(Asura Ketsugei - Ma Kami no Ame) - Asura Blood Art - Demonic Gods Rainfall
Type: Supplementary | Offensive
Rank: B
Range: Short - Long
Chakra: 20 (-10 per turn)
Damage: N/A
Description: A technique unique to those of the Chinoike Clan and their unique ability to manipulate blood. This technique can be used as a standalone technique, coming from a blood source or the user, or it can be used in the same time frame as another blood technique.
The user’s blood permeates into the air above as a type of mist, forming blood like clouds above turning the sky a crimson red. A type of blood rain begins to descend onto the battlefield, not a mere drizzle, but one reminiscent of a monsoon, covering the area and everyone in it, while also obscuring vision and making it hard to hear during the rain's downfall. This technique gives the blood a toxicity property if it didn’t have one before. This toxicity causes 10 damage per turn which cannot be mitigated while those deemed enemies are within its area of effect, not affecting those the user deems as allies due to a chakra connection the technique has within its user. This blood rain toxin prevents enemies from healing from regenerative means other than yang release, while they remain within the confines of the technique.
Restrictions
- Can be used 5 times per battle, lasting 4 turns per use.
- Demonic Gods Rainfall has a one turn cooldown between uses.
Declined. 10 damage per turn for four turns, and it can't be mitigated, or healed, unless through Yang? Also used alongside another technique? You've got way too much going on here. Scale this back.
Resubmitting
- Removed Anti-heal factor
- Removed Mitigation prevention
(Akuma no Geijutsu - Akuma no Kamigami no Tenki) - Demonic Art - Demonic Gods Rainfall
Type: Supplementary | Offensive
Rank: B
Range: Short - Long (15 Meters)
Chakra: 20 (-10 per turn)
Damage: N/A (-10 damage per turn)
Description: A technique unique to those of the Chinoike Clan and their unique ability to manipulate blood. This technique can be used as a standalone technique, coming from a blood source or the user, or it can be used in the same time frame as another blood technique.
The user’s blood permeates into the air above as a type of mist, forming blood like clouds above turning the sky a crimson red. A type of blood rain begins to descend onto the battlefield, not a mere drizzle, but one reminiscent of a monsoon, covering the area and everyone in it, while also obscuring vision and making it hard to hear during the rain's downfall. This technique has a toxicity property, dealing 10 damage a turn. This toxic property is also passed on to the technique it is used with, causing a residual toxin to linger on the enemies body should the blood technique hit, also causing 10 damage per turn, though not stacking. The toxic effect lasts for 4 turns regardless of how it's applied, either through the blood rain or the blood technique the rain is used with.
While within the confines of the blood rain, those deemed as allies by the user are not affected by the toxic nature of the blood due to a chakra connection the technique has with its user.
Restrictions
- Can be used 5 times per battle, lasting 4 turns per use.
- Demonic Gods Rainfall has a one turn cooldown between uses.
Declined, two things for me: 1, I don't think this would be able to not effect allies as it's a toxic rain of your blood and they do not have immunity to your damaging effects of contact with your toxic blood - only you do and two, if it's meant to be a rain of blood, I don't understand how this is meant to be used alongside another technique as these are two separate techniques as it's not an infusion type technique that would logically be augmenting another tech and thus adding to it but instead functions like a completely separate technique that doesn't play into other techniques usage. This seems to be a standalone tech and shouldn't be usable at the same time as other techniques. Keep in mind those should only work when they directly play into the usage of the tech and not two separate techs independent from one another being used at the same time.
(Kijutsu - Chidome) - Demonic Art - Bloodletting
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A (5 damage per turn)
Description: Bloodletting is a supplementary technique applied to another blood technique in the same timeframe at the cost of a move or applied to a technique already active on the field using a single handseal. This enhances the blood technique in a unique way, doing two things, it adds an anti-coagulant factor to the blood technique it is used on. Due to this, when wounding a target, it prevents the blood from clotting at the point of impact, causing the target to continue to bleed from the wound. This results in the target losing an additional 5 damage per turn due to blood loss. Secondly, it causes the technique to leave residual chakra in open wounds, preventing wound closure, allowing the blood to constantly flow from their bodies.
This combination requires healing techniques of equal chakra or above to close wounds and counteract the anti-coagulant.
Should this technique be applied to a technique which doesn’t cause wounds, providing there are existing wounds on the enemies body, the above effects take hold.
Restrictions
- Can be used 4 times per battle with the effects lasting 3 turns.
- 1 turn cooldown between uses
Approved, made slight edits.
(Akuma no Geijutsu - Chi no Keppeki) - Demonic Art - Blood Blight
Type: Supplementary | Offensive
Rank: C
Range: self (short - Mid if used on an existing jutsu)
Chakra: 15 (-5 per turn)
Damage: -5 per turn (stacking to a total of - 15 per turn)
Description: Blood Blight is a supplementary technique which can be applied to a blood technique at the cost of a move slot but within the same timeframe as the jutsu used. Blood Blight causes blood techniques to become toxic much in the same way as the technique ‘( Bakuhatsu Ningen no Jutsu ) - Exploding Human Technique’, causing the technique to glow an eerie red.
