Custom Doujutsu Submissions

Lord of Kaos

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Custom Doujutsu Technique Thread


Custom Doujutsu Submission:

Doujutsu or Eye Techniques are ninja abilities that utilise the eyes, a byproduct of specific Kekkei Genkai. The word refers to both the eyes themselves and any jutsu dependent on the eyes to be performed. In this thread, custom techniques that require the Mangekyō, Ketsuryūgan, Tenseigan or Rinnegan are able to be posted in this thread. This does NOT mean custom Doujutsu as in the eyes themselves can be submitted.



Custom Sharingan Techniques:

When a Sharingan user reaches Mangekyou or higher level, they gain access to their own custom jutsu related to the technique. Creating custom versions of the canon techniques prevents one from using the techniques similar to these, such as Tsukiyomi or Amaterasu. Users may submit one of 4 MS types, listed below. In each iteration, the user gains 2 additional techniques slots should they advance it to an Eternal Mangekyou Sharingan. These slots come in the form of 1 Susano'o Weapon, such as the Yata Mirror or Kamui Shuriken, and 1 additional Genjutsu/Enton/lesser S/T variant Technique depending on Type.

Mangekyou Sharingan Types:​
  • Standard Type ( 1 Genjutsu, 1 Enton Variation Technique and 1 Spiritual Ethereal Warrior based Ninjutsu )
  • Genjutsu Type ( 2 Related Genjutsu, 1 Spiritual Ethereal Warrior based Ninjutsu )
  • Blaze Type ( 2 Enton Variation Techniques and 1 Spiritual Ethereal Warrior based Ninjutsu )
  • Space/Time Type ( 2 Related Space/Time Techniques and 1 Spiritual Ethereal Warrior based Ninjutsu )


Custom Ketsuryūgan Techniques:

Ketsuryūgan users are capable of manipulating their own blood for attacks or the blood of others via direct contact. They also are capable of extending toxic chakra within others and creating grotesque transformations in the targets of ranging effect. Both the latter abilities require direct contact with targets while manipulation of the user's own blood does not. Genjutsu utilizing the Ketsuryūgan cannot be created.



Custom Rinnegan Techniques:

Rinnegan users can create customs for each Path excluding Deva Path and Outer Path. Rinnegan Path techniques cannot utilize more Paths than the bio can have open and techniques utilizing more than One Path will count as 2 or more jutsu per turn. These techniques cannot be taught to others.



Custom Tenseigan Techniques:

Tenseigan users can create customs based upon the abilities of the Chakra Mode and the general abilities of the Ōtsutsuki excluding the gravity related abilities as well as those utilizing the Truth Seeking Balls unless they have Yin-Yang release in the case of the latter. These techniques cannot be taught to others. In the case of the Hyuga's Tenseigan, the user cannot make customs derived from the use of Kigennomeiyoaruomo.
 

Sinthorus

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New Cycle: 25/11/25 - 09/12/25


The new cycle commences with this post, and concludes precisely two weeks from the given time-stamp. All customs from previous threads that are not checked are considered declined. You may resubmit them in the new threads under the new guidelines found in the first post.
RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions once the threads close. Cycles will be open for two weeks and closed for two weeks for checking.
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. As of now, you may submit the following: 4 custom jutsu across the CJ/CEJ/CFSJ/CCJ/CD threads and submit one custom field in addition to this. Sage rank members gain an addition submission to allocate where they wish.
 
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Zaphkiel

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Cosmic Shinkaigan Bio. Training here. Spatial Mastery completed for higher than normal damage.

