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∞ Cradle of Knowledge ∞
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[QUOTE="Zaphkiel, post: 21836744, member: 190764"] [B]VIA[/B] [SPOILER] [URL='https://animebase.me/threads/storyboard-mission-submission.756508/post-22128839'](Mukō: Kenkō Chūnyū) – Void: Healthy Infusion[/URL] Type: Void Infused Artifact Rank: C Range: Short – Long Chakra: N/A Damage: N/A Description: Whenever the user heals themselves successfully for at least 40 health in a single turn they have a 75% chance to gain a single Void Infusion. [URL='https://animebase.me/threads/storyboard-mission-submission.756508/post-22130313'](Mukō: Hōfuku Jūyōdenai) – Void: Spiritual Riposte[/URL] Type: Void Infused Artifact Rank: A Range: Short – Mid Chakra: N/A Damage: N/A Description: Whenever the user is successfully placed in a Genjutsu this Void Infused Artifact grants the user a 75% chance to gain a single Void Infusion. Can be activated once every two turns. [URL='https://animebase.me/threads/storyboard-mission-submission.756508/post-22130897'](Mukō: Soshi Chūnyū) – Void: Elemental Infusion[/URL] Type: Void Infused Artifact Rank: B Range: Short – Long Chakra: N/A Damage: N/A Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 30% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 50% when the user uses a Forbidden ranked elemental technique. [/SPOILER] [B]Kumi Accounting[/B] [SPOILER] MND/SPRT Yosamu BDY/MND ?? SPRT/ [B](Dōjutsu: Uchu Sekei) Eye Technique: Cosmogenesis[/B] Type: Supplementary, Offensive, Defensive Rank: Forbidden Range: Short-Long Chakra: 70 Damage: N/A Description: Focus on a point like the terrain or a technique to trigger a collapse of the material world into the Void, which is manifested as a growing orb, similar to a black hole. [B]Dōjutsu: ) - Eye Technique: Revolving Destinies [/B] Type: Supplementary, Offensive, Defensive Rank: Forbidden Range: Short-Long Chakra: 70 Damage: 140 Description: Calling upon the powers of their right eye, the user releases up to four fist-sized spheres of concentrated Void energy from their eye which orbit them very closely. Though they always stay at the user's side they are not passive and must be directed through hand movements or visual focus at the cost of a move, except for when this just is first performed. This technique requires the Cosmic Shinkaigan active as it is considered an advanced Spatial technique. [B](Doujutsu: Kūdō Honō) - Eye Technique: Chaos Flames[/B] [SPOILER]Type: Offensive, Supplementary Rank: C Range: N/A Chakra: N/A (+10 to Spatial Shinkaigan techniques) (-10 per turn) Damage: N/A (20 per turn) Description: An infusion type of Spatial Shinkaigan technique, the Chaos Flames draw inspiration from Yosamu's Uchiha heritage through his right eye with a distinct ability to control the appearance and behavior of Void energy as he manifests it. The energy will be made to look like fire instead of the usual formless miasma through extensive Void energy control and shape manipulation, similar to the extent seen in Birth of the First Dragons. This slight change allows the affected technique, unless nullified completely, to leave behind flame-shaped patches of Void energy that 'burn' the sanity and bodies of living beings over two turns should they physically come into contact with them or the parent technique. Targets loose 2 Sanity and 20 DMG in the first turn and then 2 Sanity and 20 DMG in the next for a total of 4 Sanity and 40 DMG loss due to the lingering flames. The flames may linger on nonliving things such as the terrain without damage for the same duration of two turns and just looking at or experiencing them through extrasensory means will reduce a target's sanity by 1 each turn. Removing the Chaos Flames requires damage of over 40, coinciding with the Chaotic S/W's of the parent technique, or chakra-related techniques and surges of over 20 chakra. Lasts as long as the Shinkaigan remains active and the user has chakra to maintain it. Once deactivated, one must wait two turns before activating it again. Targets suffering from Chaos Flames already cannot be afflicted again unless it wears off or is removed. Spoiler [COLOR=rgb(61, 142, 185)]Declined, one of the issues I have with this is we restricted Lili from having techniques that were infusions that extended technique durations or added additional lingering effects. When she created an infusion technique, it was only allowed to increase the damage of the technique during it's normal limits and augmented it's Sanity drain slightly - this technique wasn't able to be higher than C rank because of the Sanity increase. While this isn't exactly the same, it allows a technique to remain beyond it's normal duration, albeit a weaker incarnation, but should be pointed out. I still can't see me approving techniques that have an effect that lasts beyond the original technique's duration/lifespan. Sidenote, as another Uchiha-Voidseer combo, you should look into Lili's approved techniques as she submitted a few Fire based Shinkaigan techs though you differ because you have Spatial Mastery over Temporal. When it's not based on the Cosmic Shinkaigan, make sure you dont have much overlap.[/COLOR][/SPOILER] [B](Doujutsu: Inshō no Ankoku Kishi) Eye Technique: Void Knight's Sigil[/B] [SPOILER]Type: Supplementary, Defensive Rank: S Range: Short Chakra: 70 (-20 per turn) Damage: N/A (-20 Health Points) Description: The Void Knight's Sigil is an advanced Fuinjutsu, Spatial Shinkaigan and Yang Release technique similar in nature to the Sharingan's Transcription Seal. Instead of sealing an eye ability within a vessel, however, the Knight's Sigil seals Yosamu's physical strength in order to passively increase the damage of his Spatial Shinkaigan techniques by 30. Body Art techniques take a -20 damage reduction while the Sigil remains sealed. Whenever Yosamu falls under a Yin-related illusion or debilitating effect, like a curse, or a technique that tampers with his balance of Yin-Yang chakras the seal responds by activating his Uchu Shinkaigan (within usage restrictions) and surging Yang-infused Void energy from his right eye throughout his entire body, transforming and damaging it at the same time due to the chaotic nature of the Void. In many ways a true inversion, the seal returns his physical strength with added effect while reducing the damage of his Spatial Shinkaigan techniques. All Body Arts gain an additional 30 damage while Shinkaigan techniques take a -20 damage reduction when the seal is released. The transformation that takes over Yosamu is as follows: [B]sharp, claw-like nails and fangs.[/B] His Body Arts, now being infused with Void energy, now carry Sanity-reducing effects upon contact with a target. This is equal to the rank of the technique, where an S-ranked Kenjutsu would reduce a target's Sanity by 10 if it lands, as an example. This technique cannot be applied to Forbidden ranked Spatial Shinkaigan techniques while sealed and while released it cannot be applied to Forbidden ranked Body Arts. The Void Knight's Sigil can be applied during a match at the cost of a move or applied to a Biography before, lasts three turns when released and also gains a 50% chance to randomly increase the damage of Body Arts by an additional 0, 20, or 30. Additionally, the Void energy within the seal is sentient and communicates with Yosamu throughout either stages via a mental connection, often whispering unintelligible phrases in-between referring to itself as the Nightbringer, or Void Knight. Can only be activated twice. After deactivation Yosamu is unable to utilize Spatial Shinkgain or Yang Release techniques above A-rank for two turns. [COLOR=rgb(44, 130, 201)]Declined, while I get the inspiration and intent, I can't approve this; the Transcription Seal and other Sharingan techs like Izanagi/Izanami are canon techniques that we likely wouldn't approve variations of ( or would be approve the canon techniques if they were ever submitted either ). Additionally, the concept may clash partially with the Dance of the Devil technique of Detective L where fields are sealed to enhance the strength of remaining ones. I also think NK may have a second seal not unlike this. As for the technique itself, sealing physical energy and Vitality shouldn't have an impact on Shinkaigan Void-energy; it doesn't make much sense in that regard. I also think if a technique augments Taijutsu with Void Energy, it should be a consistent rate instead of a fluctuating rate, i.e. it needs to be a very specific level such as A rank Sanity Loss instead of varying from a potential 3 to 8 Sanity Loss. I also believe this should require Cosmic Shinkaigan instead of the normal Shinkaigan. Lastly, the reduction of damage to Shinkaigan techs seems very miniscule when you have a 66% chance of increased damage while gaining a +30 damage boost to Body Arts and given the mention to Kenjutsu, you seem to intend on this applying to all related fields instead of Taijutsu, which is what the bold section directly implies it would apply to.