±± How to submit a Custom Technique? ±± 1. Step One: Pick the Name and Japanese Translation. Use this Online Translator to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead. 2. Step Two: Chose the type of your Custom Technique.
Weapon 3. Step Three: Rank The Jutsu According to Power and Effects.
Forbidden-Rank 4. Step Four: Put a Range in your Jutsu.
Long Range 5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique
E Rank: 05 Chakra / 10 Damage
D Rank: 10 Chakra / 20 Damage
C Rank: 15 Chakra / 30 Damage
B Rank: 20 Chakra / 40 Damage
A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
Forbidden: 50 Chakra / 90 Damage Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable). 6. Step Six: Describe the Jutsu.
Make a brief description of your jutsu and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved. 7. Step Seven: Resctritions.
Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills. For example, a high rank Lava technique would affect your use of Lava and to a minor extent, Fire and Earth but it wouldn't affect your use of Water. 8. Step Eight: Post and Wait for Approval!
Other Users who have signed contract:
Summoning Boss if existing:
Other Summoning Animals tied to contract:
Description and Background: Note: between the first bolded code, simply insert the name of the technique.
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the 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 moderator discretion, if a technique is overly lengthy for no reason. 5. Submissions from prior cycles that haven't been checked will be checked 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. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
Sennika: Kyōki ni oriru - Sage Transformation: Descend to Madness
This is a sage transformation technique used on "Sage Body Fluid Hydrification Technique thus one needs to already be in the hydrification state before using this jutsu. The user would infuse his hydrification state with more Jugo's chakra to transcend the state into a more malevolent one. The user's form instead of white, becomes darker grayscale or colored though the color depends on the individual. Due to the molecular transformation and the ability to solidify his form at will, the user is now able to use sage transformation techniques from his form. His transformation techniques however, would be rather grotesque in appearance but more powerful than before, gaining a passive +20 damage. The hydrification form of the user would now exhibit water absorption properties. The user's form would be able to absorb a natural technique (Earth, water, wood or elements found naturally, sage tech) of A-rank and below, once every two turns. Once a technique is absorbed, the chakra is pumped into the user's hydrified form and would increase in power by a +20dmg. However, this would also increase the amount of chakra used to sustain the form by 10% of the added damage.
- An activation jutsu used on sage body fluid hydrification so it counts as a move
- 2X per battle - Infusion taints the hydrification form and is only bound to the form thus ends immediately the user deactivates the form.
- 4 turns inbetween usage.
- No other sage transformation jutsu in the same turn
- Only usable by advance Kabuto bio.
‡ Declined ‡ Too powerful (a number of arbitrary boosts) and unclear restrictions (the bolded one). Water's absorption capabilities have also been limited/are no longer approved as far as I'm aware.
Sennika: Kyōki ni oriru - Sage Transformation: Descend to Madness
This is a sage transformation technique used on "Sage Body Fluid Hydrification Technique thus one needs to already be in the hydrification state before using this jutsu. The user would infuse his hydrification state with more Jugo's chakra to transcend the state into a more malevolent one. The user's form instead of white, becomes darker grayscale or colored though the color depends on the individual. Due to the molecular transformation and the ability to solidify his form at will, the user is now able to use sage transformation techniques from his form. His transformation techniques however, would be rather grotesque in appearance but more powerful than before, gaining a passive +20 damage. The hydrification form of the user would now exhibit water absorption properties to a minimal level but amplified when coupled with Jugo's ability to assimilate natural elements into his cells. The user's form would be able to absorb a natural technique (Earth, water, wood or elements that can be found naturally, sage tech) of B-rank and below, once every two turns. Once a technique is absorbed, the chakra is pumped into the user's hydrified form and would increase in power by a +10dmg. However, this would also increase the amount of chakra used to sustain the form by 20% of the added damage.
- An activation jutsu used on sage body fluid hydrification so it counts as a move
- 2X per battle
- 4 turns inbetween usage.
- No other sage transformation jutsu in the same turn
- Only usable by advance Kabuto bio.
± Declined. DNR, I'll have to go with NK's comments on this. If anything, you could split this into different techniques as it feels jarring as it is, all over the place. The boosts are too high and arbitrary, as NK noted. ±
Deruwera Sumashu | Delaware Smash
Type: Defensive/Supplementary Rank: B Range: Short (Long) Chakra: N/A Damage: 40 Description:
A feat based on raw strength, similar to the Hurricane fist but without the wind ninjutsu, the used simply concentrates their strength into their fist and with an uppercut produces a volume of wind to rush up in front of them, creating a column of wind that rises up to long range into the air.
Can only be used every alternate turn
No taijutsu techniques above A rank next turn
Declined. This clashes with the principle concept of Daemon's Eight Deva Guardians CFS which applies the use of raw physical force to generate wind currents, based on the Leaf Dragon God.
Hoshi Pauwa | Star Power
Type: Supplementary Rank: B Range: Short Chakra: N/A (+10 per technique) Damage: N/A (+10 per technique) Description:
Trouble that taijutsu users always come up against is countering energy based elements. This technique was developed to allow close combat users to counter incoming large scale energy based ninjutsu moves. By gathering chakra around the users limb or point of contact, they ready and brace for impact as they release the chakra built up and physical move. With Shape manipulation, the user creates a conical shape chakra funnel that focuses the outgoing power through the chakra funnel, allowing the chakra to interact with the element, instead of their fist. Because of the concentration of power through the funnel, this also increases the damage slightly for the chakra going out.
Can only be used once every alternate turn
Regular interactions still affect the attack
Can only be used 6 times per match
Declined. This has been done before in various shapes and forms.
(Yōton: Kyatchāgia) - Lava Style: Catcher's Gear Technique
Type: Defense, Offensive
Description: Yōton: Kyatchāgia is a ninjutsu that utilizes the Lava Element. After weaving the Sheep sign, rubber is generated on the body of the user to create a small armor-like plate. Unlike steel armor, the moldable substance can adjust anywhere on the body, switching to shielding to assault. Physical attacks such as Taijutsu C-rank and below and projectiles are powerless against its resilience and its ability to bounce back objects. An opponent would be cautious to approach close-range when the armor project spikes to protect the user from its blindspot.
Note: Only usable by Dodai and Custom Rubber Biography
Declined. To be able to actively adjust the armor and switch it from forms which provide defense to offense, you'll need to be sustaining the technique.
(Yōton: Chō Dansei) - Lava Style: Hyperelasticity
Description: The power to generate Yōton to alter its physical properties for any situation. Earth Style and various vulcanize rubber techniques are empowered when this technique is activated and can change in an instant. Imbued with Yōton chakra, its nature reflects that of rubber: durable, elastic, and the ability to ricochet. Their size and power are boost +1 rank (excluding S-rank which is increased by +5) due to the surge of Yōton chakra flowing from converting and/or accumulating rubber-material through the ground. An existing Jutsu being manipulated during battle can transform to the desired shape, ready to use on any opponent.
Note: Only usable by Dodai and Rubber Custom Biography's
~ Usable on the user's Earth and Rubber Style techniques
~ The technique is applied without delay and within the same turn Earth and Rubber Style technique are being manipulated (where logical applicable).
~ Usable 4 Times per battle
Declined. You have to explain how this logically affects an Earth Release technique. Does it become Rubber? Is it an Earth/Rubber combination? If the latter, that needs to be described in exactly what that is. How does it affect elemental strengths and weaknesses of the Earth technique? I'm also not keen on just allowing a technique to boost Rubber by just adding more Rubber; it needs to have some creative aspect to that. The Earth part can work though.
(Yōton: Kin'niku no Jutsu) - Lava Style: Muscular Technique
Type: Offensive, Defense, Supplementary
Description: The "ultimate defense" using Yōton. As if wrapped in a thousand layers of bamboo, rubber covers the user's entire body. The hulking armor is akin to the muscle fiber of the skeletal muscle. Immense Strength, Immense Durability, and Enhance Speed are all boost, raising the standard of speed and power.
