Custom Jutsu Submission - IV

Joestar

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Permission from House to submit techniques similar to the CFS we worked on

(Inton: Satsumaimo ) Yin Release: Ipomoea
Type: SupplementaryOffensive
Rank: S
Range: Short-Mid
Chakra: 50(-20 per turn if sustained)
Damage: 100
Description: The user will weave five handseals and focus their Yin-infused chakra towards a particular object or location. Utilizing Yin's ability to form manifest form from imagination, the user will create what appears to be several limbs(1-4, power divided equally when multiple made) that emerge from the object or location in question. These limbs are, of course, not true flesh and blood, nor are they alive, being purely Yin-infused chakra condensed into a physical form. As such, these limbs are capable of taking on virtually any appearance or size the user wishes, ranging from as small as a normal person's arm to the size of a Boss summon's limbs, so long as they retain the appearance of some creature's limbs. The user can utilize for a variety of purposes, ranging from restraining a target to acting as a battering ram or to grab faraway objects, even capable of manifesting them on his own person to create the illusion that he has grown more limbs. The user can manifest these limbs no less than five meters away from the opponent to inflict damage.These limbs can also be produced on living targets to restrain them, but cannot be used to damage them when used in this manner.

Note: Can only be used three times per battle, requiring a two turn cooldown between usages
Note: No Yang Release, Yin-Yang Release, or non-elemental Ninjutsu can be activated in the same turn this technique is activated


Pretty much revamping King Crimson to do way less, so no bold

(Inton: Kingu Kurimuzon ) Yin Release: King Crimson
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short(Up to Mid-range movement via Epitaph on oneself)
Chakra: 50
Damage: 100
Description: King Crimson is a powerful Stand, manifested at the user's side at the formation of five hand seals and remaining there for its duration of the field, automatically following the user. Humanoid in shape and with a color palette consisting of a blood-red and pale white arranged in a a raised diagonal grid(save for its face, neck, shoulder guards, elbows, hands, abdomen, crotch, knees and feet/footwear), King Crimson is a formidably powerful Stand, capable of dealing tremendous damage through its physical blows. King Crimson's main ability, however, lies defensively, making it somewhat weaker than other Stands of its stature. Known as Epitaph, this ability allows the user to render themselves spiritual in form, becoming intangible like the Hands of the Sloth. This ability allows the user to evade damage or detection (unless with spiritual sensing or senjutsu sensing), being able to transverse the field in this spiritual form like a phantom. Alternatively, King Crimson is also able to render opposing techniques or objects intangible through Yin's natural ability to transform physical form. This renders inanimate objects or techniques into a spiritual form rather than a physical ones to pass through other objects completely. Though it must make contact with the target object to do so and will last for a turn. Entities and techniques with foreign chakra exceeding the amount used to manifest King Crimson cannot be converted.

Note: Can only be activated twice per battle, lasting for four turns per usage
Note: Epitaph, whether used on oneself or another object, can only be utilized once every other turn per usage of King Crimson, but can be activated within the same timeframe as manifesting King Crimson at the cost of a second move slot
Note: Utilizing Epitaph costs a move slot when utilized.
Note: Yang, Yin-Yang, and non-elemental Ninjutsu cannot be activated while King Crimson is on the field, nor can any other Stand techniques.

Approved - Edits in bold
-Reborn

(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 50
Damage: 100(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the Ram hand seal to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are determined by the caster of Black Sabbath and represent a choice the infected must make. The two choices are contrasting absolutes, ensuring that the opponent must make a decision one way or the other(for instance, the choices presented can be "Use Fire jutsu" vs "Do not use any Fire jutsu." The choices are stated to the opponent within the same post Black Sabbath latches to the opponent in, along with specifying the "correct" choice). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow. From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first. Once triggered, the effects of Black Sabbath persist for three turns.
Note: Can only be used 2 times per battle
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.



Revamping Gold Experience a bit, splitting it into two techs, a la Hungry Ghost and Phantom Dragon.

(Inton: Raifu Shotto ) Yin Release: Life Shot
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: The user will weave five handseals, releasing from their body an omndirectional surge of Yin-based chakra. This wave moves rapidly, covering their short-range area in an instant and gradually expanding outwards throughout mid-range. Any targets caught within this "Life Shot" become overloaded with Yin-based energy, increasing the power of their mind exponentially for one turn. Due to their increased mental fortitude, the target will effectively become immune to any mind-based jutsu, such as Genjutsu, for the duration of Life Shot's effect(with the exception of Yin and MS level jutsu). Due to the target's increased mental abilities, their perception of the world around them will likewise increase tremendously, causing them to process information far faster than normal human capabilities. The world around them will slow to a crawl as a result, as their ability to perceive information will become so intense, they become able to perceive everything in slow motion. This intense increase, however, comes at a steep trade-off. While under the effects of Life Shot, the body will not follow the surge of speed of the mind and will be unable to move despite the target still perceiving themselves as moving, creating an out-of-body experience as the target's consciousness separates itself from their body and its capabilities completely.

Note: While the opponent is affected by Time Shot, the user cannot activate any ninjutsu above A-rank
Note: Can only be utilized three times per battle, requiring a three-turn cooldown between usage
Note: No Yang Release, Yin-Yang Release, or Taijutsu above B-rank can be utilized in the same turn
Note: Seals or techniques that are capable of absorbing chakra can block the effects of Life Shot, granted that the technique can absorb the incoming wave of Yin chakra before it affects the opponent

(Inton: Gōrudo Ekusuperiensu ) Yin Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 100
Description: A more powerful version of the Life Shot technique. Rather than the arbitrary release of Yin chakra, the user will weave five handseals and focus their Yin energy into a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Belying its small stature, Gold Experience is a particularly powerful Stand, able to deliver immensely powerful strikes and is capable of moving quite fast at twice the speed of a Kage-ranked shinobi. Gold Experience, like most Stands, possesses a special ability, lying in its nature as a variant of the Life Shot technique. Upon touching another object, Gold Experience can enact a stronger version of the Life Shot technique upon it, imparting the user's spiritual energy into the object. Utilizing Yin's natural ability to transform things, the user will transform the object to appear similar to a life form of his choosing, such as a plant or animal, and can even cause it to appear realistically(for example, a rock transformed to appear as a turtle may look and feel as though it were actually a turtle on the outside). However, as this technique lacks the properties of Yang Release, the transformed objects are not truly alive, lacking their own sentience, chakra, and overall life-force. As such, the transformed objects are capable of acting solely as a familiar, giving it the illusion of being alive; as the user's spiritual energy is used to transform the object in question, it can be freely controlled by the user's consciousness, with anything the familiar perceives being relayed directly to the user's mind. Gold Experience can also transform objects infused with foreign chakra, such as techniques, so long as it is infused with equal or less chakra. The user is capable of passively reverting any transformed object or technique back to its original form at any point. In the case of opposing techniques, the reversion back to original form occurs rather violently and explosively, affecting the short-range area around the reverting technique. Upon striking another living being, Gold Experience is capable of enacting (Inton: Raifu Shotto ) Yin Release: Life Shot upon the target.

Note: Can only be used twice per battle, lasting for three turns
Note: Requires a three-turn cooldown before being used again
Note: No Yang Release, Yin-Yang Release, or non-elemental Ninjutsu may be utilized alongside Gold Experience
Note: Gold Experience can only transform one technique every other turn, and cannot use Life Shot in the same turn it transforms a technique
Note: Any usage of Life Shot through Gold Experience counts as one of Life Shot's three usages per battle
Resubbing these as I accidentally went over the limit last cycle:

(Inton: Kingu Kurimuzon ) Yin Release: King Crimson
Type:
Supplementary/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: N/A
Description: King Crimson is a powerful Stand, manifested at the user's side and remaining there for its duration of the field, automatically following the user. Unlike most Stands, King Crimson is not very physically formidable, instead existing purely as a spiritual manifestation outside of the physical plane. As such, King Crimson is incapable of interacting with the physical world in any way, and thus isn't suited for combat. Rather, King Crimson is a defensive Stand, its creation being based on the Genjutsu Izanagi. Upon its conception, King Crimson induces a Genjutsu on anyone within the battlefield, including the user himself. This Genjutsu lays dormant until King Crimson's secondary ability, Epitaph, is activated, having no other effect hindering or otherwise. Upon being attacked or otherwise targeted by another jutsu or entity, the user will be capable of inducing the effects of Epitaph; Epitaph transforms the user's body, rendering it identical to that of King Crimson's own form and nature as a purely spiritual entity, incapable of being perceived by anyone incapable of sensing other spiritual entities(same as the Reaper of the Reaper Death Seal) (Senjutsu sensing as well). As such, the user becomes incapable of interacting with the physical plane in any capacity other than moving across it. While in this state, the user can avoid enemy attacks by moving through them or around them, effectively allowing the user to dodge techniques as a phantom. While in this spiritual form, the user will interpret the world around them as though it is is frozen in time(Nope), an effect of being disconnected from the physical plane as the user transforms themselves into a spiritual being, similar to Izanagi's effects of converting reality into a Genjutsu. However, naturally, the user will be incapable of affecting anything within the physical plane (Doesn't make sense, you're still bound by the components of time and space even in ethereal form. You're not actually going anywhere), including being unable to cause any harm.

Upon relocating and ending Epitaph, the true effects of King Crimson's Genjutsu goes into effect. This Genjutsu removes the memory of the past turn from all those affected by its spell, including the user. For example, if the user activates Epitaph in response to a fireball being launched at him, he will become capable of avoiding the fireball by moving to another location. This wouldn't stop the fireball in any capacity, with it instead landing as it normally would upon the end of Epitaph. The Genjutsu then takes effect, removing from everyone present the memory of the fireball being thrown towards the user and its landing. This effectively "erases time" from everyone involved, as the user, enemies and allies alike will have no recollection of why the flames have been set to the terrain from the fireball or why the user has relocated. (You tryna do too much here dawg; makes you intangible, freezes time, and now erases memory? And I see here this all one take too so like, no)

Note: Because King Crimson's Genjutsu carries no harmful or hindering effects as it indiscriminately affects those in the terrain, it is continuously applied during King Crimson's presence, rendering it virtually unbreakable (careful now, some don't those words). It cannot be paired with Kuninotokotachi or other Genjutsu altering abilities.

Note: Because King Crimson is incapable of causing any harm or other effects to the battlefield, it can remain by the user's side for 5 turns (4). Epitaph can be activated once every other turn at the cost of a move during King Crimson's activation. Should (If you tryna add another ability after you disappear and all that it's fina be two moves)

Note: No other Stands may be present during King Crimson's duration. King Crimson can only be called forth once three turns. The user is incapable of calling forth King Crimson more than twice per battle.

Declined
-Reborn

(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 70
Damage: 90(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are in direct contrast with each other, determined by the caster of Black Sabbath and represent a choice the infected must make(What if the afflicted simply ignores the presented courses of action? What forces the choice to be made?). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow(Do you hide the choice that acts as the trigger? I mean if you have to post it, wouldn't the meta kinda, you know, ruin it? Not understanding what you tryna do with this). From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first. Once triggered, the effects of Black Sabbath persist for however many turns it takes to trigger the parasite in addition to one (No...Concrete turn of affect).
Note: Can only be used 2 times per battle
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.

Declined
Other than that this is basically re imaged Hungry Ghost with a different affect, see comments...
-Reborn

(Inton: Za Gureitofuru Deddo ) Yin Release: The Grateful Dead
Type:
Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra: 70(-15 per turn)
Damage: N/A
Description: The user will create 5 hand signs in order to summon Grateful Dead. The Grateful Dead is a humanoid Stand covered with eyes. It has no mouth. It lacks legs but has large arms, and it walks on its hands, where each have four huge metal-like and segmented fingers evenly spaced around its circumference. Hanging from its waist, where its legs should be, are four segmented tentacles. The Grateful Dead possess no attack power on its own; instead, its ability is centered on its ability to continuously release and produce Yin-infused chakra in what appears to be the form of a purple smog. This smog does not hinder the sight of anyone on the terrain, but spreads up to mid-range from The Grateful Dead in all directions upon its creation. This smog induces a Yin-level Genjutsu on anyone caught inside of the smog aside from the user himself. The genjutsu pierces through any subversive method to Genjutsu and causes the afflicted to perceive the environment around them as though it is rapidly aging. trees and other plant-life would appear to wither, rocks would begin to crumble and erode, water becomes muggy and eventually evaporates, steel becomes brittle and falls apart, etc. This aging effect is also perceived by the target themselves, causing them to feel as though they are rapidly growing older and frailer. Due to the usage of Yin Release, this Genjutsu is extremely potent on the mind, weakening the target's mental and spiritual energy. Due to believing themselves to be growing older and weaker, the target will become less effective at combat. During the second turn of the Genjutsu, the opponent will become unable to use/sustain more than two jutsu per turn. The third turn of the Genjutsu lowers their speed by two levels, and the fourth turn of the Genjutsu renders them unable to use Taijutsu. Victims of this genjutsu may release the genjutsu through normal means, freeing themselves from the effects of the genjutsu. However, unless they escape the confines of/destroy the smog, they will be placed back in the genjutsu at the end of their phase.

Note: Can only be utilized twice per battle, lasting for four turns each usage
Note: No other Stands may be active while Grateful Dead is active.
Note: While in use, the user cannot activate any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: The Genjutsu of the smog is equivalent to an ordinary S-rank.

