Custom Clan's Jutsu Submission

Status
Not open for further replies.

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
New Cycle: 24/04/2018 - 01/05/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now.
 
Last edited:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
New Cycle: 10/05/2018 - 17/05/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️
clan Leader.[/URL]

Claymores Approved

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost:-(35/70/150)
Damage: N/A
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 70 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer. Each human body is divided into six (6) sections to the Kureimoa (head(1), feet (2), hands (2), and torso (1)), and this includes for themselves. This model specifically allows them to target and heal important areas of the body that are deemed too crucial to lose as quickly as possible, seeing as their resistance to pain may sometimes leave them feeling invulnerable. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, setting bones, etc the Kureimoa is able to only spend half of the maximum amount required (35 chakra points) to heal said injuries. Or, at the same time, if chakra proves to be too precious such as when the Kureimoa is in an intensive fight, he can spend half the chakra to cover extensive wounds but not fully heal them. An example of this would be like stitching a massive cut shut with Kurochi, covering an amputated limb to stop bleeding, or hold removed limbs together with Kurochi. Although very flexible, the healing only applies to physical injuries and not mental ones like Genjutsu damage. During the regeration of major parts such as a hand or leg, it takes a move of the three alotted (including this technique's activation). Which means when major healing is performed the Kureimoa is able to renengerate one limb already, and only two more limbs can be regrown with in thst same turn and the obvious downside would sacrificing the ability perform any more techniques until the next turn. The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can mend even the most gruesome of injuries in seconds and bring the Kureimoa back to pristine health. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 150 chakra and takes 2 of the 3 allotted slots per turn.

Note: Must be at least Ghoul rank to perform
Note: Minor healing (costing 35 chakra) can only be done once every 3 turns
Note: Major healing (costing 70 chakra) can only be done once every 5 turns
Note: Only one version of healing can be performed in the same turn. That is, the major and minor healing processes cannot take place at the same time
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"

✦ Both Approved ✦
Updating to fit new health rules and such since it makes some things unusable (Kagune and healing)

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost:-(25/50/150)
Damage:
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 50 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer; Effectively recovering up to 90 damage. Each human body is divided into six (6) sections to the Kureimoa (head(1), feet (2), hands (2), and torso (1)), and this includes for themselves. This model specifically allows them to target and heal important areas of the body that are deemed too crucial to lose as quickly as possible, seeing as their resistance to pain may sometimes leave them feeling invulnerable. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, setting bones, etc the Kureimoa is able to only spend half of the maximum amount required (25 chakra points and only recovering up to 50 damage) to heal said injuries. Or, at the same time, if chakra proves to be too precious such as when the Kureimoa is in an intensive fight, he can spend half the chakra to cover extensive wounds but not fully heal them. An example of this would be like stitching a massive cut shut with Kurochi, covering an amputated limb to stop bleeding, or hold removed limbs together with Kurochi. Although very flexible, the healing only applies to physical injuries and not mental ones like Genjutsu damage. During the regeration of major parts such as a hand or leg, it takes a move of the three alotted (including this technique's activation). Which means when major healing is performed the Kureimoa is able to renengerate one limb already, and only two more limbs can be regrown with in thst same turn and the obvious downside would sacrificing the ability perform any more techniques until the next turn. The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can mend even the most gruesome of injuries in seconds and bring the Kureimoa back to pristine health. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 150 chakra and takes 2 of the 3 allotted slots per turn. The dying light can be mentally “programmed” into the claymore to heal them completely if they aren’t conscious or able to think for themselves to do it. This is a simple survival instinct that has been adapted into the claymores but has to be mentioned within the bio.

Note: Must be at least Ghoul rank to perform
Note: Minor healing (costing 25 chakra) can only be done once every 3 turns
Note: Major healing (costing 50 chakra) can only be done once every 5 turns
Note: Only one version of healing can be performed in the same turn. That is, the major and minor healing processes cannot take place at the same time
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"


¤ Approved, made edits. ¤
Back as .

Final 2 CCJ:

Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body loses all its mass and consequently weight (all matter has mass, you're not going to be weightless. I'll give you x2 movement but remove this), allowing for inhumanly fast movements (x2 to current Speed) which can be used to evade otherwise fatal injury such as being sucked in by a vortex or even crushed, get from point A to B, or sneak up on a foe. (change phrasing, just say you have elevated movement speed x2) Due to the amorphous and weightless traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type neutral or weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. (By the clan submission, there are no specified weaknesses, only chakra types that are neutral or weak to Kurochi, meaning your state can metabolize all chakra interacting with it. I'll allow for it with weaker natures.) If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 5% of the opponents chakra reserve can be drained and passed to the Claymore, at A ranked this becomes 10% and the S ranked application can siphon a whopping 15% of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique (No percentages, make them fixed, reasonable numbers). Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques. The S ranked variant can also be used to travel between landmarks, taking the normal amount of time but doesn't count toward the usage limit when used like this. (No, it'll count like any other technique used)

Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.
Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following turn.

~Declined~
Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body allows for heightened movements (x2 to current Speed) Due to the amorphous traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 50 of the opponents chakra points can be drained and passed to the Claymore, at A ranked this becomes 80 and the S ranked application can siphon a whopping 120 of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique. Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques.

Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.
Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following

¤ Approved ¤
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
CC APPROVAL:


Permission From Clan Creator To Be Second Head And To Submit Customs




Suibou Kyohaku ☆ Collapsing Star
Type: Offensive | Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Collapsing star is a very powerful technique of the noah clan, dwelling in the spatial collapsing realm of the clan techniques. Utilizing the fact that this technique is a powerful offense, creating a powerful defense. The user will extend their hand in said direction they choose, creating a extremely dense and small circular pattern, collapsing the space where the pattern forms due to the massive pressure. Though it does not have a color , it gives off a distortion translucent look. The technique spawns roughly up to five meters away from the user. The moment a technique comes in contact with the technique, it completely destroys disrupts and disburse the technique. Though if this technique comes in contact with another entity, it has enough power to shatter a region that was struck (Head, Torso, Arm, Leg, Back) making it feel like a major crushing pressure that struck said area.

Note: This technique can only be used within 5 meters of the user
Note: Technique can counter against techniques of Equal rank ( S rank)
Note: Technique can be use two times with a two cool down period while Generals can use it 3 times with a 3 cool down period

¤ Declined, this variant cannot affect other ninja; as stated in the CC submission "The user can also cause the space around an object to rapidly collapse in order to damage or even destroy them. This however, cannot be used on other humans, with the close-quarter variant of Spatial Collapsing being the only kind that can harm such targets." You can only use this form against other jutsu or via Taijutsu to create incredibly dense attacks but not crush opponents. ¤
 
Last edited by a moderator:

Mudo

Active member
Immortal
Joined
Jan 5, 2012
Messages
46,496
Kin
355💸
Kumi
11,278💴
Trait Points
0⚔️
New Cycle: 1/06/2018 - 08/06/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
CC APPROVAL:


Permission From Clan Creator To Be Second Head And To Submit Customs





Kūkan Mahō: Nendo kōzan| Spatial Magic: Claymation
Type: Defensive | Supplamentary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a
Description: Claymation is an advanced form of spatial displacement that controls the interaction of discrete “spaces”. It is taught only to those in the higher orders of the clan- Seconds and generals- both as a sign of accomplishment and a last defensive resort. The technique is activated by a snap of the fingers and activation of Claymation is noted by a ripple in the area where the user stands. By snapping their fingers the user releases a burst of chakra that immediately imposes control over the space he/she occupies and confers a discrete and pseudo-elastic nature to the space. This nature grants the space, and by extension the body within, enough malleability to bend, twist and stretch like dough when contact is made by external forces outside of the space. The malleability of the space allows it to bend, twist, stretch or perform all kinds of contortions such that the space only sustains elastic deformation irrespective of physical contact leaving the user's body within the space protected from harm. Consequently any damage is curbed and the contents of the space elastically returns to their natural form after all the momentum has dissipated or nothing encroaches on the controlled space anymore.
+Usable twice while generals and up has an additional use
+Cant use any Noah techniques in the same turn as this

¤ Declined, Spatial Displacement as I told you before cannot be used directly on self or opponents; this usage cannot occur. This is also just a recreation of Soften Body Modification. ¤

Kūkan Mahō: Rosuto Mugendai| Spatial Magic: Lost Infinity
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/a
Description: By using Noah clan abilities the user makes 3 handseals and targets the space around an entity and invokes a spatial gradient of infinite proportion focused around said entity. The distortion is unique in that it is self-contained within its own area, where movement causes space in front to be extended while space behind is retracted irrespective of direction- basically mimicking an omnidirectional treadmill. This results in all movement of the entity being lost in the infinite distortion and the entity being completely trapped in position for 2 turns.
+No Noah techniques above A-rank the same or next turn when this is used.
+Usable 3x by Generals and higher with 2 turn cooldown period on between usage. Usable once by other ranks.