Immense Strength: Extreme level of physical strength which Taijutsu delivers A-rank damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into A-rank and below Earth Style techniques (Counts as a Move per the Three Jutsu Turn Limit); An incredibly powerful punch produce an A-rank shockwave that spans up to mid-range in unidirectional when the user strikes, sending the opponent flying. The shockwave can counter against C-rank and below Wind, Water, and Lightning Release. (Counts as a Move per the Three Jutsu Turn Limit)
Immense Durability: Impregnable to physical harm S-rank and below - even able to withstand the pressure of water via Water Style. Its weakness is still Lightning Release, which the electricity can rip through its defenses. Nevertheless, countering this one weakness, the user can amplify the technique, creating a bundle of rubber that swells into a cocoon that fortifies the whole body from an S-rank attack - leaving the user stationary taking the brute of the attack. Although, the risk is the Jutsu ends as the user takes too much damage. (Usable 1 Time per battle) (Counts as a Move per the Three Jutsu Turn Limit)
Enhance Speed: The user is agile and swift in this form due to the elastic nature by modifying their leg, increasing their speed by 2x
Note: Only usable by Dodai and Custom Rubber Biography
~ Unable to utilize A-rank and above Rubber Style techniques, as well as its comprising natures Fire and Earth while this technique is active.
~ Unable to perform A-rank and above Rubber Style technique, as well as it comprising natures Fire and Earth for 1 Turn when this technique ends.
~ A 1 Turn Cooldown is a condition before using this technique again.
~ Last 5 Turns until canceled by the user
~ Usable 2 Time per Battle.
± Declined. This could work if you remove the speed aspect as I don't see it working like that. Furthermore, those restrictions are pretty filler as they stand. I won't allow this for 5 turns, obviously and a turn cool down between uses. ±
(Faron no andeddo gundan, abisuu~otchāzu) - Farron's Undead Legion, The Abyss Watchers
Description: Farron's Undead Legion is a collection of three puppets created by Sasori of the Red Sand. The Abyss Watchers are a legion of troops that all wear the same outfit consisting of leather armor over chain mail, a long cloak, and distinctive, pointed helm that was their signature. They also have iron kneecaps due to their unique sword techniques. All of them use a great sword made of pieces of flint and steel and a crooked dagger. The dagger is not primarily used for offense, or even parrying, but instead as fulcrum for the Watchers to utilize their wild, unpredictable fighting style. Each of the Abyss Watchers possess an "enchanted" sword which is a sword with Kanji formula inscribed on the blade itself. The Kanji reads, "By the glory of Artorias", this kanji formula is similar to a Fuuinjutsu known as the barrier shatter technique, but applies itself to most fuuinjutsu. Once these blades come in contact with foreign fuuinjutsu, a pulse of chakra is shot into the opposing fuuinjutsu, weakining it's strength and causing it to shatter and become ineffective. This fuuinjutsu inscribed on their swords, can only counteract fuuinjutsu of equivalent rank (A rank) and below. If the sword pierces the opponent's flesh, the sword emits vasts amount of chakra that travels throughout the body of the target. As long as the sword is in contact with the target, they are not allowed to use fuuinjutsu of equivalent rank (A rank) or lower. Each actual swing of the legion's sword does S rank damage and attacking with them requires a move a turn. The user can combine up to two attacks to form an 2x S attack that takes up one move for the turn. However, this can only be done twice per battle. The unique ability of Farron's Undead League, is their "in-fighting" . The user can command one of the legion members to stab another, destroying him. As the sword plunges into the legion member's body and removed, the friction from the sword sliding out of the legion member's body ignites the pieces of flint worked into the blade of their greatswords. This ignites the entire blade giving their attacks extra range. When a Watcher swings his ignited blade, a trail of fire extends out from its blade in a crescent shape that extends up to mid range. Each Abyss Watcher can withstand B rank and below techniques with no damage to their bodies. The Abyss Watchers can be summoned as a trio, duo or singular puppet depending on the user's needs. All weaponry is coated in poison (Poison is either stated on the bio or before a match begins.) Each of the puppets have a heart container slot for Sasori to switch into at any time. The user may also choose one of the puppets to be his main body and if done so must be posted in the user's bio or before a match.
Abyss Watcher with sword ignited:
Declined. Note the two colored portions. The first skill seems to be really packed in there and doesn't have any logical link to the primary skill, a variation of the Barrier Shatter. The second issue with this is that if you summon multiple puppets then they can't all be S-Rank. There has to be some weakening here. Tripling the strength of the technique on a whim won't fly.
(Dākusanguindorin) - Dark Sun Gwyndolin
Description: Dark Sun Gwyndolin is a puppet created by Sasori of the Red Sand. The puppet Dark Sun Gwyndolin is modeled after, the son of Gwyn, Gwyndolin. Gwyndolin was the last born son of Lord Gwyn and the only true remaining deity to guard Anor Londo. He was raised as a daughter due to his strong affiliation with the moon's power. Dark Sun Gwyndolin is draped in a white garment resembling robes and wears a crown on his head that covers the top half of his face . The golden crown has 7 spikes that radiate from its edges, imitating the illuminating rays of the sun. Out from under his garments, various snakes hoist him up into the air serving as his "legs" using them to slither around the battlefield. These snakes constantly spew out a cloud of poison from their mouths which can permeate into mid range. These puppet snakes can be freely manipulated to grasp objects by coiling themselves around the target and other normal movements within reason. Dark Sun Gwyndolin has a unique ability, known as Saint of the Deep. Saint of the Deep is the ability for Gwyndolin to "devour" things. These things, in particular, are puppets. On the user's command, Gwyndolin and open up his body splitting, from his oral cavity down to his pelvic area, and begin "devouring" another puppet within the user's control or an opponents. As Gwyndolin "devours" a puppet, it incorporates the pieces and mechanisms of the puppet into itself, adding extra body parts, gaining weaponry, etc. Saint of the Deep allows Gwyndolin to amass puppet matter in a way that allows Gwyndolin full access of their abilities. This is an S ranked ability and can only be used 3 times per battle, capable of devouring only three puppets in total. Offensively, Gwyndolin has his own set of abilities, albeit weaker that most puppets of his rank. Gwyndolin has a bow on his back that allow him to shoot arrows of pure white chakra at the opponent. These volley arrows can either be shot directly at the opponent, traveling at twice the user's speed, reaching up to long range but carrying an area of 8 meters as it travels. Alternatively, they can be fired into the air and be used to rain down on the opponent covering an 8 meter area up to long range away. The volley of arrows do B rank damage. Gwyndolin can withstand attacks of B rank and below without harm. Gwyndolin has a heart container slot allowing Sasori to switch into it's body at any time. This puppet can start as Sasori's Main Body or be able to enter battles with him already summoned if stated on the user's bio or before the match.
Declined:the ability to repurpose is fine but the process is too vague and the sheer potential of this puppet seems too high. Since there is a limit on how many puppets can be deployed at the same time, this seems (in part) like a loophole.
