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Ω Dominion of Darkness Ω
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<p>[QUOTE="Vayne, post: 21140464, member: 102133"]</p><p style="text-align: center">Custom Weapons</p> <p style="text-align: center"></p><p><a href="https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-28#post-22052475">(Hairihhi Bōgun) - Holy Bow</a></p><p>[spoiler]Type: Weapon</p><p>Rank: N/A</p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.</p><p></p><p>(Za Desudīringu) - The Deathdealing</p><p>The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.</p><p></p><p>(Hairihhi Pufairu) - Sacred Destruction Arrows</p><p>Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.</p><p></p><p>(Hasuhain) - God's Posion Taster</p><p>Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.</p><p></p><p>Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.[/spoiler]</p><p><a href="https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-32#post-22071258">(Hairihhi Bōgun: Kanzen Ni) - Holy Bow: Vollständig</a></p><p>[spoiler]Type: N/A</p><p>Rank: N/A</p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: Vollständig, literally meaning "in full", is the Holy Bow's ultimate set of techniques that combine the weapon's innate 'Reishi' abilities with adv.fuinjutsu and medical ninjutsu. These abilities elevate the weapon's inane function of absorption to include spiritual and physical factors on the level of Yin and Yang techniques, while also unlocking a new modes of attacking and a supplementary offensive technique.</p><p></p><p>(Za Desudīringu Derakkusu) - The Deathdealing Deluxe</p><p>Similar in applications to The Deathdealing base state, the Deluxe variation enables the absorption of higher level concepts of inhibiting factors such as those presented via Yin & Yang release. The barrier would now be capable of detecting said factors and absorbing them for future infusions at higher potency similar to the base version. Similar to the base version the higher potency is restricted to either increasing the damage or defensive qualities, with the former being at twenty damage points and the latter being either twenty damage points or ten additional chakra points dependent on the nature of the technique. This comes at the cost of decreasing the turns said effects would have lasted by one, with the infusions themselves lasting said duration. The Deathdealing Deluxe is capable of taking in any unranked factors from an opposition (should it contain chakra), whereas it can take in any of the user's own regardless of it's rank, consuming 15 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to two times per battle, at a cost of seventy chakra, separated by a turn interval. As in it's base form, these substances can only come into effect in the Bow's partial and full released states.</p><p></p><p>(Howaitou~ōkā) - The White Walker</p><p>The White Walker, accessible in the partial and full release states, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) to apply an effect based on the Medical Sealing Technique: Chakra Purge technique, preventing any external chakra/energy/etc from influencing the target based on the capabilities of the aforementioned technique. However in The White Walkers, the sealing tag is replaced by either the chakra fired through the Reishi or appearing on the arrows summoned.These effects last for a single turn should the arrows graze the target or be detonated within short range of the opponent, but should it pierce them, it would last for three turns. The White Walker can only be used thrice for an additional chakra cost of seventy, and must be separated by a two turn interval, with the chakra naturally not being factored to the strength of the arrows themselves.</p><p></p><p>(Gifuto Beraihi) - Poison Realm</p><p>Accessible only in the Bow's full released state, Poison Realm allows the creation of a large barrier combing both Reishi and fuinjutsu aspects, costing seventy chakra (15 per turn). The barrier can be made as small as short range around the user or up to long range potentially covering up an entire landmass. Naturally the barrier can be used for the Bow's abilities due to it being a mixture of Reishi and Fuin, but it's main function is creating an inescapable zone of combat, both through physical movement and S/T techniques. Within the barrier neither the user or opponent can make use of S/T techniques such as summoning or other, being forced to remain in the zone until the battle ends or the user cancels out the technique. Alternatively, barrier dispersing techniques of S rank can disperse the barrier, or techniques 100 damage or higher. While the zone is in effect it can also be used to release the previously stored infusions in the form of a mist that can effect up to mid range dimensions (if the user is caught in the mist, they will be affected as well), costing fourty chakra and dealing eighty damage in addition to the side effects of the infusions if any, with it lasting two turns. The barrier can be used twice, separated by the same period it remained active, with the mist being usable twice but most be separated by two turns at least.</p><p></p><p>Activation of Vollständig would cost twenty chakra per turn, increasing the overall of using the weapon to twenty-five per turn. Required Adv.Fuin.[/spoiler]</p><p>(Bugu no Achlys) - Garb of Achlys</p><p>[spoiler]Type: Weapon</p><p>Rank: N/A</p><p>Range: Dependent</p><p>Chakra: 10 per turn | Up to forty for specific abilities</p><p>Damage: Dependent</p><p>Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.</p><p></p><p>First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)</p><p></p><p>The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.</p><p></p><p>The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.</p><p></p><p>In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.</p><p>-Can only be used by a nara.</p><p>-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.