Kūkan Mahō: Okyupaido Kuuhaku | Spatial Magic: Occupied Space
Type: Supplamentary | Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/a
Description: This displacement technique focuses on the objects within a space. The main concept is to disrupt the proper functions of inanimate objects by influencing them sterically. Examples of application include bending an arrow slightly enough such that it's no longer accurate or bending a sword into a "U" shape. The technique is performed my forming 2 handseals while focusing on the space occupied by a targeted object. The space the object occupies becomes isolated from regular space, evidenced by a subtle visual distortion of the object. The now discrete space, and by extension the object within it, promptly undergoes a change in shape specified by the user.
+The displacement causes no lasting harm to objects used on.
+Cannot be used on objects of higher rank

¤ Approved, made edits to both ¤
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
New Cycle: 19/06/2018 - 26/06/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
Kūkan Mahō: Nōdo kōbai| Spatial Magic: Concentration Gradient
Type: Supplementary
Rank: A
Range:Short-Long
Chakra: 30
Damage: N/a
Description: Concentration gradient is the first of the two most basic applications of spatial gradients. To perform it, the Noah makes 3 handseals while focusing on a space up to mid range away. Concentration gradient (CG), like the name suggests, is a spatial gradient applied to a focused region such that space is manipulated to become more or less concentrated. This intensification or reduction of spatial density directly affects the speed of objects traveling through it while conserving distances. The gradient manipulates a 5x5 meter space such that when an object enters it, the space becomes magnified either positively or negatively. With positive magnification, as an entity progresses through the concentrated space, every single movement has to overcome more space per area than normal. This results in a decrease in speed relative to the concentration created by the Noah. The reverse is true for spaces with decreased concentration (Negative magnification). Reducing the concentration of space allows the user to make things that pass through this space seemingly faster by collapsing the space within the area. The user can use this for a single technique, causing the space around it and in front of it to become compressed or extended, causing the speed of it to become x2 faster. In such cases, the technique occupies the same timeframe as the jutsu it’s meant to supplement.
+Gradient works by targeting any 5x5 meter area up to long range away from the user. Should an object pass through this area, it experiences the effects listed above.
+Normally lasts a single turn but Noah Generals can sustain it for up to three turns however being only able to perform 2 additional moves in each turn.
+Reduces or increases speed in a direction by a factor of 3.
+Movement in only one direction can be slowed/quickened at a time.
+Usable 4x with a one turn cool down required in between uses. Sustenance for extra turns allows only one additional use.

¤ Approved, made edits ¤

Kūkan Mahō: Kyori kōbai | Spatial Magic: Distance Gradient
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/a
Description: Distance gradient is the second of the two most basic applications of spatial gradients. Distance gradient is the faster application of the two due to its application. This technique is fundamentally meant for high speed repositioning of the objects in relation to one another and it primarily focuses on stretching or compressing space thus changing distances. With distance gradient (DG), the user manipulates space to either fold in on itself thus strategically repositioning objects relatively closer or sending objects farther away. To perform this, Noahs channel chakra into a region after forming 3 handseals. Upon doing so, a threadlike rip appears in the targeted space, followed by the space being suctioned into the rip or the rip being apparently pushed farther as it divulges new space. The technique can be applied with surgical accuracy for extremely minute changes such as creating enough space so that a sword’s slash simply doesn’t reach its target. Nevertheless precision can be disregarded in favor of range and size. The technique can extend or retract up to 10m of space (10m^3 in volumetric terms). The maximun rate at which the targeted space can be made to extend or reduce varies depending on the user’s strength. Generals and higher can achieve this feat almost instantaneously whereas Seconds can command speed up to thrice their speed. Weaker Noahs can command speed up to twice their speed only.
+Cannot be used in the same turn as Concentration gradient
+Can be performed up to 4 times with a turn cool down required in-between.

¤ Declined, I started editing it for approval but there are issues you'd have to,clear up and rework on your own. For starters, you will need hansseals with these techniques. No snaps to accomplish things. I edited that but keep this in mind for all of the future techniques. In addition to this, anything stated to be done "instantly" or near instantly is viewed negatively and is not likely to warrant approval as folding and/or stretching space in an instance is too much. There are also relatively no real restrictions besides a usage limit. There needs to be a drawback upin using it such as no _ rank techniques in the same turn/next turn or something like this. ¤

Kūkan Mahō: Kuuhaku Magarime | Spatial Magic: Space Bending
Type: Supplamentary | Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/a
Description:This is the most basic act of spatial displacement utilized by Noahs. The user displaces space such that incoming objects are diverted away from or around a particular entity eg him/herself. The technique uses spatial displacement to indirectly influence the direction of incoming objects/attacks. Visualizing the space an attack travels through as a revolving corridor, this technique is used to rotate the corridor in any manner, effectively imposing control on the object’s trajectory. Visually the moment of distortion may elicit irregular shape but no harm happens to objects which pass through such distortion.
+Can use a max of 4 turns
+No Spacial displacement techniques can be used in the same turn as this.
+Living targets cannot have this used on them and cannot be used on jutsu of higher rank.

¤ Approved, made edits ¤
 
Last edited by a moderator:

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️
Clan Approved:

Gained ownership:

Bosei no hōte burandi ♎ Lawful Branding of Mother Nature
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-15 to switch infusion)
Damage: N/A
Description: Lawful Branding is a simple seal that furthers the effectiveness of the Unique Kagune organ. This seal is shaped as a Six point star with each basic elemental kanji at the points (Fire/Wind/Earth/Lightning/Water/) along with a kanji for raw chakra at the sixth point. The seal itself is pre-placed on the Kagune upon the Claymore accepting the organ into their and would lie dormant until the Kagune is manifested from the spine in any form. The manifestation/activation of the Kagune would be the "Trigger" for the seal to activate also; Instantly infusing the Kagune with elemental chakra of the users choice (or raw) and stabilizing the form with the seal. With the chakra infused into the kagune, it not only gains +1 rank to its abilities, but it also gains unique traits of said chakra or element.

Fire - With the infusion of fire chakra from the seal the Kagune would become a shining red with a yellow/gold outlining to it. This would be due to the high amounts of heat being packed and stabilized within the organ, giving it immense burning properties to devastate anything it touches. Though this gives the Kagune extra power and such, it would also take on the S/W of Fire unlike when using a normal Kagune.

Earth - With the infusion of Earth chakra into the Kagune, it would take on a light brown color with a green outlining to it. With this chakra infused, the Kagune would gain the ability to petrify whatever it touches and break it apart in a moment's notice. This ability would be selective so that the kagune didn't prettify things accidentally; Meaning the Claymore would have to will the Kagune to use the ability. Although the organ gains such an ability and power, it would also gain the S/W of Earth unlike a normal Kagune.

Wind - With the infusion of Wind chakra into the Kagune, it would take on a glowing light Gray color with a silverish glow outlining it. With the wind chakra infused into the organ, the Kagune would move at 2.5 the normal speed of a Ninja of the Claymore's rank due to the wind propelling it as it moves, and would have cutting edges. Even with this increase of power from the infusion, the organ would also take on the S/W of Wind unlike a normal Kagune.

Water - With the infusion of Water chakra into the Kagune, the organ would take on a light blue tint with a glowing white outlining. With the water chakra infused, the Claymore is able to combine his chakra absorbing knowledge/bloodline limit with the natural absorbing abilities of water to do just that. Every technique the Kagune clashes with and the organ isn't destroyed, it would directly take away half the chakra that was used to cast the technique; Siphoning it back into the Claymore himself. Even with this unique power up from the infusion, the Kagune would also gain the S/W of water unlike a normal Kagune.

Lightning - With the infusion of Lightning chakra into the Kagune, the organ would take on a dark yellow tint with a glowing blue outlining. With the lightning chakra infused into the organ, it would gain paralyzing abilities that would leave any target that touched it stunned. This ability would be similar to nagashi but only if the Kagune is directly touched (or through contact of a weapon, clothes etc touching the Kagune) and on a slightly higher level. Due to the power being greater than even nagashi, not even lightning specialists would be able to avoid being paralyzed if they touched the organ. Even with this unique power up from the lightning, the organ would also take on the S/W lightning unlike a normal Kagune.

Raw - When Raw chakra is chosen as the infusion, no visual change to the Kagune is made color wise. Instead, the chakra would work like strengthening muscles with chakra, and the Kagune being that muscle. The Kagune itself would grow three times as large as usual and would gain +1 to the range also. It wouldn't gain the extraordinary abilities of an element but it would also stay safe from the weaknesses also, purely being a gain when being used.

Note: Can only be used by Heartless Ones and above
Note: The seal is passively activated with the Kagune activation and the chosen chakra must be stated within the bio or before the battle.
Note: Switching infusions would only cost half the chakra cost of the technique (15) but would cost a move to do.
Note: Infusion lasts until deactivated and can only be used/switched 3 times per battle

¤ Declined, okay so for starters, this is too long. I need you to reduce the length of this. Each of them allow the Kagune to adopt the S/W of the element used so it doesn't have to be included for each one. The petrifying, x2.5 speed, and chakra absorbing won't be allowed unless this is an actual sealing jutsu as the name implies, requiring Fuuinjutsu. Switching infusions also won't be half the chakra cost but full as it's a full reuse of this. We'll go from there when you resubmit. ¤
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️

Resub:

7 ) Furukauntā | Full Counter
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: This is a unique technique of the Elves developed from the way that they gained their powers. In the begining, to gain their powers, the fused the Amber from the tree of life into their bodies which then gave them their powers. This technique is based of the traces of the Amber still found in their body today. The tree of life has the ability to absorb chakra, being from the tree the amber would be able to do the same just not on such a scale. The way this works is when energy based chakra comes at the users they will tap into their bloodline using the traces of amber within them to absorb the chakra into their body breaking down the chakra to raw chakra. From here they can't keep the chakra within their body or find a way to use it, and so they then release the built up chakra using the power of the clan in the form of holy fire. For example if a shinobi released chidori nagashi at the user, the attack would be absorbed into their body and then released again in the form of holy fire, in a wave, blast, shock, which ever the user wishes. They can even release it through a medium such as a sword or the clans bow. The power of the attack released would be the same as the attack absorbed, and the same range. Due to the attack actually using the chakra of the attack absorbed, it takes little effort from the users part. All power is reliant on the attack that hits the user. This would work on all energy based attack and fluid elmenents like water as they flow into the user in a chakra form, it will not work on any form of solid as it would hit the user before the chakra could be broken down. The user can absorb one attack at a time, not multiple, though if an attack is two elements they can be absorbed as long as they meet the above requirements. The user can hold the chakra within them for up to two turns but can't absorb another technique into them until they have released the one within them. When the user absorbs an attack, before it is released, their veins will glow like the fire is surging through them, this doesn't harm them but is the result of he absorbtion technique, giving their body a blinding glow to short range around them, as is the way with holy fire.
Note: Useable 6 times per battle, two turns between uses.
Note: The attack released is holy fire and should be treated as such, the power of the attack is the same as that absorbed, and the same range.
Note: S rank usable twice with 3 turn cool down

✦ Approved ✦
You must be registered for see images


New Submissions:

8) Tolkien's Isan | Tolkein's Legacy
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80 (Mental Damage)
Description: This is a technique that was developed by the Elves through the user of their holy fire element and their bows, giving them a more versatile ranged fighting style. Rather than using the bow to fire single arrows made of holy fire, this allows the user to fire in a more varied way, in the form of multi shots, animals, binding methods. All explained below:

Scatter shot: This allows the users to fire multiple shots at their opponent/opponents all at the same time. This allows them to attack multiple targets but also cover a larger range at the same time. In doing this, all the arrows they fire have a collective power of the chosen rank. For example, if the user were to use the A rank version to fire two arrows, they would each be B rank. If the user chose to use the S rank version, firing 8 arrows, each arrow would be C rank. They can be fired all at the same single target or fired as an array infront of the user. This follows the holy fire element in its blinding fashion.