Approved
-Reborn


(Inton: Sutā Purachina) Yin Release: Star Platinum
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 60
Damage:
120 (80 beyond short range)
Description:
Star Platinum is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. The user will create 6 hand signs to to summon Star Platinum. Extremely muscular in build and slightly taller than the user, Star Platinum contains a purple color scheme and is a physically formidable Stand. Star Platinum possesses immense power and speed, containing precise movements and capable of moving through the air at speeds equivalent to a Sage's tracking speed when in short-range of the user. Beyond this range, Star Platinum's power decreases to dealing damage equivalent to S-rank through its blows and moves at the speed of a regular Lightning jutsu. Like all Stands, Star Platinum is not truly alive, and is instead merely a projection of the user's consciousness and will. As such, Star Platinum contains only pseudo-sentience, acting according to the user's best interest and will. As an extension of the user's own consciousness and mental energy, anything Star Platinum perceives becomes known to the user instantly(as with all Stands). Star Platinum, like most Stands, also contains a unique ability; in line with its extreme precision, Star Platinum also possess the ability to become ethereal in form. Like the Hands of the Sloth technique, Star Platinum can become intangible to other physical objects. In this state, Star Platinum retains its visibility but becomes translucent. While Star Platinum is capable of becoming intangible passively, reverting back to its corporeal form occupies a move slot from the user.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while Star Platinum is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

Approved
-Reborn

(Inton: Za Warudo) Yin Release: The World
Type:
Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 80
Damage: 100
Description:
The World is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, The World is grey in color and adorned with yellow clothing-like armored plates. Like most Stands, The World also possesses a unique ability, an S-rank Genjutsu known as "Frozen Time." When executed, The World will release from itself a wave of Yin-infused chakra, appearing as though the color of the world around it is being reverted to an inverted color scheme. This wave spreads rapidly, extending up to short-range, and is capable of placing any targets that are caught by this immaterial wave within the Frozen Time Genjutsu. This Genjutsu affects the target's perception of time, severing their senses from the world around them for one turn, effectively shutting them off. Targets caught experience a "total" shut down, with the moment immediately before the Genjutsu sets seamlessly blending into the moment the Genjutsu ends, as though no change had occurred from their point of view. Mental defenses or barriers that are Yin/MS level, or seals capable of absorbing chakra(by absorbing the wave before it lands) can serve to block the Genjutsu.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while The World is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: Frozen Time occupies one of the user's three slots per turn, but can be utilized within the same timeframe as The World's conception
Note: While the opponent is within the Frozen Time Genjutsu, the user cannot activate any ninjutsu but can still utilize The World's physical abilities
Note: Frozen Time can only be used once per usage of The World

Declined

For future reference, All your techniques, new or updates will require hand signs or I'm auto declining. Unless I missed where you establish them as requiring hand signs. Either that or prep time for you to summon/create these stands.
-Daddy
(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 50
Damage: 100(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will add the Ram and Snake hand seals to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are determined by the caster of Black Sabbath and represent a choice the infected must make. The two choices are contrasting absolutes, ensuring that the opponent must make a decision one way or the other(for instance, the choices presented can be "Use Fire jutsu" vs "Do not use any Fire jutsu." The choices are stated to the opponent within the same post Black Sabbath latches to the opponent in, along with specifying the "correct" choice). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow. From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first.
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.

¤ Approved, edited and removed a redundant line ¤

(Inton: Sutā Purachina) Yin Release: Star Platinum
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 60
Damage: 80
Description: Star Platinum is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, Star Platinum contains a purple color scheme and is a physically formidable Stand. Star Platinum possesses immense power and speed, containing precise movements and capable of moving through the air at speeds equivalent to a Sage's tracking speed when in short-range of the user. Beyond this range, Star Platinum's power decreases to dealing damage equivalent to A-rank through its blows and moves at the speed of a regular Lightning jutsu. Like all Stands, Star Platinum is not truly alive, and is instead merely a projection of the user's consciousness and will. As such, Star Platinum contains only pseudo-sentience, acting according to the user's best interest and will. As an extension of the user's own consciousness and mental energy, anything Star Platinum perceives becomes known to the user instantly(as with all Stands). Star Platinum, like most Stands, also contains a unique ability; in line with its extreme precision, Star Platinum also possess the ability to become ethereal in form. Like the Hands of the Sloth technique, Star Platinum can become intangible to other physical objects. In this state, Star Platinum retains its visibility but becomes translucent. While Star Platinum is capable of becoming intangible passively, reverting back to its corporeal form occupies a move slot from the user.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while Star Platinum is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

(Inton: Za Warudo) Yin Release: The World
Type:
Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 80
Damage: 80
Description: The World is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, The World is grey in color and adorned with yellow clothing-like armored plates. Like most Stands, The World also possesses a unique ability, an S-rank Genjutsu known as "Frozen Time." When executed, The World will release from itself a wave of Yin-infused chakra, appearing as though the color of the world around it is being reverted to an inverted color scheme. This wave spreads rapidly, extending up to short-range, and is capable of placing any targets that are caught by this immaterial wave within the Frozen Time Genjutsu. This Genjutsu affects the target's perception of time, severing their senses from the world around them for one turn, effectively shutting them off. Targets caught experience a "total" shut down, with the moment immediately before the Genjutsu sets seamlessly blending into the moment the Genjutsu ends, as though no change had occurred from their point of view. Mental defenses or barriers that are Yin/MS level, or seals capable of absorbing chakra(by absorbing the wave before it lands) can serve to block the Genjutsu.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while The World is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: Frozen Time occupies one of the user's three slots per turn, but can be utilized within the same timeframe as The World's conception
Note: While the opponent is within the Frozen Time Genjutsu, the user cannot activate any ninjutsu but can still utilize The World's physical abilities
Note: Frozen Time can only be used once per usage of The World

(Inton: Gōrudo Ekusuperiensu ) Yin Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mind
Chakra: 60
Damage: N/A
Description: Gold Experience is a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Due to its small stature, Gold Experience is not particularly strong, only able to deal damage equivalent to a freeform blow from its user. However, it makes up for its lack of power in speed, able to move at twice the speed of a Kage-ranked shinobi. Gold Experience possesses a unique ability known as "Life Shot;" upon physically striking another living being, Gold Experience will passively overload them with Yin-based energy, increasing the power of their mind exponentially for one turn. Due to their increased mental fortitude, the target will effectively become immune to any mind-based jutsu, such as Genjutsu, for the duration of Life Shot's effect(with the exception of Yin and MS level jutsu). Due to the target's increased mental abilities, their perception of the world around them will likewise increase tremendously, causing them to process information far faster than normal human capabilities. The world around them will slow to a crawl as a result, as their ability to perceive information will become so intense, they become able to perceive everything in slow motion. This intense increase, however, comes at a steep trade-off. While under the effects of Life Shot, the body will not follow the surge of speed of the mind and will be unable to move despite the target still perceiving themselves as moving, creating an out-of-body experience as the target's consciousness separates itself from their body and its capabilities completely.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: While the opponent is affected by Time Shot, the user cannot activate any ninjutsu above S-rank
Note: Time Shot can only be used once per usage of Gold Experience

¤ All Approved ¤

(Fuuinjutsu: Wan Fō Ōru) Sealing Arts: One For All
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: One For All is a star-shaped seal that is placed upon the back of the user's neck near the apex of the shoulder. The seal normally remains dormant, becoming active upon the creation of a clone of some kind. Normally, the user's chakra is divided between the clones he uses, with this seal being created to circumvent that restriction to a limited extent. Rather than divide the user's chakra in order to sustain the clone, this seal instead links the clone directly to the user's chakra system. As such, whenever the clone utilizes a technique, One For All will draw the chakra from the user's chakra system through itself and into the clone for usage. This link does not hinder the user's ability to mold their chakra, allowing them to perform their own jutsu while the clone is performing theirs. This effect only manifests when one other clone is utilized(two for Shadow Clone Specialists). Any higher will render the seal inactive again, splitting the user's chakra as normal once more. The seal remains active so long as the clone is present.

Declined. Fuuin like this can't really be done anymore after Scorps's changes to Fuuinjutsu 2/3 years ago. They aren't just scripts that perform actions like this, they have to actually seal or unseal something.

Declined. Upon further deliberation, this was decided to implicitly be a seal. However, this seal invalidates the Shadow Clone specialty (clones return 50% chakra when dispersed). Go to Vex with any complaints you may have!

(Fuuinjutsu: Ōru Fō Wan ) Sealing Arts: All For One
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: All For One is a seal that takes the form of three dots that appear on the user's ear lobe. Normally dormant, All For One will go into effect upon the usage of another technique that seeks to drain the opponent's chakra without transferring it back towards the user. Upon the usage of said techniques, this seal will directly connect to the user to such techniques, granting them the ability to steal the opponent's chakra in order to transfer it directly back to the user's own chakra pool. This technique can be activated a maximum of four times according to the user's volition, able to be activated within the same timeframe as the chakra-draining technique.

Declined. Conceptually this idea is viable. The flaw I see with this is how does a body seal achieve this connection?
Revamping Gold Experience a bit, splitting it into two techs, a la Hungry Ghost and Phantom Dragon.

(Inton: Raifu Shotto ) Yin Release: Life Shot
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: The user will weave five handseals, releasing from their body an omndirectional surge of Yin-based chakra. This wave moves rapidly, covering their short-range area in a gradually expanding outwards wave throughout mid-range. Any targets caught within this "Life Shot" become overloaded with Yin-based energy, increasing the power of their mind exponentially for one turn. Due to their increased mental fortitude, the target will effectively become immune to any mind-based jutsu, such as Genjutsu, for the duration of Life Shot's effect(with the exception of Yin and MS level jutsu). Due to the target's increased mental abilities, their perception of the world around them will likewise increase tremendously, causing them to process information far faster than normal human capabilities. The world around them will slow to a crawl as a result, as their ability to perceive information will become so intense, they become able to perceive everything in slow motion. This intense increase, however, comes at a steep trade-off. While under the effects of Life Shot, the body will not follow the surge of speed of the mind and will be unable to move despite the target still perceiving themselves as moving, creating an out-of-body experience as the target's consciousness separates itself from their body and its capabilities completely.

Note: While the opponent is affected by Time Shot, the user cannot activate any jutsu above A-rank
Note: Can only be utilized three times per battle, requiring a three-turn cooldown between usage
Note: No Yang Release, Yin-Yang Release, or Taijutsu above B-rank can be utilized in the same turn
Note: Seals or techniques that are capable of absorbing chakra can block the effects of Life Shot, granted that the technique can absorb the incoming wave of Yin chakra before it affects the opponent.

¤ Approved ¤

(Inton: Gōrudo Ekusuperiensu ) Yin Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 100
Description: A more powerful version of the Life Shot technique. Rather than the arbitrary release of Yin chakra, the user will weave five handseals and focus their Yin energy into a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Belying its small stature, Gold Experience is a particularly powerful Stand, able to deliver immensely powerful strikes and is capable of moving quite fast at twice the speed of a Kage-ranked shinobi. Gold Experience, like most Stands, possesses a special ability, lying in its nature as a variant of the Life Shot technique. Upon touching another object, Gold Experience can enact a stronger version of the Life Shot technique upon it, imparting the user's spiritual energy into the object. Utilizing Yin's natural ability to transform things, the user will transform the object to appear similar to a life form of his choosing, such as a plant or animal, and can even cause it to appear realistically(for example, a rock transformed to appear as a turtle may look and feel as though it were actually a turtle on the outside). However, as this technique lacks the properties of Yang Release, the transformed objects are not truly alive, lacking their own sentience, chakra, and overall life-force. As such, the transformed objects are capable of acting solely as a familiar, giving it the illusion of being alive; as the user's spiritual energy is used to transform the object in question, it can be freely controlled by the user's consciousness, with anything the familiar perceives being relayed directly to the user's mind. Gold Experience can also transform objects infused with foreign chakra, such as techniques, so long as it is infused with equal or less chakra. The user is capable of passively reverting any transformed object or technique back to its original form at any point. In the case of opposing techniques, the reversion back to original form occurs rather violently and explosively, affecting the short-range area around the reverting technique. Upon striking another living being, Gold Experience is capable of enacting (Inton: Raifu Shotto ) Yin Release: Life Shot upon the target.

Note: Can only be used twice per battle, lasting for three turns
Note: Requires a three-turn cooldown before being used again
Note: No Yang Release, Yin-Yang Release, or non-elemental Ninjutsu may be utilized alongside Gold Experience
Note: Gold Experience can only transform one technique every other turn, and cannot use Life Shot in the same turn it transforms a technique
Note: Any usage of Life Shot through Gold Experience counts as one of Life Shot's three usages per battle

¤ Declined, if it acts as a familiar, it will need to drain chakra per turn to sustain itself, not just an initial chakra cost. The use on foreign techniques is too much as well, it will need to go. Given that the detailed ability is initially explained as an advanced Life Shot, you will have to actually make this the case as this currently doesnt resemble that parent technique, or simply remove that phrasing. ¤
 
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Korra.

Sage of Snakes
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Bio with Snakes, SM and Med https://animebase.me/threads/sage-of-snakes-avatar-korra-v-9-wse.766621/#post-21891852

(Iryo Ninjutsu : Hebisēji ishoku ) Medical Ninjutsu: Snake Sage Transplant
Type:
Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: Using medical ninjutsu, Korra would take a DNA sample from the White Snake Sage and injected/transplant into her arm similar to how Kabuto injected oro/Sound 5 DNA into his. This version Korra made is instead is to enhance Korra's Sage Mode abilities. Utilizing the White Snake Sage DNA Korra is able to gather senchakra faster and while being on the move to overcome having to stay still to gather senchakra. The DNA allows Korra to start with 100 senchakra at the start of the battle. During the battle, the DNA is able to gather 30 senchakra points per turn for the user. The DNA also makes the arm more strong and able to block basic ninja tools and weapons without a scratch and being able to break tools with the arm. This does not allow the user to have more senchakra than they can have.
Note: Must know Medicial Ninjutsu and Snakes Summons
Note: Only usable by Korra
Note: Must be placed on the user's bio
What it looks like
You must be registered for see images

¤ Declined, Med/animal experimentation wont be approved. I thought I was clear on that last cycle, but submissions such as these are a DNR. Even if allowed, this technique itself wouldnt be. ¤

(Dekishi no Toraidento) - Trident of the Drowned
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40)
Damage Cost: N/A (+20 to Water)
Description: The Trident of the Drowned is a special trident created by the Korra and the Drowned. This trident turns the user water to Dead Water which is water that is enhanced with poison. The Trident has a compartment that allows the user to add a vial of their custom poison or any type of poison they get a sample of. With the poison in the trident, The Trident takes the user’s water chakra and infuses it with water ninjutsu and gives water ninjutsu the same properties as the poison as well as giving the water a black/purple color along with a damage boost to water ninjutsu. The Trident has the ability to summon forth a massive source of water around the same size as Greater Colliding Wave. The water source is also infused with poison making it dangerous to user’s that aren’t immune to the type of poison they are using. Using this counts as a move.