</p><p></p><p>(Tessaria No Zangō) - Trenches of Thessaly</p><p>Type: Supplementary/Defensive</p><p>Rank: N/A</p><p>Range: Dependent</p><p>Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities</p><p>Damage: N/A</p><p>Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.</p><p></p><p>Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.</p><p></p><p>Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver <a href="https://orig04.deviantart.net/c1e2/f/2011/158/4/4/alchemy_symbol_by_karrilustworks-d3ic58i.png">scripts/insignias for Primordial Darkness</a>, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.</p><p></p><p>Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.</p><p></p><p>[URL unfurl="true"]https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-21#post-22014708[/URL][/spoiler]</p><p></p><p>Learned</p><p></p><p><a href="https://animebase.me/threads/mr-sandman.751295/">(Dorīmuītā ) - Dream Eater</a></p><p>[spoiler]Type: Weapon</p><p>Rank: A</p><p>Range: Short - Mid</p><p>Chakra: N/A (-5 per turn)</p><p>Damage: N/A</p><p>Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.</p><p></p><p>Reshape (A-Rank)</p><p>Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/60 damage, though the shape is retained until changed again. This would take up a move slot when used.</p><p></p><p>Plague (D-rank)</p><p>Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure.</p><p></p><p>Feast (A-rank)</p><p>The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses.</p><p></p><p>The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.</p><p></p><p>Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade</p><p></p><p>Description:</p><p>[spoiler]<img src="https://vignette.wikia.nocookie.net/the-immortals-novel/images/b/bb/Ethereal_Blade.jpg/revision/latest?cb=20130102044849" data-url="https://vignette.wikia.nocookie.net/the-immortals-novel/images/b/bb/Ethereal_Blade.jpg/revision/latest?cb=20130102044849" class="bbImage " style="" alt="" title="" />[/spoiler][/spoiler]</p><p></p><p><a href="https://animebase.me/threads/shadowverse-shadow-keepers.773057/#post-21989643">Shūmatsu-yumi - Enki ∞ Enki: Bow of the End</a></p><p>[spoiler]Type: Weapon</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: The "Enki" is a very powerful bow passed down through generations of the Hayabusa Clan. According to legends, it was first given to the first Hayabusa Leader by the Dragon God Priestess, Amaterasu. Its appearance is a pair of golden longswords interlocked together with one another to form a unique bow. It fires specially crafted arrows made of a flexible metal while at it's edging on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Enki has a set of abilities that make it fitting of a gift from a Goddess. On the weapon are three seals that allow almost divine functionality: Hakai no Hoshi, Enpawaamento no Hoshi and Hoshi no Boukyaku. The swords can also detach in order to allow the user to wield them in combat like normal with the overall weapon when combined has a strength of S Rank, needing at least one S Rank to completely break them or two A Ranks. When separated, they are A Rank each and need one A Rank each to break them.</p><p></p><p>Hakai no Hoshi, Star of Destruction</p><p>By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its target. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its target the barrier will explode in a short-ranged, purple maelstrom (A Rank). If it goes against a technique of equal rank though, it will split it apart, but be canceled in the process. The arrow in itself is highly lethal, and it is able to decapitate human-sized targets or even push back medium-sized summons entirely based on the force from which it is loosened from the Enki. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once per turn, four times per battle , with a cooldown of two turns between each use.</p><p></p><p>Hoshi no Boukyaku, Star of Oblivion</p><p>The second seal, which is located directly in the midsection of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames, however, are cosmetic, and cannot harm the user nor anyone who touches the Enki. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead, the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrowhead while still being connected to Enki no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Enki during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A-ranked and can affect techniques of equal and lesser rank. It can only be used once per turn, three times per battle with a cooldown of three turns each nor can it be used on living targets.</p><p></p><p>The third and final seal called Enpawaamento no Hoshi, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Hoshi no Boukyaku, and initiate an unsealing process. For every technique successfully absorbed, Enpawaamento no Hoshi's damage will be increased by +10 in an act of maximum overkill, however, this caps at +20 Damage. Just like Hakai no Hoshi, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However, this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an A-ranked technique. This allows the barrier created to split apart techniques of A ranked and below and requires a three-turn cooldown each time performed, with it only be able to be used twice per battle. Once performed the absorbed techniques counter resets to zero.</p><p></p><p>Apart from the activation of these seals, the user is able to release up to three regular arrows a turn that is freeform each but do not count toward the jutsu usage limit i.e free form. The Enki can also be called forth from a fourth, lesser-known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe. When preparing to fire an arrow, golden chakra bowstring is formed passively and is merely cosmetic.[/spoiler]</p><p></p><p></p><p>Artifacts, albeit fucking ghosted.