[/COLOR][/SPOILER] [B](Dōjutsu: Akumu) - Eye Technique: Night Mare[/B] [SPOILER]Type: Offensive, Supplementary, Defensive Rank: C - A Range: Short-Long Chakra: 15 - 30 Damage: 40 - 80 (+Chaos) Description: Using the Shinkaigan's spatial abilities, Yosamu calls upon the energy of the Void and manifests it from his right eye in the shape of a life-sized horse made of sentient Void energy through a simultaneous infusion of Yang chakra (30 and 40 chakra costs for Yang Specialist). The creation, called Night Mare, is jet black in color, like the Void, with wisps of black-purple miasma trailing from its mane, hooves, and tail that appear like a thick smoke behind it up to 10m. Due to its sentience, the creation acts independently of Yosamu once created and is able to be mounted but doing so instantly drains Sanity, as do all other forms of physical contact with it. Sanity reduction values vary depending on which rank is used, where the basic version (C-rank) drains 4 Sanity and the advanced version (A-rank) drains 8. These values are halved respectively for those who witness Night Mare or its trail, whether through the base senses or extrasensory abilities. Serving as a mount is the creation's main ability, and so it does not harm Yosamu during this, although the Sanity loss remains. While mounted, Night Mare shares movement its speed with Yosamu and vice versa with a boost of +5 for the basic version and x2 for the advanced version. For example if Yosamu is under the effects of a movement enhancing technique then both he and Night Mare would share that effect. On its own it moves at the speed of an equally ranked Lightning technique. It is also able to fly due to the Void's innate strangeness and how it defies some laws of the natural world, as seen in Birth of the First Dragons which allows Void energy the same ability. Night Mare does this through running and is often times manifested toward open space or beneath Yosamu to also grant him this ability when mounted. The basic version of this technique can remain on the battlefield or in the NW indefinitely and requires a turn cooldown after being destroyed while the advanced version lasts only three turns per usage and can only be performed three times max with a two turn cooldown after being destroyed. The advanced version also inherits random elemental weaknesses and strengths as well as a 33% chance to increase its damage by nothing, 20, and 30 respectively. [/SPOILER] [B](Dōjutsu:) Eye Technique: Cryptum[/B] Description: [B](Dōjutsu:) Eye Technique: Primordium[/B] Description: [B](Dōjutsu:) Eye Technique: Silentium[/B] Description: Eye Technique: Shadow of War Type: Offensive, Defensive, Supplementary Rank: S Range: Short-Mid Chakra: 60 Eye Technique: Calamity's Augur Description: Void energy sword pulled from the right eye to be wielded as a physical weapon. [B]Yang Sealing Technique: Warden[/B] Type: Supplementary, Defensive Rank: C Range: Short Chakra: 30 (-10 per turn) Damage: N/A Description: Warden is an eye-shaped body seal with the kanji for 'Vigilant' written throughout it's shape. An advanced seal, it is passive in nature with only one purpose: alerting the user of Yin-based Spiritual entities within their immediate vicinity of 5m. It does so by emitting an inconsequential barrier around the user that is permeated with a small amount of Yang chakra. While Warden is able to sense fluctuations in Yang energy, i.e. life forces, it primarily reacts to Yin chakra [CENTER][/CENTER] Fervor: Heavenly Restrictions (Give up Elemental Nin for exceptional physical prowess). TBC: Body Seal: Re-Legion AoE/Self: Well Within Sky strike: Palo Volador Fuin: Guess and Fathom CC: Planeswalkers KG (Planar Invocation): Draw power of distant realms for specified effects. Ability 1: (Multiversal Beings): Whenever a Plane is invoked, a Planeswalker may call upon their multiversal equivalent that exists on that Plane and swap places with them. Ability 2 (Aether Power Source): Planeswalkers don't use chakra, instead they use aether, which can be used as a power source similarly to chakra. The main ability of aether is that since it originates from the Blind Eternities it can call upon any of the Planes to empower itself with their effects. Summoning Contract: Displacer Beasts (Cats) Unique Ability: Voidling - Voidseer Unique Ability: Displace (erratic summoning technique) Standard Ability: Nimble grace (Speed) Standard Ability: Spatial Predator (Sensory) Standard Ability: Grooming (healing) SWORD SAINT Farewell Sonata - Ultra lethal, high frequency sound attack. Temporal Cosmic Shinkaigan techniques: - Target summons, clones, and lesser creations, speeding up their life cycles by 2 turns, effectively forcing them to disperse while also drawing massive amounts of chakra from their users according to their 'per turn' rates. - Target shinobi and summons, reverting their life cycles to childhood stage. This causes them to physically or internally revert to a younger state, which limits their chakra pools by 2 ranks (a Sage reverts to Chunin restrictions/chakra pools). However this is very taxing for the user and limits them to one move per turn while also drawing great amounts of chakra from them. - Target opposing techniques that have great sizes or scopes. By partially reverting the technique to the Void as it is being released, the user is able to stunt the jutsu growth, limiting it to a smaller size while retaining all of its strengths and weaknesses. This allows the user to defend or dodge it more easily. [B](Doujutsu: Konton no Kamen) - Eye Technique: Veil of Chaos[/B] [SPOILER]Type: Offensive, Defensive, Supplementary Rank: B Range: Short - Mid Chakra: 30 Damage: 60 Description: Calling upon the power of his right eye, Yosamu manifests Void energy around his being like an outer shell with a single hand seal before dashing up to 10m away in a linear fashion. As he moves, the outer shell can be used to shield as well as damage anything in his path or it can be left behind as a decoy, appearing similar to a purple Haze Clone. If used as a damaging shield then the distance of the dash is reduced to 5m but Yosamu may dash again for another 5m to further evade or pursue a target. Upon reaching the end of his dash, or prior to it, Yosamu may have the shell of Void energy explode in an outward facing radius of 5m around him, damaging anything caught in this range with concussive, maddening force. If the Void energy is left behind as a decoy then it may stay on the battlefield for one turn after being formed and can be detonated at any time by Yosamu through chakra control. This decoy also explodes in a 5m radius. Witnessing the Veil of Chaos causes a target to lose 3 Sanity while being touched by it or the explosion will cause a loss of 6 instead. Yosamu also loses 6 Sanity each time he performs this technique. Note(s): - Requires an active Shinkaigan. - Can be performed 5 times with a one turn cool down. No other Spatial Shinkaigan techniques above A-ranked in the same turn. [/SPOILER] [B](Doujutsu: Kūdō Honō) - Eye Technique: Chaos Flame[/B] [SPOILER]Type: Offensive, Supplementary Rank: C Range: N/A Chakra: N/A (+10 to Spatial Shinkaigan techniques) (-10 per turn) Damage: N/A (20 per turn) Description: An infusion type of Spatial Shinkaigan technique, the Chaos Flames draw inspiration from Yosamu's Uchiha heritage through his right eye with a distinct ability to control the appearance and behavior of Void energy as he manifests it. The energy will be made to look and behave like fire instead of the usual formless miasma through extensive chakra control and shape manipulation. This slight behavioral and cosmetic change allows the affected technique, unless nullified completely, to leave behind lingering flames that 'burn' the sanity and bodies of living beings over two turns should they physically come into contact with them or the parent technique. Targets loose 2 Sanity and 20 DMG in the first turn and then 2 Sanity and 20 DMG in the next for a total of 4 Sanity and 40 DMG loss due to the lingering flames. This total sanity loss affects Yosamu each time he utilizes this technique rather than over time. The flames may linger on nonliving things such as the terrain without damage for the same duration of two turns and just looking at or experiencing them through extrasensory means will reduce a target's sanity by 1 each turn. Removing the Chaos Flames requires damage of over 40, coinciding with the Chaotic S/W's of the parent technique, or chakra-related techniques and surges of over 20 chakra. Lasts as long as the Shinkaigan remains active and the user has chakra to maintain it. Once deactivated, one must wait three turns before activating it again. Targets suffering from Chaos Flames already cannot be afflicted again unless it wears off or is removed.