Aspect of the beast: This is the shot using advanced shape manipulation with holy fire to create projectile that takes the form of a chosen animal or beast, be it a replica of the users summoning contract or a basic animal, excluding mythical creatures. The user will draw back their bow and release and arrow that takes the form of an animal of their choosing made of holy fire being released at the speed of a shot arrow. The beast can be controlled to strike as it will, and the user can remain controlling it for up to two turns. While it's active the user can only use holy fire and elements that make up holy fire and it will continue to take up one of the users moves per turn to control it. The size depends on the users will but A rank and above can reach a maximum of twice the size of the user. The arrow will burst into animal form as it's released from the bow, retaining all the properties of holy fire. Each turn the animal is present will drain 10 chakra.

Marked shot: This is an active ability that goes with any of the other types of shot. The user locks on to a targets intent and fires, in doing so, the shot they choose to release will seek out that target even if they try to avoid it. Much like a heat seeking missile but based on their very intents as is the way with the elves. This is activated when firing another shot and will take up an additional move slot when used. If it's used with a technique that fires multiple shots it it apply to all those shots of the single technique.

Aspect of the Guardian: This is a shot similar to the basic release of holy fire. The user will draw back their bow and the arrow they form, instead of an arrows head, it will have a large shield of holy fire that can be flat like a wall or wrap around them like a barrier. They will holy this is place as defensive barrier which they can also shoot in a chose direction to either attack their opponent with their defense or to protect an ally. This will also blind any who see it.

Aspect of Judgement: The user will fire an arrow to a chosen location in the same manor as normal, but this will explode into an array of holy fire, that will fall like snowflakes of holy fire on a chosen location (up to mid range diameter). This will rain on the chose location for two turns. It was a great way for the elves to try and detect any enemies from a distance or to cause it to rain over those they are trying to protect and so it will only harm their enemies as the skill of holy fire. The light emanating from it will blind targets as well.

Aspect of the Binding shot: The user will draw back their bow forming an arrow of holy fire that is inlaid with a sealing formula. They will release this arrow as normal then from this point it has two uses. If the seal hits their intended target, the seal will spread from the arrow around their target binding them, restricting their movements as the holy fire arrow burns away at their very being. This seal is A rank at all times and using this arrow takes up two of the users moves per turn. The other use of this arrow, is the arrow could hit the ground near the intended target, and releases the sealing fomula onto the ground as the arrow ignites the ground also. The seal binds the target to the ground holding them in place as the holy fire burns them alive. Purging them from the world. This will only bind their legs and the seal has a short range radius. If this is used the user can't user fuuin above B rank in the following turn. (Must know fuuin to use this shot.)

Note: Being progressively stronger each rank is able to make larger items starting with the small projectiles at C rank to the powerful projectiles created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 2 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns
Note: Blinding from the holy fire lasts for one turn after the target stops seeing the light. This will not effect other Elves.
Note: Each part of this jutsu used is classed as one of the users three jutsu per turn.

✦ Declined, started making edits but there are too many here to make without altering the jutsu heavily. Scatter Shot and Aspect of the Beast are overall okay how I edited them, Marked Shot needs to go, no to the active ability. Each of these should should be individually ranked as well, it can get confusing fast based on how it is now plus some of these don't need to be multiranked, a range for each as well. If it lasts multiple turns, it will need to drain chakra each turn also. ✦



Bow for reference:
Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range

Personal customs If above are approved:

1) [Silmarillion: Omoi] - Holy fire Release: Mind
Type: Supplementary/Attack/defense
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is a unique ability to those in the clan who have complete mastery over their holy fire chakra but comes with it's own risks. The users are able to use any part of their body as a medium for holy fire as they are at one with them, this one on the other hand, uses the persons eyes. The Elves were created to make a pure world which is shown from their powers, they see the world as it really is and feel and see all the negativity that courses through it. Through focussing on their intended target withtheir eyes, the user will focus on their intent, following them with their enhanced eyes, and then as they have a clear vision they will shoot holy fire at their target in the form of two tiny sparks that are hardly noticable hitting them. These sparks will look like a twinkle in the users eye but are shot faster than that of an arrow. As they hit their intended target they burst into a maelstorm of holy fire engulfing their target, burning them until the user feels they have fully purged the world of that Evil. This fire errupts rapidly to consume their target, sticking to them, like their is a magnetic force drawing the flames to their person to burn until their darkness is extinguished. This makes it hard for them to escape and due to the nature of the flames it wont hurt another Elf. On the other side of things the user could also create this on a target to protect them, if it's someone the user sees as pure and innocent like a child they can ignite these flames around them as a form of protection as the flames only burn those deemed to be evil. Dark chakras like the bijuu would suffer exteme pain due to their nature. Though using this has a huge toll of the users. Due to the surge of fire chakra used to create the sparks, the users eyes will really burn causing their eyes to water and effect their focus.

Note: The user loses 3 points to his base tracking speed due to his eyes watering for two turns after.
Note: No jutsu above A rank in the following turn
Note: No holy fire jutsu above B rank in the following turn
Note: Can only be used twice with 4 turns between uses. After the second use the user will not be able to open his eyes for two turns.
Note: If used for defense the flames last 2 turns.
You must be registered for see images

2) [Silmarillion: Shigai] - Holy fire Release: Body
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra:40 (to absorb and control)
Damage: NA (total damage absorbed)
Description: This jutsu is also known as "Revenge Full Counter" based on the clan's full counter technique. With the basic form of this jutsu, the user takes in one jutsu, holds it in their body and releases it outwards, only one jutsu and reforming it to holy fire. With this version the user pushes their bodies limits. They use their body as a punching bag that takes on several attacks (3 maximum) one after the other. With this jutsu, the user lets down their offenses against energy based attacks drawing them into his body holding as much as he can at once, spending 40 chakra each time to control the energy within. Absorbing each on counts as a move but after each hit his body would still take 30 damage becoming hurt but being able to still fight. After he has absorbed a 3rd attack, that's when the user will strike. All the energy based attacks will be converted in the users body into holy fire, then the user will release all of this at once from their body in a huge blast of raw holy fire in any direction they choose or all directions if they wish. The total power of this is the total damage absorbed by the energy based attacks. Absorbing the energy into the users body counts as a move each time and releasing this attack counts as a move. So if the user was hit with 3 A rank lightning jutsu, that would be 180 points of chakra that would be released as holy fire in a huge blast. If any attacks S rank or above are absorbed into their body the user can only absorb one more attack. The user can also choose to absorb only one jutsu and release it due to the strain on their body. When aborbing the jutsu, the user would take one third of the damage of that attack. So A rank fire would give the user 20 damage of burns to their skin making them soar, but not to the point they are unable to battle. This is what makes this technique forbidden. Once this has been released the user will feel a wave of exhaustion over their body as the strain of absorbing the chakra then converting and releasing it takes it's toll. If the user is still able to battle from the damage they have taken, they will be unable to use Jutsu above A rank for two turns and unable to use jutsu above B rank in the following turn. They will lose 2 ranks to their speed due to their beaten body also.

You must be registered for see images

3) [Silmarillion: Kontan] - Holy fire Release: Soul
Type: Supplementary
Rank:S
Range: Short
Chakra:40
Damage: 80
Description: After years of practice with holy fire, the Elves found new ways to use it to adapt it and become one with it. Through much training and mediitation they discovered a whole new level of power through their holy fire. They felt the Natural energy within the fire and how it enhanced their attacks. As they traveled some learned to certain skills like sage mode, and then could feel it clearly within all the Elves. They went on to learn to harness this to create their own mode. Through this they will gather a large amount of their holy fire chakra into the center of their very being which takes 1 whole turn to do so where they can't use holy fire. Then in the following turn they will releases this chakra as a surge throughout their entire body in a full surge becoming one with the holy fire. Their body will become like a flickering flame of light, with no solidy to it, they become the fire themselves. But with the gathering of the holy fire before they stored up the Natural energy of the holy fire that is released through them all at once giving them a new found strength. Their bodies don't turn to stone due to the amber of the tree of life still flowing through their veins from when they gained their powers. This surge of chakra in this mode gave them a few benefits. Being at one with the holy fire, all their holy fire attacks gain +1 rank in damage up to S rank, and F ranks gain +10 damage. Due to the surge of Natural energy, their speed becomes doubled, and their strength becomes that of added strength taijutsu, much like with sage mode users. Their body being made of holy fire eminates light blinding all those who see the user, and their body is pure energy meaning solid items would pass through them. Though in this form they are more vulnerable to attacks that are strong to holy fire. While in this form the user can only use elements pertaining to fire and lightning. At the cost of a move, the user can mold the holy fire that is their body and create additional arms and legs made of holy fire that can extend up to mid range. This is an A rank jutsu costing 30 chakra. They can create holy fire weapons also that they can throw up to any range (within battle reason) which is the same cost and rank. All the users taijutsu attacks are 80 damage due to the nature of their body, but cost a move per turn.

Note: Useable once, lasting 6 turns.
Note: Can't be used with any other mode
Note: No holy fire jutsu above B rank for 3 turns after
Note: No fire jutsu above A rank for 2 turns after
Note: After this ends the user losing 2 ranks of their base speed due to the strain on their body.
You must be registered for see images

✦ Auto decline ✦

8) Tolkien's Isan | Tolkein's Legacy
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: This is a technique that was developed by the Elves to give them a more versatile ranged fighting style, using their bows to fire Holy Fire in a more varied way than just single arrows, such as in the form of multi shots, animals, binding methods, all explained below.