Note: Must state in bio which type of poison the Trident is using
Note: Must be taught by Korra
You must be registered for see images

¤ Declined, Poison use needs to count as a move per turn and need a cap on how many times it can be attempted per turn. Same with the summoning of water, which also needs to be ranked. The "any type of poison" line needs better limitation as well. ¤
 
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Onii Chan

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- I'll be replacing my CW if this is approved, if necessary i give full permissions to use my old one to LGeezy. If not otherwise just delete it if its okay with him as well ! - https://animebase.me/threads/anteiku-あんていく.745075/#post-21752940

(Ugoku-Yoroi) - Alphonse
Type:
Weapon
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: Ugoku-Yoroi (english: Moving Armor) is just like what it says, a set of moving independent pure steel armor with multiple layers making it the most thick technique in the steel/koton release category. This armor is often or not almost alive, with its own personality and traits like any human-being therefore it has a name: Alphonse. A technique considered to be majority steel ninjutsu. His stature appears to be towards the tall factor, standing a maximum of 6 foot. Due to his husked heavy armor his weight is often considered equal to that of multiple anvils ideally his thickness is often referenced towards the same representation. The helmet that comprises Al's face is adorned with a large, conical horn in the middle of the forehead, has a pair of parallel, horizontal vents beneath each half-moon eye hole and a fang motif just above the protruding chin. The top of the helmet also sports a ribbon of white hair that hangs down to the small of the suit's back. The trunk of the body also consists of a removable breastplate with a protruding, triangular shelf on the chest just below the throat guard, a high collar that extends out of the back and surrounds the rear and sides of the neck, and a large, circular leather patch on either side of the abdomen. A breechcloth covers the groin and painted on the left shoulder is a red Flamel. Al's armor body also appears to have a triple spike motif, as each shoulder is adorned with a trio of large conical spikes lined in a row and each elbow, knee, and foot carries small, spiky protrusions as well. In many ways, Alphonse's calm and passive disposition exists as a foil to his older brother's (Edward Elric) more abrasive personality. Al is kindhearted, notably compassionate and patient almost to a fault, acting often out of protective selflessness for his loved ones, new friends and sometimes even toward his enemies. He has always displayed a significantly higher level of maturity than Edward. Though Al is as passionate as his brother, he has remarked that his anger takes longer to spark and jokes that he is always beaten to the punch by Edward's outbursts.

Abilities
Although Alphonse has no real special traits his only real one is his thick armor therefore his own defenses acts as a human sized shield for the user. The amount of steel that consists of the comprise of his own armor allows Alphonse to take any S-ranked technique directly to his structure twice then his armor weakens to which then will be so weak that any A-rank or above will disable him entirely. This unique defensive trait even ignores the weaknesses to steel as the thickness of the armor will tank the impact entirely therefore only leaving battle scars on the armor. This tanking ability costs a singular move to do and will cost multiple moves after if Alphonse continues to act as a shield for more than one technique in the same post. Furthermore due to his weight, size, and body Alphonse is able to single handily crush the adversary by hugging them or falling directly onto their person thus crushing the bones but not killing them. While Alphonse doesn't indirectly have any outrageous technique to match his stature in size he does have the ability to cast the same basic elemental jutsu as the user if all fails (steel included), however will ideally cost the user a move if they want him to perform one.




Declined: the chief issues are its form and sentience but more so the latter; ergo, that needs to be the first thing addressed herein. Sentience such as you've described will require Yang Release and hence, reduces Alphonse at this time to being a hunk of steel and/or an ordinary puppet—neither of which is suited for a CW. Moving on, there are other prominent issues. If this is to be the byproduct of Steel Release, then it must abide by the S/W of said AE. Of course, there are ways to adjust S/W but not by default, not like that. Another issue was the rather vague last sentence of the abilities paragraph. Right now, that last bit looks like too much regardless of future attempts; however, you should still be cognizant of basic requirements that need to be met when delineating abilities. Be specific and don't contradict. So for starters, how would the CW have been able to cast "the same basic elemental jutsu as the user"? That has to be explained. And if it explicitly states "basic elemental jutsu", should the one reading it be thinking of basic elements or something else? Because in the case of the former, to then say "steel included" would contradict the prior statement.

-Pekoms

(Ōihimoaki) - Strings of the Fallen Kingdom Technique
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This jutsu is the mixture of puppetry and steel, allowing those who focus on both attributes to succeed in battle with full proficiency. This technique is used within the same timeframe as a steel technique and will cost a additional moveslot on top of the original technique that which this one was casted on. Amongst the steel upon activation of this jutsu will gift the said steel with special strings, almost molecular in size, hidden within its own comprise and wont be visible unless in the presence of a dojutsu user. These strings are of steel nature and will be of S-ranked stature, this wont add anything regarding strength/durability/rank upon the technique that this one was casted on and will only be effective via its special trait. Once a technique that this jutsu was attached to gets destroyed the strings will reveal as the steel pieces from the technique that this jutsu was attached to fly out in all directions and thus will activate the special trait of the strings. Amongst breakage the strings will tighten up like wire and will then proceed to reel in the pieces back into its own place; essentially repairing the comprise of the structure almost perfectly. The strings will stay there until broken completely and both the strings and technique associated will degrade a singular rank with each repair.
- Can only be used three times per battle
- Cooldown of three turns after initial usage, not counting trait activation

¤ Declined, clashes with a Puppet technique by Daemon. ¤

(Kōton: Suba-Ressha) Steel Release: Great Train Technique
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique upon activation of three hand seals will summon forth a god-like sized old fashioned train of pure steel combined with a coal engine and a frontal guard with a entire inside if the user decides to jump inside. This mechanism will drive itself from the sides and thus into the battlefield with great speeds; its coal engine fueled with its steel, wheels, and chakra infused gas it gifts this technique a 2x speed boost from a calculated base speed of a ninja without any boosts toward speed. Once entering the battle zone its horn will blow thus alerting the enemy to its presence and will proceed to ram the adversary head on if not countered.
- Can only be used twice per battle

¤ Declined, submitting vehicles of any kind need to have the Mechanic specialty first. In addition to this, it cannot utilize coal powered engines as Coal is a CE and Creation of a Steel jutsu does not naturally summon coal either. ¤
 
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Zatanna

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Status
(Sora no karada) - Empty Body
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description:
One effect of chakra enhanced taijutsu is the ability to produce a huge amount of force into a singular blow, often which goes unsuspected upon first glance. This taijutsu maneuver deals no damage on the opponents mind, but is more directed to break their spirit, as well as their psychological strength. Gathering the users strength into a single fist or foot, they will then punch forward or stomp down with as much force as they possibly can, producing a large scale rush of wind, or expansive shockwave from the point of contact. Depending on how close the opponent(s) are to the user, will determin the effect of this mental attack. While an opponent is in long range, they will be unable to move more than 5m in the next turn but still able to use their body. If in medium range, The opponent will feel a panic wash over them as they feel paralyzed for the next turn, frozen in fear. If in short range, the closer the attack the stronger the effect, and the opponent will be paralyzed for the next turn and have lost the ability to concentrate to mold chakra for the next turn as well.
Notes:
-Can only be used once per battle

Declined: Either make this a genjutsu or just use Killing Intent.- Daemon

Burebusu Deturoito Sumashu | Reverse Detroit Smash
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description:
Utilizing earth release first, the user lowers a section below the ground in front of themselves creating an airtight cavern. Then using extreme strength, the user smashes down shattering a medium size hole within short range of themselves, creating a suction like effect as the wind is caught in a pressurised vacuum to fill the chasm that was created prior. This force is strong enough to draw in a large sized summon from long rage to short range of the user.
Notes:
-Chasm size is able to be as large or as small as the user wants
-Can only be used 3 times per match with a 1 turn cooldown inbetween uses.
-Only those with enhanced strength (EIG, CEH) can resist the suction.

Declined: Everything in Bold and Gold is a hard no.- Daemon
(Genjutsu: Sora no karada) - Illusionary arts: Empty Body
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description:
A move designed to shock opponents, the user weaves 3 seals and gathers chakra placing opponents into a paralysing genjutsu. Gathering the users strength into a single fist or foot, they will then punch forward or stomp down with as much force as they possibly can, producing a large scale rush of wind, or expansive shockwave from the point of contact. The opponent will feel a panic wash over them as they feel paralyzed for the next turn, frozen in fear.
Notes:
-Can only be used twice per battle
-2 turn cooldown between use


¤ Declined, for starters. Lower rank to A, we dont approve S rank paralyzing Genjutsu. Second, the Gen itself needs work; punching the ground and somehow causing a rush ir wind shouldnt logically panic and paralyze the opponent. ¤


Burebusu Deturoito Sumashu | Reverse Detroit Smash
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description:
Utilizing earth release first, the user lowers a section below the ground in front of themselves creating an airtight cavern. Then using extreme strength, the user smashes down shattering a medium size hole within short range of themselves, creating a suction like effect as the wind is caught in a pressurised vacuum to fill the chasm that was created prior. the sheer force of the suction draws in the targets causing them to become trapped and crushed below
Notes:
-Can only be used 3 times per match with a 1 turn cooldown inbetween uses.

¤ Declined, if this first requires Earth Releass, it's an Earth Jutsu. If so, why would an Earth Jutsu cause a suction effect with the wind? It creating a hole beneath the opponent would only cause everything above it to naturally fall in, not force a vacuum and suction of air. ¤
 
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Priest

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Discussed with my teacher as you suggested.


Yin Release: Pentecost - Inton: Pentekosute
Type: Supplementary
Rank: S
Range: N/A
Chakra: 70 (-15 per turn active)
Damage: N/A
Description:
Using the same logic and Yin Release: Change into Heaven where a technique is made neutral to other techniques, the user would imbue a technique of his with yin energy. This however would not make the technique change form nor would it make it neutral to the basic five. The yin energy would make it able to play on equal terms with yin release techniques. Techniques with Pentecost infused would become immune to the chakra draining properties of Yin Release techniques and users up to the rank of the infused technique. If applied to techniques that remain on the field for multiple turns, the user must fuel it with additional chakra per turn. This infusion technique can only be used on a single technique per use and can be used 3x per battle. Due to not being a standalone technique, Pentecost can be used in the same timeframe as another technique.
Approved - edits made
-Reborn
Yin Release: Pentecost - Inton: Pentekosute
Type: Supplementary
Rank: S
Range: N/A
Chakra: +70 chakra to infused technique (-15 per turn to sustain)
Damage: N/A
Description:
Using the same logic and Yin Release: Change into Heaven where a technique is made neutral to other techniques, the user would imbue a technique of his with yin energy. This however would not make the technique change form nor would it make it neutral to the basic five. The yin energy would make it able to play on equal terms with yin release and yang release techniques. Techniques with Pentecost infused would become immune to the chakra draining properties of Yin Release and Yang Release techniques and users up to the chakra of the infused technique. If applied to techniques that remain on the field for multiple turns, the user must fuel it with additional chakra per turn. This infusion technique can only be used on a single technique per use and can be used 3x per battle. Due to not being a standalone technique, Pentecost can be used in the same timeframe as another technique.

¤ Update Declined, edits suggested don't add up to warranting an update. Techs combatting Yin are capable of combatting Yang by default and infusing +70 chakra to techs wouldnt be approved either way. ¤

Inton: Ochi - Yin Release: Fallen
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: N/A
Description:
Fallen is a dark translucent spiritual familiar which is made entirely of Yin energy and shaped according to the user's taste. Fallen is ethereal in nature and can not physically be affected by matter but techniques that are spiritual in nature.
Fallen has a passive ability called "Tearless Ending" which enables him through the use of "Change to Heaven" convert spiritual energy mixed water molecules in the air into snow. This yin infused snow falls on a global scale(current landmark) (Long range, not letting you do all this on an entire landmark) and anyone apart from the user and allies who touches it would be infused with potent yin energy. This will immensely dampen their spiritual energy and will immediately make them fall into deep slumber the next turn (More than one turn). Like Fallen, these snow would not interact with matter except the posses any kind of spiritual energy. Actively, the familiar can use yin techniques that the user is able to use while(If it is not physically capable of interacting with the world it cannot use techniques that do, re-word to express this) siphoning chakra from its owner to use them. Fallen is able to retreat into the user, merging with him or a technique of his that is currently present so as to hide in plain sight. However, destroying the user or the technique would end Fallen. An advantage of merging however is that the presence of Fallen reinforces the user or the technique against foreign yin spiritual properties of the same chakra as Fallen and below(Remove).
Requires six handseals to create Fallen.
Tearless ending lasts for 4 turns after which Fallen is left with its active abilities
Usable twice per battle
While Tearless Ending is in play, the user is unable to use above A-rank Yang techniques

Declined
-Reborn
Inton: Ochi - Yin Release: Fallen
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: N/A
Description:
Fallen is a dark translucent spiritual familiar which is made entirely of Yin energy and shaped according to the user's taste. Fallen is ethereal in nature and can not physically be affected by matter but techniques that are spiritual in nature. Fallen has a passive ability called "Tearless Ending" which enables him through the use of "Change to Heaven" convert spiritual energy mixed water molecules in the air into snow. This yin infused snow falls up to long range and anyone apart from the user and allies who touches it would be infused with potent yin energy. This will immensely dampen their spiritual energy and will make them fall into deep slumber after three turns. Like Fallen, these snow would not interact with matter except they posses any kind of spiritual energy. Actively, the familiar can use yin techniques that the user is able to use while siphoning chakra from its owner to use them. The yin techniques however, are those that is not physical in nature. Fallen is able to retreat into the user, merging with him or a technique of his that is currently present at the cost of a move per turn as to hide in plain sight. However, destroying the user or the technique would end Fallen, or if 4 turns go by, whichever is shorter.
Requires six handseals to create Fallen.
Snow only falls for 4 turns
Usable twice per battle
While Tearless Ending is in play, the user is unable to use above Yang Release techniques.

¤ Approved, removed the direct contact aspect from merging given this will already create an entity and snow that cannot be interacted with physically, also made smaller edits for approval. ¤

Inton: Sono Hoka no Karada - Yin Release: Other Body
Type: Supplementary
Rank: S
Range: Short
Chakra: 100 p/ neutralization
Damage: N/A
Description:
User create from pure yin energy, an epidermal skin. Would not protect the user from physical or energy techniques not would it interact normally with any matter but would serve as a cushion for foreign parasitic yin and yang energies or techniques as they see the false skin as their target instead of the user. They would be drawn to the skin and infect it but due to the make up of the skin, they would end up being neutralized and rendered innert. Skin can only be made once but would be able to neutralize techniques three times before it vanishes. Skin recharges itself from the user's chakra after neutralizing a technique and until 3 neutralizations are used up. Before then it continues to lay dormant on the user. The skin is able to neutralize parasitic yin or yang technique up to the same chakra and below. Parasitic qualities of yin or yang technique the skin looks out for are those that seeks to cause imbalance between the yin and yang energy of the user in any form. Forming the skin is passive in nature but neutralization would take a move slot though happens autonomously.