(Hantā no kyūjō) - Hunter's Plight
Description: Hunter's Plight is a series of three animalistic puppets created by Sasori of the Red Sand that all have their own unique look and effects. These puppets are modeled after an amalgam of features from other creatures he's faced as well as his own personal creations. As a general rule of thumb, these puppets are durable, capable of withstanding B rank and below techniques with no damage to their structures or functions. These puppets also have heart container slots for Sasori to switch into these puppets at any time. The user can enter a battle with the user but it must be posted before a battle begins or in the user's bio. These Puppets are drenched with Sasori's Poison.These three beasts go by their respective names: Valstrax, Ratholos, and Kirin
Valstrax: Valstrax is a slender dragon-like puppet covered in gleaming silver scales. Its most notable feature is its wings, which have fused into a trident-like structure. Its back is lined with fin-like projections. Its head has a small crest and its eyes are blue. It stands at 7 meters tall and has an overall length of 10 meters from snout to tail. It's wingspan from wingtip to wingtip spans 15 meters in length. On summon, Valstrax begins to radiate red chakra from the exhaust pipes within its wings allowing it to sustain flight. The propulsion pipes/exhaust allows Valstrax to fly at incredible speeds. Valstrax emits high amounts of water moisture from its body, greatly increasing the humidity in the air that permeates into long range. This increased humidity in the air is similar to an extremely thick fog that makes the clothing of the people present on the battlefield moist. This humidity stops the user or opponent from using A rank or higher Fire techniques. This technique is known as Radial Blind. Valstrax can, on the user's command release a high powered jet of water from its body capable of blasting apart boulders with sheer force or a pressurized blast to cut through the. This blast of water is equivalent to A rank in damage and requires a move per turn. Once the blast of water is used, Valtrax's Radial Blind will end and will be on a three turn cool down before gaining enough moisture to start again.
Ratholos: Ratholos is a giant winged dragon colored red and black that spans 15 meters in length from snout to tail and 15 meters in wingspan. It's the largest of Hunter's Plight. On summon, chakra begins to rush into the Ratholos' wings giving it the ability of flight much like it's brother puppet, Valstrax. Ratholos has a vacuum pump in it's chest that constantly pulls in large amounts of air and releases it in a flurry of wind from it's entire body. This constant stream and gusts of wind span mid range around Ratholos. The wind is powerful enough to disrupt the flow of lightning techniques generated by the user and opponent, stopping them from using A rank and below Lightning techniques. Ratholos can flap it's wings to release a blast of this pressurized air thats similar to form to "Fuuin: Atsugai" in strength and size. However, doing this ends Hunter's Gale and it takes a three turn cool down to start up the lightning inhibiting winds again. The blast of air costs a move per turn.
Kirin: Kirin is a slender equestrian like puppet with a horn its head. Kirin itself is unique in that it's the only puppet in the collect of Hunter's Plight that is lined with chakra paper that has a high affinity for the user's chakra, primarily lightning chakra. On summon, Kirin begins to constantly generate lightning chakra from its body that spreads to the ground up to mid range around the puppet (the puppet acting as it's epicenter). This ability is known as Emitter. This constant influx of Lightning chakra into the ground stops the user and opponent from using A rank or lower lightning. Kirin can use the Lightning from his body to release an omnidirectional burst of lightning that does A rank damage and spans to mid range. However, this will end Emitter and will take a 3 turn cool down before Emitter starts up again. The ommidirectional burst of lightning costs a move per turn.
Declined:come up with a better reasoning than high humidity for Valstrax. Aside from that, I'm not very keen on three distinct passives like this despite them also affecting you when in range. There are a few ways to better limit this so I'll leave it to your discretion for the time being.
(Ōtsutsuki Ningyō: Dou~eina) - Ōtsutsuki Puppet: Dwayna
Type: Puppet Rank: S Range: N/A Chakra: 40 Damage: 80 Description: Dwayna is based on the Goddess of healing, air, and life from Tyrian lore. Dwayna appears as a young, tall and slender woman adorned in gold and blue armor with fair skin with cyan hair and wields a staff as her weapon. Being a Ōtsutsuki puppet Dwayna is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Dwayna is made up of multiple layers of chakra metal with hundreds of hollow threads between each layer. Along with the ability to perform puppetry techniques, she is built with a few unique ones of his own.
Dwayna’s sash is lined with metal feathers symbolic of her depiction of having wings in the lore. In this design, however, her sash when prompted while stiffen and move from her waist to her back and actually act like wings allowing her the ability to fly/evade if necessary whilst also acting as a fan to perform futon jutsu.
Dwayna takes her staff and throws it into the ground. Upon hitting the ground the staff will begin to glow as a seal spreads 15m out from it onto the ground. This seal activates when a land-based jutsu/technique is performed within range or if there are traps laid about the area to which the seal begins to instantly draw in the chakra from said jutsu/techniques and transfer it into Dwayna storing it within her. This includes friendly jutsu/techniques.
Using her threads Dwayna can pierce the skin of shinobi, and other puppets to either transfer chakra to or from, extract or inject poisons, stitch together severed limbs. The threads can also be used for non-healing purposes in the form of binding targets, strangling, penetration of muscle to manipulate like a puppet, impaling, etc..
Utilizing the feathers in her sash Dwayna can send them flying towards her target(s) similar to that of a shinobi throwing kunai. These kunai have explosive seals, flashbang seals, and summoning seals(not animals) etched onto them. The summoning seals replace the need for ninjutsu scrolls allowing the user to summon weapons and puppets from them.
~Evading is passive upon activation of wings but costs a move every turn after that
~Cleansing can only be used 4 times per event, has a 3 turn cooldown, and only lasts 3 turns
~Threads no matter how many are created are equivalent to S-Rank as a whole
~Archangel has a 2 turn cooldown between uses ~Transferring Chakra and injecting/extracting poison requires Medical/poison training to utilize
~Can only be taught by Pyro NB
Declined: its "Life/Death" ability is bereft of sufficient detail. As it is, there seems to be neither a cap on how much chakra is transferred nor how many times it can be used (plus cooldowns). And as for its "Archangel" ability, each feather should have only one seal and the summoning ones are too nonspecific for my liking—puppets I get, but what other weapons could be summoned via this?
Akujiki | Evil Eater
Rank: S Type: Weapon Range: Short Chakra: -20 chakra per turn unsealed; -10 chakra sealed. Damage: -5 to user per turn, +20 to kenjutsu unsealed; +10 to kenjutsu sealed. Description: Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Many wars were fought to control that power and many lives were lost, until a lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved to be only the beginning of yet a new battle. The personal katana of Hotsuma Hayabusa, the Akujiki houses what other's have come to call a demonic parasite, constantly sapping the the user's chakra until they eventually die. The blade was passed down to Hotsuma by his grandfather, and it has been said it's what attributed to both of their defection from the Hayabusa clan. The incredibly dangerous Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. If the blade's hunger is left unsatisfied, it will slowly devour its owner's life force. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it is possible to seal the demon blade with Fuinjutsu. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant.To contain it bloodlust, the Akujiki is normally in a sealed state much like Samehada has bandages that limits its growth and chakra drain. However in the Akujiki's case, is blade has been sealed with a sealing technique known as the Ariake Seal. The seal's kanji formula runs along the length of the sword and forms a thin barrier along the blade equal to A-rank.The chakra emitted from the barrier is made to not only contain the blade's power but also serves as a counter to sealing techniques of equal rank and below. This was originally a counter measure put in place to prevent the seal from being undone by those who's only wish was to gain power. When the Ariake Seal comes into contact with a fuinjutsu technique, the chakra from the blade forcibly enters the seal, counteracting the chakra within and thus preventing the seal from activating. To sustain this seal requires no concentration on the user's part, but it does drain a portion of the user's chakra to sustain itself. The Ariake Seal also prevents the sword from draining the user's lifeforce, and prevents the demonic parasite said to reside in the sword from invading the user's mind. But by sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. Once unsealed, the blade begins to draw on the user's life force actually causing the user to bleed in the hand that they hold the sword with. As the blood seeps into the handle it is absorbed by the weapon awakening it. This is a blood sacrifice the user must pay in order to temporarily sate the blade's hunger and prevent it from fully consuming him while it fuels itself upon the user's chakra. This unique mix causes the blade to become coated with a blood red hue of chakra that can cause severe burns on contact similar to that of a Tailed Beast in Version 2. This chakra is very dense, and equivalent to an S-rank technique. The chakra is a manifestation of the blade's hunger and can absorb one S-rank technique within short-range every two turns while also granting the user's kenjutsu an increase to an additional +20 damage when used.Being a cursed blade however, as this dense and evil chakra seeps from Akujiki, it begins to invade the user's mind sapping at their consciousness and will not only make the user unable to preform genjutsu/mental attacks, but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Requires Fuinjutsu to use.
Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. However, they are restricted to non-elemental techniques during the duration the seal is undone.
Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank: S Type: Summon Range: Short-Long Chakra: 40 Damage: N/A Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. Arachne is able to passively spin a high tensile spider silk at will that could even halt the movement of a complete Susanoo (A-rank). She is also able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne, the stronger the binding capable of fully paralyzing targets within short-range as the threads wrap around them like a coccoon. Those in mid-range would be reduced to half their base speed as they are entangled by the threads.Targets that are caught in the webbing then come into direct contact with Arachne's chakra and will be subjected to her personal genjutsu known as Arachne's Madness. For those affected, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform S-rank and above techniques. By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne, paralyzing them in place due to the mental strain, while preventing A-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Usable once per battle.
Arachne's Madness is equal to S-rank and can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs. Usable once.
Kuchiyose no Jutsu: Kyōsei-tai Dokueki | Summoning Technique: Venom Symbiote
Rank: S Type: Summon Range: Short-Long Chakra: 40 to summon; 20 per turn to maintain Damage: N/A Description: Venom Symbiote or Venom for short is a unique species of spider, accessible to those of the Spider Contract. The Symbiote family, is a class of spider found that requires a host to bring forth its abilities. So much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Venom functions in a very similar fashion. After the user performs the summoning technique, a black spider with white marking is summoned in the user's hand. The spider bites the user's hand, injecting its chakra into them and completing the contract. The spider then explodes while transforming its biomass, similar to the Kyodiagumo's ability, into countless black spider-silk threads weaving, stretching, and completely covering the user's body. As the webbing stretches, it is tightly woven around the user's body and assumes the form of a tight-fitting black body suit with a white spider marking in the middle of the chest and back. The webbing functions as a armor and is resilient enough to withstand up to 80 damage (one S-rank) before being unable to continue the battle. When bonded Venom grants its wearer its abilities for as long as they have chakra to maintain him. Venom's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be target of low-rank genjutsu (B-rank) due to Venom and its host being two minds in one. Should the user have sustained broken limbs, Venom is capable of sustaining the user through them while not actually healing the damage. Venom's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. While bonded, Venom and the user have the ability to manipulate the black webbing, such as creating tendrils or objects of various length from the user's body (A-rank) at the cost of a move, but can be done within the same time frame of another technique due to Venom having control over his own form. This webbing is much stronger and thicker than natural silk threads, functioning more like a black goo and grants the user's Spider Silk techniques an increase in rank and neutrality to basic elements excluding fire release and sound techniques. The webbing can stretch and deform at will as long as it has a host or object to grow upon. However, when the webbing has been disconnected from the main body it will dissolve after two turns if there's no chakra to nourish them. In line with his name, Venom grants the user access to its unique spider venom. Venom or the user is capable of releasing spider venom that is capable of halting the chakra flow in a target for a single turn meant to enable Venom to easily bond with an unwilling host. The user can employ this venom by forming fangs or simple bladed objects out of the web matter. Lastly, at the cost of a move, Venom can enable its user to blend in with the environment similar to the Hiding in Camouflage technique for a single turn. Venom, however, is susceptible to fire and sound-based attacks, as direct B-rank techniques from either will cause him to disperse regardless of how much damage he can currently sustain. Note:
Must be a signer of the Spider Contract.
The user may not perform fire or sound release techniques above B-rank while Venom is bonded.
Camouflage ability may only be used twice per battle.
Usable once per battle and cannot be summoned if other "Symbiotes" are on the field.
Declined:not sure why this was resubmitted when the edits do not address the prior check. It's way too stacked in terms of abilities.
New Submission: Kuchiyose no Jutsu - Kyōsei-tai Gyakusatsu | Summoning Technique - Carnage Symbiote
Rank: S Type: Summon Range: Short-Long Chakra: 40 to summon; 20 per turn to maintain Damage: N/A Description: Carnage Symbiote, or Carnage for short, is a unique species of spider, and the offspring of Venom. Accessible to those of the Spider Contract, Carnage is like its parent in the regards that it needs a host to survive on the battlefield. Much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Carnage functions in a similar fashion. The user begins by performing the summoning technique, which summons a red and black spider in the user's hand. The spider will proceed to bite the summoner, injecting its chakra into them and completing the contract. Then the spider explodes transforming its biomass, much like the Kyodaigumo, into red webbing which weaves, stretches, and covers the user's body completely. The webbing will tightly coil and form around the user's body covering them in a red and black tight-fitting body suit. When bonded, Carnage grants its wearer its abilities for as long as they have chakra to maintain him. Carnage is resilient enough to withstand up to 60 damage (one A-rank) functioning like a armor when bonded. Carnage's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be a target of low-rank genjutsu (B-rank) due to Carnage and its host being two minds in one. Should the user have sustained broken limbs, Carnage is capable of sustaining the user through them while not actually healing the damage. Carnage's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. Carnage is capable of freely forming tendrils and tentacles out of its webbing, to restrict or harm opponents (B-rank). However, Carnage, unlike its parent Venom, has a much stronger ability to manipulate its webbing into various shapes and forms. This ability is most commonly used to create bladed and blunt objects such as swords, spikes, claws, etc. These weapons when making contact with a object have a caustic touch, which will burn and melt through objects due to Carnage's spider venom coursing through them. For taijutsu, weapons, or Spider Silk techniques that work in tandem with Carnage's ability, will be increased by +10 damage and have a neutrality to basic elements, excluding fire and sound techniques (A-rank). Carnage is even capable of discharging the webbing as projectiles, however, when disconnected from the main body, the projectiles will dissolve within a single turn. To expand upon its ability to manipulate its form, Carnage can also create copies of itself known as Spiderlings, which have a limited life force due to being disconnected from the host. These copies are equal to A-rank, and function is to take control of others by forcibly bonding with a host and restricting their movement by exploding into webbing when they are within short-range, even capable of using various Spider Silk techniques up to B-rank. The copies move extremely fast, able to rival a jonin's base speed due to their small size. However, Carnage is only able to create up to 3 of these copies per battle and they only last two turns at a time. Carnage like its parent is susceptible to fire and sound-based techniques, a direct B-rank attack from either would render him unable to continue the battle. Note:
Must be a signer of the Spider Contract.
User may not use fire and sound release techniques over B-rank while bonded with Carnage.
No clones of any kind are usable while Spiderlings exist on the field.
Cannot be summoned while another "Symbiote" is on the field.
Declined:for more or less the same reasons as stated above. And both would require turn limits.
Chōkaku shōgaimono [Deafening Howl]
Type: Offensive Rank: C-rank Range: Long Chakra: 15 Damage: 0 Description:
The user inhales deeply, then releases all of the gathered air to create a loud, deafening howl that can pierce the ears of his opponents. The loud noise can cause temporary ringing in the ears of those in range and disturbance with balance.
The high volume of the howl causes muffled hearing or temporary hearing loss to those around him and cause cause trouble with the opponents equilibrium. This disturbs their balance and can cause nausea, dizziness, and light headedness. In severe cases it can cause bleeding from the ear. The effects wain during each turn, taking two turns to completely go away.
Note: Inuzuka required.