Scatter shot - A rank: This allows the users to fire multiple shots at their opponent/opponents all at the same time. This allows them to attack multiple targets but also cover a larger range at the same time. In doing this, all the arrows they fire have a collective power of the chosen rank. They can be fired all at the same single target or fired as an array in front of the user. This can be done once every 2 turns and 4 times in total at A rank.

Aspect of the beast A - S rank: The user fires an arrow that takes the form of a chosen animal or beast, be it a replica of the users summoning contract or a basic animal, excluding mythical creatures. The user will draw back their bow and release and arrow that takes the form of an animal of their choosing made of holy fire being released at the speed of a shot arrow. The user can control this beast's movements for up to 2 turns. While active, the user can only use Holy Fire and and it's components. The size depends on the user's will but S rank can reach a maximum of thrice the size of the user. The arrow will burst into animal form as it's released from the bow, retaining all the properties of holy fire. This can be done once every 2 turns and 4 times in total at A rank while it's S rank version can only be used once per 3 turns, preventing use after it. For every turn it is out, the user will spend 10 chakra each turn.

Aspect of the Guardian - S rank: The user will draw back their bow and the arrow they form will have a large shield of holy fire that can be flat like a wall or wrap around them like a barrier, extending up to 2 meters around them in either use. They will hold this in place as a barrier which they can also shoot to either attack their opponent with their defense or to protect an ally. This can be done once every 2 turns and 3 times in total at S rank. After each use, the user cannot use Holy Fire in the next turn.

Aspect of Judgement: The user will fire an arrow in the sky towards a a chosen location, but this will explode into an array of holy fire, that will fall like snowflakes of holy fire on a chosen location (up to mid range diameter). This will rain on the chose location for three turns. Designed to detect enemies, it will only harm their enemies as an inherent skill of holy fire. This can be done once every 2 turns at B rank.

Aspect of the Binding shot: The user will draw back their bow forming an arrow of holy fire that contains a sealing formula. After release, the arrow has two uses: If the seal hits their intended target, the seal will restrict their movements as the holy fire burns. This seal is S rank and use of this arrow takes up two of the users moves per turn. The second use is to hit the ground near the intended target, and releases the sealing formula onto the ground as the arrow ignites the ground also. The seal binds the target to the ground holding them in place as the holy fire burns them alive. This variation will only bind their legs has a short range radius. If this is used the user can't use fuuin above B rank in the following turn. This can be done once every 3 turns and 3 times in total at S rank and requires Fuuinjutsu.
.
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns
Note: Every version released is capable of causing blindness for one turn to none Elves who see them directly.


Bow for reference:
Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range

¤ Approved, edited and reworded some parts to be shorter. ¤

Personal customs If above are approved:

1) [Silmarillion: Omoi] - Holy fire Release: Mind
Type: Supplementary/Attack/defense
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is a unique ability to those in the clan who have complete mastery over their holy fire chakra but comes with it's own risks. The users are able to use any part of their body as a medium for holy fire as they are at one with them, this one on the other hand, uses the persons eyes. The Elves were created to make a pure world which is shown from their powers, they see the world as it really is and feel and see all the negativity that courses through it. Through focussing on their intended target withtheir eyes, the user will focus on their intent, following them with their enhanced eyes, and then as they have a clear vision they will shoot holy fire at their target in the form of two tiny sparks that are hardly noticable hitting them. These sparks will look like a twinkle in the users eye but are shot faster than that of an arrow. As they hit their intended target they burst into a maelstorm of holy fire engulfing their target, burning them until the user feels they have fully purged the world of that Evil. This fire errupts rapidly to consume their target, sticking to them, like their is a magnetic force drawing the flames to their person to burn until their darkness is extinguished. This makes it hard for them to escape and due to the nature of the flames it wont hurt another Elf. On the other side of things the user could also create this on a target to protect them, if it's someone the user sees as pure and innocent like a child they can ignite these flames around them as a form of protection as the flames only burn those deemed to be evil. Dark chakras like the bijuu would suffer exteme pain due to their nature. Though using this has a huge toll of the users. Due to the surge of fire chakra used to create the sparks, the users eyes will really burn causing their eyes to water and effect their focus.

Note: The user loses 3 points to his base tracking speed due to his eyes watering for two turns after.
Note: No jutsu above A rank in the following turn
Note: No holy fire jutsu above B rank in the following turn
Note: Can only be used twice with 4 turns between uses. After the second use the user will not be able to open his eyes for two turns.
Note: If used for defense the flames last 2 turns.
You must be registered for see images

¤ Declined, for starters it resembles Amaterasu and, to a lesser degree, Evil Eye by the Nekura; the reference to faster than an arrow needs to be redone with a speed that can be accounted for in the RP. The main issue is that because of the properties of Holy Fire and Amaterasu, I can't approve this as it's almost exactly the same but with a different color fire and not unique enough to warrant approval. Evil Eye operated similarly but costs mental damage and opens via portal; this is much like Amaterasu and spawns fire on a focal point that you can't put out easily. ¤

2) [Silmarillion: Shigai] - Holy fire Release: Body
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra:40 (to absorb and control)
Damage: NA (total damage absorbed)
Description: This jutsu is also known as "Revenge Full Counter" based on the clan's full counter technique. With the basic form of this jutsu, the user takes in one jutsu, holds it in their body and releases it outwards, only one jutsu and reforming it to holy fire. With this version the user pushes their bodies limits. They use their body as a punching bag that takes on several attacks (3 maximum) one after the other. With this jutsu, the user lets down their offenses against energy based attacks drawing them into his body holding as much as he can at once, spending 40 chakra each time to control the energy within. Absorbing each on counts as a move but after each hit his body would still take 30 damage becoming hurt but being able to still fight. After he has absorbed a 3rd attack, that's when the user will strike. All the energy based attacks will be converted in the users body into holy fire, then the user will release all of this at once from their body in a huge blast of raw holy fire in any direction they choose or all directions if they wish. The total power of this is the total damage absorbed by the energy based attacks. Absorbing the energy into the users body counts as a move each time and releasing this attack counts as a move. So if the user was hit with 3 A rank lightning jutsu, that would be 180 points of chakra that would be released as holy fire in a huge blast. If any attacks S rank or above are absorbed into their body the user can only absorb one more attack. The user can also choose to absorb only one jutsu and release it due to the strain on their body. When aborbing the jutsu, the user would take one third of the damage of that attack. So A rank fire would give the user 20 damage of burns to their skin making them soar, but not to the point they are unable to battle. This is what makes this technique forbidden. Once this has been released the user will feel a wave of exhaustion over their body as the strain of absorbing the chakra then converting and releasing it takes it's toll. If the user is still able to battle from the damage they have taken, they will be unable to use Jutsu above A rank for two turns and unable to use jutsu above B rank in the following turn. They will lose 2 ranks to their speed due to their beaten body also.

You must be registered for see images

su_dragon_force_640x960_8870.jpg/revision/latest?cb=20141013031620[/IMG][/spoiler]

¤ Pending, this is almost for sure a declined, but I need to double check something first ¤
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,337💴
Trait Points
80⚔️
Updating as current CC Head of the Ganmi Clan

( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: +10 chakra for each water technique
Damage Points: N/A
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For non-water users, this technique can be merely used as an A rank blast of saliva, that can take the form of a thin stream or a scattered splash. It costs 30 chakra points ,deals 60 damage points also reaching up to mid range. Adapted defensive techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank.
*Water users will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*
*Water users are capable of using the non water users variant*

✦ Approved ✦
( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary,Offensive, Defensive
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost : +10 chakra for each water technique/(5 – 40)
Damage Points: N/A /( 10 – 80)
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For Ganmi lacking a water affinity or for those who do have it, this technique can be merely used a basic creation technique for the clan; ranging from forming the saliva into constructs, projectiles, tools to wield on hand like swords, kunai or even blasst of saliva, that can take the form of a thin stream or a scattered splash. This is the active portion of the this technique, requiring the needed amount of chakra to manipulate the saliva, thus dealing damage based on the rank of the technique. The creation method of this technique is only limited to the user’s own imagination. Adapted defensive/supplementary techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank.
*Ganmi with Water affinity will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*

*S rank version of active ability can only be thrice per battle, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires 3 and S rank requires four but as a clansmen raises into the clan, this number reduces with the first three ranks having the same amount of hand seals, while rank 4 gains one reduced hand seal (none in the case of B rank), rank 5 being reduced by two and finally rank 6 (head of clan) being reduced by 3 – this showing their continuous mastery over Black Tongue Arts. Toxire Paladars due to their affinity towards Saliva based techniques gain an additional hand seal reduction.*

*In relation to a members ranking within the clan, Ganmi have the innate ability to control the level of acidity their techniques have - allowing for increased or even decreased PH levels. This acts as passive boost, starting from an additional +5 (starting at rank 1) while increasing in increments of five as it caps at +30. Ranks 1 to 3 may only increase it to up to +10, while rank 4 and 5 may do so up to +20 (or simply as an increase in rank). Candy Maker may do this up to +30 though there is some limitations behind this - as the maximum amount can only be used twice per battle with a cool down of four turns before being able to do so again but also unable to boost past +10 for two turns. Rank 1 to 3 may only increase the damage twice per turn, going on a cool down base on the amount of times used in previous use (i.e using it twice causes a two turn cool down), where as rank 4 to 5 may use it thrice per turn going on cool down in the same vain as the lower ranks while rank 6 can do so four per turn.*

¤ Declined, not going to let this be used as a Water Style replacement, the E to S rank usage is a no and you should make the alteration of ph levels a separate technique tho I can say anything above +20 damage will not be approved unless it also restricts you logically and reasonably in some other way at the same time ¤
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
Kūkan Mahō: Kyori kōbai | Spatial Magic: Distance Gradient
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/a
Description: Distance gradient is the second of the two most basic applications of spatial gradients. Distance gradient is the faster application of the two due to its application. This technique is fundamentally meant for high speed repositioning of the objects in relation to one another and it primarily focuses on stretching or compressing space thus changing distances. With distance gradient (DG), the user manipulates space to either fold in on itself thus strategically repositioning objects relatively closer or sending objects farther away. To perform this, Noahs channel chakra into a region after forming 3 handseals. Upon doing so, a threadlike rip appears in the targeted space, followed by the space being suctioned into the rip or the rip being apparently pushed farther as it divulges new space. The technique can be applied with surgical accuracy for extremely minute changes such as creating enough space so that a sword’s slash simply doesn’t reach its target. Nevertheless precision can be disregarded in favor of range and size. The technique can extend or retract up to 10m of space (10m^3 in volumetric terms). The maximun rate at which the targeted space can be made to extend or reduce varies depending on the user’s strength. Generals and higher can achieve this feat almost instantaneously whereas Seconds can command speed up to thrice their speed. Weaker Noahs can command speed up to twice their speed only.
+Cannot be used in the same turn as Concentration gradient
+Can be performed up to 4 times with a turn cool down required in-between.