(Doujutsu: Kūdō Honō) - Eye Technique: Chaos Flames
Type: Offensive, Supplementary
Rank: C
Range: N/A
Chakra: N/A (+10 to Spatial Shinkaigan techniques) (-10 per turn)
Damage: N/A (20 per turn)
Description: An infusion type of Spatial Shinkaigan technique, the Chaos Flames draw inspiration from Yosamu's Uchiha heritage through his right eye with a distinct ability to control the appearance and behavior of Void energy as he manifests it. The energy will be made to look like fire instead of the usual formless miasma through extensive Void energy control and shape manipulation, similar to the extent seen in Birth of the First Dragons. This slight change allows the affected technique, unless nullified completely, to leave behind flame-shaped patches of Void energy that 'burn' the sanity and bodies of living beings over two turns should they physically come into contact with them or the parent technique. Targets loose 2 Sanity and 20 DMG in the first turn and then 2 Sanity and 20 DMG in the next for a total of 4 Sanity and 40 DMG loss due to the lingering flames. The flames may linger on nonliving things such as the terrain without damage for the same duration of two turns and just looking at or experiencing them through extrasensory means will reduce a target's sanity by 1 each turn. Removing the Chaos Flames requires damage of over 40, coinciding with the Chaotic S/W's of the parent technique, or chakra-related techniques and surges of over 20 chakra. Lasts as long as the Shinkaigan remains active and the user has chakra to maintain it. Once deactivated, one must wait two turns before activating it again. Targets suffering from Chaos Flames already cannot be afflicted again unless it wears off or is removed.
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Declined, one of the issues I have with this is we restricted Lili from having techniques that were infusions that extended technique durations or added additional lingering effects. When she created an infusion technique, it was only allowed to increase the damage of the technique during it's normal limits and augmented it's Sanity drain slightly - this technique wasn't able to be higher than C rank because of the Sanity increase. While this isn't exactly the same, it allows a technique to remain beyond it's normal duration, albeit a weaker incarnation, but should be pointed out. I still can't see me approving techniques that have an effect that lasts beyond the original technique's duration/lifespan. Sidenote, as another Uchiha-Voidseer combo, you should look into Lili's approved techniques as she submitted a few Fire based Shinkaigan techs though you differ because you have Spatial Mastery over Temporal. When it's not based on the Cosmic Shinkaigan, make sure you dont have much overlap.

(Doujutsu: Konton no Kamen) - Eye Technique: Veil of Chaos
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 80
Description: Calling upon the power of his right eye, Yosamu manifests Void energy around his being like an outer shell before dashing up to 10m away in a linear fashion. As he moves, the outer shell is used to shield as well as damage anything in his path or it can be left behind as a decoy, appearing similar to a violet Haze Clone. Upon reaching the end of his dash, or prior to it, Yosamu may have the shell of Void energy explode in an outward facing radius of 5m around him, damaging anything caught in this range with concussive, maddening force. If the Void energy is left behind as a decoy then it may stay on the battlefield for one turn after being formed and can be detonated at any time by Yosamu through chakra control. This decoy also explodes in a 5m radius. Witnessing the Veil of Chaos causes a target to lose 4 Sanity while being touched by it or the explosion will cause a loss of 8 instead. Can be performed 3 times with a one turn cool down. No other Spatial Shinkaigan techniques above A-ranked in the same turn.
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Approved

(Doujutsu: Inshō no Ankoku Kishi) Eye Technique: Void Knight's Sigil
Type: Supplementary, Defensive
Rank: S
Range: Short
Chakra: 70 (-20 per turn)
Damage: N/A (-20 Health Points)
Description: The Void Knight's Sigil is an advanced Fuinjutsu, Spatial Shinkaigan and Yang Release technique similar in nature to the Sharingan's Transcription Seal. Instead of sealing an eye ability within a vessel, however, the Knight's Sigil seals Yosamu's physical strength in order to passively increase the damage of his Spatial Shinkaigan techniques by 30. Body Art techniques take a -20 damage reduction while the Sigil remains sealed. Whenever Yosamu falls under a Yin-related illusion or debilitating effect, like a curse, or a technique that tampers with his balance of Yin-Yang chakras the seal responds by activating his Uchu Shinkaigan (within usage restrictions) and surging Yang-infused Void energy from his right eye throughout his entire body, transforming and damaging it at the same time due to the chaotic nature of the Void. In many ways a true inversion, the seal returns his physical strength with added effect while reducing the damage of his Spatial Shinkaigan techniques. All Body Arts gain an additional 30 damage while Shinkaigan techniques take a -20 damage reduction when the seal is released. The transformation that takes over Yosamu is as follows: sharp, claw-like nails and fangs. His Body Arts, now being infused with Void energy, now carry Sanity-reducing effects upon contact with a target. This is equal to the rank of the technique, where an S-ranked Kenjutsu would reduce a target's Sanity by 10 if it lands, as an example. This technique cannot be applied to Forbidden ranked Spatial Shinkaigan techniques while sealed and while released it cannot be applied to Forbidden ranked Body Arts. The Void Knight's Sigil can be applied during a match at the cost of a move or applied to a Biography before, lasts three turns when released and also gains a 50% chance to randomly increase the damage of Body Arts by an additional 0, 20, or 30. Additionally, the Void energy within the seal is sentient and communicates with Yosamu throughout either stages via a mental connection, often whispering unintelligible phrases in-between referring to itself as the Nightbringer, or Void Knight. Can only be activated twice. After deactivation Yosamu is unable to utilize Spatial Shinkgain or Yang Release techniques above A-rank for two turns.