± Declined. This is fine, but only if you're willing to bring this down to Short range. ±
Doton: Pin'ningu [Earth Release: Pinning Wolf]
Type: Offensive/Supplementary Rank: C-rank Range: Mid-range Chakra: 15 Damage: 30 Description:
Utilizing the Doton element, the user slaps his fist into the ground. A wolf made from stone emerges and charges at the opponent. If tackled by the wolf, the rock then shifts, forming a tight grasp around the opponent and pinning them to the ground. The rock clasps tightly around the opponents hands and feet, disabling movement and hand-signs. This technique is specifically used to capture and detain enemies.
± Declined. Similar to some canon and existing customs. I'd suggest exploring the mud aspect of Earth, for more unique variations. ±
Korogaru (Roll Over)
Type: Supplementary Rank: C Range: Short Chakra: 15 Damage: 0 Description:
A fairly simple Genjutsu triggered by the sound of a act of fearful gasping from the user. The user will make it seem as though the opponent's attack landed, even going to far as to fake their own death while in reality they remain unharmed, moving safely out of the way and unseen by the enemy. As the enemy watches the fake death they are open for a counter attack.
± Declined. Similar to things that have been tried before, and the Substitution technique for Genjutsu, C or D rank. I tried something back in the day. ±
Itami no chien (Pain Delay)
Type: Supplementary Rank: B Range: Short Chakra: 20 Damage: 0 Description:
The user surges chakra throughout their body, particularly targeting key areas of the brain. The surge of chakra temporarily deadens the area of the brain that receives pain signals. While active, the user can completely ignore any pain for up to one attack. By adding doton to the surged chakra, the user can also harden their body and ignore the damage from the same attack.
Requirement: Add Doton to ignore damage
± Declined, similar to existing techniques. Its also too encompassing, as you say one can ignore the pain from one attack, that means I could also ignore 80 damage with a B rank technique. ±
From Archive: X
(Kyokotsu-Burēdo) - The Death at the Bottom of the Welling-Blade
Type: Weapon Rank: S-class Range: N/A Chakra: N/A Damage: N/A (+20 Kenjutsu-Related Techniques)
Description: Found by Ikiru a Uchiha who was searching in the old senji hideouts, in the land of fire. He found a katana that had be known to slay Uchiha's for centuries, by the infamous Tobirama.With sealing marks along it, so much more is unknown of the blade's abilities. Once the blade is drawn, it summon up water from the underground forming water sources within minutes anywhere on land (passive). A very unique trait of the sword, is the ability to tap into natural aquifer's in the ground and drain chakra using the water on the ground from the opponent or something an opponent is touching ( -20 chakra per opponent) with every contacted strike of the blade. This form is very intricate with the slight fluidity within the air, the blade slides along objects pulling in liquid allowing the water to formulate clean razor cuts. This blade is never stained by blood, with its ever cold steel.
Takes 2 turns to draw up from underground a water source
Can only summon 1 water source per match (which is fairly large to equal a lake). Can only drain chakra once per turn, whether its multiple slashes or from the water source.
Can Derank an opponent's jutsu by draining -20 chakra, if an opponent(s) is maintaining weapon's chakra draining requirements. Furthermore, this can result in fully negating a jutsu from formulating into existence, if affected jutsu has less than total amount of chakra drained (B-rank or lower).
Declined. The water-related ability on the sword cannot be passive. I don't quite understand what you're attempting to do with the chakra draining skill on this sword, either. How does water aquifers in the ground drain chakra from an opponent when the sword touches them?
(Nano iryō hebi) Nano Medical Snakes
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama. The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. When made contact with an opponent a few snakes can easy move from the users body into the opponent undetected and start reeking havoc inside the opponents body. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes when inside opponents body eat the opponents organs, bone marrow, stem cells. The snakes can only enter an opponent's skin thru their skin with physical contact with an opponent. The snakes are also the size of aburame bugs.
Passively - The snakes are able to passive things being in the user's body. The snakes can automatically heal small cuts and wounds, bruised bones and chipped bones and some nerve damage without the user needing to do anything about it. The snakes can also detect when the user's chakra flow is being distributed and can reset the user's chakra system. Having senchakra in them and being able to use it they can break any genjutsu besides MS level and above genjutsu. The snakes can release up to S rank genjutsu up to 3 times a battle with a 2 turn cool down between usages it will count as a turn. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. When injected the snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per tuurn to replinsh for the user. The snakes can not hold more than the max sencharka cap the user has. For offensively purposes when the snakes enter an opponent's body the snakes can passively destroy bones and tissue inside the opponent's body. They can also release their venom through their mouth inside the opponent's body poisoning them from the inside. The user can also have the snakes stay inside the opponent's body and be able to track them due to the user having a mental link to the snakes. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. When it comes to ninja tools the snakes can eat the tools and can take the iron in the weapons to replace iron in the user's body.
Level 1 - The first level of healing the snakes can use can be automatically activated if the user suffers from moderate damage such as deep cuts, broken arms or legs, head trauma, poison being injected into the body. If poisoned the snakes can basically eat the poison and heal and damage the poison might have caused before any of the damage becomes permanent. For deep wounds and stabs, the snakes rush to the area and heal it and close off the area by using their scales to help close off the wound from further bleeding. The scales are also used to heal and give the user snake scales on their skin giving that area a more of a defense from more attacks and replacing any missing skin with scales. For the offensive purpose, the user can have them the snakes when they are inside the opponent start eating bone marrow from the opponent's bone. The user can also have the snakes start going inside the opponent's organs and start eating them or start messing with their functions.
Level 2 - The last level can be automatically activated in extreme conditions like lost of limbs, at the point of near death, spinal injury, blindness, etc. The snakes utilize the Hashirama's DNA they have injected into them to replace body parts and damage organs by using Hashirama's DNA and melding it with the user's to replace damaged organs, limbs and parts of the body that are damaged like blindless and spinal injuries. The DNA will basically be replacing damage tissues and etc. If the gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. When the snakes reattach a limb the snakes will than heal the area/limb to allow the limb to be used again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body.
Note: Must be posted in the user's bio or in the beginning or during a fight
Note: Must have Regeneration and Self Empowerment
Note: Level 1 last for 5 turns while Level 2 last for 3 turns.
Note: After the release of Level 2 and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again. The user can not also use Medical Ninjutsu for the next 3 turns following Level 2 ending.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count Note: Only usable by Korra.
(Middohanī ) - Mad Honey
Chakra Cost: N/A
Damage Points: N/A
Description: Mad Honey is a special type of honey Korra has her Bee summons use instead of normal honey that contains grayanotoxins . The honey can affect opponents and none bee users or medical ninjutsu with effects varying with how much is exposed to an opponent. The opponents get exposed to the honey by either consuming any or having contact with it. Mad Honey can cause nausea, vomiting, salivation, headache, blurred vision, sweating, weakness, circumoral paresthesia, tongue numbing, fainting, drowsiness, drunkenness, tingling, and seizures. For these effects the users must be exposed to at least a cup of Mad Honey with the effects following in order the more turns the opponent is in contact or consuming honey. After 1 turn the opponent will experience headaches, nausea, and tingling. After two turns the user will experience salivation and sweating and weakness. After 3 turns the opponent will experience drowsiness and drunkenness. After 4 turns the user will experience vomiting, blurred version, circumoral paresthesia, numbing and fainting and seizures. Mad Honey can also cause cardiovascular system problems resulting in significantly low heart rate (bradycardia) and low blood pressure (hypotension.)and also can lead to 1st to 3rd-degree heart block, asystole, and myocardial infarction. The opponent would need to exposed to half of their body size worth of Mad Honey and be exposed or have consumed the honey for at least 5 turns straight.
Note: Must be posted in either the user's bio or at the beginning of a fight
Note: This honey replaces regular that the user's bee uses
Note: Must be taught by Korra
Note: Must know Bee Summoning
Declined: the requisite edits were discussed via Discord.