[/SPOILER] [B](Doujutsu: Kurai Kokoro) Eye Technique: Dark Heart[/B] Type: Offensive, Supplementary Rank: S Range: Short-Long Chakra: 50 (60) Damage: 120 (+Chaos) Description: An advanced application of the Shinkaigan's Spatial abilities, this technique calls energy directly from the Void in order to weaponize it. It is released from the right eye, appearing as fist-sized 'blob' of Void energy. Upon contact with a surface or opposing technique the small mass immediately grows into a perfectly smooth, 3m wide sphere of compressed Void energy before violently exploding to cover a range of 9m in all directions. The entire process is quick, giving the illusion that the sphere appeared from that point in space rather than Yosamu's eye. Because of its unpredictable nature, Dark Heart inherits random elemental weaknesses and strengths. It also gains a 50% chance to randomly increase its damage by 20 or 30. Experiencing Dark Heart directly, meaning through direct contact causes one to suffer from a 10 Sanity reduction while sensing it through either one of the primary senses, or through extrasensory means, causes one to suffer from a 5 Sanity reduction. Through his Spatial Mastery Yosamu can create an advanced application of Dark Heart whereby they make an additional roll that grants the technique a 33% chance to adopt neutral strengths and weaknesses, regardless of the original Chaos roll, cause the opponent’s next technique to adopt random basic strengths and weaknesses (if applicable), or trigger a secondary explosion that deals 50% of the original damage in a 3m radius after the original sphere has exploded. This technique can only be used three times total with a two turn cool down in between. No Spatial Shinkaigan techniques above A-ranked for one turn after activation. (Uchu Sekei) Eye Technique: Cosmogenesis Description: The highest tier of Void energy control, Yosamu encases himself in a human-sized orb of Void energy using the power of his right eye. The orb is then lifted into the air 20 meters where it will stabilize and begin to radiate massive amounts of nebulous Void energy, all the while growing until it reaches maximum size of 15 meters across, Yosamu nestled at it's core. This process takes time (1 turn) to complete and once the sphere reaches max size it will detonate, damage anything in a long range area, and up to an entire LM if used in the NW; transforming the land into a molten, steaming 'Void pit' with patches of Void energy all throughout. Eye Technique: Shadow of Divinity Description: Void energy clone that can exit and enter the Void at will. Promise of Future's End Type: Weapon Rank: S Range: Short-Mid Chakra: 60 (-10 per turn) Damage: N/A Description: The Promise of Future's End is a tattered, mysterious piece of fabric said to have endured some measure of time within the Void and had emerged saturated in the energy. The material is like a silky gossamer that hangs in the air and trails after the user's movements. It is wielded like a full-body shroud that covers the face, shoulders and upper arms, parting at the chest to show one's regular attire. It is also adorned in three elaborate, golden seals that are shaped like ancient sigils rather than traditional kanji and are connected to the wearer's chakra. They are placed at various sections on the fabric so that when it is wrapped around the wearer they remain hidden from view. The Promise of Future's End's abilities all require either the Shinkaigan or its cosmic variant active to access. [I]Null Drifter[/I]: A seal on the hooded section's interior with the kanji for "emanate" passively draws trace amounts of Void energy from the user's right eye (-10 chakra per turn) in order to fill that space around their head with the unnatural blackness of the Void which prevents even those with Dōjutsu from seeing their face while granting Spatial techniques 20 additional damage as they mafiest from the layer of Void energy within the hood that is connected to the seal. The Shinkaigan are still visible as dots of white light in the dark and opponents, if capable, may still avert their gaze and/or target the user with visual techniques that require eye contact. [I]Prescience[/I]: The Promise's Void-infused material also periodically reveals glimpses of the future to the wearer as it appears in the Void. This allows the wearer to react to techniques beyond the normal scope of the Shinkaigan's temporal powers. Once every three turns they may react physically to defend or evade a technique that is perceiveable with the Shinkaigan by moving at speeds equal to their tracking value for that single technique, up to 5m with each use. This ability costs a move but can be activated alongside other techniques. [I]Chaos Edict:[/I] The shroud can be used defensively by infusing it with Void energy, which is facilitated by an advanced seal with the kanji for "dissipate". The Shinkaigan's temporal abilities can be granted to the material during this infusion, which allows it to revert any human-sized technique of equal or less chakra that touches it back to the Void. Each use drains 8 Sanity from all who witness this process through any sensory means. This ability costs 60 chakra, a move to activate, and can only be done three times per conflict with a two turn cool down. After deactivation the user is unable to perform Temporal Shinkaigan techniques above A-ranked for a turn. [I]Bring the Ending[/I]: At the cost of a move and 60 chakra, the cowl surges previously stored Void energy into the user's body from an advanced seal at the back with the kanji for "cull", set to increase the damage of Void energy projections, i.e. Spatial techniques, by +30 and also grant the ability to reduce an opponent's Sanity by 8 points upon physical contact with any part of their body. This ability lasts three turns per use and can only be activated three times maximum with a three turn cool down between activations. After deactivation the user is left unable to perform Shinkaigan techniques above A-ranked for two turns. [B](Dōjutsu: Kūdō Honō) - Eye Technique: Chaos Flames[/B] Type: Offensive, Supplementary Rank: C Range: N/A Chakra: N/A (+10 to Spatial Shinkaigan Dōjutsu) (-10 per turn) Damage: N/A Description: An infusion type of Spatial Shinkaigan technique, the Chaos Flames draw inspiration from Yosamu's Uchiha heritage through his right eye with a distinct ability to control the appearance and behavior of Void energy as he manifests it. The energy will be made to look like a purplish fire instead of the usual formless miasma through extensive Void energy control and shape manipulation, similar to the extent seen in Birth of the First Dragons. In addition to the shape change, Void energy techniques drain an additional point of Sanity from opponents who come into contact with or witness them through (extra)sensory means. They also gain a 20% chance to deal no additional damage, +5, or +10. This boost can only trigger once every other turn. Lasts as long as the Shinkaigan remains active and the chakra cost is paid. Once deactivated, Yosamu must wait two turns before activating it again. [B](Dōjutsu: Akumu) - Eye Technique: Night Mare[/B] Type: Offensive, Supplementary, Defensive Rank: C - A Range: Short-Long Chakra: 15 - 30 Damage: 40 - 80 (+Chaos) Description: Using the Shinkaigan's spatial abilities, Yosamu calls upon the energy of the Void and manifests it from his right eye in the shape of a life-sized horse made of sentient Void energy through a simultaneous infusion of Yang chakra (30 and 40 chakra costs for Yang Specialist). The creation, called Night Mare, is jet black in color, like the Void, with wisps of black-purple miasma