Declined, while I get the inspiration and intent, I can't approve this; the Transcription Seal and other Sharingan techs like Izanagi/Izanami are canon techniques that we likely wouldn't approve variations of ( or would be approve the canon techniques if they were ever submitted either ). Additionally, the concept may clash partially with the Dance of the Devil technique of Detective L where fields are sealed to enhance the strength of remaining ones. I also think NK may have a second seal not unlike this. As for the technique itself, sealing physical energy and Vitality shouldn't have an impact on Shinkaigan Void-energy; it doesn't make much sense in that regard. I also think if a technique augments Taijutsu with Void Energy, it should be a consistent rate instead of a fluctuating rate, i.e. it needs to be a very specific level such as A rank Sanity Loss instead of varying from a potential 3 to 8 Sanity Loss. I also believe this should require Cosmic Shinkaigan instead of the normal Shinkaigan. Lastly, the reduction of damage to Shinkaigan techs seems very miniscule when you have a 66% chance of increased damage while gaining a +30 damage boost to Body Arts and given the mention to Kenjutsu, you seem to intend on this applying to all related fields instead of Taijutsu, which is what the bold section directly implies it would apply to.

(Doujutsu: Kurai Kokoro) Eye Technique: Dark Heart
Type: Offensive, Supplementary
Rank: S
Range: Short-Long
Chakra: 50
Damage: 100 (+Chaos)
Description: An advanced application of the Cosmic Shinkaigan's Spatial abilities, this technique calls energy directly from the Void in order to weaponize it. It is released from the right eye, appearing as fist-sized 'blob' of Void energy. Upon contact with a surface or opposing technique the small mass immediately grows into a perfectly smooth, 3m wide sphere of compressed Void energy before violently exploding to cover a range of 9m in all directions. The entire process is quick, giving the illusion that the sphere appeared from that point in space rather than Yosamu's eye. Because of its unpredictable nature, Dark Heart inherits random elemental weaknesses and strengths. It also gains a 50% chance to randomly increase its damage by 20 or 30. Experiencing Dark Heart directly, meaning through direct contact, causes one to suffer from a 10 Sanity reduction while sensing it through either one of the primary senses, or through extrasensory means, causes one to suffer from a 5 Sanity reduction. Through his Spatial Mastery, Dark Heart has an additional roll: 33% chance to adopt neutral strengths and weaknesses, regardless of the original Chaos roll, cause the opponent’s next technique to adopt random basic strengths and weaknesses (if applicable), or trigger a smaller secondary explosion that deals 50% of the original damage in a 3m radius immediately after the original sphere has exploded. This technique can only be used two times total with a turn cool down in between. No Spatial Shinkaigan techniques above A-ranked for one turn after activation.
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Declined, the bold seems to imply that this technique happens as such a speed that no one can see it come from your eye and moves faster than what normal technique speeds allow for. A very slippery slope because of those implications. Additionally, I'm not sure what it's supposed to do exactly - it seems to be a very generic technique that's made solely for the Cosmic level to gain the higher base damage levels. That secondary explosion ability is a no - while the Shinkaigan allows for the random enhancements, that's the only aspects we are approving in terms of Roll Based Damage. The last restriction also needs to include A ranked techniques for me as well. I'm mostly apprehensive because this doesn't fee like a new technique, just Reality Rift with the added perk of seemingly spawning somewhere outside of normal.
 
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Sinthorus

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(Yōton/Ketsuton: Nāguru no Onchō) Yang/Blood Release: Blessing of Nurgle, Grandfather's Fury
Type:
Defensive/Supplementary/Offensive
Rank: S
Range: Short - Long (Up to 30 Meters)
Cakra Cost: 40
Damage Points: 80
Description: This technique represents the pinnacle of biological manipulation, using Yang Release to grant a predatory, semi-sentient consciousness to the user's blood. The user initiates the jutsu by performing three hand seals and violently surging a massive quantity of Yang-infused chakra through their circulatory system. Upon the pulse, a colossal wave of sentient blood explodes outward in a 30-meter radius. Unlike standard fluid attacks, this blood is alive; it moves like a shifting carpet of muscular tendrils and ravenous maws.