[koton/Fuuton: Shinpi-tekina] - Steel/Wind Release: Mystic
Range: Short - Long
Description: This is a unique steel cj that brings out the users true potential in close combat. It's based off several skills that combine to make a unique mode of sorts. It's based on the principle that metals can be coated in an element and remain coated until their duration runs out, this will apply to the users steel body. The user a secondary layer of "armor" that acts as a wind current around your body carrying shrapnel of steel that detaches from your Steel Body, and adds shredding damage to anything that steps too close to you.The user, while having turned their body to steel, will release a full surge of wind chakra through their body and down towards their feet. In doing so they will release currents of wind that push out from under their feet and go up around them towards their head. For example if an opponent were to try and punch the user while this is active, their arm would be pushed up off target and shredded by all the blades. This will flow around the users entire body including their arms as they move around. A unique ability of this mode, is one that enhances the users tai combat (adding +20 to taijutsu) and range, although the mode is short range, through movements the user can release pulses of the wind/steel in a direction of their choice, for example via punching in a certain direction. This can reach a maximum of mid range and will count as one of the users three moves per turn and be A rank in power. This wind current remains around the user, it will remain in 1ft around the user wrapped around them constantly.
A second use of this technique would be the user applying it to his other steel jutsu, creating a current of wind around a steel technique they have created. What makes this unique from other coatings is that the wind draws steel shrapnel from the jutsu itself that flows in and around the wind current. In applying this to a technique this will increase it's damage by +20 damage.
Note: Using around the users body can only be used 3 times, lasting up to 4 turns, with two turns between uses.
Note: De to steel being released from the user while active the user is only able to use steel release and elements that make up steel. Note: Applying this to a steel jutsu can only be used 4 times with two turns between uses, lasting for that single turn.
Note: Overall, this technique can be used a maximum of 4 times, regardless of which application is used.
(Fuuinjutsu: Jaakuna Fuyu no Kaze) - Sealing Arts: Wicked Winter Winds
Type: Supplementary Rank: A-Rank Range: Short-Long Chakra: 30 Damage: N/A Description: Wicked Winter Winds is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Jet Booster" techniques utilized by those of the Sage Transformation Clan, upon using an offensive or even a defensive technique, the user will simultaneously lace this jutsu in a seal with the kanji for "Surge." The technique will than release a burst of chakra to propel the technique forwards at +5 lvls the users current running speed. The technique in no way enhances the power of the jutsu, but the speed. This technique can be initiated just as the offensive of defensive technique is being formed so as to instantly be activated.
Note: Can only be taught by Jᴀʏ Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses. Note: No Fuuinjutsu above A-rank in same turn Note: No Fuuinjutsu above S-rank in the next turn
± Declined. That speed boost is a no. ±
Outer Tide ▽ Soto Shio
Type: Supplementary/Defensive Rank: S Range: Short-Mid Chakra: 40 Damage: N/A Description: Upon the formation of a solid technique from the user or ally, the user will convert and release chakra over the intended technique in the same time frame in order to conjure a plethora of shark teeth and jaws around that object. The jaws themselves are durable like most shark teeth, however, it's true ability lies in the consummation of foreign physical techniques similar to (Alexander's Jaw Manifestation Ability) The jaws of shark teeth would, upon contact with an opposing technique, begin to devour the chakra as well as its physical form. This consumption of foreign chakra works rank vs rank, and only extends to physical techniques up to A-rank (Earth/Water), however, energy-based techniques of any rank are completely unaffected (Fire/Lightning). Additionally, this devoured chakra can then fuel the technique it's coated on, by transferring the chakra it absorbed to the technique effectively increasing its chakra output and rank by one. Alternatively, with the usage of a hand seal, the user can release the chakra over themselves or non-chakra infused objects to conjure the layer of skin over themselves or the objects directly. This method is not instant like the first variation of the technique, but still functions exactly the same. Once the jaws devour a technique, it will remain on the intended object until it's destroyed whilst having no future absorption capabilities.
▽ Can only be taught by Jᴀʏ
▽ Can only be used thrice per battle
▽ Must have mastered shark ninjutsu
▽ Requires two turn cool-down
± Declined. Firstly, you need to link a technique if you talk about it in your submission, idk what Alexander's Jaw does. Furthermore, this needs to be restricted. Why does it ignore the ranks of energy based techniques? Is there reasoning behind it (I could be missing something, but I know that Fuuinjutsu has this capability, do the sharks have too?) And if so, there needs to be a limit to this, for both the lasting of the covering as well as how long it can absorb. Not only the limited to how much it can be used. The alternative use already exists in more than one form. ±
(Fuuinjutsu: Kavu~ā ōnokikan) - Sealing Arts: The Covetous King's Return
Type: Supplementary Rank: S Range: Self Chakra: 40 (-5 per turn) Damage: N/A Description: This technique is a unique combination of Fuuinjutsu and Wind Ninjutsu, by applying a seal to the user's body with the Kanji for wings (翼). The user effectively possess a seal that releases a layer of wind chakra over their body, which can be activated passively. This technique although despite what it might it seem is in no way a defensive technique, the wind instead acts as a supplementary force. Similar to the technique "Wormhole". This wind can be telekinetic-ally controlled much like Wormhole's Inspiration: Lightning Levitation. The user can utulize the wind surrounding their body as a method to grant them greater control over their own body. With the combination of both their physical strength and the mental force the user commands to control the wind technique the user experiences and increased effectiveness to their physical prowess as their physical-related techniques [i.e Taijutsu, Kenjutsu] receive a +20 DMG boost. Additionally the user can utilize the wind itself to grant them flight utilizing their mental power. With the combination of their physical and mental strength it's not just the user's physical strength that is enhanced, but their speed as well as their movement is now supported the wind veil coating their body. The user experiences a x2.5 speed boost to their running speed upon activation of this technique. Unfortunately as a result of the user constantly maintaning this technique, through wind chakra. The user is limited to only Wind Ninjutsu upon its activation. Lastly, although a cosmetic feature the wind surrounding the user appears as a green vapory aura, this aura said to strike fear into the enemies hearts.
Note: Can only be taught by Jᴀʏ Note: This technique is passively and instantly activated. Note: The user is only capable of utilizing wind ninjutsu and basic taijutsu/kenjutsu upon activation. Note: The technique must be placed on the user's biography, and cannot be utilize should they posses leg weights.
± Declined. Nice seal, but you need to restrict it better. Passive makes things difficult to approve, as well as a 2.5 speed boost that basically lasts indefinitely. ±
(Fuuinjutsu: Ōkoku no Wasure Rareta Tamashī) - Sealing Arts: Kingdom of Forgotten Souls
Type: Supplementary Rank: S Range: Short-Long Chakra: 40 (-5 per turn) Damage: N/A Description: Kingdom of Forgotten Souls is a Fuuinjutsu Seal that applied to the user's body (biography) and can be passively activated during battle. This seal is very similar to that of the Artificial Mist Deception technique, as it releases raw chakra (invisible) outwards into the battle passively throughout the remainder of the battle or until the user deactivates this technique. This seal siphons chakra from the user's body to fuel itself, and spreads out throughout. This chakra works very much like the Boundary Barrier technique as it enables the user to sense any movement within the field, but it also has an additional function beyond simply enabling the user to detect movement. The user can effectively change the properties of the technique by applying on of the five basic elemental natures to the technique, by channeling the technique with the Suiton the user transforms their chakra into a watery vapor or mist, this mist can be utilized as a water source for future water techniques, by channeling their Katon into the technique the user transforms the chakra into a thick smoke whereby the user can effectively deal [20 DMG] per turn the enemy breathes in the smoke. By channeling their Doton, the chakra released unto the field in transformed into a dust-storm, with tiny specks of debris floating throughout the battlefield, this technique reduces the damage output of all Water Related techniques by 20 DMG or 1 Rank. By channeling their Futon the user is able to transform the field into a gust storm, that reduces the damage output of all Lightning Related techniques by 20 DMG or 1 Rank. Lastly the user can channel their Raiton throughout the battlefield, this effectively releases a electrical surge throughout the battlefield that releases a momentary loud shrieking noise and blinding light, it also channels the user's electrical chakra throughout the terrain similarly to that of the Lightning Levitation Jutsu, enabling the user to telekinectically manipulate the terrain at the cost of a move, this ability is considered A Rank. All five of these elemental fields are activated at the expense of a time-frame slot but do not consume a move-slot.