¤ Declined, 100 chakra too high for starters. One use won't be able to neutralize 3 techniques either, it will be a 1:1 use at best, and passively forming is also a no. Has no limitations or drawbacks as well. ¤

Custom Kin
https://animebase.me/members/priest.36235/#dbtech-shop-inventory

Kinjutsu: Herena no Ibutsu - Forbidden Arts: Relics of Helena † Arc of Covenant
Type:Supplementary
Rank: Forbidden
Range:N/A
Chakra: 150
Damage: N/A
Description:
A forbidden self reincarnation technique based on the spiritual hands of the netherworld from Impure World Seal Destruction and Shinigami from Dead Demon Consuming Seal. The user would have made a covenant with the shinigami, in return, the shinigami would claim his body and soul whenever he looses the will to fight or whenever he dies after his deal with the shinigami is used up. When this happens, a portal would open instantly behind the user and a powerful suction would drag the user into the shinigami's hands while the portal disappears.
The covenant is the shinigami would one time per battle, help the user cheat nature and death. By drawing the user's chakra, lifeforce and physical/spiritual energy in it's raw form just before he dies, the shinigami would return the user to the plane of existence whenever he is killed in battle either through physical damage, snuffing out his spiritual essence or erasing his entire existence while using his life essence and energies to give him a physical body, spirit and soul that is totally free from damage. The shinigami would rejuvenate the user completely to his sound form though he can only give him back half of his maximum chakra even if the user had maximum chakra before his death. The way this works is simple. When the user dies, the shinigami would automatically and autonomously collect the user's body, soul and entire essence in any plane of existence. Then via a portal linked to the Netherworld, the user is spat out after rejuvenation. Rejuvenation takes a day in the Netherworld, but the time it would take the shinigami to grab the user and return him in the normal plane of existence is instantaneous. The user cannot be returned within 5 meters of his opponent should he be in battle.
Usable only one time per battle.
The covenant is applicable to the bio and thus this technique must be mentioned in it. Activation of this jutsu upon the user's death would count as two moves from the user's next turn, though used autonomously by the shinigami.
The chakra used for the technique is deducted at the beginning of a match or RP.

Declined: I'm fine with the whole once per battle resurrection thing. But this also functions as an instantaneous teleport that places you anywhere in the battle that you want (as long as it's not within 5 meters of the opponent). That part I can't allow. Also this tech probably won't be able to bring you back if your existence is erased. When your existence is erased, your soul is typically erased also, so the shinigami aint bringing you back. - Daemon


Kinjutsu/Inton: Nōsatsu - Forbidden Art/Yin Release: Voodoo
Type: Offensive
Rank: S
Range: N/A
Chakra: 100(per punishment)
Damage: (depends)
Description:
A forbidden jutsu that deals harsh punishment to those who break its rules.
This jutsu has two stages, the set up and the activation. The setup is the process of registering those who would be bound by the rules of the jutsu. A living being can be registered by making contact with them, their essence (chakra/DNA etc) or coming in contact with their jutsu while more than one target could be bound to this jutsu. The rule of the technique simply prohibits others from using spiritual based techniques on the user, affecting the user with mind/mental/spiritual techniques. Whoever breaks this rule would make everyone bound by the rule face the consequences. Setting up as described is passive in nature. The second stage of the technique activates after the user must have finished setting up the bounding process. The punishment activates whenever the user receives a spiritual/mental damage from any of the registered target. Upon reception of the damage, all the targets bound to this technique will instantly receive double of the equivalent spiritual damage. Even if not damaging, a jutsu that causes hindering/debilitating effects affecting the user mentally/spiritually, would immediately affect the targets two folds. Punishment would be dished out to the bounds regardless if the user has put up a defense against the spiritual jutsu or defends against the damage since the jutsu only triggers via the offensive attempt on the user. Punishment can only be dished out 3 times per battle after which voodoo ends. Punishment would take a move slot though autonomous after the setup is complete.
Can only be set up once per battle
No Yang and Yin-Yang technique the same turn a punishment is dished out.
 
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Rucken

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(Mythical) Summoning Animal: Caladrius
Scroll Owner: Rucken
Other Users who have signed contract: N/a
Summoning Boss if existing: Plutara
Other Summoning Animals tied to contract: N/a
Description and Background: Lore: The caladrius is a mystical creature, of chakra pure-white (with a very little mixture of gold like feathers) bird of healing, found in the Purity Dimension. Like the phoenix, its of similarity, but to a heron in shape and behavior. It has a legendary ability to heal illness by absorbing it into itself. Though very rare, they are endless pursued for this purpose by many. Only tamed and a with pact to Ikiru Uchiha, and those he deems worthy. A Caladriusis a large and rare Bird, with feathers made of healing chakra as white as snow. so white they glow fading out in golden shine. Stories were told of how if these birds looked into the face of a sick person, then they would live. But if the Caladrius looked away, then the person would die (able to drain chakra). The bird acts as a sponge, drawing out an illness and taking it inside. Then flying up towards the sun (homeland) and destroying the disease within it.

Abilities: A "Cladrius Care" is when the summon chooses whom to heal and whom not to heal by deciding to look at them, or to look away. Upon acceptance, the caladrius absorbs all illness (heals damage equal to rank of summoned caladrius) the creature is experiencing into itself, changing its brilliant white plumage to a dull gray in the process. To heal itself, the user will release the summon back into it's home land (applies only to basic summons), where it can be purified. A caladrius is immune to all diseases, poisons and, even toxic fumes. This also extends into their passive ability to overcome energy-related attacks (Equal to summon's Rank) with their ever cooling/refreshing chakra shroud from their healing chakra feathers.

Contract Signers Summon Pact: When in a pinch, user of this summoning contact during battle, the CSC seal will be released passively. This special summoning contact seal upon their body activates when the user's chakra drops below 50% of their total max. chakra total. Spreading across their body as it expands upon the user (like a curse-mark), it will draw out a Caladrius's healing chakra which will then give a burst of healing (+10 to both Healing and recovering chakra per turn, max 100. Once per match) to continue the full on frontal assault.

Restrictions: Contact users, must be able to use Medical NInjutsu.
Depiction:
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Declined: plagued with issues but chief among them is contract-wide healing, which won't be permitted. Other abilities were excessive too.
-Pekoms
Summoning Animal: Caladrius
Scroll Owner: Rucken
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: Lore: The caladrius is a mystical creature, of chakra pure-white (with a very little mixture of gold like feathers) bird of healing, found in the Purity Dimension. Like the phoenix, its of similarity, but to a heron in shape and behavior. It has a legendary ability to heal illness by absorbing it into itself. Though very rare to find, they are endlessly pursued for this purpose by many. Only summoned and a with pact to Ikiru Uchiha who was deemed of great innocence, he is now the only one decides those he deems worthy to summon a Caladrius. A Caladriusis a large and rare Bird, with feathers made of healing chakra as white as snow. so white they glow fading out in golden shine. Stories were told of how if these birds looked into the face of a sick person, then they would live. But if the Caladrius looked away, then the person would die (able to drain chakra). The bird acts as a sponge, drawing out an illness and taking it inside. Then flying up towards the sun (homeland) and destroying the disease within it.

Abilities:
i. All summons can use Medical ninjutsu equal to the user's rank. Each summon has the ability to recover/ heal the user equal to the summon's rank but by one rank lower. Therefore an B-rank summon can heal the user C-rank Damage, at a cost of releasing the summon.
ii. Once per match, if users of this contact their health pool drops below 50% of their total, passively the user's contract seal will trigger and summon a regular Caladrius (B-rank) upon their shoulders.
iii. S-rank or above Caladrius summons while around the user (short range) they can passively recover 2% of the user's chakra per turn.



Declined: that first perk disregards the prior check. A legendary contract is better suited for what you want.
-Pekoms


(Moira) — Smoke Ninjutsu: Evanescence
Type: Defensive/ Supplementary
Rank: A
Range: Short – Mid
Chakra Cost: 30
Damage Points: N/a
Description: With a single handseal, the user moves all smoke substances connected to them, which must had been/ were created by their chakra (passively) in close range to them, to move across the field into another place within their senses, thus to creating Evanescence. This jutsu is still bound by all movement restrictions that the user will/ would normally be under but, to all others, they would appear that they disappeared from view as they evaded an attack/ incoming threat. Leaving behind only wisps of black smoke and aftermath sound effects as they relocate to a new place, similar to '(Kawarimi no Jutsu) - Change of Body Stance Technique'. While moving, they're also completely immune to all physical damage (unless they are elementally based), allowing them to phase through some physical material. Despite the speed, Evanescence isn't direction-locked. They can, with some training move in curved paths and, eventually fade to hiding in places or even turn around their enemies to attack from behind, i.e:
Depiction:
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Note: Can only be used every other turn.
Note: This jutsu takes 1 extra jutsu slot to utilize.

¤ Declined, replications of Body Flicker or Change Into Body Stance aren't allowed. This functions as this, DNR. ¤
 
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Gutsy

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(Mede~yusa Ta Atama-ju) — Medusa The Multi-headed Beast
Type: Offense
Rank: S
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: Derived from Jiraiya studying an ancient civilization and religion, he came upon a deity known as Medusa, whom was known for having snakes instead of hair on her head. These snakes petrifying gaze would petrify anyone whom would look upon her. Jiraiya drawing inspiration from this, created his own technique. Jiraiya would cause his hair to grow to enormous proportions, creating seven large snake-like bodies of hair, with heads of that of lions. The long, snake like bodies created of his hair extend far into long-range from him, and even though it may look smooth, the very hair has spikes and needles of hair that pokes out, which is harder than steel like the rest of the hair. The heads of these seven beasts have large manes and they are utilized to quickly extend and strike their targets from different directions. These seven lion headed snakes are all going to attack simultaneously, upon Jiraiya manipulating them, aiming to strike and constrict the targets movement, severely injuring them with their bodies, before the largest of the seven heads will strike down from above, devouring the target and forcing them down into its “throat” which is filled with blades of hair that will tear and shred through anything coming down. In addition to the sheer power and forceful danger that lies within the hair, each head has a unique seal applied to their mouth which allows Jiraiya to release it upon his will, causing the appearance of a Rasengan in or in front of any given mouth of the seven lions, which can be used to strike down a target with sheer force.
  • Rasengan creation cost a move, however it is a passive addition to the technique
  • The collective power of the specified number of rasengans add to a total of S-rank in power
  • Technique can be used twice per battle
  • Technique has a three turn cooldown
  • No jutsu above A-rank in the same turn
[Raruneaidora] – The Lernaean Hydra
Type:Attack/defence/supplementary
Rank: A
Range: Short (created) – Long
Chakra Cost: 30 (-10 per turn)
Damage Points: 60
Description: This jutsu is based on the application of Jiraiya's Wild Lion's Mane Technique allowing him to extend and shape his hair, though rather than having it stretch out to attack he can instead allow it to grow, take the shape of an animal and detach from his body, being maintained through charka control. These animals can range in shapes and sizes and be controlled up to long range. The maximum size would be 3m tall. These can be used as sources for further hair ninjutsu, acting as a medium for the user. The beasts will have similar properties to the animals they take on, like how a dog would run or a bird will fly, while following the principled of hair release jutsu.
  • Can create a maximum of 2 beings per use
  • Technique lasts until the user stops supplying chakra to the beings
Both declined: these are both really weird but that’s not why they’re declined. They’re gonna need hand seals and since you seem to be making a series of elaborate hair jutsu, work out some restrictions that specifically hamper your ability to spam these jutsu. I’m not that sold on the hair dragons having rasengans, lol.

-Inch
 
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jagged

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(Bōfūu no hōshutsu: Zeus no rōbu
) - Storm Release: Zeus’s Robes
Type:
Supplementary
Rank: D-A
Range: Self
Chakra: 30 to transform| 10 to remain transformed every turn
Damage: -10 to 30 Chakra
Description: With a snap of the fingers(Gesture) the user manipulates the chakra of his body and transforms a part or half of it into the ‘Storm Release’ element allowing the user to pass through attacks with ease. The phasing ability is limited to attacks that equal the Rank of the technique used, wind style techniques gain +10 damage against this technique.The special effect of the element comes into play when either the opponent or an attack passes through the user when in this state. When an opponent or his attack touches the user while transformed the resulting opponent/attack has 10-30 of its chakra pool taken to replenish the user, this is achieved by Storm releases ability to absorb chakra of anything that touches it, the absorbed chakra is then used to replenish the users own chakra pools. When the cloak absorbs the chakra of an attack it weakens the opposing jutsu down to the same rank of its resulting chakra pool for instance.

A Rank nin/30 - 30/Zeus’s Robe= attack nullified

Declined: There’s no reason for this to be multi-ranked, go ahead and make it A rank. I also think the phasing ability will need to be reconsidered: assuming you’re turning into storm’s cloud form, you’ll only be able to have physical attacks (any rank) phase through you. Energy attacks of any rank can harm you. Change the type to offensive, defensive, supplementary, because an enemy passing through this transformation will definitely harm them. You’ll need a limit on how many times this can be used per battle. Also, don’t call it a shroud if you’re transforming your body, there’s an important distinction.
(Bōfūu no hōshutsu: Zeus no rōbu
) - Storm Release: Zeus’s Robes
Type:
Offensive/Defensive/Supplementary
Rank:
A
Range:
Self
Chakra: 30 to transform| 10 to remain transformed every turn
Damage: -30 Chakra
Description: With a series of three hand seals the user manipulates the chakra of his body and transforms a part or half of it into the ‘Storm Release’ element allowing the user to pass through attacks with ease. The phasing ability is limited to physical attacks only, wind style techniques gain +10 damage against this technique.The special effect of the element comes into play when either the opponent or an attack passes through the user when in this state. When an opponent or his attack touches the user while transformed the resulting opponent/attack has 30 of its chakra pool taken to replenish the user, this is achieved by Storm releases ability to absorb chakra of anything that touches it, the absorbed chakra is then used to replenish the users own chakra pools. When the cloak absorbs the chakra of an attack it weakens the opposing jutsu down to the same rank of its resulting chakra pool for instance.

Note: can Only be used 2 times per battle


Approved, removed the weird thing in the middle and changed the snap to hand seals so that it works with specialties.