¤ Declined, I started editing it for approval but there are issues you'd have to,clear up and rework on your own. For starters, you will need hansseals with these techniques. No snaps to accomplish things. I edited that but keep this in mind for all of the future techniques. In addition to this, anything stated to be done "instantly" or near instantly is viewed negatively and is not likely to warrant approval as folding and/or stretching space in an instance is too much. There are also relatively no real restrictions besides a usage limit. There needs to be a drawback upin using it such as no _ rank techniques in the same turn/next turn or something like this. ¤
Kūkan Mahō: Kyori kōbai | Spatial Magic: Distance Gradient
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/a
Description: Distance gradient is the second of the two most basic applications of spatial gradients. Distance gradient is the faster application of the two due to its application. This technique is fundamentally meant for high speed repositioning of the objects in relation to one another and it primarily focuses on stretching or compressing space thus changing distances. With distance gradient (DG), the user manipulates space to either fold in on itself thus strategically repositioning objects relatively closer or sending objects farther away. To perform this, Noahs channel chakra into a region after forming 3 handseals. Upon doing so, a threadlike rip appears in the targeted space, followed by the space being suctioned into the rip or the rip being apparently pushed farther as it divulges new space. The technique can be applied with surgical accuracy for extremely minute changes such as creating enough space so that a sword’s slash simply doesn’t reach its target. Nevertheless precision can be disregarded in favor of range and size. The technique can extend or retract up to 10m of space (10m^3 in volumetric terms). The maximun rate at which the targeted space can be made to extend or reduce varies depending on the user’s strength. Generals and higher can achieve this feat with great haste, making it two times the speed of the user whereas Seconds can command speed up to 1.5x their speed. Any use cannot reduce space to put an opponent in under 5 meters of an attack.
+Cannot be used in the same turn as Concentration gradient
+No clan techniques above S rank in the same turn
+Can be performed up to 3 times with a 2 turn cool down required in-between.

¤ Approved ¤
 
Last edited by a moderator:

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
New Cycle: 09/08/2018 - 16/08/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
(Gantoretto no Mugen) Infinity Gauntlet
Type: Weapon
Rank: F
Range: N/A
Chakra: N/A
Damage: N/A
Description: A powerful artifact, the Infinity Gauntlet was forged through Mahou shortly after the formation of the wizarding school of Hogwarts. As the name implies, the artifact takes the form of a gauntlet; the gauntlet was forged by interweaving an Elder-type wand of Thestral Tail Hair into the mold of the weapon, magically bound to golden chakra metal to cover the wooden frame and complete the Gauntlet's form. As such, the Gauntlet is capable of functioning as the wearer's wand, carrying out all basic functions that a normal one would possess. Due to being forged through Mahou, the Gauntlet possesses several enchantments in both abilities and functionality. In the case of the latter, the Gauntlet allows the wearer to retain all the dexterity they would normally posses, doing nothing to hinder the functions of the hand while offering basic protection(freeform attacks and basic weapons). The true power of the Gauntlet comes in the form of an enchantment that allows the Gauntlet to store and harness the power of several magical items known as the Infinity Stones, two of which are naturally bound to the Gauntlet by default while the others can be collected and added(will be submitted as customs).

-Power Stone: The Power Stone is a purple gem embedded in the thumb of the Infinity Gauntlet. Representing the House of Slytherin, the Stone represents raw power and energy. The stone offers a passive boost to the user's power, granting them physical prowess on par with that of the Second of the Eight Inner Gates. This enhancement also applies to the user's magical abilities; the Stone and strengthens the user's Mahou, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts. This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one). Once every other turn, the user is able to access the active ability of the Power Stone, allowing them to increase the effectiveness of a technique, enhancing its abilities by either +20 to damage or chakra depending on the mechanics of the jutsu's functionality. This ability can only be activated four times per battle with a 2 turn break in between usages.

-Reality Stone: The Reality Stone is a red gem embedded in the index finger of the Infinity Gauntlet. The Reality Stone passively enhances the capabilities of the user's Transfiguration spells, allowing them to Transform matter into energy and vice versa, as well as Conjure forth hybrids of matter and energy. Once per turn, the user can access the Stone's active ability to enhance their Transfiguration spells further, allowing them to perform Transfiguration without a beam up to mid-range as well as contend with technique's up to one-rank higher than its normal capacity, not including Forbidden ranked Transfigurations. The Stone's active ability can only be activated three times per battle.

Note: The user can only wield the active power of a maximum of two Stones per turn
Note: When two Stones are actively used in a single turn, no Stones can be used in the next turn

¤ Approved, made edits ¤
(Gantoretto no Mugen) Infinity Gauntlet
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: A powerful artifact, the Infinity Gauntlet was forged through Mahou shortly after the formation of the wizarding school of Hogwarts. As the name implies, the artifact takes the form of a gauntlet; the gauntlet was forged by interweaving an Elder wand of Thestral Tail Hair into the mold of the weapon, magically bound to golden chakra metal to cover the wooden frame and complete the Gauntlet's form. As such, the Gauntlet is capable of functioning as the wearer's wand, carrying out all basic functions that a normal one would possess. Due to being forged through Mahou, the Gauntlet possesses several enchantments in both abilities and functionality. In the case of the latter, the Gauntlet allows the wearer to retain all the dexterity they would normally posses, doing nothing to hinder the functions of the hand while offering basic protection(freeform attacks and basic weapons). The true power of the Gauntlet comes in the form of an enchantment that allows the Gauntlet to store and harness the power of several magical items known as the Infinity Stones, two of which are naturally bound to the Gauntlet by default while the others can be collected and added(will be submitted as customs).

-Power Stone: The Power Stone is a purple gem embedded in the thumb of the Infinity Gauntlet. Representing the House of Slytherin, the Stone represents raw power and energy. The stone offers a passive boost to the user's power, granting them physical prowess on par with that of the Second of the Eight Inner Gates. This enhancement also applies to the user's magical abilities; the Stone and strengthens the user's Mahou, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts. This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one). Once every other turn, the user is able to access the active ability of the Power Stone, allowing them to increase the effectiveness of a technique, enhancing its abilities by either +20 to damage or +10 chakra depending on the mechanics of the jutsu's functionality, or increase the range of a technique by one degree(active usages occur within the same timeframe as the affected technique, but consumes a move slot). This ability can only be activated four times per battle with a 2 turn break in between usages.

-Reality Stone: The Reality Stone is a red gem embedded in the index finger of the Infinity Gauntlet. The Reality Stone passively enhances the capabilities of the user's Transfiguration spells, allowing them to Transform matter into energy and vice versa, as well as Conjure forth hybrids of matter and energy. Additionally, the Reality Stone allows Transfiguration spells that will normally affect one object to affect multiple at once(in the case of a Transfiguration requiring a beam, multiple beams will be released from the Stone to each object). The power will, of course, be split between targets. Once per turn, the user can access the Stone's active ability to enhance their Transfiguration spells further, allowing them to perform Transfiguration without a beam up to mid-range as well as contend with technique's up to one-rank higher than its normal capacity, not including Forbidden ranked Transfigurations(occurs within the same timeframe as the affected technique, but consumes a move slot). The Stone's active ability can only be activated three times per battle with a 2 turn cooldown period in between use.

Note: The user can only wield the active power of a maximum of two Stones per turn
Note: When two Stones are actively used in a single turn, no Stones can be used in the next turn

¤ Approved ¤

(Tamashī to Kokoro no Ishi) Soul and Mind Stones
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Soul and Mind Stones are two magical items that, along with the other Infinity Stones, are said to possess great power. The stones are intrinsically linked, having similar abilities related to the mind and spirit.

-Soul Stone: The Soul Stone is an amber colored Stone embedded in the middle finger of the Infinity Gauntlet. The Soul Stone magically enhances the user's sense of awareness, allowing them to perceive spiritual-based entities around them. Beings such as Madara's Limbo or Yin-Release's Hands of the Sloth passively become visible and audible to the user, appearing as glowing silhouettes the same color as the Soul Stone. Additionally, the user's techniques receive a similar change in property, allowing them to interact with these spiritual beings as they would any other object or jutsu. The Soul Stone also contains an active ability; when utilized, an omnidirectional burst of Mahou will be released from the Stone, reaching up to mid-range from the user. This surge of Mahou is intangible to the touch and is harmless, carrying the sole function of blocking spiritual-based techniques, with the exception of Yin Release/Yin-Yang Release. Spiritual-based techniques active at the time of the surge will cease and, for three turns, those affected will be unable to utilize any spiritual-based techniques unless they leave the mid-range area(spiritual-based techniques that enter this perimeter will likewise cease during this period). This ability can only be activated twice per battle(S-rank).