Note: Can only be taught by Jᴀʏ Note: Each respective nature transformation lasts for a total of four turns, before the technique reverts to it's natural chakra sensing field. Note: The user must exhibit a one turn cool-down before utilizing another nature transformation or a two turn cool down before utilizing the same nature transformation. Note: Each respective de-buff effects the user as much as it does the opponent. Note: The user can willingly deactivate a nature transformation at any moment.
± Declined, as it stands it clashes with a large amount of techniques through its execution. Furthermore, an indefinite technique won't be approved. It lasts way too long as well. ±
(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji 否定的同化 that automatically activates upon the user being struck with a fuuinjutsu from an alternate chakra source to their own I.e an enemy sealing tech. A barrier will form almost instantly over the user taking the form of a rapidly spinning sealing script. The effect of the barrier is to reduce the power of other sealing techs by forcibly assimilating the users chakra in to them to undo the sealing. Much like the canon seal destruction. However this version is autonomous, should the enemy fuuin be equal to or below the rank of this tech it will be completely cancelled. However it will only lower the power of higher ranked fuuin by one rank. Lowering S to A for example.
Note: Can only be used thrice per battle
Note: Only applies to fuuinjutsu techniques
± Declined. Nice one, but needs a cool-down period, message me about it. ±
(Fuuin: Hiraishin Junbi) - Sealing Technique: Flying Thunder God : Preparation
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their body with the Kanji 準備 that remains present at all times. A variation of the base seal for the flying thunder God technique this body seal simply allows the user to have the seal placed using freeform during battle This seal is unique in that it can be transferred between objects by touch at the users discretion so they may plant it on an object then retrieve it by grabbing said object again. Giving them additional usability.
Note: Can only be used for one seal on the body and can't be duplicated by any means
Note: This may only be used by users of flying thunder God.
± Pending. Not sure how I feel about making it passive, since its an actual technique, and could be seen as bypassing..I'll ask some of the others about it. ±
(Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm
Type: Offensive Rank: S Range: Mid-Long Chakra cost: 40/turn Damage points: 80(+20/if used with fire) Description: The ash storm is a combination technique where the user will conjure up a huge typhoon and then fill it with explosive and burning hot ash either after they create the typhoon or along with a companion who can use the fire release. Together do the techniques create the ash typhoon which the user will have total control over and like the ice typhoon and lava typhoon it is contains enough mishmash of chakra signatures that it negates dojutsu users ability to see through it. The ash is burning hot and will give 1st degree burns on anything that comes in contact with the wind. The ash is also explosive, as previously mentioned, and can be ignited anytime if the user produces a special handseal. This explosion will consume the entire storm and anything inside of it will explode.
Note: Can only be used twice per battle. Note: Lasts a maximum of 4 turns per use Note: Requires a cooldown of 2 turns per use. Note: Can only be taught by Skorm.
± Declined. The restrictions needs to be tweaked somewhat, make it last for shorter and it has to have hand seals, like all B rank and above techniques. ±
(Yamanaka/Fuinjutsu: Orokana sanpo no shō ) - Yamanaka/Sealing Arts: Ministry Of Silly Walks
Type: Supplementary Rank: S Range: Short-Long Chakra cost: 40/turn Damage points: N/A Description: Sudden death is based on the Yamanaka clans ability to freeze their opponents nerve systems while also borrowing aspects from the traditional sealing aspect. The Yamanaka will unleash their chakra into their opponent(s) and force them to perform extremely silly walks that are laughably funny. The Yamanaka will then place a sealing tag anywhere on the field and have their oppoent forcibly walk towards the tag. While the tag doesn't deal any damage by itself, it is sealing the target and putting them inside a space time locker that forces them to walk silly for the rest of their lives without having any other option to end it but to commit suicide. Note however that this is not forced. The seal lasts forever and once activated doesn't require chakra from the user. Up to three tags can be placed for three targets, however the Yamanaka user will have their chakra control split in three if splitting the technique to three opponents. Just like other Yamanaka techniques. The seal can be placed beforehand but does cost the user chakra while it remains un-used.
Note: Can only be used twice per battle. Note: Requires completion Yamanaka arts and general Fuinjutsu knowledge.
Note: Requires a cooldown of 2 turns per use. Note: Can only be taught by Skorm.
(Koton: Kēshingu ) - Steel Release: Casing
Chakra Cost: 20
Damage Points: N/a
Description: A simple technique based on the concept of when a bullet is fired. When a bullet is fired, the casing around it is released, which protects the main projectile, in this sense, this is applied to steel release techniques. Once a technique has been released the user can apply this technique. When the steel would come into contact with a energy such as lightning/fire/wind, the outer layer of the steel release technique would take the blow, while breaking apart from the rest of the steel technique, releasing a shell that pushes outwards and to the sides along with the element it interacts with, creating an opening for the original steel to pass through, though slightly smaller and weakened by one rank.
Note: Can be used 6 times per battle and only used on a technique once.
± Declined. Nice concept, this can be applied to a single technique at a time, and needs a cool-down period. Lessen the amount of times it can be used as well. ±
(Fuuinjutsu: Asshuku koa) - Sealing Art: Compression Core
Chakra Cost: 30
Damage Points: N/a
Description: A simple fuuinjutsu formula that is applied to a form of solid or liquid. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire. wind or lightning. Though, instead of containing this element within the seal, instead it draws the element in and compresses the element into a small core that would be drawn into the center of the solid or liquid it's applied to create a core within a small barrier. Being drawn to the formula at first then sealed into this core barrier in the center, this core would remain. Then, this core can be released in two ways, either when the solid/liquid it's applied to comes into contact with another item or technique or through the user performing a seal with one hand they can release the orb which the barrier will push outwards releasing the energy within in an explosive combo. For example, if the user were to apply this to a steel ball, on impact with lightning, the formula would absorb the lightning and create an orb in the center of the steel holding the lightning, then at the users will on impact, the user can release this barrier, causing the ball of steel to expand and shatter outwards while releasing the lightning, creating a two elements combo.
Note: Usable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and creating the core, it lasts until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
Note: Detonating the orb with a single seal counts as one of the users 3 moves per turn.
Note: Works on energy based elements up to and including S rank.
± Declined. Nice technique, needs to be released within the same turn or the next, not be activated. Going to have to bring this down to work on A rank and below energy elements that can be sealed. ±
(Gakidō: Haisui-ba) – Preta Path: Draining Field
Chakra Cost: 30 (-10 each turn to maintain)
Damage Points: N/A
Description: Though the Preta path the user will create a spherical barrier centered around them that absorbs chakra within or in contact with the barrier over time and disperses it within the user’s body. Jutsu affected by this technique are absorbed gradually and are generally weakened, diminishing in strength and effectiveness (-10 chakra/-20 damage each turn) and being completely absorbed when their chakra reaches zero. Jutsu maintained with a chakra cost are disabled until they leave this technique’s range if their costs are equal to or less than the absorbed amount. In the latter case, they are also weakened. If their costs are greater than the absorbed amount, the jutsu are unaffected. If an opponent attempts to form jutsu originating even partially within the barrier area, they are prevented from being completed due to the absorption of chakra interfering with the jutsu’s creation. However, this does not apply to jutsu which happen internally or those expelled from the body.