(Bōfūu no hōshutsu:
Arashi no shison
) - Storm Release: Storms Descendant
Type:
Offensive/Supplementary
Rank: B-A
Range: Self
Chakra: 20-30
Damage: -20 to 30 chakra
Description: With a flick of his wrist(Gesture) the user can create up to 6 storm cloud clones with the same appearance as the user. These clones are completely made up of the chakra absorbing clouds used within storm release and as such are immune to all physical attacks that are used against it, the special ability of the clones comes into play when an attack or the opponent passes through them. when an opponent/attack comes into contact the clones absorb the resulting chakra from said attack/opponent depending on the rank of the clones in question. when an attack has its chakra absorbed the resulting attack is weaker depending on how much chakra is left within it, the Absorbed chakra is automatically used to heal or rebuild the clones in case of any damage sustained. These clones are completely autonomous and can move withought the user being in contact with them.
A rank version can only be used 2 times While B rank version can be used 3 times
  • Clones cannot exert physical force but can use storm release ninjutsu
  • Wind Style Ninjutsu recieves +10 Damage when confronting Storm release techniques
Declined: in addition to usage limits and hand seals, this needs to have its chakra adjusted to the clone rules; clones must split your remaining chakra pool evenly among themselves. 6 is also too many, limit it to 3.

(Yamato) English name: Yamato
Type
: Weapon
Rank: A
Range: Close
Chakra: 10 to activate| 5 to maintain every turn
Damage: -30 to Chakra
Description: A katana with ornate bronze guard and the picture of a dragon encircling the hilt, yamatos proccess of forging has seen the materials of the blade and thus the blade itself Highly reactive to Storm release ninjutsu by constantly imbuing the blade with Storm release chakra. The proccess in which the blade was created has given it an extreme sensitivity to storm releases chakra absorption effect essentially allowing the blade to absorb chakra up to the rank of the blade by running low levels of Storm chakra through it, chakra absorbed by the blade is stored within the sword and can be used to amplify attacks or ninjutsu that use the blade up to how much chakra is currently stored, additionally the blade can spend all of its stored chakra to boost its speed when ejected out of a sheath increasing the speed of iai techniques by x2.The blade can only store a maximum of 30 Chakra, needing the stored chakra to be released before it can absorb more. Ninjutsu absorbed by the blade has its overall power weakened for instance...


A Rank nin/30 - 30/Yamato=attack nullified


  • Costs 10 chakra to activate the Blades absorption effect and 5 chakra after to maintain it
  • Can absorb chakra from Ninjutsu and opponents it touches.
  • Can only activate the blades effects twice per battle
Declined: I’ll need you to be more specific about the blades boosting effects. What do you mean by amplifying an attack according to how much chakra is stored? Does absorbing an attack count as a blade effect usage? Clear this up and remove the weird thing in the middle and it can be approved.

-Inch
 
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The Pervy Sage

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Yang training

( Yoton: Kyōshin) - Yang Release: Resonance

Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: N/A
Description: The user gathers Yang energy throughout his entire body and releases a focused pulse of pure yang chakra short range around him in a surge throughout his body, reaching up to 5 meters around him. This pure focused yang chakra is of a similar nature of the white tiger yang technique but with it's own unique uses. The first is that it acts as a pulse of pure yang chakra, what this will do is re balance out the user's yin within their body. What this translates to in the RP is that it will restore the users balance and expel foreign yin chakra, effecting jutsu of the same chakra levels and below, capable of breaking yin genjutsu by resetting the users chakra system and yin/yang balance. Not only will this pulse effect yin based jutsu in the users body and around them it will effect anyone else's chakra systems in the same process. The surge of pure yang chakra in itself effects the targets afflicted by this imbalance become incapable of using techniques unless they spend 2x the amount chakra ordinarily required.

Note: This prevents anyone caught in the surge apart from the user from using S rank or above jutsu for 2 turns until their chakra system balances out naturally, unless they have a method of balancing it before.
Note:
Usable twice per battle and with a 4 turn cool down.

Declined - Similar to a Yin concept that Xylon submitted/is submitting Inton Kai
-Reborn

Yin training

(Inton: Shisha no gun) Yin Release: Army of the dead
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 -50 per turn
Damage: 100 (change chakra cost and damage appropriately, 1:1 chakra:damage is not necessary. You can reduce the chakra cost)

Description: This technique is a play on the hands of sloth technique, by performing five handseals the user will release their yin chakra throughout their body and to the sides forming two figures made of pure yin chakra that they control. The humanoids are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles, acting in what would seem like a ghostly manor. They move and are controlled by the user only being able to be controlled up to mid range. After the turn they are formed, each control and use of them costs 1 move per turn. Much like the hands of the sloth technique, these ghosts have a second form, which the user can change them to. In this form they are unable to interact with anything apart from sage jutsu or yin/yang jutsu (You say this here). They take on the form of despair. What this means is when they come into contact with someone or their summon etc, they release despair into them (But then say this? How is this different from interaction with the user? Are you trying to imply that only Yin/Yang and Senjutsu techniques can subdue them?). A similar effect to paralysing fear, playing on emotions but effecting them in a physical way. Rather than stopping them from moving it causes the target to doubt themselves feeling they can't win, all hope is lost. How this translates in the rp, the ghost figure will release a surge of yin chakra into the targets system causing an imbalance, leaving their chakra out of sync preventing them from using jutsu above A rank for 2 turns. This wash of despair will effect their focus, rather than noticing details, they will be unable to deduce S rank and above genjutsu as they wouldn't be able to focus. In their tangible form they are S rank and play on equal terms with all ninjutsu, senjutsu, elemental jutsu etc, and when they strike they deal 100 damage.

Note: The properties of these figures can only affect victims if they are tangible. Switching between tangibility and intangibility requires a move. Can only change states once per turn
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of this through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

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Declined
-Reborn

( Hantei) - Judgement
Type: Defensive
Rank: S
Range: Short-mid
Chakra cost: 40 ( -60 if hits a target)
Damage points: N/A
Description: This is a technique based on the Preta path. Instead of the user creating a barrier than breaks down everything all around them into chakra absorbing it, instead, this takes on a similar aspect to shinra tensei, but instead of creating pulses of gravity, the user will release a wave like barrier, which can range in size, pushing out to mid range, through the use of preta path. This pulse/wave is like a barrier pushing out in a direction large enough to hit jutsu as big as the great fireball technique. This pulse has two applications. The first is that if it interacts with a jutsu it will pass over it and on contact break down the jutsu absorbing the chakra and dispersing it into the area around it, thus rendering what it comes into contact with null, much like it's parent technique. The difference being this is a wave that can reach up to mid range and only breaks down a jutsu of S rank and below, rather than absorbing it into the users body. This can break down up to a maximum of 60 chakra points, if a jutsu contains more chakra, it will continue with the power/rank that is equal to the remaining chakra. For example, if the jutsu or combination contains 80 chakra points, this jutsu will break down 60 points, and continue with the remaining 20 points, which would be B rank damage. On the other side of this, if this wave was to hit a person or summon etc, it would pass over them ripping out 60 chakra from them which would distribute into the area around them.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 3 times
Note: Can absorb any Ninjutsu regardless of nature or other properties as long as its within the same timeframe.

Declined: The bolded sentence is really hard to understand. I'm not really sure how the barrier really functions as a result. Clear this up in your resubmission, and we can go from there.

-Inch
Completely reworked:

(Inton: Shisha no gun) Yin Release: Army of the dead

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 50 -30 per turn
Damage: 100

Description: This technique is a play on the hands of sloth technique, by performing five handseals the user will release their yin chakra throughout their body and to the sides forming two figures made of pure yin chakra that they control which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these figures. The figures are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. (costing a move but done passively) much like the hands of the sloth technique.

Second form: In this form they take on the form of despair. What this means is when they come into contact with someone or their summon etc, they release despair into them. A similar effect to paralysing fear, playing on emotions but effecting them in a physical way. Rather than stopping them from moving it causes the target to doubt themselves feeling they can't win, all hope is lost. How this translates in the rp, the ghost figure will release a surge of yin chakra into the targets system causing an imbalance, leaving their chakra out of sync preventing them from using jutsu above A rank for 2 turns. This wash of despair will effect their focus, rather than noticing details, they will be unable to deduce S rank and above genjutsu as they wouldn't be able to focus.

In their tangible form they are S rank and play on equal terms with all ninjutsu, senjutsu, elemental jutsu etc, and when they strike they deal 100 damage.

Note: The properties of these figures can only affect victims if they are tangible. Switching between tangibility and intangibility requires a move. Can only change states once per turn.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of this through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

¤ Declined, first colored part contradicts; if its passive, it wont count towards the allocated moves per turn. Second colored part can go, just adds confusion to it's effects. Last colored part is problematic if they can only use A ranks but cant decipher S rank Gen and also clashes with the second note, which mentions Some people can get around it via Yin and Yin State, almost all of these techs being S rank and higher. ¤

( Hantei) - Judgement
Type: Defensive
Rank: S
Range: Short-mid
Chakra cost: 40 ( -60 if hits a target)
Damage points: N/A
Description: This is a technique based on the Preta path. Instead of the user creating a barrier around the user that breaks down everything all around them into chakra absorbing it, instead, the user will release a barrier that pushes out in a pulse/wave going up to mid range that has the same properties. This pulse/wave is like a barrier pushing out in a direction large enough to hit jutsu as big as the great fireball technique. This pulse has two applications. The first is that if it interacts with a jutsu it will pass over it and on contact break down the jutsu absorbing the chakra and dispersing it into the area around it, thus rendering what it comes into contact with null, much like it's parent technique. The difference being this is a wave that can reach up to mid range and only breaks down a jutsu of S rank and below, rather than absorbing it into the users body. This can break down up to a maximum of 60 chakra points, if a jutsu contains more chakra, it will continue with the power/rank that is equal to the remaining chakra. For example, if the jutsu or combination contains 80 chakra points, this jutsu will break down 60 points, and continue with the remaining 20 points, which would be B rank damage. On the other side of this, if this wave was to hit a person or summon etc, it would pass over them ripping out 60 chakra from them which would distribute into the area around them.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 3 times
Note: Can absorb any Ninjutsu regardless of nature or other properties as long as its within the same timeframe.

Declined: There's no reason that this jutsu should be able to nullify more than its own chakra cost. Lower the amounts to 40 from 60 or just have it nullify up to its own chakra cost and it can be approved. Contact me if you'd like me to just edit that part for you and I can approve it this cycle.

-Inch




New:

( Yoton: Doragon Tamashī) - Yang Release: Dragon soul
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra cost: 50
Damage points: N/A
Description: This technique is based on the principles of the Yang Release: White Tiger technique with lesser effects. Though rather than forming the white tigers around the users hands and maintaining them, they will instead release translucent white pulses of focussed yang chakra with the same principles, that are semi sentient. What this means is, the user will release the burst of yang chakra which is sentient enough to know it's target and follow it, even if it tries to dodge. This pulse can be anything from 1 foot in width up to 5m in width or even an ominidirectional pulse reaching short range around the user. This is a pulse of pure yang chakra that will hit it's target causing an imbalance in their chakra system. Unlike it's parent technique it has a slight different effect, it will be one solid hit that causes the following effects. Targets afflicted by this imbalance become incapable of using techniques unless they spend 2x the amount chakra ordinarily required. The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 20% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. Their muscles begin to tear resulting in their movement speed being reduced by 1/8th. Other Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 15% of their chakra. Senjutsu surges of equivalent chakra or infusions of those ranks will negate the side effects of this Jutsu, allowing it to be ended prematurely. Should two or pulses strikes land, the amount of chakra needed to break it will increase likewise, requiring 20 more chakra. The user can shape these pulses to be a similar shape to an summon of theirs for cosmetic purposes only.

Note: One strike prevents the use of techniques S-rank and above and requires 2x the normal cost for techniques A-rank and below. Yin-Yang Release users can use S-rank at 2x the cost due to their elevated control. The use of Yin Release and genjutsu above A-rank becomes impossible after 2 hits.
Note: The user cannot use yin release techniques in the same turn as this.
Note: Usable three times per battle

¤ Approved, thought I got to this, sorry ¤

Permission for dragon contract summons

(Fukanzen doragonsējimōdo) Imperfect Dragon Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (Active +20 Damage to all Ninjutsu and Taijutsu up to S-Rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is able to reduce 20 damage from damage for the duration of this technique and reduces physical based techniques by 30 damage due to the solid scale like nature to their body, akin to the dragon features. The user is able to passively sense chakra not only through chakra sensing but smell sensing and his/her perception and reflexes are enhanced by x2 . Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20.

Additionally, Genjutsu cast by the user are empowered by one, requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to Dragon anatomy and other physical feats granted by Sage mode. Their skin will take on the look of dark scales of a colour of their choosing, their teeth with sharpen like fangs, their eyes will change shape to look akin to dragons which are less round, horns will protrude from their head and their hands can seem more like claws.

At the cost of a move the user can flow the natural energy through their body, much like how jiraiya did to take on toad features, to grow wings with the ability to allow the user to fly. Maintaining them costing an additional -5 sen chakra per turn.

Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.
Note: This can only be used by the signers of the Dragon custom contract.

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Declined: as per the Discord NRP announcement March 19, 2019.

-Pekoms


 
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Anbu Kirito

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(Fuuton - Reigan) | Wind Release - Spirit Gun
Type:
Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 20/30/40 (20 at Long, 30 at Mid, 40 at Short)
Description: To use this technique, the user first creates a fist. They then throw a punch with that fist, whether they be moving, at a distance, or right in front of their enemy. While doing this, they quickly and quite forcefully surge an immense amount of Fuuton chakra into their arm. The result of this is the arm portion of the Chakra Network needing a way to discharge the large amount of chakra now present inside of it. Thus, through the release of kinetic energy created by the punch, the Fuuton chakra launches itself out of the user’s fist in the form of a foot-long, hardened crescent of Wind. The effect of the technique varies greatly based on the range at which it is used,. At long range, the attack hits about as hard as a punch from the user would, perhaps staggering or knocking the opponent back. At short range, the technique can break bones or knock somebody out should it hit the right place. One of the techniques greatest benefits is that it can be charged up very quickly due to the nature of its creation. Unfortunately, this same surge which is necessary to create the technique also makes up the technique’s greatest downside; the user puts immense strain on the arm that uses this technique, and the technique can only be used a certain amount of times. Furthermore, the surging nature of the technique’s creation also makes it rather exhausting to use, and so using it many times in quick succession can be something of a death sentence.
Notes:
-The crescent moves at the user's punching speed, which is roughly equivalent to their overall movement speed (not increased by leg weights or other body-part specific speed boosts unless they pertain to the arms).
-Can only be used four times per battle, and only twice on any arm.
-This increases to five times per battle if the user is a Fuuton specialist, as they have greater control over the amount of Fuuton chakra they are using.
-Can only be used once every two turns.