The Sentience of the Ichor: The Yang energy grants the blood a "Predatory Will." It possesses a rudimentary instinct to hunt, causing the crimson tide to actively curve around obstacles, climb walls, and leap through the air to intercept targets. Utilizing the user’s own sensory methods through their doujutsu, the blood tracks the heat and chakra signatures of enemies, allowing it to bypass terrain to find hiding foes while flowing harmlessly around allies like a loyal pet.

The Affliction: Hemostatic Corruption Upon contact, the sentient blood doesn't just impact the target; it attempts to fuse with them. Any enemy caught in the burst is instantly afflicted with Hemostatic Corruption. The sentient ichor carries a similar effect to the 8 Branched Giant Snake venom where a target hit has their vitality drained. Once hit, the target's reaction/tracking is reduced by 1/3. This lasts for 3 turns or until cleansed by a surge of yin, yang, yin-yang jutsu of higher value or a senjutsu chakra of equal value or higher.

Note: Can only be used 2 times per battle. Requires 2 turns between uses to allow the user’s circulatory system to stabilize.
Note: No Yang or Blood techniques above A-Rank can be used in the following turn due to the extreme strain of the technique.
 

Lucidus

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(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.
 
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Lucidus

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(Kekkotsu Majutsu - Kangen Kigen) - Blood and Bone Demonic Art - Return to Origin
Type:
Supplementary
Rank: C
Range: Self
Chakra: N/A
Damage: N/A
Description:
A rare technique unique to shinobi born from both the Chinoike Clan and the Kaguya Clan.

Blood and bone share a natural, symbiotic relationship: bone marrow produces blood, while blood nourishes and sustains bone. Those capable of manipulating both substances can reinforce this relationship beyond its natural limits. Through this technique, the user’s bone marrow is periodically stimulated, passively increasing blood production over time while simultaneously saturating the skeletal structure with blood. As a result, the user’s bones permanently take on a crimson hue, becoming infused with the unique properties of their blood.

This produces two primary effects:

- The user’s blood production is sufficient to support large-scale blood techniques originating from their own body without causing self-harm from blood loss.

- The user’s bones, including Shikotsumyaku techniques, act as secondary reservoirs of blood, allowing excess blood to be extracted directly from bone using Ketsuryūgan techniques, effectively turning the skeletal structure into a source for blood-based jutsu. However, such bone techniques continue to follow all standard Shikotsumyaku strengths and weaknesses.

Restrictions

- This technique activates periodically throughout the user’s life, gradually nourishing the bones and increasing blood production long-term.

- It does not require active maintenance, but must be declared at the start of battle or listed in the user’s biography.

- Shikotsumyaku techniques used by the user may carry the properties of their blood, but gain no additional structural durability beyond normal Shikotsumyaku limits.

∞ Declined. This will require Medical Ninjutsu, chakra cost, and a move to activate. ∞
 
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(Doujutsu: Susano'o) Eye Technique: Tempestuous God of Valor
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 120 (-30 per additional turn)
Damage: N/A (-10 to user per turn active)
Description: Susano'o is a gigantic, humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susano'o is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susano'o, being brought with it as it moves. Alternatively, the user can condense the complete form down around the user for unique situations. Allowing the user to pick which completed form he chooses to go into, although the user can only enter one completed variant per activation. This allows Susano'o to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.
Standard Susano'o: A large skeleton humanoid avatar warped in robes. Requiring the User to have MS, it has S-rank durability and for combat, employs chakra sabers and projectiles (S-rank constructs | 80 Damage or 100 damage for EMS). With regards to the latter, it is able to produce crescent projectiles of chakra to use in tandem with said sabers via slashes. Only one projectile can be shot per turn, rivaling the speed of Sasuke's arrows. Sabers can reach out to mid-range with projectiles reaching long-range.
Complete Susano'o: Two turns after it initially manifests, the user stabilizes their chakra and hence induces their Susano'o to advance to its final form. In its final form, Susano'o acquires new traits including a tengu-esque nose, wings for flight, and robes with ornate armor. But more importantly, it gains power akin to a Bijuu. Once stabilized, the Complete Body form will grow massive and can protect its user from all but the strongest of attacks (120 damage). And with regards to its offense, its weapons can inflict equal damage up to long-range no matter the weapon being used, with the sword having been shown able to cleave mountains.
Dawrf Susano'o: An alternative to the Complete Susano'o, Requiring the user to have EMS, two turns after it initially manifests, the user stabilizes their chakra and hence induces their Susano'o to advance to its final form. In this variant of it's final form, Susano'o looks almost identical, acquiring new traits including a tengu-esque nose, wings for flight, and robes with ornate armor. However instead of expanding into a massive avatar, the chakra is instead condenced down around the user like armor. Equal in power to the Complete Susanoo, protecting its user from all but the strongest of attacks (120 damage). And with regards to its offense, its weapons can inflict equal damage all be it with a more limited range. Its swords can reach up to short-range or Mid-range for projectiles. The main advantage of this form is it allows the user to move around in smaller confined spaces without causing massive damage to the enviroment around him. Since the Susanoo is fitted to the user, it doesn't suspend them within it, instead it remains anchored to it's user like the standard form allowing for more freedom of mobility.
Notes:
-Usable twice and lasts up to six turns for MS or eight turns for EMS with a three-turn cooldown after which MS/EMS is deactivated.
-Counts as a move each turn it is active; moreover, Izanagi and Izanami cannot be used.
-Can only be used by Serpent