-Requires Preta Path to be active -Lasts up to two turns
-No Preta Path techniques while in use
-Does not affect the user's jutsu (Paths, clones, Animal path summons included)
-Can only be used by Ushiro
Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it allowing them to use it without handseals from their mouth, while majority of the hellhounds are actually coated in fire overall. Each Hellhound has extensive sensing via smell and extroindary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. The unique thing about hellhounds, is that due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower.
¤ Approved, made edits ¤
(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader and the only summon who inherited the blue flames of the owner, being slightly engulfed in blue flames. He is able to control the heat that the flame on his back produce. This is to obviously accommodate his owner, or others he dont wish to harm. Though the flames can get so hot and intense, that the ground below his paws will melt. These fires cant be extinguished by anything other than large bodies of water (such as oceans, seas, large lakes, etc). Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed as the owner. He is able to speak proper english and have a very gruff voice but dont talk often. Like all hell hounds he has access to all fire techniques without the use of handseals, by expelling them from the mouth, immunity to fire techniques and have pinpoint heat sensing through the nose. The special thing about phantom is his ability to absorb fire techniques and use them as fuel for their fire techniques. This is not only limited to fire but fire based energy elements nothing like lava, or solids. Depending on the rank of the technique it gives him +5 to his fire techniques from C rank and goes up +5 for every rank at which after C rank. Ending with +30 for forbidden rank. He can absorb once per two turns and expel once per two turns.
Note: Can only stay on the field for a max of 4 turns
Note: Using the absorbing techniques reduces the duration of the summon by 1
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns and last as long as needed but cant use any fire jutsus during this time
¤ Declined, blue fire is a no as well as controlling the temperature of the flames. Add a line that says the flames on his back dont harm the summoner. You also don't have to mention the abilities every Hellhound shares (not an issue, just a tip since they all share it). Boosts above +20 are a no and the stacking system cant he approved as the highest boost will always take precedence in this setup, meaning +5 max. Actually the temp thing is good if it counts as an actual ability either usage cap/restrictions. ¤
(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is so massive that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain. Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution has the same speed as the user but typically only hands on the body of the user themselves. Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One of them is his ability to disperse fire/fire based/raw ninjutsu by simply howling. This howl is extremely loud and powerful with enough force to disturb the flow of chakra of its own natural element (and raw chakra) while dispersing it all the same. The howl is powerful enough to cause those who hear it up to long range to lose their hearing for two turns if not properly protected. Another thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +10 ninjutsu containing fire (such as CE, scorch etc) and +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an infinite fuel source for senjutsu giving the user +10 to their senjutsu techniques. Though this only pertains to imperfect sage mode. Perfect sage mode with this summon can simply prolong perfect sage mode by 2 turns.
Note: Can stay on the field for a max of 4 turns
Note: Can only howl once per turn and can howl and dispurse S ranks up to 3 times (including empowered S ranks) and Forbidden rank one time
Note: Howling can be used only within short range
Note: This technique counts as one of the users turns
¤ Declined, this has too many vague and unclear references. "Massive amounts of chakra" is too vague to allow/justify. "Same speed as user" is also too variable because it can change depending on who Summons it, give it a set speed such as Chuunin or Jounin rank speed. The howl ability makes no real relation to the contract nor explained well enough to keep as is. It's a howl used to combat Jutsu, I don't see why it will specifically negate fire based attacks like you mention but the hearing part is a definite no. Lastly, the infusion of chakra will only affect fire Jutsu, not all fire based ones. The Senjutsu use also needs to be a set limit, not extend it indefinitely. It can increase your Senjutsu chakra pool by x amount overall, but not to a point there is no real limit. To approve that at least half of these abilities will have to go ¤
(Kenjutsu: Ikoku Sovereignty) Sword Arts: Ikoku Sovereignty
Type: Offensive Rank: Forbidden Range: Short-Long Chakra: 50 Damage: 90 (-20 to user) Description: Ikoku Sovereignty is the strongest technique of the sword style created by the masters of sword styles and can only be used with both hands. The user will grip the sword while pooling a massive pool of chakra into the blade. The user will then swing the sword with massive strength that releases a colossal shockwave of chakra that ranges mid range high and wide. The chakra shockwave is so powerful and destructive that it rips through harden material with major ease, rivaling even steel release in terms of destructiveness. This technique spite being incredibly powerful has major physical drawbacks. When using this technique, the strain on the arms are great as it sprains the arms to a high degree.
Note: Can only use once per battle
Note: Once used, cant use kenjutsu/taijutsu for five turns after use
Note: Jutsus doing handseals deal -5 due to pain of sprained arms
Pending. Leaving for Vex.
Declined: This is cool and everything, but you need to specify the dimensions of the technique. Is it omnidirectional? Or just focused in one direction? Also, the restrictions are hella strict, particularly the second one. Feel free to tone that down lol.
(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (5/10/15) health from the next turn onwards. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could melt rock, burn flesh, and easily make a human being pass out. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require, and that only a single Flames of Purgatory technique can be produced per turn. This technique can be deactivated at will. It can be activated twice.
± Declined. This requires a period that it lasts, it can't be done indefinitely. And effects need to be toned down and be more clear (from when does it start burning flesh? Or make a person pass out, etc. ±
Updating - Clarifying slightly ambiguous portions of the technique.
(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra (either after, or in the same time-frame as their initial production), in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze
(Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae
Rank: B-Rank Type: Supplementary Range: N/A (Short – Long, Active Portion) Chakra Cost: N/A (+10 Active Ability) Damage Points: N/A Description: Jutsushiki is a unique hybrid technique which takes advantage on the mutual relationship ink ninjutsu and Fuinjutsu share. This is clearly visible in the Sealing Art: Crouched Tiger Bullet in which the drawn tiger is able of sealing others – however in the case of Jutsushiki this isn’t the case. What it does is act as a preemptive method of creating seals located on the body, modifying the scripts in their dormant state. By tattooing and infusing the appropriate kanji/formulae for the seal – the user is able to recreate the seal and its initial purpose with this ability via the ink or in other methods such as drawing it on paper etc. An example of this would be the Fire/Water/Wind/Earth/Lightning Sealing Method which the user pre writes the seal, however instead uses the ink from the ninja art instead. This causes all affected Fuinjutsu techniques to become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it such as the boosts which normally applies only to ink ninjutsu (if plausible) now applies to the Fuinjutsu in question as well by taking the infused chakra and simply adding onto the technique. This technique doesn’t take up a move slot in battle, as it is applied outside of combat however the user may create a seal in battle with the ink if needed via control it and shaping it into the desired form. The latter ability is an active can only be used thrice per battle with a cool down of three turns though may be performed in the same time frame as the original technique while the former simply needs to be stated at the start of the battle or within the user’s bio. In spite of all this, this ability can only be used on Fuinjutsu/Barrier Ninjutsu which employs the usage of actual sealing scripts thus those which lack this are unable to be affected.
Declined. Note colored portion. I am extremely hesitant on allowing Ink boosts to be applied to Fuuinjutsu. I just see way too many avenues to abuse this.
(Fugaku Sanjūroku-kei) Thirty-six Views of Mount Fuji
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.
All Things in Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos, ink in general or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.
Territory Creation - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink source (or any sort of ink) within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.
Divinity – Is the final but active ability of the brush, as located on the handle is a seal. This seal exists on the user’s palm as well with the kanji for “Divinity” written. By activating this seal, the user is able to in the event of getting the brush stolen from them would immediately seal the brush back into the seal located on the user. The seals are intertwined with one another – thus no matter the distance, the brush will always come back into the user’s possession unless it is sealed somewhere else and thus remains unreachable. It can also passively be activated to unseal the brush instantly as well into the user’s hand once again. The active ability can be used once per turn with a cool down of two turns. Both applications requires 30 Chakra to activate.