Declined: This is kinda just a weaker version of Hurricane Fist. - Daemon

(Fuuton - Yubijuu) | Wind Release - Finger Guns
Type:
Offensive
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 5 (Per Bullet)
Description: The user first focuses Fuuton chakra into a clenched fist. They then allow the gathered Fuuton chakra to be released into their closed palm. Using shape manipulation, they then form six small, spherical “bullets” of Wind which they hold in their fist. The user may then dip their thumb into the fist (through the top of it) and flick with said thumb, shooting one of these bullets in a direction of their choosing. As they are incredibly small and fast, these bullets usually require either a very high reaction speed or some sensory/dojutsu ability to be reacted to at point blank range. They can, however, be effectively noticed and reacted to if fired from 5 or more meters away. Despite all of this, the bullets disperse at the end of the user’s turn due to their high instability as substances.
Notes:
-Firing the bullets themselves is a freeform action associated with the technique (they are created by the technique and can be used for the duration of the turn).
-Can be used three times.

Approved.

(Doton Ninjutsu - Jirai Kage Bunshin) | Earth Release Ninjutsu - Landmine Shadow Clone
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: First, using Doton chakra, the user molds a space approximately a foot underground that is in the exact shape of their body and whatever it is wearing at the time. The user then funnels non-elemental chakra downwards into the ground, and produces a shadow clone in the space they just made. When the opponent is within range of this spot (2 meters or so), the clone will burst out of the ground and perform a surprise attack, usually a freeform taijutsu or kenjutsu attack of some kind. This clone can also use a specific technique of some kind, but doing so obviously costs the move slot that it normally would.
Notes:
-
This jutsu requires two hand seals, one for the earth component and one for the shadow clone.
-Follows the same rules as all clone techniques (clone counts towards maximum number of clone uses per battle).
-Clone has the properties of a normal shadow clone.
-Takes up two move slots.
-Can only be used once per battle.

Approved, added hand seals as a restriction in place of that other one.

-Inch
 
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Hokusai

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Resubmitting: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20474375

Dropping this too: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21894731

(Kage no Megami) Yin Goddess
Type:
Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yin Goddess is an ancient tool formed many years prior to the current world; in a small continent outside the shinobi world. This continent is exists in its own plain as has highly European themed life styles. This tool which comes in the shape of a small ring, was forged by witch named Medea during her times being alive. She was an immigrant of this nation, as she was actually a shinobi who came from the Ōtsutsuki Clan. This ring was her personal weapon which benefited her style of fighting and favorite art; Genjutsu. At first glance the ring has a simple purple stone with black and gold design but when its worn by someone with an affinity of illusions, the ring can be of great power towards them. It has several abilities mentioned below.

Phantom Enhancement: Through the ring’s ability to provide an enhancement to the owner; Yin Goddess will seek to increase the potency of the user’s illusions. This is translated as a one rank boost in power up to S rank while S ranks and above simply gain a +20 DMG increase if any damage is inflicted at all. This also will cost the user an additional +20 chakra to enhance them; though this counts as a chakra activation and not an infusion (thus if the illusion costs 20 chakra, it doesn’t become 40). This enhancement is passive by nature and doesn’t take up a move slot.

Rule Breaker: Through the ring’s ability to seize control over one’s illusion; Yin Goddess provides the wielder the power to bend the aspects of the illusion to their will. This control allows for one to be able to change things within an illusion; such as if the user create an illusion which summons dogs to attack. The ring is capable of changing this into cats instead, providing a huge variety to one’s selection when producing the illusion. The main restriction behind this however is that the user cannot completely overight the intentions of the illusion – meaning if the dogs are meant to bite the person to cause them to be restrained, the ring cannot make the cats kick them instead. This ability is passive, not counting as a move.

Can only be wielded by bio's with at least one Genjutsu specialty, be it Primary or Secondary.

Declined.

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21349577

(Inkupo/Kuchiyose: Chikai no Sain ) Ink Arts/Summoning: Oath Sign
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A rather unique technique in terms of composition, being rather tame in its effects due to not being an offensive nor defensive technique. Through the manipulation of specialized chakra absorbing ink, this brew of ink is merged with chakra of the user and actual blood - causing it to take a murky crimson coloring. The ink however has special properties, allowing for those who frequently uses summoning a new unique way in order to summon. By kneading chakra into the ink, drawing on a surface( be it on the ground, on a scroll or airborne) the user creates the kanji for the animal they are summoning i.e dog would be written as “犬” which then allows them to summon the animal. This makes the load easier for the user, due to the ink carrying their chakra and blood within the ink,acting as a medium for the appropriate summoning. The ink provides half of the needed chakra, thus the user only needs to pay half the total amount it would normally need to summon the animal.While primarily used for contract summonings, the user may also use this method for techniques such as Summoning Technique: Rashōmon by drawing a kanji associated with the technique i.e gates. This technique must be mentioned in the user’s bio or before battle in order to utilize and is passive in nature, not taking up a move nor time in the the timeframe though must be referenced while performing said techniques. The user may also say incantations, speaking in unique languages or phrases purely for cosmetic purposes. In the case of users with summoning tattoos, this technique can be used to infuse them with the same blood to achieve the same effect.

Update approved.

-Inch
 
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-Broly-

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(Yoton: Burakkujagā) - Yang Release: Black Jaguar
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 70 (-20 per turn)
Damage: 120 (+30 to Body/Weapon related techniques)
Description: After performing a series of 6 handseals the expels Yang chakra from their entire body, making it radiate heat and steam and causing a sort of cloak to surround them similar to White Tiger that may extend up to the end of the user's short range so as to cover his weapons and tools when in use. This cloak is sentient due to being formed via Yang release and may move to protect the user or attack on it's own accord at the cost of a move per turn. Due to the extreme amount of heat and pressure created due to it, opponent's within short range of the user will experience a form of exhaustion which lowers their reaction/tracking by 1/3 while they are exposed (I'd reather it not happen so abruptly. Make a clause with prolonged exposure deteriorating the enemy's abilities). Similar to the effects of white tiger, any Yin chakra that touches the cloak or inhabits the user's body at the time will be burned away unless it is of equal or greater chakra. This technique of course is able to interact with all Yin, Yang, and Yin-Yang techniques and while covered, so to are all of the users attacks involving their body or weapons so long as they stay within short range of the user. In addition, techniques like Tai, Ken or Bukijutsu are raised in strength by 30 Damage in effectiveness due to the cloak working to increase the strength of them. This cloak comes at a price however, as it works to consume the user's ability to use most nature chakra while in use. This technique lasts 4 turns and may only be used once per battle. Due to the influence of Yang chakra the user gains a minor speed boost of x1.5 while using this technique
Note: The user may not use any elemental techniques while this is in use unless the elemental portion is inherent to a Tai/Ken related technique.
Note: Counts as a mode and cannot be used in tandem with other mode like techniques including Power of the Sun, Yin/Yang State.
Note: Other Yang specialists may resist the fatigue of this technique

Declined - Edits made, some things removed. Fix that one part and it looks like it's a go.
-Reborn


(Fuinjustu: Rikai) Sealing Arts: Understanding
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+1 Rank/20 Damage to Iado/Iado based techniques)
Description: Consuming a moveslot and only useable when the user is attempting to use an Iado or Iado based technique, this technique combines the mastery of the styles of Swordsmanship and Sealing Arts to raise the user's combat effectiveness. Simultaneous to utilizing an Iado or Iado based technique, the user will form a seal onto the his blade via physical contact that unseals "Speed and Precision" into it, much in the same manner that it would be able to unseal chakra into it. The reason that the user is able to unseal such things into the sword are entirely due to his mastery of Fuinjutsu and are required for such a seal to be placed. The result of this is that the Iado user would now be able to utilize this technique with the speed of a user +1 Rank above his normal rank (this caps at Sage rank and allows the user to disrupt handseals of opponents at Sage Rank and below while using Iado/Iado based techniques should they reach this cap). This seal may be formed 3 times per battle with a 2 turn cooldown between each usage. The increase in both speed and precision will raise the effectiveness of such techniques by +1 Rank/20 Damage in effectiveness as well.
Note: Requires Advanced Fuinjutsu
Note: May be used in the same timeframe as an Iado/Iado based technique



Declined: While I’m fine with and think the Justus effects are cool, I can’t approve this with how you’re trying to accomplish those effects. While advanced fuuin can do a lot, just using fuuinjutsu to just release extra speed and precision into a sword doesn’t make any sense, and isn’t comparable to just releasing extra chakra into a technique through a seal. I also don’t want to set up a precedence for similar boosts through fuuin, “I release extra strength into my punch similar to releasing chakra through a seal”. Come up with a more sensible way to get the extra power and speed which remains unique and I’ll approve this.

Adavanced Fuin in Inventory https://animebase.me/dbtech-shop/inventory
Bio with Iado access https://animebase.me/threads/the-red-hood.767135/#post-21899489



(Fuinjustu: Kari no kemono) Sealing Arts: Beast of the Hunt
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: A sensory barrier, only much more advanced in usage in order to leave the user completely aware of the battlefield. The user may create this seal and place it on a surface after a series of handseals. This seal is directly linked to the user’s sensory and perception in order to fulfill its effect and thus the effect occurs only in the user’s own perception. This seal immediately erects a barrier that may cover up to 2 landmarks away that also covers both sky and ground. This barrier is advanced in nature and its effect is triggered by any chakra based method within range that attempts or would conceal/erase/hide the presence of an entity or technique from the user’s perception. When such an occurrence takes place this seal will absorb such concealment/unseen aspect effects (as well the chakra used to do so in the case of passively used abilities), only so as to negate these effects and leave the user completely aware of their presence and location, as through the use of Advanced Fuinjutsu (required) the user is able to seal away concepts such as these. Otherwise this technique uses a form of sensory identical to that of “(Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique”, which focuses on movement and displacement of matter, as well as chakra detection, allowing the user full scope of the battlefield. It should be noted that enemies that are faster than what the user can track will still be untrackable within this barrier’s sensory. This barrier only seals the effects of such things, and does not actually absorb techniques or entities. This barrier remains up as long as the seal is not destroyed and will automatically take chakra from the user every turn in order to constantly feed itself and remain up. This seal may be used thrice per battle with the user needing to wait 4 turns after it ends to reuse it.

Declined: Given that this extends over multiple landmarks, Im not okay with its duration extending indefinitely so long as the seal remains untouched, and even regardless, this is such a powerful and useful technique. Give it a turn limit. I also want you to be a little more clear on how this interacts with truly passive abilities. It says that the barrier will seal the chakra these techniques rely on, but some of them don’t have a chakra cost. As it stands, this can’t effect those. Just a headsup.

-Inch

(Yoton: Burakkujagā) - Yang Release: Black Jaguar
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 100 (-20 per turn)
Damage: 120 (+30 to Body/Weapon related techniques)
Description: After performing a series of 6 handseals the expels Yang chakra from their entire body, making it radiate heat and steam and causing a sort of cloak to surround them similar to White Tiger that may extend up to the end of the user's short range so as to cover his weapons and tools when in use. This cloak is sentient due to being formed via Yang release and may move to protect the user or attack on it's own accord at the cost of a move per turn. Due to the extreme amount of heat and pressure created due to it, opponent's within short range of the user will experience a form of exhaustion which tires them and leaves them only able to utilize 2 techniques per turn as long as they are within short range of the user for more than 1 turn Similar to the effects of white tiger, any Yin chakra that touches the cloak or inhabits the user's body at the time will be burned away unless it is of equal or greater chakra. This technique of course is able to interact with all Yin, Yang, and Yin-Yang techniques and while covered, so to are all of the users attacks involving their body or weapons so long as they stay within short range of the user. In addition, techniques like Tai, Ken or Bukijutsu are raised in strength by 30 Damage in effectiveness due to the cloak working to increase the strength of them. This cloak comes at a price however, as it works to consume the user's ability to use most nature chakra while in use. This technique lasts 5 turns and may only be used once per battle. Due to the influence of Yang chakra the user gains a minor speed boost of x2 while using this technique
Note: The user may not use any elemental techniques while this is in use unless the elemental portion is inherent to a Tai/Ken related technique.
Note: Counts as a mode and cannot be used in tandem with other mode like techniques including Power of the Sun, Yin/Yang State.
Note: Other Yang specialists may resist the fatigue of this technique

¤ Approved ¤

(Fuinjustu: Rikai) Sealing Arts: Understanding
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+1 Rank/20 Damage to Iado/Iado based techniques)
Description: This technique consumes a moveslot and is usable in the same timeframe when the user is attempting to use an Iado or Iado based techniques or techniques that work to purely supplement these techniques. Ninjutsu scrolls contain instructional knowledge that is capable of teaching a ninja a technique or skill that is beyond their current skills or knowledge. Similar to this concept, this seal contains knowledge and information of the perfect Samurai technique gathered from thousands of texts and scrolls in the art of Iado. The difference being that said knowledge and information is sealed within this seal itself through the use of Advanced Fuinjutsu. The contents and information are able to be unsealed into a user with this skill the same way that one is able to unseal chakra into a person from a seal. By placing this seal somewhere onto him (typically his hand) while utilizing an Iado/Iado based technique, the user gains knowledge of the highest form in the art, gaining knowledge of form and precision equal to greatest of swordsman such as Mifune and being able to interrupt anyone before they are able to make a handseal when using Iado/Iado based techniques. The result of this is that the Iado user would now be able to utilize this technique with the speed of a Sage Rank user, allowing the user to disrupt the handseals of an opponent at any rank while using Iado/Iado based techniques. This does not increase the user's actual running speed and only applies to speed in relation to these techniques. This seal may be used 3 times per battle with a 2 turn cooldown between each usage. The use of Iado in such a perfect form also raises the potential of such techniques by +1 Rank/20 Damage in effectiveness as well.
Note: Requires Advanced Fuinjutsu
Note: May be used in the same timeframe as an Iado/Iado based technique

Approved.

(Yoton: Oni Umu) - Yang Release: Demon Spawn
Type: Supplementary
Rank: S
Range: Short
Chakra: -15 per turn (+20 to affected techniques)
Damage: N/A
Description: This passive technique must be posted at the beginning of battle of or in the user's bio and represents the user's mastery and skill with Yang. This technique represents the virtue of his training with Yang and build up of it's energy and vitality within his body so much so that he naturally produces a large amount of Yang from his body with consistency similar to "Change Into Hell" to a maximum of short range. This shows the truly massive amount of vitality and energy that he possess. Yang constantly and passively pours out of the users body, and effects his techniques and equipment in different ways due to this. Due to the influence of Yang chakra, all affected objects and techniques are produced with +20 more chakra than usual.

