | Thousand Demon Daggers
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per shatter or reform after first activation)
Damage: 80
Description: The Thousand Demon Daggers is a poison-based katana with a black hilt that has a demonic face on it and a purple blade that seems to be shattered but somehow still holds its form. This is a chakra conductive sword that is able to shatter into up to a thousand fragments and reform all at the user's will. To activate the fragmentation ability for the first time, the user must expend 40 chakra, after which the user needs only to spend 10 chakra to shatter and reform the blade as they see fit for the rest of the fight. The blade is able to deal 80 freeform damage in both it's standard and fragmented states.
When fragmented, the pieces move at the same speed as a Universal S-rank technique. The fragments can be manipulated freely by the user by constant contact and gestures via the hilt of the weapon
, allowing them to swarm, strike from multiple angles, or even orbit the user at high speeds to form barriers or shields capable of blocking incoming attacks. The fragments are chakra attuned to the hilt and will automatically align and reform when they are recalled, even without the user being able to see them. If chakra flow to the fragments is disrupted or somehow drained, they will lose mobility and fall inert until reactivated by once more spending 40 chakra. As long as the user maintains possession of the hilt, they may restore control over fragments.
This being a poison-based katana, the user is able to utilize all poison ninjutsu they know with this katana via slashes. It also grants the user a +20 boost to all poison-based jutsu. Additionally, using poison techniques via the sword infuses it with poison chakra, causing it to emit a toxin that accelerates the effects of subsequent poison techniques for 5 turns. This toxin is passively emitted simultaneously to any poison technique used by the user via the sword, however it takes up a move slot. The acceleration causes each stage requiring one less turn to complete.
Note:

  • Acceleration does not increase the poison's lethality.
  • Acceleration does not bypass poison resistance, immunity, or cleansing techniques.
  • Fragment attacks do not damage per fragment, they do collective damage.
  • 3 turn Cooldown period for the Acceleration ability of the sword.
 
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Mirai

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(Sennika: Jutai, Byakuren) Sage Transformation: Cursed Womb, Supernova
Type: Defensive, Offensive
Rank: A - S
Range: Short - Long
Chakra cost: 30-40
Damage points: 60-80
Description: Cursed Womb, Supernova is a destructive, yet simple technique utilized by Sage Transformation users. Due to their ability to enter their inherit full transformation, it often times leave them open to opposing techniques either disrupting the process or posing an immediate threat to their being. Thus, upon entering Complete Transformation, the user will gather an additional amount of their Natural Energy in their surroundings. This boils over upon their transformation, unleashing a powerful omnidirectional burst of dense Natural Energy infused chakra. This easily craters the terrain around them, leaving a three meter indentation as the energy violently bursts outwards into mid range. Due to its more controlled and dense molding, the chakra burst is considered neutral to all interactions, or more specifically following Nature Energy's S/W. Those struck by the impact are catapulted backwards, leaving them severely injured and burned due to the explosion or directly countering an opposing technique. This is activated within the same timeframe of "Complete Transformation", though a weaker variant is capable of being used, this being treated as an A - Rank instead.

Due to a vast amount of chakra leaving the users body upon the technique's activation, it inherently cuts the time sustained within Complete Transformation down by two turns. This technique overall can only be utilized four times per battle, twice per rank. The S Rank variant can only be used while either triggering Complete Transformation or during its duration, though in the latter case, still reduces the mode's sustainment by 2 turns. The A Rank variant can be used outside of Complete Transformation. S Rank use prevents the user from utilizing Sage Transformation Techniques above A Rank for two turns, while the A Rank variant prevents usage of them above S Rank.

± Declined. I don't see the need for this to be muti-ranked, and limit it to Mid range when transforming. Saying you use this outside of the Complete Sage Transformation directly contradicts what you say in the introduction, where its used to stave off foes when you transform.. ±
 
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Ndlovu

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Doton : Norowareta-sha no kodō | Earth Release : Pulse of the damned
Type: Supplementary
Rank: A - Forbidden
Range: Short - Long
Chakra: 30 - 50 (-10 per turn)
Damage: N/A
Description: The user will make three handseals changing the surface of the earth around them into a 360 degree adhesive chakra-infused mud, which is akin to a non flammable swamp. The user will use their chakra to keep the ground they stand on solid while the rest becomes adhesive mud. Since it is the user's chakra they will not be slowed.The mud is primarily built to slow the opponent, not sink them. Each turn the opponent spends in this mud field, their speed will be halved as the adhesive mud slows them down eventually making them come to an almost complete halt. Unless the whole technique is destroyed, the user can keep expending chakra to continue the technique, refreshing destroyed parts.