</p><p></p><p>( Akurisu no Buresuretto ) - Bracelet of Achlys</p><p>[spoiler]Type: Artifact</p><p>Rank: C</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: Bracelet of Achlys is an artifact from unknown origins. The artifact carries one single passive ability, whenever the user completely changes form, such as through elemental techniques, the user's equipment and belongings would be sealed into the bracelet, protecting them from any possible side effects, or simply storing them for traveling purposes. (For instance, traveling in elemental form/in shadow form) The equipment would be stored within the Bracelet, which in itself would take whatever form the user assumes, insuring its own protection as it becomes part of the user's form. The equipment can be freely released whilst the user is in a form and would be completely released when the user returns to normal.[/spoiler]</p><p></p><p>( Sōshō Heisa no Shūhen ) - Periapt of Wound Closure</p><p>[spoiler]Type: Artifact</p><p>Rank: A</p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: ( heals 40 )</p><p>Description: The Periapt of Wound Closure is a tiny heart-shaped charm with two passive effects. The first is when the wielder is rendered unconscious by any form of damage it will automatically heal them by forty points of damage. This is a minuscule amount but it is enough to rouse them from unconsciousness and allow them to move, act, and fight without needing to wait out the usual health regeneration period. This happens passively, and autonomously. The secondary effect is that any healing effect used upon the wielder is 1.5xs more effective only on the wielder excluding Yang Release. So a technique that would heal them for thirty health instead, heals them for forty-five health. This is only true for techniques used by the user on themselves. This effect excludes the Periapt of Wound Closure which always heals the same fixed forty health no matter the wielder or their abilities.</p><p>Note: The unconscious healing effect can be used once per arc[/spoiler]</p><p></p><p>( Saionikusu no Hel ) - Helm of Psionics</p><p>[spoiler]Type: Artifact</p><p>Rank: S</p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: The Helm of Psionics is a strange artifact in appearance it seems to be a simplistic tin-foil hat but it is truly made from a foil consisting of chakra reactive metal gifting it several odd properties. The first ability it grants the wielder is a passive immunity to all mind-probing or mind-reading techniques A-rank or below, shielding their thoughts from outside intrusion. Excluding things like Yin Release, or MS or above mind-probing or reading. The second ability is an active ability when the wielder is about to fall under a genjutsu they are able to spend a move-slot to reverse that genjutsu back upon their opponent so instead, placing their opponent in whatever genjutsu they originally intended to place upon the wielder. This can be done twice per arc, with a two-turn cooldown.[/spoiler]</p><p></p><p>Tournament prizes.</p><p></p><p>( Ronin Yoroi ) - Wanderer's Armor</p><p>[spoiler]Type: Supplementary</p><p>Rank: B</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: N/A ( varies )</p><p>Description: An enhanced version of the armor worn during the Rose Tournament, this armor is capable of allowing fields to become severely stronger at the cost of other abilities. By sealing abilities prior to a battle's start, the user can empower his Taijutsu, Kenjutsu and Speed. For every ability field sealed, the user gains a 10 damage increase and a x1 speed boost, starting at +20 and x2 speed for the first ability sealed. Though there are many fields to sacrifice, it only allows the user to gain a max of 50 damage and x5 speeds. Outside of this, the armor grants a 40 damage shaving protection.</p><p>Note: Fields to seal include Genjutsu, Universal Abilities (all become sealed, not just 1), S rank and higher Ninjutsu, 2 Base Elements, 4 Base Elements, AN/KG/CC/AE/HA, Mode). Each listed thing can only be sealed once.</p><p>Note: This counts as an active boost.[/spoiler]</p><p></p><p>( Kageka ) - Shadowblade</p><p>[spoiler]Type: Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30 ( -5 per turn )</p><p>Damage: 60</p><p>Description: A special blade created by Oisha during the Red Fever Tournament, the Shadowblade is a sword designed to extend the ability to manipulate shadows and the user to a different degree than Nara users. Appearing regularly as just a dagger hilt without a sword, the user is capable of channeling chakra into it and forming a dagger of solidified shadows. While this blade can deal 60 damage per attack, it's true power lies in its shadowy nature. When active, it creates a wispy effect around the user. This allows any and all physical based attacks to phase through the user, causing no damage or adverse effects to him. This also allows the user to shadowtravel, traveling to any shadow in the same landmark once per turn. This is an unique S/T ability, happening instantly at the cost of 30 chakra. The blade is capable of drawing up the shadows to heal 10 damage per turn as well, both lasting as long as the technique is in use.</p><p>Note: This Technique lasts up to 7 turns or 3 uses of Shadowtravel, whichever ends earlier.</p><p>Note: Can only be activated 3 times per battle.[/spoiler]</p><p></p><p>Dragon Fang</p><p>[spoiler]Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.[/spoiler]</p><p></p><p>Void Artifacts</p><p></p><p></p><p></p><p><strong>(Mukō: Hikari no Shukufuku) – Void: Blessing of Light</strong></p><p>[spoiler]Type: Void Infused Artifact</p><p>Rank: A</p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Weaving. Activated passively at the cost of two Void Infusions, this Artifact increases the potency of the user’s next Medical Ninjutsu technique by 100%.