Seals- The user's absorption based seals and sealing based techniques gain a degree of sentience, personality, and will in accordance to their abilities. Thus they gain a massive hunger and will to absorb any sort of chakra or energy within them due to the influence of Yang energy. These traits translates to any sort of immunity, resistance, or neutrality an opposing chakra/energy/being has towards being absorbed/sealed via fuin based techniques being completely eliminated when being affected with such techniques from the user. Making it so that chakra that hold such traits now interact as any normal chakra would towards being sealed. This is not only due to the fact that such opposing abilities are applied towards normal fuinjutsu techniques and not those that have been augmented in this way, but also due to the actual insatiable hunger and powerful will of the seals to absorb chakra within themselves being asserted. This does not apply to Fuin immunity granted by COAT as being Y-Y in nature it is made as a component of Yang itself and is in the highest order of Y-Y. In addition and for the same reasons, such sealing based abilities of the user are more effective and are increased in their effectiveness by 1 Rank/20 Damage/Chakra for all targets that don't have the above stated resistances. Other than what has been described the usage and restrictions of such fuin based techniques remain the same

Chakra Based Techniques - The users chakra based techniques are imbued with a degree of sentience as well and gain more presence and vitality along the with the will to stay to assert their power due to the influence of Yang chakra. As it has been shown that it is much harder to absorb, manipulate, or transport living targets, this technique provides enough life into a chakra based technique to trigger this. Any technique that seeks to seal, erase from existence, transport to another plain of existence or otherwise manipulate the user's chakra based techniques will now find that they must produce more effort and chakra to do so. This translates to the opponent requiring +1 Rank/20 Damage/Chakra more than usual against the user's chakra based techniques when attempting to perform these actions against such a target, representing the increased strength and effort one must exert to accomplish manipulating a living being in such a way. This is due to the aforementioned fact that ninja have more difficulty doing such actions towards living targets, while the users techniques themselves are also asserting their will to stay on the battlefield and show their power. This technique only works in situations ike those stated here, in the exact way stated here and nothing more. This does not give the techniques the same ability to think, move, feel, etc, as "Change into hell" and the only effect that this technique gives such techniques are the ones stated above. This does however make it so that enemy techniques which can't target living beings can't target the users chakra based techniques.

Note: Techniques of the user gain +20 Chakra when under the effects of this technique, and are only under these effects when they originate from short range of the user. Being produced from his body and derived of his own chakra, the user is (if need be) able to exert control the outpouring of his yang chakra so that this only affects himself and his chakra/equipment by affecting a very small area localized to him only, in which case the techniques would have to originate from the user himself.

¤ Declined, there are currently no plans for allowing YY based passive jutsu/seals that need to be on the bio and are always in use. ¤
 
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Referenced technique (underlined) can be found here: [x]

(Fūin/Meiton: Kuro no Fune) – Sealing/Dark Release: Accursed Vessel
Type: Supplementary
Rank: C
Range: N/A (Self)
Chakra: N/A
Damage: N/A
Description: Accursed Vessel is a supplementary technique which revolves around the connection of the user’s palm seals with their chakra circulatory system. The function of the palm seals is to draw in chakra, whether it is from within the user or from external sources (e.g. enemy techniques), and then release it in the form of Dark chakra. Accursed Vessel allows for a different variant of ‘release-type’ technique, where instead of unleashing the energy in an external manner, the user will instead passively release a small portion of their Dark chakra into their own circulatory system. This acts as a form of Genjutsu break, as the introduction of new chakra will disrupt the current flow of chakra and thus dispel the illusion. The amount of chakra drawn from the seal is miniscule, allowing the user to still perform another Dark technique if they have performed an absorption. Should Unhallowed Void be activated, using this technique will consume 5 chakra points. When performed, the transfer of chakra into the user's circulatory system is instantaneous.

Declined: you’ll definitely need to specify what ranks of genjutsu you want this to dispel, as a C rank technique won’t be dispelling the strongest genjutsu.

-Inch
 
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Myth Contract in Inventory

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Summoning Animal: Hakutaku - White Marsh
Scroll Owner: LGeezy
Other Users who have signed contract: TBD
Summoning Boss if existing: TBD
Other Summoning Animals tied to contract: TBD
Description and Background:
The Hakutaku is a holy creature originating in Chinese folklore usually appearing as a bovine or felid creature said to be an extremely good omen that brings good fortune to those who encounter them. In Japanese folklore, they are creatures that know all and can ward of evil spirits and disease, and because of its vast knowledge, evil creatures would stay away from it. They are very knowledgeable of the world and may speak in human languages. This clan of mythical beasts can only be encountered in the remote holy mountains of the Land of Lightning. As mythical creatures, the Hakutaku take different appearances often appearing as a monstrous white ox or white lion creatures with a varying number of eyes and horns. The most common depiction being the eyes appearing in sets of three, with three on the face and three on both flanks, along with six horns. However, the number of eyes and horns can vary between the creatures. According to its Chinese legend, it once told a legendary emperor about all the various types of mythical creatures in the world and how to defeat them and the disasters they caused. This knowledge was recorded but has since been lost. In Japan, the creature was said to warn a village of a coming deadly plague and how to craft magical talismans and that would protect them. When they were saved, the creature became revered as a symbol of medicine.

To aid the user in the Narutoverse, these legends have been translated into a variety of abilities that aid the user in combat.
  • White Marshes are highly intelligent creatures said to know everything that ever was and everything that ever will be. They have the ability to look into and gain an understanding of people, things, and phenomena, which alone couldn't account for their incredible amount of knowledge and understanding, but it only serves to compound that gained by millennia of research and study. As such, White Marshes are very advanced sensors and have a sensory ability comparable to Karin Uzumaki's Mind's Eye of Kagura which is how they gain an understanding of the world. This sensory ability, allows the White Marsh to sense chakra down to its type over vast distance (2 landmarks) and with acute clarity. They are able to perceive the most minute fluctuations of a person's chakra giving them a limited precognitive sense comparable to doujutsu and also can tell when someone or themselves are under genjutsu.
  • White Marshes have numerous eyes which they use to analyze and study the world. Their eyes are unaffected by blinding effects or otherwise visual genjutsu. They can see distortions in the environment that would otherwise be unnoticeable to the human eye and as such have an increased tracking depending on the number of eyes they possess. They are also capable of recognizing the S/W of any element or ability custom or canon through sight alone.
  • White Marshes are guardians of kings and wise emperors and as such bonds with the user when summoned via their blood link. Depending on the White Marsh summoned, this bond provides strengthens the summoner in various ways.
  • White Marshes are creatures revered as symbols of healing and medicine as such they are capable of passively healing the user of spiritual or physical ailments at a rate of +10 per turn as long as they are within short-range of the user through their bond.


Declined: the species is okay but the perks will need to undergo revision and remember, this contract is allowed only one unique perk. So to start, omit the third perk since it's far too vague. Next, the second perk should also be omitted since it was decidedly far-fetched with regards to the S/W bit and excessive with what would appear to be an immunity to visual genjutsu. Ultimately, this leaves you to pick between the first and fourth perks.
-Pekoms

Updating these dinosaurs.

(Subeta Tame Hou Kirikae)- Sword to Gun Conversion
Rank: A
Type: Supplementary
Range: Short
Chakra: 30 (+5 for every bullet fired)
Damage: 60
Description: The user takes their sword(s) and while applying chakra , spins them around in a star-shaped fashion. By doing so the user completes a long-lost ninjutsu that transforms thier weapon into a chakra-powered gun. This weapon is then able to be used to preform multiple jutsu only possible with this weapon. The weapon can also be given unique properties if used with certain swords. Also by applying earth chakra the user can create dense erath bullets that can be fired with cannon like force due to the built up chakra applied when firing the gun.
(Last 2 Turns)
(Usable 2Times)
Approval:
(Kenjutsu: Subeta Tame Hou Kirikae)- Sword Art: Sword to Gun Conversion
Rank: S-rank
Type: Supplementary
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user takes their sword and while applying chakra to the blade spins it in a star shaped fashion. The chakra that envelops the blade grows bright and visible as a long lost transformation technique is enacted upon the sword turning it into a chakra powered gun. While the user's sword is transformed, he is able to utilize bullet ninjutsu, which are a variety techniques only possible with this weapon. This technique can be applied to any sword the user is in possession of in order to give the gun it unique properties, based upon the ability of the sword (7SM, Custom, Canon, etc). The weapon during this time is capable of firing one raw chakra bullet per turn up to A-rank for its duration. This bullet is shot with canon like force and travels at the speed of the average Lightning jutsu.
Note:

  • Usable once, last 4 turns.
  • No additional Kenjutsu may be used during the transformation.
Kyoka Maho-Dan( Enhancement bullet)
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 60
Damage: +20 damage.
Desription:The user applies a vast amount of chakra into his weapon. Then by shooting a already existing Sword-Gun Jutsu, the built up chakra is forcibly injected into the jutsu making it more destructive.
(Usable 2 Times)

Approval:
Kyoka Maho-Dan( Enhancement Bullet)
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra: 40
Damage: +20 damage
Description: The user will apply a vast amount of chakra into a weapon capable of firing bullet jutsu concentrating it into a single bullet. By shooting an already preexisting technique, the built up chakra within the weapon is then forcibly injected into the user's jutsu making it larger and more destructive. This can be used within the same time frame of the technique, but only twice per battle.

Both updates declined: I’m in support of getting these up to snuff, but give them a full rewrite, it’s very difficult to tell what they accomplish even now.

-Inch
 
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Pyro NB

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Springhare Approval: X
Dropping the digging aspect to add something to make them more resourceful

Summoning Animal: Springhare
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: Azrael
Other summoning animals tied to contract: Cynn/Eva/Haunter
Description and Background: There are two types of Springhare left in the world and both belong to the genus Pedetes, the third has long been extinct. Though the species look alike at a casual glance, scientific study can easily determine which is which. The springhare can range anywhere from 35 cm to the size of a large toad summoning. The springhare resembles a small kangaroo (though unrelated) with well-developed hind legs, which allows the smallest to leap over 10m (30ft) in a single bound. It is this ability that it gets its name.

The color of this mammal varies from a reddish-brown to a pale grey, with a black tip on the tail. They have four toes on their hind feet with claws that look like small hoofs; these are wider than those found on the forefeet. They have a thick muscular neck supporting their short head. They also have large eyes, and their ears have a tragus that prevents sand from entering when they are digging. Originating from the Great Wind Desert they now reside in deep burrows underneath the Haunted Forest. Springhares are mostly nocturnal but are occasionally active during the day. During the daytime, they live in tunnels that they dig. They plug the entrance of the hole with soil from the inside of the tunnel. It is easier for them to dig during the rainy season when the soil is wet. The springhare don't trust many outside species so getting them to allow a human to sign the contract is very difficult.

Abilities:
~Springhare summons are land-based summoning's and because of their natural relation with earth are doton masters performing earth jutsu without hand seals and without the actual need for land(Sourceless Materializing Specialist) but they are not limited to this one element.

~They also perfected taijutsu to take advantage of their natural leg strength which allows them allows for greater maneuverability, jumps, and kicks than toad summons. (Tai specialty and +10dmg to leg based tai)

~The springhare also have a heightened sense of hearing, smell, and vision.


Update Declined: those specialties like Sourceless Materializing won't be contract-wide by default.
-Pekoms​
Thunderbird Approval: X
Rain Release training: X

(Kuchiyose no jutsu: Jecht) Summoning Technique: Jecht
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jecht is the son of Castiel and one of Desmond’s closest friends, like his father he has 3 pair of wings each half the size of the pair before them. Appearance wise he has 2 tails, desert brown and white feathers that also seem to have a golden shimmer to them when in direct sunlight, a yellow/golden beak, and dark golden slit-pupil eyes. When it comes to size he is roughly the of an Argentavis Magnificens, allowing him to carry one person on his back at a time. Ability wise Jecht can utilize Rain Release as well as techniques affiliated with the summoning contract. Being a mythical creature associated with rain and storms Jecht has such immense control over the skies he is capable of preventing his allies from taking any damage from his rain release so long as he demonstrates a grasp on their location(s). Due to being an aerial creature, Jecht is able to telepathically communicate back and forth with Desmond.

Notes:
~Can only stay for 4 turns
~Moves count as users moves
~Can only be summoned once per battle
~Must have signed Thunderbird contract and tattoo
~Is the only Thunderbird able to utilize Rain Release
~Can only be summoned by Pyro NB


Approved: edits marked in pink.
-Pekoms​
(Sandābādoāto: Inazuma) Thunderbird Art: Lightning Molt
Rank: D-S
Type: Offensive/Defensive
Range: Short(creation)-Mid(Attack)
Chakra: 10-40
Damage: equal to that of charge
Description: By drawing blood onto the Thunderbird Tattoo and clapping their hands together intertwining the fingers, the user summons forth Thunderbird feathers all around their body and clothes/armor if wearing some. These feathers protection the user from lightning via absorbing any electrical based attack that comes into contact with them. Once struck the feathers will be charged with the same attributes as the attack that they absorbed and molting of the user's body. After molting the user can weave either a single seal(D-B), two seals(A), or three(S) to cause the feathers to levitate. From here they can either send them flying towards the target(s) or utilize them as a defensive barrier, these feathers however once the secondary function is used disperse in a poof of smoke. The user is also able to direct the feathers anywhere they can visually see.

Notes:
~D-B Rank usages have a one turn cooldown
~A Ranked usage has a two turn cooldown
~S Ranked usage has a three turn cooldown
~Can only be taught by Pyro NB


Declined: the mult-rank aspect is odd. The feathers need a default rank since thunderbirds only have an immunity to lightning up to their own rank and if the feathers will take on "the same attributes as the attack that they absorbed", the rank of this CJ also needs to take that into consideration.

-Pekoms​
 
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Ryóma

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Updating:

(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to mid-range, A ranks can scale up to long range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. These structures may last for four turns in battle.

Updated approved, but I removed the part about them lasting a whole arc.

Approval
Updating:

(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed and would regenerate back to full power so as long as it hasn't sustained enough damage to be neutralized or overpowered. This technique can be used three times per battle, lasting two turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same time frame of another technique.

Update approved.