trailing from its mane, hooves, and tail that appear like a thick smoke behind it up to 10m. Due to its sentience, the creation acts independently of Yosamu once created and is able to be mounted but doing so instantly drains Sanity, as do all other forms of physical contact with it. Sanity reduction values vary depending on which rank is used, where the basic version (C-rank) drains 4 Sanity and the advanced version (A-rank) drains 8. These values are halved respectively for those who witness Night Mare or its trail, whether through the base senses or extrasensory abilities. Serving as a mount is the creation's main ability, and so it does not harm Yosamu during this, although the Sanity loss remains. While mounted, Night Mare shares its movement speed with Yosamu and vice versa with a boost of +5 for the basic version and x2 for the advanced version. For example if Yosamu is under the effects of a movement enhancing technique then both he and Night Mare would share that effect. On its own it moves at the speed of an equally ranked Lightning technique. It is also able to fly due to the Void's innate strangeness and how it defies some laws of the natural world, as seen in Birth of the First Dragons which allows Void energy s similar ability. Night Mare does this through running and is often times manifested toward open space or beneath Yosamu to also grant him this ability when mounted. The basic version of this technique can remain on the battlefield or in the NW indefinitely and requires a turn cooldown after being destroyed while the advanced version lasts only three turns per usage and can only be performed three times max with a two turn cooldown after being destroyed. The advanced version also inherits random elemental weaknesses and strengths as well as a 33% chance to increase its damage by nothing, 20, and 30 respectively. [B](Inton: Makora) Yin Release: Mahoraga[/B] Type: Supplementary, Offensive Rank: S Range: Short Chakra: 60 Damage: N/A Description: By combining advanced Fuinjutsu with Yin release, the user creates a body seal with the kanji for "overcome". If it survives an attack it will continuously change its shape to combat that specific attack, such as forming its hands into shields to fight a sword user. [B](Yoton: Higurai) Yang Release: Light Eater[/B] Type: Supplementary, Offensive Rank: S Range: Short Chakra: 60 Damage: N/A Description: By combining advanced Fuinjutsu with Yang Release, the user creates a sentient seal that communicates with them via a mental link. With the kanji for "adapt", the seal's only purpose is to recognize Yin chakra, specifically from the effects of Spiritual techniques and tethers, whenever it enters the chakra network. Upon such an event, the seal activates, quickly absorbing that foreign chakra into itself. Incoming Yin chakra melds briefly with Yang chakra within the seal during the absorption process which allows it to project beyond it's kanji in the form of a sentient, humanoid entity who's appearance is ultimately random as the user has no control over the Yin chakra that gets absorbed (max height of 8 feet). Though it only lasts a single turn before fading away, the entity, or Higurai itself, is capable of dealing or tanking damage equivalent to an S-ranked Yang technique (80 or 120 for Specialists) while moving at the user's base speed. If the user possess Yin-Yang Release then they may have Higurai stay on the field for three turns, but they cannot have Creations active during this time. The seal can only be activated three times maximum with a two turn cool down between uses. Requires three hand seals to activate and place during battle but can be applied to a biography before as a body seal. [B]Sword Art/Wind Release: Rising Crane[/B] [SPOILER]Type Rank Range Chakra Damage Description: Short hop backward to release a wall of roiling wind that reflects physical techniques. [/SPOILER] (Jujutsu: Kao ōu Tsubasa) - Curse Technique: Wings Eye Technique: Rain of Chaos Description: Open 4 portals above a target to rain down Void energy. Eye Technique: Chaos Barrier Description: Fuin barrier with Void energy that reflects techniques with added speed and Chaos effects. Custom Element - [B]Helwyn Custom element Japanese name:[/B] Jigoku no Kaze | 地獄の風 [B]Custom element English name:[/B] Hell Wind (lit.) | Helwyn (coll.) [B]The element is based on:[/B] Yin + Wind + Kinjutsu [B]Facts that prove the element to be possible (in the manga context):[/B] Hell Wind, or Helwyn as it's more commonly known, combines the life-giving properties of Yang Release with Futon to create a sentient wind that actively seeks out living things to destroy as well as 'speak' using the souls of defeated enemies through a horrid secondary ability of soul/spiritual capture granted through the Forbidden Arts, Kinjutsu. It is widely known that Kinjutsu offers power over life, death, and the spirits of mortal beings often through taboo means such as sacrifice and manipulating one's own life energy and spirit. Helwyn uses this power to take the soul of any living thing that it kills whilst also withering living things down through degenerative effects that target the physical and spiritual natures of a target, based on the known abilities of Yang Release and Kinjutsu respectively. [B]How it works: [/B] Spirituality after death is the game. Yang infused smokey wind to erode a target's physical energy and nature--killing them. Then, that same wind that took their breath is gonna sweep up their souls (suction effect to Spiritual Entities) and use that to increase the strength of Helwinter attacks. This works for creations and people alike: If Helwyn reduces your health to 0 it will own your soul and use that to empower itself. [B]Jutsu Usage Examples:[/B] [SPOILER] [B]Helwyn ⛧ Invoke Despair [/B] Type: Offensive Rank: A Range: Short - Mid Chakra cost: 40 (-10 Spiritual Health) Damage Points: 80 Description: [B]Helwyn ⛧ Damnation[/B] Type: Offensive Rank: S Range: Short - Long Chakra cost: 50 (-20 Spiritual Health) Damage Points: 100 Description: [B]Helwyn ⛧ Severance[/B] Rank: Forbidden Range: Short - Mid Chakra: 70 Damage: 120 Description: [B]Helwyn ⛧ Crucible of Worlds[/B] Type: Offensive Rank: Range: Short - Mid Chakra: 70 Damage: 120 Description: [/SPOILER] [B]Conditions to be able to use it: [/B]Mastery of Yin, Wind Release, and Kinjutsu. [B]Strengths & Weaknesses:[/B] Helwyn is neutral to all Elemental Natures. [B]Co-creator:[/B] N/A [B]Students I passed this custom element on to:[/B] N/A [B](Doujutsu: Goshintai) - Eye Technique: Sacred Mirrors of the Kami[/B] Rank: Forbidden Type: Supplementary, Defensive, Offensive Range: Short - Long Chakra Cost: 70 Damage points: N/A ( -20 per use ) Description: The evolved Sharingan belonging to Yosamu Uchiha are said to be mirrors, or kagami, that reflect the wielder's soul, thoughts, and intentions onto the real world. Both eyes possess space manipulating abilities related to mirrors, from entering into a lower, '2D' realm, to manipulating the space around objects and people to reflect reality itself. Both his left and right eye abilities are instantaneous, being a form of Jikukan (Space/Time) Ninjutsu. [B](Shinjūkyō) Deity & Beast Mirror:[/B] With his left eye Yosamu is able to enter into any reflective surface (except opposing techniques) that is within his line of sight up to Mid Range. Mediums such as the surface of a lake, a mirror, or a shiny object, can become doorways for Yosamu to enter and exit freely and instantaneously, appearing as a 'flat image' to observers. Only Shinjūkyō allows living things to exist within the 2D surface of an object without any adverse effects to their physiology, and the process can be observed as a brief flash of light that emanates from Yosamu's left eye onto the chosen surface which is then reflected onto his entire body. By the time the light fades, Yosamu would have entered that reflective surface. While within a medium, Yosamu can still observe and affect the outside world as the 2D space remains connected to it, but he cannot move beyond its spatial limits, i.e., move forward or backward or leave without re-activating this ability. He is also able to perform techniques from within a medium but at great cost (+50 chakra cost, not counting as effective chakra for clashes) due to the strain of interacting with the 3D world from 2D space. Opponents can also harm Yosamu while Shinjūkyō is active, as it is a two-way mirror, but they must specifically track and target him as opposed to the