∞ Pending. ∞
 
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The Pervy Sage

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( Fūin Kyūin: Jashin Fūsa ) – Sealing Absorption: Inner Purge
Type: Supplementary
Rank: S
Range: Self
Chakra: 70 (-10 to activate)
Damage: N/A
Description: The user will perform 3 hand seals applying this adv fuuin seal to their body before the battle. The chakra will be taken from the user's chakra pool at the start of the fight and it will remain dormant until the user chooses to activate it or a foreign chakra is detected within the user's chakra system or body. The user activates a complex, pre-inscribed fūinjutsu seal embedded directly onto their body through the use of the preta path. Unlike traditional chakra absorption techniques that draw in external attacks, this seal is designed to identify, isolate, and dismantle foreign chakra already present within the user’s chakra network.

Upon activation, the seal creates a controlled internal pull that targets chakra signatures not aligned with the user’s own. These foreign chakra sources, such as residual ninjutsu effects, curse seals, invasive chakra, genjutsu injections, or parasitic techniques, are forcibly extracted from the user’s chakra flow and broken down through layered sealing formulas using the user's Preta Path win them. Rather than absorbing the chakra as usable energy, the seal neutralizes and disperses it, rendering the foreign chakra inert and removing its effects entirely. Because the seal works internally and does not reverse chakra flow aggressively, it avoids the instability associated with techniques like the Preta Path and is particularly effective against lingering or persistent effects that cannot be dispelled through conventional chakra control.

Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 2 times per battle with 3 turns between uses. Once used the user cannot make use of the preta path in the following turn.
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe


(Dōjutsu: Kyomu Gisō) – Eye Technique: Voidborn Imitation
Type: Offensive, Supplementary
Rank: B-S
Range: Short – Long
Chakra: 40-70
Damage: Variable (+Chaos)
Description: Voidborn Imitation is an advanced Cosmic Shinkaigan technique that allows the user to replicate a technique they have previously witnessed by recreating its lifecycle through the Void itself. Rather than copying chakra structure or nature transformation, the Shinkaigan draws upon its unparalleled perception of origin, execution, and dissolution, reconstructing the technique as it existed in the Primordial Void before form took shape.

When the user activates this technique, the Shinkaigan recalls the complete lifecycle of a jutsu it has observed, from inception to termination, then recreates it using Void energy instead of chakra. The result is not a perfect copy, but a Void-analog of the original technique: visually distorted, suffused with purple-black miasma, and fundamentally unstable.

Because the replicated technique is born from the Void, it does not inherit the original’s chakra nature, affinities, or consistency. Instead, it gains random strengths and weaknesses (Rolled for in the RP discord rolls channel), and its destructive potential fluctuates wildly. In some instances, the Void amplifies the technique beyond its original limits; in others, it introduces exploitable flaws. It also gains a 33% chance to randomly increase its damage potential by nothing, 20, and 40 respectively.

The Shinkaigan’s lack of chakra perception prevents the user from perfectly mirroring internal chakra control or bloodline-specific mechanics. As such, techniques dependent on Kekkei Genkai physiology, unique bodily traits, or soul-bound abilities cannot be fully reproduced and will manifest in degraded or altered forms. This also means the user cannon replicate states or physical enhancements. Only external jutsu such as constructs and projectiles where logic applies.