[/spoiler]</p><p></p><p><strong>(Mukō: Shisha Mukonisuru) – Void: Nullify the Dead</strong></p><p>[Spoiler]</p><p>Type: Void Infused Artifact</p><p>Rank: Forbidden</p><p>Range: Short – Long</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: Activated passively and consumed two Void Infusions; allows the user to nullify the effects of Edo Tensei, returning the souls of those trapped within an Edo Tensei to the Underworld. The effects of Nullify the Dead are absolute, unable to be blocked or circumvented by anything unless a skill or ability noted to specifically ignore it. Nullify the Dead can only target Edo Tensei specifically, not skills that are derived from it. Can be used twice per battle. Souls that are returned to the Underworld in the Ninja World are lost permanently.[/spoiler]</p><p><strong>(Mukō: Komando no Seigyo) – Void: Command and Control</strong></p><p>[Spoiler]</p><p>Type: Void Infused Artifact</p><p>Rank: S</p><p>Range: Short – Long</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: Activated passively and consumes a single Void Infusion. Command and Control affords the user the ability to wrest control of a single Edo Tensei for three turns. The effects are unblockable unless specifically noted to ignore Command and Control. Command and Control can only target Edo Tensei, not any skills that are derived from it. Can be used three times per battle.[/spoiler]</p><p></p><p>Shit that needs sroting.</p><p>[spoiler]</p><p>Purchasing/Learning the CFS for 5k</p><p>[/spoiler][/QUOTE][spoiler]</p><p></p><p></p><p>Tiglons from the above as well</p><p></p><p></p><p></p><p></p><p></p><p>(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power</p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short - Mid</p><p>Chakra: 40</p><p>Damage: Dependent</p><p>Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after.</p><p>[URL unfurl="true"]https://animebase.me/threads/custom-element-jutsu-submission.764501/page-8#post-22036914[/URL]</p><p></p><p>(Inton: Sulphur) - Yin Release: Sulpher</p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 70 (20 per turn)</p><p>Damage: N/A</p><p>Description: Through a surge of chakra throughout their body, followed by 4 hand seals, the user would bring forth an autonomous cat familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 3 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it, where the Yin Energy targets physical energy. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier. Should the opponent exit Sulpher's zone, they would regain their defenses within two turns. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar be used, nor Yang techniques. No Yin techniques above A rank can be used for the next two turns.</p><p>[URL unfurl="true"]https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-33#post-22074657[/URL][/spoiler]</p><p></p><p>(Inton: Ēteru) - Yin Release: Aether</p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: N/A</p><p>Chakra: 50 (+50)</p><p>Damage: N/A</p><p>Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling an active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied in the same time frame as another shadow technique. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.</p><p>Usable 3x, lasting 3 turns once triggered or until canceled, with a chakra cost per turn of 30 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active. Once deactivated, the user is unable to use Yin/Shadow based techniques above A rank for two turns.</p><p>[URL unfurl="true"]https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-35#post-22089022[/URL]</p><p></p><p></p><p><strong>(Fuuinjutsu: Nejire Shōheki) Sealing Art: Distortion Barrier</strong></p><p>Spoiler</p><p>Type: Defensive/Supplementary</p><p>Rank: A</p><p>Range: Short - Mid</p><p>Chakra: 60</p><p>Damage: N/A</p><p>Description: An Advanced Fuuinjutsu technique created by Kōtetsu Inuzuka, Distortion Barrier allows the user to erect a crimson circular barrier at a location of their choosing within range to protect themselves or an ally after performing four handseals. Primarily used as a defensive measure, this barrier possesses a unique interaction that allows chakraless attacks to pass through itself and is only capable of interacting with those containing chakra or other forms of energy. When hit by a technique of lower chakra or energy, the barrier allows the user to change its direction either away from the protected target or back toward the opponent at full strength. When used against large-scale techniques, the barrier is capable of distorting the direction of a portion of the incoming techniques, leaving the user or anyone behind the barrier unharmed.</p><p></p><p>Notes:</p><p>- This technique can be used four times per battle and requires a two-turn cooldown between uses.</p><p>- No Fuuinjutsu above A-rank in the following two turns after this technique is used.</p><p>- This technique requires mastery of Advanced Fuuinjutsu.</p><p></p><p><strong>(Fuuinjutsu: Ōkui-Sha) Sealing Art: The Great Devourer</strong></p><p>Spoiler</p><p>Type: Offensive/Defensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 60 (-20 per turn)</p><p>Damage: N/A</p><p>Description: The user performs four handseals and erects a powerful barrier that coats the body and anything on it, reacting to their movement in such a way that the user never makes contact with it as it moves with them. Though it varies depending on the user, this barrier tends to have the standard appearance of a dark, flame-like aura and has considerable offensive and defensive capabilities. As a means of both attack and defense, this barrier possesses the ability to destroy techniques it comes into contact with by absorbing the properties of the technique and unraveling the chakra that composes the jutsu, this will empower the barrier with the properties of the absorbed technique and allow it to take on the damage value of the absorbed technique based on its rank. The properties of techniques refer to their auxiliary effects that cause harm, for example, absorbing fire would cause the barrier to become heated causing burn damage while absorbing wind would sharpen the barrier causing cutting damage, water and earth would both be concussive while lightning would be sharp. The barrier will follow the strengths and weaknesses of whatever element or other fields it's absorbed. Naturally, techniques fired from within the barrier would clash with it and weaken, making it almost impossible for the user to use streamed techniques from within it.