medium he inhabits. This means that simply shattering a mirror while Yosamu is within it would not damage him, as Shinjūkyō allows him to exist within even the tiniest reflective shard (nothing microscopic, of course; fist-sized at minimum), but attacking his 'image' directly would. [B](Shinjijitsu) New Truth:[/B] By focusing chakra into his right eye, any technique or object that Yosamu can perceive in its entirety, up to Long Range with 70 or less chakra, he is able to instantly change its orientation toward an opposite, or mirrored direction, by folding the space around the target and then unfolding it in its reversed orientation. The process is observed as wavy distortions manifesting around the technique before 'squeezing' it down to the size of a pin and then restoring it back to original size, now set in a different direction. Objects and techniques remain otherwise unaffected by the shift, and as such do not loose any properties such as momentum, strength, or effects. This ability can also be applied to living beings; Yosamu is able to turn people, summons, Creations, etc., (including himself) within line of sight toward any direction and orientation in an instant, causing someone going forward to suddenly be moving away or a falling object to rise instead. Just like with techniques, living entities under the effect of Shinjijitsu do not suffer any damage, nor are any active techniques, tools/weapons, or seals on their bodies affected, because the ability really doesn't touch them but rather the space around them. Shinjijitsu may only affect one target at a time, be it entity or technique. Note(s): - Requires the Mangekyo Sharingan to be active. - Yosamu may activate Goshintai a total of 7 times. Each ability can only be activated 4x max, and they each reduce his Mangekyo Sharingan's duration by 2 turns. [B](Doujutsu: Kakuchū Risōzō) - Eye Technique: Prismatic Eidolon[/B] Rank: Forbidden Type: Supplementary, Defensive Range: Short - Long Chakra Cost: 70 Damage points: N/A Description: Using the power of the EMS, transform entire body into a glass-like being that bends light, chakra, time--damn near every thing that passes through based on the concept of a prism. Note(s): - Requires the Eternal Mangekyo Sharingan to be active. - Yosamu may activate Kakuchū Risōzō a total of 4 times. CSC: Eikons Unique Ability #1: Evocation (summoner's body becomes the medium) Unique Ability #2: Aetherium Release (unique energy) Basic Ability 1: Aether Spark+ (increased dmg to Aetherium) Basic Ability 2: Damage Reduction Basic Ability 3: Fantastic (x3 Speed, walk on air) Summons: Ifrit, Bahamut, Odin, Ultima (Boss) ___________________________________________________________________________________ Custom element Japanese name: Custom element English name: Celestial Fire / Promethean Fire The element is based on: Yang Release, Fire Release, and Fuuinjutsu [B]Facts that prove the element to be possible (in the manga context):[/B] Celestial Fire is a combination of Yang and Fire Release to create a white, shimmering fire imbued with the vitality granting aspects of How it works: Grants life to techniques it interacts with by imbuing them with vitality, which is then sealed by the fuuinjutsu component of the technique. This added vitality is they bestowed upon the user in the form of additional health, durability, or damage This is applied directly to the user, be applied in the form of an over shield that acts as an additional health pool that must be depleted first before damage can be done to the user’s own health pool Jutsu Usage Examples: [B]Promethean Fire Release: Messenger Flame[/B] [SPOILER]Type: Rank: Range: Chakra: Damage: Description: [/SPOILER] Conditions to be able to use it: Mastery over Advanced Fuinjutsu, Yang Release, and Fire Release. Is weak to: Celestial Fire is weak to Senjutsu. Is strong against: Celestial Fire is strong to Elemental Ninjutsu and Ninjutsu. Co-creator: Zaphkiel Students I passed this custom element on too: N/A [/SPOILER] [B]Ryo Accounting[/B] [SPOILER]Available Ryo: 4,300 Transaction Log: [URL='https://narutobase.net/forums/showthread.php?t=756508&p=21823632&viewfull=1#post21823632']+650 - 08/27/18 - Mission[/URL] (B-Rank) [URL='https://narutobase.net/forums/showthread.php?t=756508&p=21829479&viewfull=1#post21829479']+1,500 - 09/11/18 - Mission[/URL] (S-Rank) [URL='https://narutobase.net/forums/showthread.php?t=756508&p=21836554&viewfull=1#post21836554']+1,500 - 10/15/18 - Mission[/URL] (S-Rank) [URL='https://narutobase.net/forums/showthread.php?t=756508&p=21836554&viewfull=1#post21836554']+650 - 10/15/18 - Mission[/URL] (B-Rank). [B](Fūin-Seraphumizuton: Sonzai no Shison) - Sealing/Seraphic Water Release: Descendants of The Presence[/B] Type: Defensive/Offensive/Supplementary Rank: B Range: Short - Mid Chakra cost: N/A Damage: N/A Description: Prowess with both the Seraphic Water element and Fūinjutsu, Sonzai no Shison is considered to be the pinnacle of both. The user will place a seal on their puppet before battle that will slowly release and regulate Seraphic Water throughout the puppet's body similar to how blood circulates in living things. The amount isn't enough to weigh or slow the puppet down, but instead augment their physical movements through the precise transferring of heat in a manner similar to hydraulics. Whenever the puppet moves, the grinding of its many gears would generate heat, which is then transferred by the Seraphic Water to various parts of their bodies such as the legs, hands, and torso. This coupled with the natural lubricating properties of water allows the puppet to move with frightening fluidity similar to a human. Puppets will gain the ability to perform normal, non-chakra oriented body art techniques such as Kenjutsu (if they have weapons) and Taijutsu as well as free form fighting with increased damage (+20). This also makes the puppet more fragile, as the puppets are able to 'bleed out' if they are damaged by anything surpassing the rank of this technique The final ability of this seal is activated whenever the puppet is destroyed. The seal will release copious amounts of Seraphic Water equivalent to an A ranked, omnidirectional wave that is capable of crushing everything within 10 meters of the puppet. This wave cannot be controlled by the user but can be used for Seraphic Water techniques after a turn has passed. Can be placed on up to four puppets. Must be mentioned in biography or at beginning of battle. [B](Fūinjutsu: Kain no Noroi) - Sealing Technique: Mark of Cain[/B] Type: Defensive/Offensive/Supplementary Rank: B Range: Short Chakra cost: N/A Damage: N/A Description: [Barrier around weapons/puppets that reflects attacks with 10 less damage than they came with] Resubmitting from [URL='https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21858999']here[/URL]. Adv Fuin completed here. [B](Fūinjutsu: Pararia no Ōkan)- Sealing Arts: Pariah's Crown[/B] Type: Defensive Rank: D - [B]S[/B] Range: Self Chakra: N/A Damage: N/A Description: This technique, with the kanji for "We Protect" is always-present body seal directly connected to the user's chakra network and is activated the instant foreign chakra enters it. How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user [B]that does not interfere with any of the user's other active techniques[/B]. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for ever ten points of chakra absorbed, starting at D. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. [B]Twice per arc/event, at the cost of a move, the user may increase the barrier's strength to S-rank. This requires double the amount of chakra normally used for max evolution (i.e 60 chakra) and can only be done if the barrier is already at max strength for at least one turn. [/B]Being a barrier-type defensive technique, it is able to contend with opposing techniques of equal or lesser chakra. This barrier can stay until completely destroyed by an enemy and once this happens the seal goes on a two turn cool down. Unique to this seal is its ability to continuously regenerate (unless completely destroyed) per turn [B]so long as the user is able to gain chakra from an outside source[/B]. After which any excess chakra goes straight to the user, [B]unless they choose to store it within the seal to boost it to S-rank[/B]. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall. Appearance: [SPOILER][/SPOILER] (Approvable, just need Adv Fuin) [B](Oto/Taijutsu: Shōkan no Uta) - Sound Body Art: Redemption Song[/B] Type: Supplementary Rank: S Range: Self Chakra: 40 (-10 per turn) Damage: N/A Description: By focusing a specific tune or frequency of sound within the body, Redemption Song is able to keep the user in a perpetual state of ease. This comes from high frequency, low energy sounds more akin to Illusionary Sound Waves that reverberate throughout their body, relaxing the muscles while also affecting the brain and thus perception in a very peculiar way. The user will essentially always have this 'song' playing in the back of their head and it allows an elevated perception of their own bodies as well as that of other living creatures through an elaborate, self-inflicted Sound Genjutsu. Similar to the Sharingan, the user will 'see' the muscles of their opponent's even beyond any clothing or armor they may be wearing through a body-focused listening method just as effective, if not better than Inner Sonar. When the opponent moves or prepares to do so, using their express knowledge of Taijutsu and the body whilst also under the effects of their own Genjutsu, the user is able to hear and see the minute details of their opponent's movements and are able to predict and devise a counter-action in return. This does not allow the user to counter-attack in the same time-frame as an incoming attack but rather find the opportune moment and location to land a disabling strike. For example, if the opponent makes to kick the user, while under the effects of this technique, the user will be able to determine the weak-point in their opponent's leg, the part weakest, according to basic anatomy: their joints, and strike it. This carries no damage in itself, and can be performed in the same time-frame whilst dodging or attacking with a weapon or limb, instead it disables the limbs of opponents for one turn each time. This comes in the form of a minor sound infusion of the Redemption Song transferred directly from the user's body into theirs through physical contact. The high frequency, low energy waves will cause the opponent's muscle to relax suddenly which takes time to regain control of (1 turn) or dispelled through surges of higher chakra. Alternatively, Redemption Song can be performed as a chakra surge to release the user from Genjutsu, pushing out the foreign chakra and replacing the opponent's Genjutsu with the user's own controlled one. Can only be performed thrice, with a two turn cooldown between activations, but remains active as long as the user pays chakra. No other Sound techniques above B-ranked can be performed the same turn this is activated. [SPOILER][/SPOILER] [B](Ken/Fūinjutsu: Mugen Ha) - Sword Sealing Arts: Infinity Edge[/B] Type: Defensive/Supplementary Rank: A Range: Short Chakra: 50 Damage: N/A Description: Mugen Ha is an advanced seal that is applied to a weapon/tool the user is in contact with. The application of the seal is passive, as is its activation which causes black lines similar to that of Reverse Four Symbols Sealing to stretch over and engulf the weapon entirely. Whenever the user swings his weapon at an opposing technique the seal, with its kanji for 'devour' will activate and trigger an absorption effect which can be seen as a distortion around the weapon. As it travels it seals foreign chakra of equal or lesser value within short-range of user into the seal on the weapon. Once the chakra of at least one technique has been absorbed the user may have the seal reverse, at the cost of a move, to release its stored chakra onto the weapon itself, acting like a makeshift Samurai Sabre, the difference being its strength is proportional to the chakra taken from opposing techniques. For every 10 points of chakra absorbed through this seal the user's weapon will gain +10 damage via the chakra shroud, at a maximum of +30 damage for 30 chakra, with the remainder being added to the user's reserves. This release is also passive in nature, being able to be incorporated with Kenjutsu techniques, but can only be maintained for the turn it was activated and destroys the seal in the process. Can only be applied thrice, with a two turn cool down between uses. [B]King Gambit/Scintilla[/B] Type: Defensive/Supplementary Rank: S Range: Short Chakra: 40 (-10 per turn) Damage: N/A Description: The user makes a one handed block with one hand while readying his sword or weapon with the other. A barrier is formed in front of his hand that when it comes in contact with another person it dispells a quick stun effect on them, causing them to pause as the user follows through with a return strike. [B](Oto/Fūinjutsu: Ōshū Daru) - Sound Sealing Arts: Dahl Riposte [/B] Type: Defensive/Supplementary Rank: S Range: Short Chakra: 40 (-10 per turn) Damage: N/A Description: The user will form a barrier in the shape of a 5x5m square oriented anyway they please within their short-ranged area to deal with an incoming attack through an infusion of his Sound chakra similar to that of (Ototon: Chūnyū no Jutsu) - Sound Release: Infusion Technique, wherein the barrier will become very reactive to physical interaction, able to rebound any physical attack (within reason) of equal or lesser chakra back at its source. Due to the quick formation and effect of this technique it may be performed quickly in close-quarters for adequate defense. The barrier may also be repaired and maintained through a constant supply of chakra from the user at a rate of -10 per turn for up to two turns. Once activated the user will be unable to perform any other Sound techniques above A-rank for as long as it remains in play. Both barrier and sound infusions are A-ranked. Can be activated thrice, with a three turn cooldown between uses. [B]Emissaries of the One-Eyed King[/B] Type: Weapon Rank: S Range: Short Chakra: Damage: 80 Description: A pair of daggers. Deal 40 damage each but can be augmented one at a time. [B](Fuin-Entropoton: ) Sealing Entropy ∞ Ode to Disorder [/B] Type: Offensive/Defensive/Supplementary Rank: S Range: Short Chakra: 40 (-10 per turn) Damage: 80 Description: the radiation of this infusion is in no way solid during its execution, as it serves only to affect techniques and opponents that come within range of the augmented attack. The veil of radiation will be able to immediately disperse the kinetic energies of objects, living things, and techniques, with energy types being the quickest affected, within 4m of the affected technique. This will cause people and objects to become almost frozen in place as the Entropy robs them of energy to move. In specific cases this would allow a technique the surety of connecting with a dodging opponent. Ode to Disorder is activated during the same time frame as the affected technique. Can be done once every three turns [B]( Fūin/Entropoton: Shōgai e no Omoide ) Sealing Entropy ∞ Ode to Disorder[/B] Type: Supplementary/Defensive/Offensive Rank: S Range: Short - Long Chakra: 40 (+10 per turn) Damage: N/A (Adaptive) Description: With three hand seals the user will focus his Entropoton chakra into creating a floating orb of sealing scripts [B]infused[/B] with Entropic Radiation in his vicinity. Each script repeats the same kanji meaning "steal & subjugate" and are oriented in a way that they create a hazy blue sphere that leaks Entropic Radiation. As this is a lingering type of technique, the sphere's properties will coincide with time spent on the field. It begins at a meter wide, resting anywhere within five meters of the user, and permeates the area of short ranged around him with radiation. By the second turn the orb grows to three meters wide, and influences up to mid ranged of the user, and by the third turn the orb doubles in diameter and becomes able to exert influence up to long-ranged away in all directions. What the radiation does is siphon and seal away a sizable amount of latent energy from chakra sources specifically such as people, summons, and seals. Persons and summons (including allies) caught in the sphere's influence will be forced to spend an extra ten chakra for any and every technique being performed [B]above B-Ranked[/B] while the user spends an extra five. [B]B-Ranked is the chakra threshold for this technique as every technique above it carries just enough chakra to "share" while those below carry far too little latent chakra[/B] The radiating sphere passively seals away five points of ambient chakra from the environment and ten from every technique ([B]B-Ranked and above[/B]) performed under its influence per turn. Fuinjutsu seals/tags above B ranked will be rendered inert and will "fade" as