Experiencing Voidborn Imitation directly, whether through sight, sound, or extrasensory perception, causes observers to suffer a loss of 7 Sanity, as the technique’s existence violates the natural order of causality.

Note: Requires the 1-3 handseals depending upon the rank used. Can only be used 3 times in total where S rank can only be used twice. After use, the user can't use it again for 2 turns. Once used, the user cannot use temporal shinkaigan techniques in the following turn.

(Dōjutsu: Kikan Kyōsei) – Eye Technique: Reasserted Origin
Type: Supplementary
Rank: A
Range: Self / Short – Long (original technique’s range)
Chakra: 30
Damage: N/A (+Chaos)
Description: Reasserted Origin is a Temporal Shinkaigan technique cast through the left eye, allowing the user to target one of their own techniques immediately after it has clashed with an opposing force. By gazing upon the remnants of their technique, the Shinkaigan perceives its lifecycle at the precise moment before interference altered its trajectory.

Drawing upon the Void’s temporal nature, the user partially rewinds the technique’s lifecycle, restoring it to its original pre-clash state as though the opposition never disrupted it. Visually, the technique appears to “snap back” into clarity,fractured energy reassembling, weakened force surging anew, and lost momentum being reclaimed.

However, because the technique is reconstructed from the Void rather than strictly returned to its original timeline, the process introduces temporal instability. This instability creates an opportunity for Chaos to bleed into the technique, potentially amplifying its destructive potential beyond its initial output, or leaving it merely restored. Through this, the jutsu has a chance to gain new basic elemental stength/weakness rolled for in the RP discord. On top of that, It also gains a 33% chance to randomly increase its damage potential by nothing, 20, and 40 respectively. Those who witness Reasserted Origin experience a 7 Sanity loss if observed through normal or extraordinary senses.

Note: requires 2 handseals and can only be used 3 times per battle with 2 turns between uses. It can only be used on a technique to restore it's life cycle one. Once used the user cannot use Shinkaigan techniques above A rank in the following turn.

Cosmic shinkaigan purchase: https://animebase.me/threads/kumi-exchange-center-2-0.780607/post-22154021
Mastery Approval: https://animebase.me/threads/mastery-submissions.780592/post-22156047
 

Mirai

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Iyanna Uchiha with MS: X

( Doujutsu: Susano'o ) - Eye Technique: Tempestuous God of Valor
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 120 ( +30 per additional turn )
Damage: N/A ( -10 to user per turn )
Description: a gigantic, humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susanoo is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susanoo, being brought with it as it moves. This connection allows Susanoo to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.

Standard:
In its initial form (requires MS), Iyanna's Susanoo carries a standard S Rank Durability, while for combat it carries a giant scythe composed of the same chakra. This allows her to strike with the weapon for A Rank damage, reaching up to long range. After allowing two turns to stabilize, Iyanna's Susanoo's durability increases to a slightly more potent state, carrying 100 damage durability- while also coating the scythe in the black flames of Amaterasu, allowing to strike with said weapon and inflicting A Rank damage, but with the black flames lingering should impact be made with a target. At this point, the armor of the Susanno has fully manifested, allowing for its additional durability increase.

Note: Counts as a move each turn it is active; moreover, Tsukuyomi, Izanagi, and Izanami cannot be used.
Note: Susanoo is usable once and lasts up to six turns, whereupon he is left blind in both eyes.

∞ Declined. Close, but again, only Sasuke and Izuna Uchiha have the ability for their Susano'o to manifest with Amaterasu on it. For us regular plebs, a separate technique must be used to apply the black flames. Tl;dr: You can't have Amaterasu base on your Susano'o, in any stage. ∞
 
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Mirai

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Iyanna Uchiha with MS: X

( Doujutsu: Susano'o ) - Eye Technique: Tempestuous God of Valor
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 120 ( +30 per additional turn )
Damage: N/A ( -10 to user per turn )
Description: a gigantic, humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susanoo is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susanoo, being brought with it as it moves. This connection allows Susanoo to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.

Standard:
In its initial form (requires MS), Iyanna's Susanoo carries a standard S Rank Durability, while for combat it carries a giant scythe composed of the same chakra. This allows her to strike with the weapon for A Rank damage, reaching up to long range. After allowing two turns to stabilize, Iyanna's Susanoo's durability increases to a slightly more potent state, carrying 100 damage durability- while also coating the scythe in the black flames of Amaterasu, allowing to strike with said weapon and inflicting A Rank damage, but with the black flames lingering should impact be made with a target. At this point, the armor of the Susanno has fully manifested, allowing for its additional durability increase.