</p><p></p><p>Notes:</p><p>- This technique lasts for three turns.</p><p>- No Fuuinjutsu above B-Rank can be used for three turns after deactivation.</p><p>- This technique can be used twice per battle and requires a four-turn cooldown after it expires.</p><p>- Must have Advanced Fuuin to use.</p><p>[URL unfurl="true"]https://animebase.me/threads/throwing-shade.646273/[/URL]</p><p>[spoiler]</p><p></p><p></p><p>Learned here <a href="https://animebase.me/threads/ozymandiasm-or-something.781825/">https://animebase.me/threads/ozymandiasm-or-something.781825/</a>[/spoiler]</p><p></p><p>[spoiler]</p><p></p><p></p><p></p><p>Approved here <a href="https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652">https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652</a>[/spoiler]</p><p>[/QUOTE]</p>
[QUOTE="Vayne, post: 21140464, member: 102133"] [CENTER]Custom Weapons [/CENTER] [URL='https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-28#post-22052475'](Hairihhi Bōgun) - Holy Bow[/URL] [spoiler]Type: Weapon Rank: N/A Range: N/A Chakra: N/A Damage: N/A Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them. (Za Desudīringu) - The Deathdealing The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn. (Hairihhi Pufairu) - Sacred Destruction Arrows Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank. (Hasuhain) - God's Posion Taster Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another. Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.[/spoiler] [URL='https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-32#post-22071258'](Hairihhi Bōgun: Kanzen Ni) - Holy Bow: Vollständig[/URL] [spoiler]Type: N/A Rank: N/A Range: N/A Chakra: N/A Damage: N/A Description: Vollständig, literally meaning "in full", is the Holy Bow's ultimate set of techniques that combine the weapon's innate 'Reishi' abilities with adv.fuinjutsu and medical ninjutsu. These abilities elevate the weapon's inane function of absorption to include spiritual and physical factors on the level of Yin and Yang techniques, while also unlocking a new modes of attacking and a supplementary offensive technique. (Za Desudīringu Derakkusu) - The Deathdealing Deluxe Similar in applications to The Deathdealing base state, the Deluxe variation enables the absorption of higher level concepts of inhibiting factors such as those presented via Yin & Yang release. The barrier would now be capable of detecting said factors and absorbing them for future infusions at higher potency similar to the base version. Similar to the base version the higher potency is restricted to either increasing the damage or defensive qualities, with the former being at twenty damage points and the latter being either twenty damage points or ten additional chakra points dependent on the nature of the technique. This comes at the cost of decreasing the turns said effects would have lasted by one, with the infusions themselves lasting said duration. The Deathdealing Deluxe is capable of taking in any unranked factors from an opposition (should it contain chakra), whereas it can take in any of the user's own regardless of it's rank, consuming 15 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to two times per battle, at a cost of seventy chakra, separated by a turn interval. As in it's base form, these substances can only come into effect in the Bow's partial and full released states. (Howaitou~ōkā) - The White Walker The White Walker, accessible in the partial and full release states, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) to apply an effect based on the Medical Sealing Technique: Chakra Purge technique, preventing any external chakra/energy/etc from influencing the target based on the capabilities of the aforementioned technique. However in The White Walkers, the sealing tag is replaced by either the chakra fired through the Reishi or appearing on the arrows summoned.These effects last for a single turn should the arrows graze the target or be detonated within short range of the opponent, but should it pierce them, it would last for three turns. The White Walker can only be used thrice for an additional chakra cost of seventy, and must be separated by a two turn interval, with the chakra naturally not being factored to the strength of the arrows themselves. (Gifuto Beraihi) - Poison Realm Accessible only in the Bow's full released state, Poison Realm allows the creation of a large barrier combing both Reishi and fuinjutsu aspects, costing seventy chakra (15 per turn). The barrier can be made as small as short range around the user or up to long range potentially covering up an entire landmass. Naturally the barrier can be used for the Bow's abilities due to it being a mixture of Reishi and Fuin, but it's main function is creating an inescapable zone of combat, both through physical movement and S/T techniques. Within the barrier neither the user or opponent can make use of S/T techniques such as summoning or other, being forced to remain in the zone until the battle ends or the user cancels out the technique. Alternatively, barrier dispersing techniques of S rank can disperse the barrier, or techniques 100 damage or higher. While the zone is in effect it can also be used to release the previously stored infusions in the form of a mist that can effect up to mid range dimensions (if the user is caught in the mist, they will be affected as well), costing fourty chakra and dealing eighty damage in addition to the side effects of the infusions if any, with it lasting two turns. The barrier can be used twice, separated by the same period it remained active, with the mist being usable twice but most be separated by two turns at least. Activation of Vollständig would cost twenty chakra per turn, increasing the overall of using the weapon to twenty-five per turn. Required Adv.Fuin.