-Mind Stone: The Mind Stone is a yellow-colored Stone embedded in the ring finger of the Infinity Gauntlet whose primary function is to fortify the wielder's mental strength. The Stone passively grants the user immunity to C-rank and below illusions, rendering their minds impossible to be placed under and allowing them to detect when any other illusions are placed upon them(though they must still break those accordingly). The secondary, active ability of the Mind Stone allows the user to fire a yellow beam at a target, resembling a shimmering thunderbolt. The bolt carries no effect on physical objects and structures, instead passing through them with no interaction. Rather, the spell interacts with the mind of the opponent, erasing a desired memory from the target's mind. The spell is most effective when utilized by Legilimens due to their mind-reading abilities, but is also capable of being used by Wizards so long as they are aware of the targeted memory. The spell, being ethereal and spiritual in nature, is likewise capable of being countered by defenses of a spiritual/ethereal nature. Defenses or barriers forged from Yin Release, mental defenses, or seals capable of absorbing chakra(by absorbing the bolt before it lands) can serve to block the spell's effects. However, should the spell successfully strike, the memories cannot be retrieved through ordinary means(Yin Release/Yin-Yang Release required). This ability(S-rank) can only be used twice per battle, with a maximum of once per opponent, and no spells above A-rank can be used if successfully struck(No spells above S-rank if misses/fails).


¤ Declined, looking at these without any infusion of Spiritual Energy, i.e. Yin release, I can't allow the properties of both; these wouldn't be approved without the ability to use Yin energy and would require a duration if so. The Mind stones abilities would both require Yin energy and a duration for each to be used. The Soul Stone's passive ability can't be approved now, loopholes a Specialty. I won't approve it; the active ability definitely would require Yin to get approved. ¤


(Kūkan to Jikan no ishi) Space Stone and Time Stone
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Space and Time Stones are two magical items that, along with the other Infinity Stones, are said to possess great power. The stones are intrinsically linked, based on two correlated natural phenomena.


-Space Stone: The Space Stone is a blue gem embedded in the little finger of the Infinity Gauntlet. The Space Stone, unlike most Stones, does not possess a passive ability. Rather, the Stone possesses two active abilities that the user can tap into to fit his needs. The first ability of the Space Stone is a variation of the Apparition spell; while Apparition normally works to transport the user, the Space Stone's variation allows the user to Apparate other objects to another location. Targets within short-range are capable of being remotely targeted, while objects further away require being struck by a dark-blue bolt of Mahou. When targeting multiple objects(such as a jutsu that can conjure multiple constructs), the targets will appear to coalesce as though being drawn into a black hole should they be within proximity of each other. Alternatively, the Space Stone can be used for an enhanced version of the Levitation Charm; following the same range restrictions as the Apparition variant, the Levitation Variant allows the user to take control of objects and manipulate their trajectory, moving it as though by telekinesis. The user is capable of targeting multiple objects(multiple bolts fired when targeting objects mid-range and beyond). In the events of objects infused with/forged with chakra, either variation of the Space Stone's abilities will fail if the volume of chakra exceeds standard S-rank(40). Either ability can only be used a maximum of three times per battle with a cooldown of one turn when used on S-rank techniques(cannot be used on living creatures).

-Time Stone: The Time Stone is a green gem embedded on the back of the Gauntlet's hand. The Time Stone, unlike most Stones, does not possess a passive ability. The Time Stone instead possesses one ability: A spell that allows the user to alternate the state of an object through its natural timeline. When activated, the user can either revert or forward a selected object from its current state into one it has either occupied before or will occupy. For example, ice can be reverted back into water while a shattered rock can be restored to its whole state again. Techniques can be reverted back to raw chakra while a tree can be forwarded into a wilted state. Objects affected by this technique can also be reverted to a previous location they have occupied, should the user be knowledgeable of it. This ability can only be used four times per battle and cannot be used in consecutive turns. When used on objects infused with/forged from chaka, the Stone will be ineffective if they contain more volume than a standard S-rank(40).

¤ Declined, the first ability of the Space Stone is a misinterpretation of the Apparition spell; we do not utilize S/T. We break down into mahou and move rapidly from point a to b. Depending on the distance, it becomes quicker or slower. This usage would be full out a S/T jutsu, teleporting from one item from one point to another. U suggest basing this on the Switching Transfiguration spell, making a more advanced form. Time cannot be used on people, as well. Won't allow it to alter the state of living entities, only techniques. ¤
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
(Kagami Gazō) Mirror Image
Type: Supplementary/Defensive
Rank: C-S
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: N/A
Description:
By channelling chakra into the users wand, they will then say the words "Speculo Imagini" and swirling their wand in a circle above their head. Then, 1-4 copies of the opponent will shimmer into existence around the target, (within mid range of the opponent). These copies will have the exact chakra networks, looking and behaving exactly like the user. However unlike the user, all spells cast that are copied, dont actually affect the opponent. While they may be seen as exact duplicates, and spells coming from them contain the users chakra, they cannot harm the opponent. By using Apparition, once per turn, with a two turn cool down, the user can exchange places with one of the images, all of them copying once again the exact sounds and movements that the user does.
Notes:
-C rank can be used 4 times,B>3, A>2 to S rank to once.
-No Transfiguration above A rank in the same turn it is used.
-Cannot be used while the spell is already in effect.

¤ Declined, I'm confused on what the differing ranks really mean here; does it increase the amount of clones, how long it lasts, etc? ¤

(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.

-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn

-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.
Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.

¤ Approved, note that anything that requires an activation cost a move slot. ¤
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
Permission to submit the following techs:

Kūkan Mahō: Kami no honshitsu| Spatial magic: Divine Essence
Type: Supplementary/Attack/Defense
Rank: C-S
Range:Short-mid
Chakra:15-40
Damage:30-80
Description:
Through spatial manipulation the Noah collapses space around a focal point to create a construct of immense spatial density. The enormous concentration of density deposits a physical “essence” that evokes physical effects despite no physical entities being present. Fundamentally the space becomes filled with space and thus prevents other entities from passing through like they normally would with respect to rank. Being composed entirely of space, the effects of this spatial condensation are visually imperceptible naturally unless by spatial sensory or chakra sensory. The technique can be applied in two ways. First, the spatial manipulation can be anchored to an object. In this case it can be used to shroud an entity partially or completely thus acting like an aura and moving with the object. This supplements the objects physical qualities adding strength equal to the rank used. The second application involves using the condensed space on its own. Here as space is condensed shape manipulation is applied to give the condensed product a preferred shape. This can range from a simple wall to giant spikes. Whatever the case the final product is anchored to the location it was created in and remains for up to three turns before diffusing away.
-C rank usage requires no handseals. B-rank requires 1. +1 for each increase in rank thereafter.
-A-rank and above can be used 3 times only. B-rank usage requires a 2 turn cooldown in-between uses except for Generals and higher who require only a single turn cooldown.
-S-ranked spatial creations must always originate from the Noah’s immediate vicinity (short range) but can extend to mid-range.

¤ Auto Declined, missing CC approval link. Allowing this to potentially cloak items might be too much; the second use is fine, be be aware that should it become moving, it'll essentially be the same as an invisible wall, spike, etc and will interact with smoke and things all the same. C rank will require 1 for this jutsu, and +1 for each rank higher. ¤

Kūkan Mahō: Seichi | Spatial magic: Holy Domain
Type: Supplementary/Attack
Rank: A
Range:Short-long
Chakra:30
Damage:n/a
Description:
HD is a wide-acting technique that is triggered by making 3 handseals and clapping. This prompts a ripple to race throughout the field, inducing a carefully crafted spatial collapse as it goes. This spatial ripple has no real direct effects on opponents and cannot be directly discerned except by keen spatial/territorial awareness. The induced spatial collapse is only mild and exists not to harm but as a way to exert dominance over an area. It serves as an intimidatory claim to space imposed to augment the Noah’s command of the area. The mild spatial collapse makes space heavier than normal, making it as if empty space isn’t really empty. In humans this is felt as just a slight uneasiness that doesn’t deter actions in anyway. In animals/summons however, this isn’t so. HD creates an air of unnatural spatial and positional uncertainty which buffets animals and incites a mentally inhibitory anxiety. Basically it makes them feel as if they’re constantly being smothered by a presence which is physically absent. This causes a mental strain which inhibits the use of advanced techniques (above B-rank) by the creatures.
Lasts 4 turns
Usable twice with a two turn cooldown in-between

¤ Auto Declined, missing CC approval link. What exactly does "keen spatial/territorial awareness" mean? This is a reach as well, increasing density shouldn't reduce the ability to use high rank Ninjutsu. Especially not like this. And last, Spatial Collapse can't be used on enemies except for the close quarters based application, noted in the Clan submission. ¤

Kūkan Mahō: Nain kara no shukufuku | Spatial Magic: Blessings from the Nine
Type: Supplamentary | Defensive | Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 if living entity passes through)
Description: This application of Spatial Magic focuses on the concept of a spatial infinity proposed by "Lost Infinity". The Noah creates a three dimensional spiral of infinitely folding space after performing three handseals. This spiral or distortion infinitely folds the space of those that enter it, reducing the amount of space it occupies infinitely practically reducing it to no damage. Much like it's parent technique, this technique is confined within its own area essentially trapping techniques within its boundaries. As with the nature of such Spatial Magic Techniques, it cannot be created within short range of the opponent, or other living entities . However, should a living entity enter Short Range of this distortion they can be affected by it, being trapped within the infinite distortion. If a living entity passes through this spiral distortion, they will experience an unbelievable amount of weight and pressure similar to the force of a black hole. While it won't infinitely reduce the area the opponent takes up, reducing them into nothing as it would techniques but the amount of force applied is enough to crush bones.
+ Generals and higher are capable of using this technique 3x per battle with a two turn cool down in between usages. Seconds can use this twice per battle and every one below can only use this technique once.
+ Can only be used on techniques of equivalent rank and lower.
+ Each distorted space lasts for three turns at max.
+ No Spatial Magic techniques above A rank can be used in the same turn as this technique or the turn after.