This results in those who come into contact with blood techniques under this effect to take 5 damage per turn which cannot be mitigated as they are left with this residual toxin on and within their body which attacks their own inner system. This residual toxin, while relatively weak, is tenacious, and will linger until dealt with through means of healing such as med ninjutsu or yang techniques, equal to or higher in chakra than the original technique this is used with. However, regenerative methods which heal per turn are ineffective to purge the blight from their system and only heal the damage the toxin causes. If the opponent is afflicted with further doses of blood blight, the damage stacks, increasing from 5 damage per turn to 10 damage per turn. This can be done to a total of -15 damage per turn.
While mainly being a supplementary technique, this technique can be used as a standalone technique, turning the user's own blood within, and on his own body, toxic in the same way as described above. While not harmful to the user himself, anyone who should draw the user's blood or make contact with the toxic blood, becomes infected and suffers the effects. After activating this technique on its own, blood techniques which utilize this blood will benefit from the effects as normal.
Restrictions
- This technique, when used as a standalone technique, can be maintained for as long as the user continues to pay the chakra cost. This technique, when applied to other blood techniques, lasts for as long as the blood technique does.
- Should a jutsu already be toxic, the user can choose which toxin is applied and takes effect, both toxins benefitting from the added effects, but only the toxin from this jutsu stacks with itself.
Pending, I need to look into some techniques before I can fully decline this one but I have some issue with the standalone effects as well the effects it has when applied to other techs. It may have too many "perks" in one C rank to justify as a C rank or as a tech that combines with others. In general, I try to only let techniques either be used as a standalone technique or as an infusion technique but if it does both, the abilities are dialed back to essentially justify two techs in one. The main differences are with things like CCJ or Y/Y techs and even then I try to limit the strength of them.
(Akuma no Geijutsu - Chi o Saku) - Demonic Art - Blood Rend
Type: Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30 (+5 per turn)
Damage: 60
Description: A lethal Kenjutsu technique that integrates Blood Release with swordplay. By channeling blood into their weapon, the user coats the blade in a layer of pressurized, spiralling blood. With a powerful swing, the user releases this pressure, launching a massive, crescent-shaped wave of blood that travels at high speeds toward the target. Upon impact, the wave deals 60 damage, acting like a liquid saw that cuts through solid defences. On contact or at the end of its range (20m), the wave bursts into a fine, metallic mist. This mist obscures the vision of those caught within it for one turn and coats the environment in blood, which lingers for 3 turns.
Restrictions
- Can be used 3 times per battle. The blood left on the ground or in the mist lasts for 3 turns and can be used as a source for
one other Blood Release technique
before dissipating.
- Cannot be used again for 2 turns after use.
Approved, made small edits.
(Akuma no Geijutsu – Ryūketsu no Karada) - Demonic Art – Body of Flowing Blood
Type: Supplementary/Defense
Rank: A
Range: Short - Long
Chakra: 30 (+5 per turn)
Damage: 60
Description: A high-speed escape technique where the user converts their physical form into a mass of blood. Upon activation, the user's body is instantly encased in a dense, swirling sphere of blood. The user causes this sphere to detonate violently. This release sprays high-velocity blood droplets in every direction (20m), dealing 60 damage and creating a thick, metallic mist that obscures the vision of anyone nearby for one turn. As the explosion occurs, the user’s body dissolves into the spray. They become a single, indistinguishable droplet of blood that travels at high speeds (user's base speed) toward a chosen location (up to 20m). The user can remain in this form for 2 turns. The user can pull themselves back together from the blood at any point, reforming their physical body.
Restrictions
- Can be used 3 times with the mist itself lasting for 3 turns which can be used as a source for blood techniques.
- Requires 2 hand seals. Cannot be used again for 2 turns after use.
Declined, no way you think youre gonna become a single drop of blood and reform anywhere up to 20m away "indistinguishable from the other droplets". Furthermore, this technique would detonate blood drops at speeds equal to A rank Water jutsu and if the drop you claim to be is moving at base speed, something I typically do not approve because this can vary and is not a fixed speed, youd be pretty distinguishable. This should have a fixed speed, not one that could fluctuate based on your speed which could vary depending on AP layout, and should last one turn in that form. The mist also shouldnt be usable for future techs imo, if it were a more solid source maybe but not as a mist imo.
I'm seeing a pattern with all of these techs that are attempting to all be usable for future techs or being used in the same timeframe even when they logically shouldn't. Its not something I'd advise to continue trying because the more attempts at this will end up restricting things further. While this is not exactly a MS level field, it is Tier 4 and there's a strong chance Tier 4 techniques wouldn't be allowed to be submitted in a way where all of them are attempting to extend durations of techniques as well as combine two techs into 1 timeframe - something typically reserved for infusions and not two independent techniques. If you are insistent on this, please make sure the two actually work in the same timeframe and actually are viably possible and not just two techs.