[/spoiler] (Bugu no Achlys) - Garb of Achlys [spoiler]Type: Weapon Rank: N/A Range: Dependent Chakra: 10 per turn | Up to forty for specific abilities Damage: Dependent Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known. First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier) The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in. The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns. In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability. -Can only be used by a nara. -If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance. (Tessaria No Zangō) - Trenches of Thessaly Type: Supplementary/Defensive Rank: N/A Range: Dependent Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities Damage: N/A Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'. Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate. Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver [URL='https://orig04.deviantart.net/c1e2/f/2011/158/4/4/alchemy_symbol_by_karrilustworks-d3ic58i.png']scripts/insignias for Primordial Darkness[/URL], having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after. Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn. [URL unfurl="true"]https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-21#post-22014708[/URL][/spoiler] Learned [URL='https://animebase.me/threads/mr-sandman.751295/'](Dorīmuītā ) - Dream Eater[/URL] [spoiler]Type: Weapon Rank: A Range: Short - Mid Chakra: N/A (-5 per turn) Damage: N/A Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met. Reshape (A-Rank) Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/60 damage, though the shape is retained until changed again. This would take up a move slot when used. Plague (D-rank) Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure. Feast (A-rank) The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses. The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done. Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade Description: [spoiler][IMG]https://vignette.wikia.nocookie.net/the-immortals-novel/images/b/bb/Ethereal_Blade.jpg/revision/latest?cb=20130102044849[/IMG][/spoiler][/spoiler] [URL='https://animebase.me/threads/shadowverse-shadow-keepers.773057/#post-21989643']Shūmatsu-yumi - Enki ∞ Enki: Bow of the End[/URL] [spoiler]Type: Weapon Rank: S Range: Short-Long Chakra: N/A Damage: N/A Description: The "Enki" is a very powerful bow passed down through generations of the Hayabusa Clan. According to legends, it was first given to the first Hayabusa Leader by the Dragon God Priestess, Amaterasu. Its appearance is a pair of golden longswords interlocked together with one another to form a unique bow. It fires specially crafted arrows made of a flexible metal while at it's edging on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Enki has a set of abilities that make it fitting of a gift from a Goddess. On the weapon are three seals that allow almost divine functionality: Hakai no Hoshi, Enpawaamento no Hoshi and Hoshi no Boukyaku. The swords can also detach in order to allow the user to wield them in combat like normal with the overall weapon when combined has a strength of S Rank, needing at least one S Rank to completely break them or two A Ranks. When separated, they are A Rank each and need one A Rank each to break them. Hakai no Hoshi, Star of Destruction By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its target. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its target the barrier will explode in a short-ranged, purple maelstrom (A Rank). If it goes against a technique of equal rank though, it will split it apart, but be canceled in the process. The arrow in itself is highly lethal, and it is able to decapitate human-sized targets or even push back medium-sized summons entirely based on the force from which it is loosened from the Enki. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once per turn, four times per battle , with a cooldown of two turns between each use. Hoshi no Boukyaku, Star of Oblivion The second seal, which is located directly in the midsection of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames, however, are cosmetic, and cannot harm the user nor anyone who touches the Enki. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead, the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrowhead while still being connected to Enki no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Enki during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A-ranked and can affect techniques of equal and lesser rank. It can only be used once per turn, three times per battle with a cooldown of three turns each nor can it be used on living targets. The third and final seal called Enpawaamento no Hoshi, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Hoshi no Boukyaku, and initiate an unsealing process. For every technique successfully absorbed, Enpawaamento no Hoshi's damage will be increased by +10 in an act of maximum overkill, however, this caps at +20 Damage. Just like Hakai no Hoshi, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However, this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an A-ranked technique. This allows the barrier created to split apart techniques of A ranked and below and requires a three-turn cooldown each time performed, with it only be able to be used twice per battle. Once performed the absorbed techniques counter resets to zero. Apart from the activation of these seals, the user is able to release up to three regular arrows a turn that is freeform each but do not count toward the jutsu usage limit i.e free form. The Enki can also be called forth from a fourth, lesser-known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe. When preparing to fire an arrow, golden chakra bowstring is formed passively and is merely cosmetic.