their chakra is literally taken away [B]while those below this rank carry too little chakra stored to be considered by this technique[/B]. For Taijutsu techniques, or those that don't require chakra, the affected will instead be unable to perform techniques above B ranked. The user is able to make minor tweaks to the radiation's spread to avoid friendly seals above B-ranked but cannot have the radiation pardon allies such as shinobi and summons. The second half to the technique comes into place after the sphere has sealed at least thirty points worth of "extra" chakra from sources. The sealed chakra will then be released like a supernova where the sphere will explode in a maelstrom of Entropic blue flames, just ravishing the area depending on what turn this final act was released. The maelstrom holds no supplementary properties but instead carries a lot of damage and can defend from certain techniques--within reason. The damage done is directly proportional to the amount of chakra siphoned where thirty chakra will equal an A-ranked worth of damage, forty is S-ranked, and fifty is Forbidden ranked. The final release/explosion is utter and indifferent: it will nuke allies just the same as enemies if they don't evacuate/counter. This technique can only be performed thrice, and requires a two turn cool down between uses. While active, no other Entropy techniques above A-ranked can be performed and no Fuinjutsu seals/barrier techniques above B ranked in the next turn. Lasts four turns at ten chakra per turn. [B](Entropoton: ) Entropy ∞ Primordial Artifacts [/B] Type: Defensive/Offensive/Supplementary Rank: A - S Range: Short - Long Chakra: 30 - 40 (-10 per turn) Damage: 60 - 80 Description: " " is a jutsu which deals exclusively with compressed Entropy, giving it the ability to contend with physical techniques directly rather than through irradiation. With a solid form, Entropy will appear like shimmering constructs with a glowing outer edge. The compressed weapons can be made in any shape the user can imagine such as swords, spears & halberds, shields, bows, or even just rudimentary defensive plates to cover the body. They may be manifested from the user's body in most short-range occasions, and from the surrounding space up to long-range, except for five meters of an opponent, unless the user is also in that range. Entropy moves a lot quicker in this form, as fast as an arrow or thrown kunai, and possesses an intrinsic shroud of radiation that behaves differently depending on the type of 'Artifact' summoned during the activation of this jutsu: Bow of Orion: Cassiopeia's Scepter: Sword of Cosmogensis: Shield of Achilles: [B](Entropoton: Uchū Seisei) Entropy[/B] [B]∞ Cosmogenesis[/B] Type: Defensive/Offensive/Supplementary Rank: A - S Range: Short - Long Chakra: 30 - 40 (-10 per turn) Damage: 60 - 80 Description: With three handseals the user releases a wave of Entropy radiation from their body [B](Sōseiji no Shin Jidai) Twin Flames of The New Age[/B] Type: Puppet(s) Rank: S Range: Short - Long Chakra: N/A (30/40) Damage: N/A (60/80) Description: The Twin Flames are two near identical Ōtsutsuki puppets that belong to the Hands of God lineage, Sandolphon and Metatron. Being 'Angels', they can only be summoned through the Heaven's Host seal and return there upon being destroyed. They are each six foot in height appearing like slim, athletic humans from a distance due to having all the qualifying humanoid features such as torsos, legs, arms, and heads. They have no faces, but rather an opening in their bulbous heads that show small flames (orange for Metatron and gray for Sandolphon). Due to their uniquely designed abilities that synnergize with each other more so than the user, some of the Twins' abilities can be activated individually or in tandem (in the same time frame) but at the cost of two of the user's allotted moves per turn. Each combination move places both component techniques on their respective cool downs simultaneously. Grand Divide/Crusader's Hymn: The first half of this technique, Crusader's Hymn, involves Metatron, the vangaurd of the two. The user will pay 30 chakra have seals on both its palms with the kanji for "destroy" activate. This can be seen as orange-red flames erupting from the puppet's hands that are not unlike those of the Four Violet Flames Battle Encampment technique. Each seal is B-ranked in strength and has the power to seal away opposing techniques up to its rank upon contact (within reason). Alternatively, Metatron can focus the attack into one hand, being able to seal a technique up to A-ranked in strength, but doing so places this technique on cool down immediately. It is also able to use this ability alongside non chakra-aided Taijutsu. Grand Divide also costs 30 chakra after which the user will have Sandolphon strike from a distance through its unique inner system of spear-tipped chains that stay neatly coiled within its body. Each of Sandolphon's palms have openings to allow these chains to come flying out at the speed of a flung kunai up to 10 meters of its body. Upon activation, Sandolphon's spearheads become conduits to a seal within its body. This will cause a gray flames to enshroud the weapons (cosmetic) while giving them the ability to each pierce through techniques up to B-ranked in strength. Like Metatron, Sandolphon can release a single chain instead of two, granting the ability to pierce techniques up to A-ranked in strength. Doing this also immediately places Grand Divide on cool down. Both abilities can be combined seamlessly to have the twins seal a technique up to S-rank in strength (within reason) by striking it at the same time. This combination requires 40 chakra from the user can only be done three times per conflict with a two turn cool down. Individually, they can only use these abilities once every other turn. Holy Terror/Kingdom Come: Holy Terror is Sandolphon's unique move where the puppet sends a pulse of chakra through its chains to detonate any or both of its spearheads, be it while in motion or lodged in an obstacle. The ensuing explosion covers a short-ranged distance and is A-ranked in strength, playing on equal terms with elemental Ninjutsu. Each detonation counts as a move. Kingdom Come is meant to be a follow-up, where Metatron is able to release concussive blasts of chakra from its hands that can reach up to short-range of its body and is able to push targets back another five meters, to the edges of mid-range. This can also be done alongside non chakra-aided Taijutsu due to Metatron's surprisingly agile form. Thrice per conflict with a two turn cool down, the user can combine these abilities by having Metatron use it's concussive chakra blast to throw Sandolphon's detached spearhead at an opponent up to Long-range at twice the user's base speed. Should the spearhead connect with the target or a physical obstacle it will detonate in a massive explosion spanning ten meters in radius and dealing S-ranked damage. After performing this combination the Twin Flames will be unable to use any of their abilities for one turn (excluding non chakra-aided Taijutsu). Individually, the Twins can use these abilities once every other turn. AT-Field Generation: This ability, seemingly innate to puppets of the Hands of God lineage, takes the form of a protective barrier that conforms to the puppets' bodies to protect from attacks. The Twin Flames are no different. One each of their chests are seals that when activated, will cover the Twins in a shimmering, translucent barrier that is B-ranked in strength. Once broken the barriers will become unavailable for two turns, after which this technique can be re-activated. The user may also bestow a single puppet with an A-ranked barrier when activating this technique, leaving the other unprotected. Doing so places this technique on a two three turn cool down instead. This ability is A-ranked, costing 30 chakra regardless of method used, can only be activated three times. [B]Dumah, Emissary of Dreams[/B] Type: Puppet Rank: A Range: Short - Mid Chakra: N/A Damage: N/A Description: Dumah is a strange puppet like the rest of the Hands of God lineage. It stands slightly taller than the average human at seven feet with a feminine physique, including the curves and gait of a female. Its limbs are covered in a gold colored metal known only to its Ōtsutsuki creators and instead of a head Dumah has a cage-like formation that rises from its shoulders and 'encases' the swirling mass of white hair that is