Note: Counts as a move each turn it is active; moreover, Tsukuyomi, Izanagi, and Izanami cannot be used.
Note: Susanoo is usable once and lasts up to six turns, whereupon he is left blind in both eyes.

∞ Declined. Close, but again, only Sasuke and Izuna Uchiha have the ability for their Susano'o to manifest with Amaterasu on it. For us regular plebs, a separate technique must be used to apply the black flames. Tl;dr: You can't have Amaterasu base on your Susano'o, in any stage. ∞
Resubmitting:
- Replacing the Amaterasu coating on scythe with basic Fire Release instead.
-Removed lingering flames as a result, but attempting to replace with a slightly unique perk.

( Doujutsu: Susano'o ) - Eye Technique: Tempestuous God of Valor
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 120 ( +30 per additional turn )
Damage: N/A ( -10 to user per turn )
Description: a gigantic, humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susanoo is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susanoo, being brought with it as it moves. This connection allows Susanoo to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.

Standard:
In its initial form (requires MS), Iyanna's Susanoo carries a standard S Rank Durability, while for combat it carries a giant scythe composed of the same chakra. This allows her to strike with the weapon for A Rank damage, reaching up to long range. After allowing two turns to stabilize, Iyanna's Susanoo's durability increases to a slightly more potent state, carrying 100 damage durability- while also coating the scythe in fiery red-orange chakra, this being Fire Release natured (but due to its unique nature and combined with Susanoo- the scythe's strikes follow the S/W of Fire Release but its weakness are shifted to neutral interactions), allowing to strike with said weapon and inflicting A Rank damage. At this point, the armor of the Susanno has fully manifested, allowing for its additional durability increase.

Note: Counts as a move each turn it is active; moreover, Tsukuyomi, Izanagi, and Izanami cannot be used.
Note: Susanoo is usable once and lasts up to six turns, whereupon he is left blind in both eyes.

± Approved. Edits made. ±
 
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Mirai

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Note to checker:
- This is not following the 'custom MS' builds mentioned in this thread, but rather utilizing this (x)
- If this not valid anymore, please decline as is.
  • Sharingan: You can make up to 3 Blaze Based Techniques if you do not drop Amaterasu/have a canon biography. If you possess an EMS, this increases up to 5. MS Submission rules can be found in more detail in the Custom Doujutsu Submission thread. Sharingan customs cannot be taught.

( Enton: Sanbō-Kōjin ) Blaze Release: Fierce God of the Three Jewels
Type: Supplementary, Offensive, Defensive
Rank: S
Range: Short-Long
Chakra: 50 (+10 Applied Technique)
Damage: N/A ( +30 Applied Technique)
Description: Sanbō-Kōjin is an Enton Technique directly based on Enton: Gōkakyū no Jutsu. Similar to its parent technique, as the user casts a Fire Release based technique, the user will focus their chakra into a respective eye on the technique at the same time, causing it to become engulfed in the flames of Amaterasu without overwhelming it. Unlike it's parent technique, this application is not exclusive, as it can be manipulated, wrapped, meshed etc into any of the user's fire release techniques, giving it a wide variety of shape and form to utilize. An example, would crafting a tornado of flames mixed with the black flames of the Amaterasu, creating a giant spire of red and black flames. This isn't exclusive to its flame variant, as it applies to most forms Fire Release is capable of attaining, including its ash variant. This technique is performed in the same timeframe as it's infused technique, allowing for near perfect synchronization.

This technique causes the infused technique to become a "Enton/Katon" combination technique by default, allowing other techniques that correlates to these to also intermix/apply to them as intended. Due to the unique mixture, the applied technique gains the S/W of Enton, a damage increase but utilizes the Fire Releases's Attribute as the source of damage still (Mind). This technique can only be used thrice per battle, with a cooldown of two turns in between. No Enton Technique S Rank and above can be utilized in the same turn as this one. Should the user possess the Mangekyo Sharingan, its duration is reduced by 2 turns per use, while also inflicting -20 damage to the users eye. Should they possess the 'Eternal' Mangekyo Sharingan, the aforementioned self damage and duration clause are nulled.
 
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