[/spoiler] Artifacts, albeit fucking ghosted. ( Akurisu no Buresuretto ) - Bracelet of Achlys [spoiler]Type: Artifact Rank: C Range: Short Chakra: N/A Damage: N/A Description: Bracelet of Achlys is an artifact from unknown origins. The artifact carries one single passive ability, whenever the user completely changes form, such as through elemental techniques, the user's equipment and belongings would be sealed into the bracelet, protecting them from any possible side effects, or simply storing them for traveling purposes. (For instance, traveling in elemental form/in shadow form) The equipment would be stored within the Bracelet, which in itself would take whatever form the user assumes, insuring its own protection as it becomes part of the user's form. The equipment can be freely released whilst the user is in a form and would be completely released when the user returns to normal.[/spoiler] ( Sōshō Heisa no Shūhen ) - Periapt of Wound Closure [spoiler]Type: Artifact Rank: A Range: N/A Chakra: N/A Damage: ( heals 40 ) Description: The Periapt of Wound Closure is a tiny heart-shaped charm with two passive effects. The first is when the wielder is rendered unconscious by any form of damage it will automatically heal them by forty points of damage. This is a minuscule amount but it is enough to rouse them from unconsciousness and allow them to move, act, and fight without needing to wait out the usual health regeneration period. This happens passively, and autonomously. The secondary effect is that any healing effect used upon the wielder is 1.5xs more effective only on the wielder excluding Yang Release. So a technique that would heal them for thirty health instead, heals them for forty-five health. This is only true for techniques used by the user on themselves. This effect excludes the Periapt of Wound Closure which always heals the same fixed forty health no matter the wielder or their abilities. Note: The unconscious healing effect can be used once per arc[/spoiler] ( Saionikusu no Hel ) - Helm of Psionics [spoiler]Type: Artifact Rank: S Range: N/A Chakra: N/A Damage: N/A Description: The Helm of Psionics is a strange artifact in appearance it seems to be a simplistic tin-foil hat but it is truly made from a foil consisting of chakra reactive metal gifting it several odd properties. The first ability it grants the wielder is a passive immunity to all mind-probing or mind-reading techniques A-rank or below, shielding their thoughts from outside intrusion. Excluding things like Yin Release, or MS or above mind-probing or reading. The second ability is an active ability when the wielder is about to fall under a genjutsu they are able to spend a move-slot to reverse that genjutsu back upon their opponent so instead, placing their opponent in whatever genjutsu they originally intended to place upon the wielder. This can be done twice per arc, with a two-turn cooldown.[/spoiler] Tournament prizes. ( Ronin Yoroi ) - Wanderer's Armor [spoiler]Type: Supplementary Rank: B Range: Short Chakra: N/A Damage: N/A ( varies ) Description: An enhanced version of the armor worn during the Rose Tournament, this armor is capable of allowing fields to become severely stronger at the cost of other abilities. By sealing abilities prior to a battle's start, the user can empower his Taijutsu, Kenjutsu and Speed. For every ability field sealed, the user gains a 10 damage increase and a x1 speed boost, starting at +20 and x2 speed for the first ability sealed. Though there are many fields to sacrifice, it only allows the user to gain a max of 50 damage and x5 speeds. Outside of this, the armor grants a 40 damage shaving protection. Note: Fields to seal include Genjutsu, Universal Abilities (all become sealed, not just 1), S rank and higher Ninjutsu, 2 Base Elements, 4 Base Elements, AN/KG/CC/AE/HA, Mode). Each listed thing can only be sealed once. Note: This counts as an active boost.[/spoiler] ( Kageka ) - Shadowblade [spoiler]Type: Supplementary Rank: A Range: Short Chakra: 30 ( -5 per turn ) Damage: 60 Description: A special blade created by Oisha during the Red Fever Tournament, the Shadowblade is a sword designed to extend the ability to manipulate shadows and the user to a different degree than Nara users. Appearing regularly as just a dagger hilt without a sword, the user is capable of channeling chakra into it and forming a dagger of solidified shadows. While this blade can deal 60 damage per attack, it's true power lies in its shadowy nature. When active, it creates a wispy effect around the user. This allows any and all physical based attacks to phase through the user, causing no damage or adverse effects to him. This also allows the user to shadowtravel, traveling to any shadow in the same landmark once per turn. This is an unique S/T ability, happening instantly at the cost of 30 chakra. The blade is capable of drawing up the shadows to heal 10 damage per turn as well, both lasting as long as the technique is in use. Note: This Technique lasts up to 7 turns or 3 uses of Shadowtravel, whichever ends earlier. Note: Can only be activated 3 times per battle.[/spoiler] Dragon Fang [spoiler]Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.[/spoiler] Void Artifacts [B](Mukō: Hikari no Shukufuku) – Void: Blessing of Light[/B] [spoiler]Type: Void Infused Artifact Rank: A Range: N/A Chakra: N/A Damage: N/A Description: A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Weaving. Activated passively at the cost of two Void Infusions, this Artifact increases the potency of the user’s next Medical Ninjutsu technique by 100%.[/spoiler] [B](Mukō: Shisha Mukonisuru) – Void: Nullify the Dead[/B] [Spoiler] Type: Void Infused Artifact Rank: Forbidden Range: Short – Long Chakra: N/A Damage: N/A Description: Activated passively and consumed two Void Infusions; allows the user to nullify the effects of Edo Tensei, returning the souls of those trapped within an Edo Tensei to the Underworld. The effects of Nullify the Dead are absolute, unable to be blocked or circumvented by anything unless a skill or ability noted to specifically ignore it. Nullify the Dead can only target Edo Tensei specifically, not skills that are derived from it. Can be used twice per battle. Souls that are returned to the Underworld in the Ninja World are lost permanently.