its head. Dumah carries no weapons on the outside but is rather is able to exude a unique, hallucinogenic poison that can affect living things within range. [B](Tengoku no Tatsujin: Yasuraka ni Nemuru) Heaven's Host: Return In Peace [/B] Type: Supplementary/Defensive Rank: A Range: N/A Chakra: 30 Damage: N/A Description: By sending a fixed amount of chakra into the Heaven's Host seal, the user is able to reverse summon [SPOILER] [B]Type: Background: How It Works:[/B][/SPOILER] [B]Kuronoō ♎ The Dark Monarch [/B] Type: Offensive/Defensive/Supplementary Rank: S - Forbidden Range: Short - Long Chakra: 40 - 50 (-20/-30 per turn) Damage: 80 - 120 Description: [B]Fugina Netsujō [/B]♎[B]Unholy[/B] [B]Fervor[/B] Type: Supplementary Rank: B Range: N/A Chakra: N/A Damage: N/A Description: A latent ability of Jin's, utilizing his Hunger as an advantage. Each time ♎[B] Ghoul[/B] Type: Supplementary Rank: B Range: N/A Chakra: N/A Damage: N/A Description: Increase efficiency of absorption type techniques by 50%. ♎[B] Shadow of War[/B] Type: Offensive/Defensive/Supplementary Rank: S Range: Short - Mid Chakra: 40 (-10 per turn) Damage: 80 Description: The Shadow of War is a humanoid construct of Kurochi that is manifested and kept within the confines of the Claymore's body. Due to the natural and unique properties that Claymores share with their chakra nature, the Shadow is formed as a sort of second layer beneath the skin. Once created the Shadow can released from the body at a maximum of mid-ranged distances to attack, defend, or otherwise confuse an enemy. The Shadow of War's unique ability is that it can perform all non-chakra aided Taijutsu and Kenjutsu (if in possession of a sword) the user knows, similar to a clone. Though not physically, the Shadow is tethered to the Claymore in that certain traditional clan techniques such as Primeval Gluttony and Life Eternal can be used by it to restore itself and transfer devoured chakra directly to the user. Anything the Shadow touches will be essentially 'eaten' as per the natural characteristics of Kurochi. If this is performed on techniques lower in power than that of the Shadow, it will feed on the chakra left after the clash to restore itself to peak condition. For [B](Entropoton: Eto Muko) Entropy ∞ Zodiac Armory [/B] Type: Supplementary/Offensive/Defensive Rank: A Range: Short - Long Chakra: 30 Damage: 60 Description: Yīnsù Kokoro - Sonic Mind Type: Sound + (Medjutsu) + Taijutsu/Kenjutsu Background: Description (How it Works): Reverberation through the body, a sonic tuning fork able to resonate with battlefield sound. Repeating waves wash over the user's body allowing them to channel that sound with direct contact in addition to taijutsu. If contact is made the waves are channeled through the target, damaging their liquid insides and then exiting behind them as a sonic boom/shockwave. This is not like Frog-Kata which uses Senjutsu energy around the limbs to damage an opponent as it requires direct contact for the waves to be channeled. The style also has another ability, where it draws its name from, to reverberate within the user's skull, stimulating their brain through special, low frequency waves. These waves are hypnotic in a sense that they send the user into a waking trance. The user's perception of reality shifts, according to the waves, into that of a lucid dream. The user moves with enhances speed and precision, succeeding in otherwise risky maneuvers while Inhibitions like fear and doubt are seemingly erased, leading to powerful strikes that are unrestrained from the fear of self-harm, simply because 'This Isn't Real'. Of course, self-inflicted damage still affects the user but that is where the barrier comes in, which acts as a natural defense and means of attack through the channeling of sound. With both these abilities comb Additional Effects & Restrictions: [B](Haikei Ongaku) Background Muse[/B] Type: Supplementary Rank: A Range: Short Chakra: 30 (-10 per turn) Damage: N/A Description: Haikei Ongaku is a meditative technique that produces a constant rhythm throughout the user's body, set to reverberate with their bones and organs not so much as to cause damage, but instead to give the body a noticeable vibrating, jittery effect similar to 'glitching'. The vibrations can be transferred into other mediums through physical contact from either the user directly or any object connected to their bodies. Targets struck will 'feel' the music of the Sound technique which can be any random or predetermined rhythm and this creates less harmonious, chakra-infused vibrations within the opponent's bones and organs, causing them to become 'tender' from the effect. This translates to +20 increased damage from all sources as well as all Body Arts above B-ranked dealing -20 recoil damage due to the strain (this does not stack with the increased damage clause). The effect lasts 2 turns each time and can only affect any one opponent once every 3 turns. Haikei Ongaku requires two hand seals (Horse & Rat) and once initiated can be kept active for as long as the user keeps paying chakra. Once deactivated this technique goes on a 3 turn cooldown. Can be activated 3 times overall. [/SPOILER] RND [SPOILER] Realm Walker [B]Type: [/B]Shinkaigan + Yin + Bukijutsu [B]Background: Description of Abilities and the Inner Workings of the Style:[/B] Realm Walker is a style unique to Voidseers that relies mostly on the Shinkaigan's basic spatial prowess to manifest Void energy from the user's eye with each use of their weapon, leaving 'tears' in reality that showcase an inverted reflection of the real world through Yin chakra. The tears, or Realms, are impossibly thin and flat constructs of Void energy that are projected like walls, surfaces, or barriers in open space. With Yin's imaginative influence, the maddening appearance of the Void is changed to replicate the real world but reversed in almost every way; night becomes day, a forest becomes a desert, water becomes land. This leads others to believe that the Realms are portals, or gateways into another time, but stepping through or even briefly touching them induces Insanity to sentient beings and destructive Void energy to chakra and techniques. For clashes, Realm Walker's techniques operate on a damage basis due to both the weaponry influence and its heavy reliance on the spatial powers of the Shinkaigan. Since Realms are not actual portals to another dimension, but rather a clever trick of appearance through Yin chakra, they are much less destructive to one's Sanity (50% reduced Sanity deductions per rank) unlike regular Void energy manipulations. They are created from the user's Bukijutsu attacks where a sword slash, for example, would cut a target while leaving a scar both on the enemy and the region where the sword had traveled. in both To create a Realm the user must first release Void energy from their right eye and use it to infuse their weapon while using it. The energy travels along the user's skin from the right side of their face to their right arm, where it seeps into any held weapon and transfers the Void's Sanity-reducing effects to the user's strikes with that weapon. This is the close combat application of style while the ranged version details releasing the infused Void energy from the weapon onto the field in the form of slicing waves that linger on surfaces or open space. Each technique of the style falls into either of these applications--never both at the same time. Though commonly used with a sword, Realm Walker as a style relies on any bladed melee weapon due to its need to 'cut' through reality. This means that spears, kunai, javelin, etc., are applicable with no difference in effect. Mechanically, the fighting style is control-oriented, where targets are usually entrapped by one expansive or multiple Realms that restrict movement to various parts of the terrain. This is achieved through weapon maneuvers that are designed to both attack and defend from physical attacks while projecting Realms as constructs of Void energy in a similar manner to the waves made from ( Suraisu Shinku no Nami ) - Slicing Crimson Wave. Because of this, techniques of the style typically extend beyond short range (5m). . They can still be destroyed or otherwise affected by techniques. The purpose of the Realms created by techniques of the style to [/SPOILER] [/QUOTE]
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What animal is associated with Naruto's inner demon?
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