¤ Auto Declined, missing CC approval link. Remove the references to infinite outside of the "Lost Infinity" title; it'll have a time limit for it to last. Reduce either time it lasts or amount of times you can use it. 3 times for 3 turns is too much. ¤
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
New Cycle: 11/09/2018 - 18/09/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
(Gantoretto no Mugen) Infinity Gauntlet
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: A powerful artifact, the Infinity Gauntlet was forged through Mahou shortly after the formation of the wizarding school of Hogwarts. As the name implies, the artifact takes the form of a gauntlet; the gauntlet was forged by interweaving an Elder wand of Thestral Tail Hair into the mold of the weapon, magically bound to golden chakra metal to cover the wooden frame and complete the Gauntlet's form. As such, the Gauntlet is capable of functioning as the wearer's wand, carrying out all basic functions that a normal one would possess. Due to being forged through Mahou, the Gauntlet possesses several enchantments in both abilities and functionality. In the case of the latter, the Gauntlet allows the wearer to retain all the dexterity they would normally posses, doing nothing to hinder the functions of the hand while offering basic protection(freeform attacks and basic weapons). The true power of the Gauntlet comes in the form of an enchantment that allows the Gauntlet to store and harness the power of several magical items known as the Infinity Stones, two of which are naturally bound to the Gauntlet by default while the others can be collected and added(will be submitted as customs).

-Power Stone: The Power Stone is a purple gem embedded in the thumb of the Infinity Gauntlet. Representing the House of Slytherin, the Stone represents raw power and energy. The stone offers a passive boost to the user's power, granting them physical prowess on par with that of the Second of the Eight Inner Gates. This enhancement also applies to the user's magical abilities; the Stone and strengthens the user's Mahou, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts. This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one). Once every other turn, the user is able to access the active ability of the Power Stone, allowing them to increase the effectiveness of a technique, enhancing its abilities by either +20 to damage or +10 chakra depending on the mechanics of the jutsu's functionality, or increase the range of a technique by one degree(active usages occur within the same timeframe as the affected technique, but consumes a move slot). This ability can only be activated four times per battle with a 2 turn break in between usages.

-Reality Stone: The Reality Stone is a red gem embedded in the index finger of the Infinity Gauntlet. The Reality Stone passively enhances the capabilities of the user's Transfiguration spells, allowing them to Transform matter into energy and vice versa, as well as Conjure forth hybrids of matter and energy. Additionally, the Reality Stone allows Transfiguration spells that will normally affect one object to affect multiple at once(in the case of a Transfiguration requiring a beam, multiple beams will be released from the Stone to each object). The power will, of course, be split between targets. Once per turn, the user can access the Stone's active ability to enhance their Transfiguration spells further, allowing them to perform Transfiguration without a beam up to mid-range as well as contend with technique's up to one-rank higher than its normal capacity, not including Forbidden ranked Transfigurations(occurs within the same timeframe as the affected technique, but consumes a move slot). The Stone's active ability can only be activated three times per battle with a 2 turn cooldown period in between use.

Note: The user can only wield the active power of a maximum of two Stones per turn
Note: When two Stones are actively used in a single turn, no Stones can be used in the next turn

¤ Approved ¤

(Tamashī to Kokoro no Ishi) Soul and Mind Stones
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Soul and Mind Stones are two magical items that, along with the other Infinity Stones, are said to possess great power. The stones are intrinsically linked, having similar abilities related to the mind and spirit.

-Soul Stone: The Soul Stone is an amber colored Stone embedded in the middle finger of the Infinity Gauntlet. The Soul Stone magically enhances the user's sense of awareness, allowing them to perceive spiritual-based entities around them. Beings such as Madara's Limbo or Yin-Release's Hands of the Sloth passively become visible and audible to the user, appearing as glowing silhouettes the same color as the Soul Stone. Additionally, the user's techniques receive a similar change in property, allowing them to interact with these spiritual beings as they would any other object or jutsu. The Soul Stone also contains an active ability; when utilized, an omnidirectional burst of Mahou will be released from the Stone, reaching up to mid-range from the user. This surge of Mahou is intangible to the touch and is harmless, carrying the sole function of blocking spiritual-based techniques, with the exception of Yin Release/Yin-Yang Release. Spiritual-based techniques active at the time of the surge will cease and, for three turns, those affected will be unable to utilize any spiritual-based techniques unless they leave the mid-range area(spiritual-based techniques that enter this perimeter will likewise cease during this period). This ability can only be activated twice per battle(S-rank).

-Mind Stone: The Mind Stone is a yellow-colored Stone embedded in the ring finger of the Infinity Gauntlet whose primary function is to fortify the wielder's mental strength. The Stone passively grants the user immunity to C-rank and below illusions, rendering their minds impossible to be placed under and allowing them to detect when any other illusions are placed upon them(though they must still break those accordingly). The secondary, active ability of the Mind Stone allows the user to fire a yellow beam at a target, resembling a shimmering thunderbolt. The bolt carries no effect on physical objects and structures, instead passing through them with no interaction. Rather, the spell interacts with the mind of the opponent, erasing a desired memory from the target's mind. The spell is most effective when utilized by Legilimens due to their mind-reading abilities, but is also capable of being used by Wizards so long as they are aware of the targeted memory. The spell, being ethereal and spiritual in nature, is likewise capable of being countered by defenses of a spiritual/ethereal nature. Defenses or barriers forged from Yin Release, mental defenses, or seals capable of absorbing chakra(by absorbing the bolt before it lands) can serve to block the spell's effects. However, should the spell successfully strike, the memories cannot be retrieved through ordinary means(Yin Release/Yin-Yang Release required). This ability(S-rank) can only be used twice per battle, with a maximum of once per opponent, and no spells above A-rank can be used if successfully struck(No spells above S-rank if misses/fails).


¤ Declined, looking at these without any infusion of Spiritual Energy, i.e. Yin release, I can't allow the properties of both; these wouldn't be approved without the ability to use Yin energy and would require a duration if so. The Mind stones abilities would both require Yin energy and a duration for each to be used. The Soul Stone's passive ability can't be approved now, loopholes a Specialty. I won't approve it; the active ability definitely would require Yin to get approved. ¤


(Kūkan to Jikan no ishi) Space Stone and Time Stone
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Space and Time Stones are two magical items that, along with the other Infinity Stones, are said to possess great power. The stones are intrinsically linked, based on two correlated natural phenomena.


-Space Stone: The Space Stone is a blue gem embedded in the little finger of the Infinity Gauntlet. The Space Stone, unlike most Stones, does not possess a passive ability. Rather, the Stone possesses two active abilities that the user can tap into to fit his needs. The first ability of the Space Stone is a variation of the Apparition spell; while Apparition normally works to transport the user, the Space Stone's variation allows the user to Apparate other objects to another location. Targets within short-range are capable of being remotely targeted, while objects further away require being struck by a dark-blue bolt of Mahou. When targeting multiple objects(such as a jutsu that can conjure multiple constructs), the targets will appear to coalesce as though being drawn into a black hole should they be within proximity of each other. Alternatively, the Space Stone can be used for an enhanced version of the Levitation Charm; following the same range restrictions as the Apparition variant, the Levitation Variant allows the user to take control of objects and manipulate their trajectory, moving it as though by telekinesis. The user is capable of targeting multiple objects(multiple bolts fired when targeting objects mid-range and beyond). In the events of objects infused with/forged with chakra, either variation of the Space Stone's abilities will fail if the volume of chakra exceeds standard S-rank(40). Either ability can only be used a maximum of three times per battle with a cooldown of one turn when used on S-rank techniques(cannot be used on living creatures).

-Time Stone: The Time Stone is a green gem embedded on the back of the Gauntlet's hand. The Time Stone, unlike most Stones, does not possess a passive ability. The Time Stone instead possesses one ability: A spell that allows the user to alternate the state of an object through its natural timeline. When activated, the user can either revert or forward a selected object from its current state into one it has either occupied before or will occupy. For example, ice can be reverted back into water while a shattered rock can be restored to its whole state again. Techniques can be reverted back to raw chakra while a tree can be forwarded into a wilted state. Objects affected by this technique can also be reverted to a previous location they have occupied, should the user be knowledgeable of it. This ability can only be used four times per battle and cannot be used in consecutive turns. When used on objects infused with/forged from chaka, the Stone will be ineffective if they contain more volume than a standard S-rank(40).

¤ Declined, the first ability of the Space Stone is a misinterpretation of the Apparition spell; we do not utilize S/T. We break down into mahou and move rapidly from point a to b. Depending on the distance, it becomes quicker or slower. This usage would be full out a S/T jutsu, teleporting from one item from one point to another. U suggest basing this on the Switching Transfiguration spell, making a more advanced form. Time cannot be used on people, as well. Won't allow it to alter the state of living entities, only techniques. ¤
(Kūkan ishi) Space Stone
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Space Stone is a magical item that, along with the other Infinity Stones, is said to possess great power. The stones are intrinsically linked, based on natural phenomena.

-Space Stone: The Space Stone is a blue gem embedded in the little finger of the Infinity Gauntlet. The Space Stone, unlike most Stones, does not possess a passive ability. Rather, the Stone possesses two active abilities that the user can tap into to fit his needs. The first ability of the Space Stone is a variation of the Apparition spell; while Apparition normally works to transport the user, the Space Stone's variation allows the user to Apparate other objects to another location by breaking them down into Mahou and reforming it in another location, following the same speed as regular Apparition. Targets within short-range are capable of being remotely targeted, while objects further away require being struck by a dark-blue bolt of Mahou. When targeting multiple objects(such as a jutsu that can conjure multiple constructs), multiple beams will be released. Alternatively, the Space Stone can be used for an enhanced version of the Levitation Charm; the user will target a desired object and remotely mark it with Mahou, causing it to glow blue. This spell allows the user to take control of objects and manipulate their trajectory, moving it as though by telekinesis. The user is capable of targeting multiple objects. In the events of objects infused with/forged with chakra, either variation of the Space Stone's abilities will fail if the volume of chakra exceeds standard S-rank(40). Either ability can only be used a maximum of three times per battle with a cooldown of one turn when used on S-rank techniques(cannot be used on living creatures).