[/spoiler] [B](Mukō: Komando no Seigyo) – Void: Command and Control[/B] [Spoiler] Type: Void Infused Artifact Rank: S Range: Short – Long Chakra: N/A Damage: N/A Description: Activated passively and consumes a single Void Infusion. Command and Control affords the user the ability to wrest control of a single Edo Tensei for three turns. The effects are unblockable unless specifically noted to ignore Command and Control. Command and Control can only target Edo Tensei, not any skills that are derived from it. Can be used three times per battle.[/spoiler] Shit that needs sroting. [spoiler] Purchasing/Learning the CFS for 5k [/QUOTE] Tiglons from the above as well (Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power Type: Supplementary Rank: S Range: Short - Mid Chakra: 40 Damage: Dependent Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after. [URL unfurl="true"]https://animebase.me/threads/custom-element-jutsu-submission.764501/page-8#post-22036914[/URL] (Inton: Sulphur) - Yin Release: Sulpher Type: Supplementary Rank: S Range: Short Chakra: 70 (20 per turn) Damage: N/A Description: Through a surge of chakra throughout their body, followed by 4 hand seals, the user would bring forth an autonomous cat familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 3 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it, where the Yin Energy targets physical energy. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier. Should the opponent exit Sulpher's zone, they would regain their defenses within two turns. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar be used, nor Yang techniques. No Yin techniques above A rank can be used for the next two turns. [URL unfurl="true"]https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-33#post-22074657[/URL][/spoiler] (Inton: Ēteru) - Yin Release: Aether Type: Supplementary Rank: S Range: N/A Chakra: 50 (+50) Damage: N/A Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling an active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied in the same time frame as another shadow technique. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe. Usable 3x, lasting 3 turns once triggered or until canceled, with a chakra cost per turn of 30 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active. Once deactivated, the user is unable to use Yin/Shadow based techniques above A rank for two turns. [URL unfurl="true"]https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-35#post-22089022[/URL] [B](Fuuinjutsu: Nejire Shōheki) Sealing Art: Distortion Barrier[/B] Spoiler Type: Defensive/Supplementary Rank: A Range: Short - Mid Chakra: 60 Damage: N/A Description: An Advanced Fuuinjutsu technique created by Kōtetsu Inuzuka, Distortion Barrier allows the user to erect a crimson circular barrier at a location of their choosing within range to protect themselves or an ally after performing four handseals. Primarily used as a defensive measure, this barrier possesses a unique interaction that allows chakraless attacks to pass through itself and is only capable of interacting with those containing chakra or other forms of energy. When hit by a technique of lower chakra or energy, the barrier allows the user to change its direction either away from the protected target or back toward the opponent at full strength. When used against large-scale techniques, the barrier is capable of distorting the direction of a portion of the incoming techniques, leaving the user or anyone behind the barrier unharmed. Notes: - This technique can be used four times per battle and requires a two-turn cooldown between uses. - No Fuuinjutsu above A-rank in the following two turns after this technique is used. - This technique requires mastery of Advanced Fuuinjutsu. [B](Fuuinjutsu: Ōkui-Sha) Sealing Art: The Great Devourer[/B] Spoiler Type: Offensive/Defensive Rank: A Range: Short Chakra: 60 (-20 per turn) Damage: N/A Description: The user performs four handseals and erects a powerful barrier that coats the body and anything on it, reacting to their movement in such a way that the user never makes contact with it as it moves with them. Though it varies depending on the user, this barrier tends to have the standard appearance of a dark, flame-like aura and has considerable offensive and defensive capabilities. As a means of both attack and defense, this barrier possesses the ability to destroy techniques it comes into contact with by absorbing the properties of the technique and unraveling the chakra that composes the jutsu, this will empower the barrier with the properties of the absorbed technique and allow it to take on the damage value of the absorbed technique based on its rank. The properties of techniques refer to their auxiliary effects that cause harm, for example, absorbing fire would cause the barrier to become heated causing burn damage while absorbing wind would sharpen the barrier causing cutting damage, water and earth would both be concussive while lightning would be sharp. The barrier will follow the strengths and weaknesses of whatever element or other fields it's absorbed. Naturally, techniques fired from within the barrier would clash with it and weaken, making it almost impossible for the user to use streamed techniques from within it. Notes: - This technique lasts for three turns. - No Fuuinjutsu above B-Rank can be used for three turns after deactivation. - This technique can be used twice per battle and requires a four-turn cooldown after it expires. - Must have Advanced Fuuin to use. [URL unfurl="true"]https://animebase.me/threads/throwing-shade.646273/[/URL] [spoiler] Learned here [URL]https://animebase.me/threads/ozymandiasm-or-something.781825/[/URL][/spoiler] [spoiler] Approved here [URL]https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652[/URL][/spoiler] [/QUOTE]
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