Note: A - rank = Short range, S - Rank = Mid Range, Forbidden = Long range
Note: Can only be used twice
Note: Can only use Earth techniques below B rank after the technique is over for two turns

± Declined. Half speed is too much, and it is similar to existing techniques. ±
Doton : Norowareta-sha no kodō | Earth Release : Pulse of the damned
Type: Supplementary
Rank: A - Forbidden
Range: Short - Long
Chakra: 30 - 50 (-10 per turn)
Damage: N/A
Description: The user will make three handseals changing the surface of the earth around them into a 360 degree adhesive chakra-infused mud, which is akin to a non flammable swamp. The user will use their chakra to keep the ground they stand on solid while the rest becomes adhesive mud. Since it is the user's chakra they will not be slowed. The mud is primarily built to slow the opponent, not sink them. Each turn the opponent spends in this mud field, their speed will be decreased by 1 as the adhesive mud slows them down eventually making them come to an almost complete halt. Unless the whole technique is destroyed, the user can keep expending chakra to continue the technique, refreshing destroyed parts. By doing an additional hand seal the user can make arms and hands appear from the swamp, that pull the enemy down. This will take a move and will be ranked the same as jutsu.

Note: A - rank = Short range, S - Rank = Mid Range, Forbidden = Long range
Note: Can only be used twice
Note: Can only use Earth techniques below B rank after the technique is over for two turns
Note: Can only be taught by Ndlovu

± Declined, DNR. Still too similar to existing techniques that have been done before, and the speed decrease due to basically re-doing Swamp of the Underworld is a no. ±



Katon : Yoru no ippo | Fire Release : Steps of the Night
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A (+20 Fire techniques) (+20 taijutsu)
Description: The user will form three handseals, allowing them to focus fire chakra. The user will shoot large, short, strong, bursts of fire, to propel them making their movements and speed much faster momentarily (Speed x3). The users tracking must exceed their new movement speed in order to compensate for the accelerated speed. The increased speed will make their hand to hand have more impact on contact. The compressed fire release will bolster their fire techniques as they will have an additional punch from always having fire chakra, molded for movement.

Note: Can only be used 3 times
Note: Lasts 3 turns
Note: Cannot use Fire above B rank and taijutsu above A rank when this technique is over for two turns
Note: Has a two turn cooldown after deactivation
Note: Can only be taught by Ndlovu

± Declined. Similar to existing techniques, and not a big fan of the x3 speed for 3 turns. ±
 
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jagged

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( Kujaku Myōhō: Kyosei chuunyuu ) | Mysterious Peacock Method: Caustic Infusion
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (-10 Damage to user)
Description: With the formation or addition of [1] Handseal the user infuses pieces of feathers from the manifestation of his Mysterious Peacock into a forming or already existing technique. This technique can be used in the same timeframe as another and turns the infused technique a faint green as Star chakra overflows its makeup. As a result of Star chakra infusing the technique it has its natural Elemental Weaknesses replaced by that of Star Chakra's.
Note: Can only be used 5 times.
Note: User takes -10 Damage for this moves Activation
Note: Cooldown of 3 turns.
Note: Must Have Mysterious Peacock Method Active

Approved

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( Arashi no kami: Kami no migiude ) | Storm God: God's Right Hand
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: With the formation of 2 hand seals the user forms a giant hand up to 20 meters in length from a surrounding or newly formed cloud using this technique, the hand rushes towards the opponent or an opposing technique and absorbs chakra up to the rank of this move used. The hand compacts clouds into a semi solid form allowing the technique to move or push things away based on the usage though must be stated when using this technique. When absorbing foreign chakra this technique immediately converts it into the clouds of storm thus empowering itself even further by adding [+20] maximum chakra to its total regardless of how much chakra is absorbed.
Note: Can only be used 3 times max and has a 3 turn cooldown between each use.
Note: Can only perform A and below techniques for the remainder of the turn.

Declined - First of all you say you form a giant hand, but you don't say what the hand is made from. Yes I know it's a storm tech but I dunno what you're tryna pull. You need to state what it can absorb.

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( Arashi no kami: Hōfuku ) | Storm God: Retribution
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: With the formation of 3 hand seals the user converts a part or all of an existing storm cloud into a lazor like explosion meant to incinerate anything in its path. The user can manifest these beams up to 5 meters away from the opponent, angling them to explode towards the opponent or, when converting another storm cloud technique fully into this technique, the user may explode the totality of the cloud in one burst, the extra Chakra used from the cloud and infused by the user for this technique increases the maximum speed of the explosion by x3.
Note: Can only be used 2 times max and has a 5 turn cooldown between each use.
Note: Can only perform A and below techniques for the remainder of the turn.
Note: Usage of this move and its X3 boost reduces its overall damage by (-20)

Declined - Increasing the speed of jutsu such as this explosion is not allowed outside of AP.
Resub


Arashi no kami: Kami no migiude ) | Storm God: God's Right Hand
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: With the formation of 2 hand seals the user forms a giant hand comprised of dark storm clouds up to 20 meters in length from a surrounding or newly formed cloud using this technique, the hand rushes towards the opponent or an opposing technique and absorbs chakra (up to A rank). The hand compacts clouds into a semi solid form allowing the technique to move or push things away based on the usage though must be stated when using this technique. When absorbing foreign chakra this technique immediately converts it into the clouds of storm thus empowering itself even further by adding [+20] maximum chakra to its total regardless of how much chakra is absorbed.
Note: Can only be used 3 times max and has a 3 turn cooldown between each use.
Note: Can only perform A and below techniques for the remainder of the turn.

± Approved, edits made. ±
 
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