¤ Approved ¤
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,337💴
Trait Points
80⚔️
( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary,Offensive, Defensive
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost : +10 chakra for each water technique/(5 – 40)
Damage Points: N/A /( 10 – 80)
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For Ganmi lacking a water affinity or for those who do have it, this technique can be merely used a basic creation technique for the clan; ranging from forming the saliva into constructs, projectiles, tools to wield on hand like swords, kunai or even blasst of saliva, that can take the form of a thin stream or a scattered splash. This is the active portion of the this technique, requiring the needed amount of chakra to manipulate the saliva, thus dealing damage based on the rank of the technique. The creation method of this technique is only limited to the user’s own imagination. Adapted defensive/supplementary techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank.
*Ganmi with Water affinity will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*

*S rank version of active ability can only be thrice per battle, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires 3 and S rank requires four but as a clansmen raises into the clan, this number reduces with the first three ranks having the same amount of hand seals, while rank 4 gains one reduced hand seal (none in the case of B rank), rank 5 being reduced by two and finally rank 6 (head of clan) being reduced by 3 – this showing their continuous mastery over Black Tongue Arts. Toxire Paladars due to their affinity towards Saliva based techniques gain an additional hand seal reduction.*

*In relation to a members ranking within the clan, Ganmi have the innate ability to control the level of acidity their techniques have - allowing for increased or even decreased PH levels. This acts as passive boost, starting from an additional +5 (starting at rank 1) while increasing in increments of five as it caps at +30. Ranks 1 to 3 may only increase it to up to +10, while rank 4 and 5 may do so up to +20 (or simply as an increase in rank). Candy Maker may do this up to +30 though there is some limitations behind this - as the maximum amount can only be used twice per battle with a cool down of four turns before being able to do so again but also unable to boost past +10 for two turns. Rank 1 to 3 may only increase the damage twice per turn, going on a cool down base on the amount of times used in previous use (i.e using it twice causes a two turn cool down), where as rank 4 to 5 may use it thrice per turn going on cool down in the same vain as the lower ranks while rank 6 can do so four per turn.*

¤ Declined, not going to let this be used as a Water Style replacement, the E to S rank usage is a no and you should make the alteration of ph levels a separate technique tho I can say anything above +20 damage will not be approved unless it also restricts you logically and reasonably in some other way at the same time ¤
Removed boosting portion of technique.

(Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary,Offensive, Defensive
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost : +10 chakra for each water technique/(5 – 40)
Damage Points: N/A /( 10 – 80)
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For Ganmi lacking a water affinity or for those who do have it, this technique can be merely used a basic creation technique for the clan; ranging from forming the saliva into constructs, projectiles, tools to wield on hand like swords, kunai or even blasst of saliva, that can take the form of a thin stream or a scattered splash and can only be used up to A rank. This is the active portion of the this technique, requiring the needed amount of chakra to manipulate the saliva, thus dealing damage based on the rank of the technique. The creation method of this technique is only limited to the user’s own imagination. Adapted defensive/supplementary techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank. Ganmi with Water affinity will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires. S rank version of active ability can only be thrice per battle and A can only be used 4 times, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires 3 and S rank requires four.

¤ Approved, made edits ¤
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
This was not checked


Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates its usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.

♦White Priest | Shiro Sou
Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches, be it tools, weapons, clothes/attire, solid matter, etc. Elaborately; the user would be absorbing an impact through something that is making contact with his paw and not absorb the impact into the paw itself. This means the impact would be temporary stored in the object used to store the impact until used. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a paw barrier that is fused with and surrounds the object and with this, he can use inverse repel which is able to contain force within it. The user is able to infuse his own skin directly, to be able to absorb and store said force. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu like "impact dial", however the absorbed force can be used to attack while the object now carries the power of the absorbed force. For example, a kunai used to absorbed an A-rank impact would make the kunai carry an A-rank strenght within it which can be used to attack. Should the skin be fortified, it would increase the user's physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(Bartholomew Legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. once per battle, Bartholomew legends can use this on a forbidden rank scale, however, this deactivates the usage of his paws for 3 turns. Absorbing impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.

♦Black Priest | Kuroi Sou
The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying an object using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling paw bubble "aura" around them. The power of strengthening is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). Like White Priest, the user is also able to fortify his skin to increase his physical force. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(bartholomew legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 3 turns after. Adding impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.

♦Grey Priest | Gurē Sou
An old and grey Priest, kind-hearted, wise and would go the extra mile to support the young ones with his strength, however his strength has waned and can not give more than half of what he has. Grey Priest is similar to "Black Priest" albeit the only different between them is that Grey Priest only fortifies active techniques that has physical impacts. After releasing the technique though in the same timeframe as the technique, the user repels and forms the paw aura around the technique. Depending on the rank of repulsion used, only half the damage is added to the technique. For example, a B-rank aura would only fortify the technique with +20 damage instead of 40. Techniques used with Grey Priest must originate from upto short-range from the user. Anything more than that, the fortification would fall into another timeframe. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 2x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Fortifying a technique counts as a move.

NOTE
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it.
† Each variants have their restrictions elaborated in their respective descriptions


Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim | A-rank
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 30meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim | S-Rank
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed. The Bartholomew focuses chakra into his paw and by mere touching himself with the paw imprint, regardless of where ever he makes contact, repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed just like . There are two ways through which this works. Either the user is repelling himself in a linear direction at 3x his speed or he is pushing himself away from the field, utilizing the basic concept of repel oshi. In the case of the later, the user would not be moving in a linear fashion but like "Repel", he is simply moving away from the field to another location without being affected by any type of barrier or obstacle. He would call himself back to another spot just like the basic repel too. Since "repel" is basically an ST type movement, this makes 2nd pilgrim ST. The trick behind this is that instead of doing "repel" on an object, the user is doing it on himself. This can simply be termed as teleportation since very high speed has been seen to break space time continuum though this is just a feat only this jutsu could reach. Other paw arts are not able to reach such level. The speed at which the user goes into another location and bring himself back is also equivalent to 3x his base speed seeing as near instantaneous is unquantifiable. Should the user be repelling himself in a liner fashion, he would actually not be running but would traverse through a particular distance in a blink without the dexterity to change direction while moving. Its just like shooting a bullet. The user can decide to move in any direction, even towards the sky, so far the direction is linear.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle(3x for the clan Leader) with a 2 turn rest inbetween usage.

Last Pilgrim | S-Rank
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: Each Pilgrims have individual restriction within their descriptions.
NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
You must be registered for see images

Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates its usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.

♦White Priest | Shiro Sou
Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches, be it tools, weapons, clothes/attire, solid matter, etc. Elaborately; the user would be absorbing an impact through something that is making contact with his paw and not absorb the impact into the paw itself. This means the impact would be temporary stored in the object used to store the impact until used. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a paw barrier that is fused with and surrounds the object and with this, he can use inverse repel which is able to contain force within it. The user is able to infuse his own skin directly, to be able to absorb and store said force. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu like "impact dial", however the absorbed force can be used to attack while the object now carries the power of the absorbed force. For example, a kunai used to absorbed an A-rank impact would make the kunai carry an A-rank strenght within it which can be used to attack. Should the skin be fortified, it would increase the user's physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(Bartholomew Legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. once per battle, Bartholomew legends can use this on a forbidden rank scale, however, this deactivates the usage of his paws for 3 turns. Absorbing impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.

♦Black Priest | Kuroi Sou
The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying an object using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling paw bubble "aura" around them. The power of strengthening is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). Like White Priest, the user is also able to fortify his skin to increase his physical force. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level(bartholomew legend) can only be used 3x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 3 turns after. Adding impact into an object or skin is not passive thus counts as a move. Impact stored on skin would last 4 turns if not used.

♦Grey Priest | Gurē Sou
An old and grey Priest, kind-hearted, wise and would go the extra mile to support the young ones with his strength, however his strength has waned and can not give more than half of what he has. Grey Priest is similar to "Black Priest" albeit the only different between them is that Grey Priest only fortifies active techniques that has physical impacts. After releasing the technique though in the same timeframe as the technique, the user repels and forms the paw aura around the technique. Depending on the rank of repulsion used, only half the damage is added to the technique. For example, a B-rank aura would only fortify the technique with +20 damage instead of 40. Techniques used with Grey Priest must originate from upto short-range from the user. Anything more than that, the fortification would fall into another timeframe. Apart from Bartholomew legends that can use this on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. S-rank level can only be used 2x per battle. If A normal bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Fortifying a technique counts as a move.

NOTE
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it.
† Each variants have their restrictions elaborated in their respective descriptions


Paw Arts: Pilgrimage - Nykyu No Mi: Junrei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim | A-rank
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 30meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim | S-Rank
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed. The Bartholomew focuses chakra into his paw and by mere touching himself with the paw imprint, regardless of where ever he makes contact, repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed just like . There are two ways through which this works. Either the user is repelling himself in a linear direction at 3x his speed or he is pushing himself away from the field, utilizing the basic concept of repel oshi. In the case of the later, the user would not be moving in a linear fashion but like "Repel", he is simply moving away from the field to another location without being affected by any type of barrier or obstacle. He would call himself back to another spot just like the basic repel too. Since "repel" is basically similar but not an ST type movement, this makes 2nd pilgrim however, not ST but the speed of movement is so great that one is able to break through barriers without having to interact with it physically just like how guy did against Madara. The trick behind this is that instead of doing "repel" on an object, the user is doing it on himself. Other paw arts are not able to reach such level. The speed at which the user goes into another location and bring himself back is also equivalent to 3x his base speed seeing as near instantaneous is unquantifiable. Should the user be repelling himself in a liner fashion, he would actually not be running but would traverse through a particular distance in a blink without the dexterity to change direction while moving. Its just like shooting a bullet. The user can decide to move in any direction, even towards the sky, so far the direction is linear.
This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle(3x for the clan Leader) with a 2 turn rest inbetween usage.

Last Pilgrim | S-Rank
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: Each Pilgrims have individual restriction within their descriptions.
NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
You must be registered for see images
 
Status
Not open for further replies.
Top