New tech:

(Inkupo/Fuinjutsu: Hanabi) Ink Arts/Sealing Technique: Fire Works
Type: Offensive/Defensive
Rank: A - Rank
Range: Short-Long
Chakra: 30 (- 5 per turn)
Damage: 60
Description: This is based on the Sealing Trap Explosion & an ink user’s known ability to be able to form their own explosive tags. Through this process, rather than applying the ink to paper, the user mentally controls the ink. It would seep into the surface, with the ink forming into the kanji for “explode” written over and over. The user guides the ink in any direction he/she desires until they are within range of the intended target. The kanji immediately reacts, causing a chain explosion across the terrain. This can be used for multiple uses such as keeping it hidden in a surface as a form of C4 triggered explosions down to even forming the kanji in the air to then guide it and chase the opponent down. Can only be used thrice per battle, being able to be sustained for two turns before falling and becoming unusable. Requires a cool down of two turns before using again.

Approved: I changed usages from thrice per turn to thrice per battle and removed the part where it lasts indefinitely in the NW.
 
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Vayne

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https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-80#post-21685606 Resubmitting/Can't quote.

(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type:
Supplementary
Rank: B
Range: Dependant
Chakra: +20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling the user's base speed. The shadow would erupt into a multitude of small that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique's rank, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques rank. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.

¤ Approved, made edits ¤

https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-67#post-21447994 Resubbing with Fuin.

(Kage Fūinjutsu: Battoman To Junbi Jiksn) - Shadow Sealing Arts: Batman With Prep Time
Type:
Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of , as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to four tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 4 tattoos, the user can create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing three or all four costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique's chakra cost. Pre-set tattoos also have a reaction ability which is dependent on the shadows strength. When an opposing technique of sufficient strength meets an active shadow to completely neutralise or overcome it, the tattoos would be automatically released in the direction the technique came from, clashing with it and interacting based on s/w. (Would not work if the user wasn't using a shadow technique for instance). Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography or the beginning of a battle. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio, or at the beginning of the battle. The implementation of Fūin allows the ink to essentially blend and be sealed into the shadow and keep it indistinguishable from a normal shadow, allowing for it's release at a latter point.

¤ Declined, technique contradicts too much. You claim it can only be applied to tangible shadows then speak about how it can make a technique tangible, which cant happen if it can only be applied to tangible ones anyway. I'm assuming Body of Creation is a custom Jutsu. If so, link it when resubmitting this one as it references it. The extra chakra used to release a tattoo or repurpose it doesnt factor into how the Jutsu operates, i.e. if it operates based on chakra, this additional chakra wont bolster its effects. And if it requires it to be placed on the bio and is a Fuuin seal, it will count towards the limit. ¤

EIG training https://animebase.me/threads/red-flags-red-flags-everywhere.762696/#post-21919288

(Morosu No Kyōi) - The Menace of Moros
Type: Supplementary
Rank: A
Range: Short - Mid (Long)
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The Menace of Moros is a passive technique that can be activated by the user upon opening at least sixth of the EIG. It simply allows the user to take advantage of the massive amounts of chakra that are released from that point opening and onwards, granting the user higher usage and options. MoM amplifies the user's taijutsu/kenjustu/movement based attacks, essentially giving them an accompanied release of massive amounts of air pressure, while also adding a certain burning aspect to them. While the user's attacks do not become engulfed in flames similar to some attacks of EIG, they do cause passive burning damage, equivalent to the rank, if direct contact is established with the opponent. This would be due to the intense burning happening inside of the user's body. As for the released air pressure, it would be of A rank strength, carrying concussive and blunt force damage, able to reach mid range away from the source of origin. Usable twice (thrice by masters), lasting as long as the user has opened the sixth gate, and gaining twenty damage for each higher gate opened, with the Eighth Gate allowing the air pressures to reach Long range distance. Due to the user exerting increased amounts of usage of one's body in a released EIG state, he would suffer 10 DMG for each turn MoM was active upon the end of the usage of the EIG. If the user willingly ends the Gates usage, he would suffer half the damage that should be sustained.

¤ Declined for a few reasons; clashes with a previously attempted EIG jutsu by Gobi iirc, added burning ability is added wastefully, additional uses or useability by EIG Masters is neededly added, and added air pressure itself to all Tai is far too much to allow, given the native boosts to EIG already. ¤

(Zen'nō No Asukurepiosu) - The Almighty Asclepius
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Exploiting the fact the EIG user's body are often in prime physical condition, and expanding on the usages of the second gate of healing, The Almighty Asclepius enables the user to heal themselves after activating the Kyūmon. The technique allows the user to force his body into healing and restoring it to it's prime condition, enabling the user to fight on longer and more efficiently. This is not to say the technique increases the duration of the EIGs usage, but rather maintains the body and keeps it in prime condition during it's usage, allowing the user to essentially not weaken. The user's natural healing would be greatly improved, reaching levels equivalent to that of the user's strength, meaning that for each gate higher than the second gate, the user's condition is further restored/healed. The second gate allows the user to heal the 10 DMG, the third 15 more, the fourth fifteen more, etc. (The increases for each gate after is equal to the DMG the user would normally take from activating said gate, regardless if they can ignore it for EIGM), while also allowing EIG users to ignore the DMG from each gate opening. The healing would not allow the user to regrow limbs, but it would weld cuts, heal bruises, prevent infections etc, essentially super charging the user's natural healing and immunity. This also means that the user would become unaffected by toxins/poison or similar, as their bodies would immediately curb their effects, developing a lasting proper immunity to them (even after the technique ends), similar to how a normal body would for simple diseases, but on a grander more intense level. If the user has medical ninjutsu knowledge, the healing would be even greater (10 points greater for each gate), as the user would be both consciously and subconsciously more experienced with their bodies functions. While the healing granted by the technique is immensely useful, it would be quite hard for the body to function at this rate of healing under normal conditions, meaning that upon the closing of the gates, the user would be more prone to DMG, taking twenty(ten for Med NIN) more DMG from attacks that hit their bodies, and suffering from the effects of new toxins/poisons one turn faster than normal, while also feeling half the DMG that they would have taken for opening the gate. (So if the user opened till the 7th gate, they would suffer 110/2 = 55) This weakened condition would last twice the amount the user had this technique active. The technique itself can be used twice by EIG users, and thrice by EIG masters, lasting the duration of activation of the gates.

¤ Declined, EIG offers no capabilities to heal the body. Use of EIG to heal goes against this. Increases to passive healing/base healing isn't allowed and further mechanics on hoe this healing operates are a clear no. DNR ¤
 
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Delta

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(Gakido: Hozon-Chu Megumi) Preta Path: Saving Grace
Type:
Defensive
Rank: S rank
Range: Short
Chakra: 40 per turn(drains -100 chakra per turn, per enemy inside the barrier)
Damage: N/A
Description: Utilizing Preta Paths ability to absorb any and all chakra, and using the same principle behind Deva Path, the user will place both hands outwards, and activate Preta path. As the user does this, he will extend the barrier from his hands outwards, creating a full 360 near invisible dome barrier around himself. This barrier acts the exact same way as the normal Preta path, however, this is used to also protect allies at the same time by creating a large enough barrier to protect them. This barrier can be maintained for up two turns, however, while in use, the user in unable to utilize any other techniques. Likewise, any ally inside the barrier will be unable to utilize techniques that arnt Space and Time based, as the barrier will also absorb those. While an Ally is safe inside the barrier, any enemy that is trapped inside will have -100 chakra taken from them per turn until the barrier is put back down or they leave the barrier. The barrier extends 5m in all directions around the user, with the user in the center. While the user can move freely, any offensive action, chakraless or not, will force the barrier back down, as the chakra control required requires the user to focus wholey on the technique.

Restrictions:
Can only be used 4 times per battle, with no preta path techniques for 2 turns after deactivation.
No technique can enter or leave the barrier, including spawning techniques or techniques such as genjutsu, as all chakra will be absorbed by the barrier.
Any Ally inside the barrier needs to leave the barrier in order to use jutsu. Any opponent inside will be unable to use ninjutsu and will have -100 chakra stripped from them per turn inside the barrier.
While the barrier is up, the user in unable to make any offensive actions, else the barrier will stop.

¤ Declined, clashes with a Preta Path Barrier Fuuinjutsu submitted some time back. ¤
 
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JojocIaw

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Summoning Animal: Quetzacoatl
Scroll Owner: Jojo
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/A

Quetzacoatl is an ancient Aztec God, largely depicted as a feathered Serpent. With the large coiling body of a Snake, the head of a dragon, Wings of a bird, and covered in feathers instead of scales. Quezacoatl also is adorned with aztec garments, mainly, a large jeweled necklace that hangs around its neck. Quetzacoatl is the name given to the many different Aztect gods, however, Quezacoatl is the Main deity, know as the creator of life, giver of Winds, and taker of Souls. Quetzacoatl was born of flames, sacrificing their mortal body, and becoming the stars themselves, to guide those among the living to safe passage.
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Being an Aztect Mythical God diety, Quetzacoatl summons have a number of abilities tied with each summon, each one unique from the next.

  • Firstly, All Summons tied to the Quetzacoatl summoning line have their Primary Element boosted by 1 rank(+10 damage for S ranks) On top of this, due to not having hands, all Quetzacoatl summons can use their Primary element without the need of handseals.
  • Secondly, All Quetzacoatl Summons are entirely Immune to their Primary element, due to the Jewel around their neck. If the Jewel is Broken(requiring S rank of an Element strong to Quetzacoatl's Primary element) The summon will lose all its Immunity instantly.
  • All Quetzacoatl are capable of a special Healing ability, where by sacrificing themselves in the battle, can heal the User. The amount healed depends on the Rank of the Summon(to be made a seperate technique)
  • Lastly, When Summoned to the field, due to their Divine Being, all Quetzacoatl summons unleash a raw blast of force from their Origin point. This blast Is neutral to elements, and can be harmful to anyone caught by it(to be made into each Summon)

Declined: redo some of the passives and omit the one that pertains to healing, since it seems that you don't have medical ninjutsu. Not all of the contracted animals will get a passive rank boost to their element. And the basis for their immunity needs to be more reasonable, so use thunderbirds as a reference. Finally, the last contract-wide perk can also be forgone since it has to be a separate CJ.
-Pekoms​
 
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BusinessManTeno

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Updating MSC:
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-7#post-21899348

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: Phantom & Caution
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 making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also 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. The unique thing about this summoning contract is that due to the more destructive nature and heat of hellhounds, they have double strength to elements.


Updated Declined: the last sentence is ridiculous and you were forewarned.
-Pekoms


(Makairyouken Fukanzen Sennin Modo ) - HellHound Perfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +40 Damage to all Fire Jutsus and +30 to Taijutsu
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and reduces an additional 15 damage per cold base techniques and can heal (for 20 damage per turn), for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, to imperfect sage mode where the user is able cast genjutsu one range away, the user is able to break out of genjutsu of equal rank or lesser by constantly having senjutsu flood into the user. While the heat sensing increases from 2 landmarks to 3 landmarks away. Lastly, the user gains access to hellhounds anatomy but more defined. Keeping the sharp teeth, the user gains a bright red fur around her body, that allows her to not be effected by neither both hot or cold debuffs
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve

( Senpō: Sanshō̄o) - Sage Art: Spirit Salamander
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user will create a fire salamander infused with senjutsu. The dragon stands roughly the same height as the user but is able to latch himself onto the user via the users command. The salamander takes on a physical fire form. Salamander is able to be used in a form of transportation just incase the user wishes to fly somewhere, allowing the user to have solid footing. Salamander body is extremely hot, scorching the air within mid range of him, causing those who arent fire specialist, to take -10 damage to the heat. Salamander is able to use a technique called salamander breath which releases a huge stream of hot and powerful fire, twice the size of madara majestic annihilation. Doing this will scorch the battlefield up to long range, causing those who are on the battlefield to not be able to use water through their mouths, until moisture appears back on the battlefield via a water jutsu or until salamander is disperse
Note: Can only be used once in perfect sage mode
Note: Can use twice, and last three turns per usage
Note: The fire used from salamander is also infused with senjutsu
Note: Cant use any senjutsu technique while salamander is in play
Note: Must have a two turn cool down
Note: User is able to have salamander to attack with mouth and jaws at S rank, sharp enough through rip through flesh with ease or use Salamanders breath at 100 damage, but will disperse right after

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(Noroi Kowareru Chi-darake no mayu) - Curse-Breaking Blood Filled Cocoon
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage points: N/a
Description: This is one of the most powerful medical jutsus, created by an unknown medical ninja but passed it on to very few trusted medical ninjas. This technique can only be utilized with a water source. Either made by the user or, already emerged into a water source. The user will do a set of five handseals creating an orb of water around themselves or an ally (only need one handseal if already emerged in water). Once this technique is activated, the user will make sure they have physical contact with the water if its an ally. The user will fill the water with medical chakra, causing the body inside the cocoon to relax, and ease the pain. Once done, the user will do one confirmation handseal causing the water to tug out a portion blood from the body inside the orb, but not enough to where it would be fatal causing the blood to mix in with the water. Doing this the blood and water will start to heal even critical injuries, sealing up gashes, or holes. Stopping the bleeding, curing broken bones, etc. If this is done by somebody who has activated sage mode, they are even able to replenish chakra. (hard no) Once done, the orb will disperse
Note: Can only use three times per battle
Note: Last four turns and heals 25% of said person health per turn and if used in sage mode replenishes 10% of the users overall chakra per turn. (Use actual numbers, not percentages i.e. 20 health not 25%, etc)
Note: If the user uses this on themselves, they only replenish 40% minus the amount it took to maintain this technique
Note: Cant use any medical jutsu for four turns after this technique is used
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¤ All Auto Declined, you are only allowed 4 Basic Submissions [CJ, CFSJ, CEJ, CCJ] per cycle. This plus your CFSJ submissions put you at 8 this cycle. Issues are underlined. ¤
(Noroi Kowareru Chi-darake no mayu) - Curse-Breaking Blood Filled Cocoon
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage points: N/a
Description: This is one of the most powerful medical jutsus, created by an unknown medical ninja but passed it on to very few trusted medical ninjas. This technique can only be utilized with a water source. Either made by the user or, already emerged into a water source. The user will draw blood then do a set of five handseals creating an orb of water around themselves or an ally. Once this technique is activated, the user will make sure they have physical contact with the water if its an ally. The user will fill the water with medical chakra, causing the body inside the cocoon to relax, and ease the pain. Once done, the user will do one confirmation handseal causing the water to mix with the blood from the user drawing blood , but not enough to where it would be fatal causing the blood to mix in with the water. Doing this the blood and water will start to heal injuries.
Note: Can only use three times per battle
Note: Last three turns and heals 50 Health per turn
Note: Cant use any medical jutsu for three turns after this technique is used
Note: This can be done without the use of drawing blood. It will just be regular healing water (Blood water is purley cosmetic)


¤ Approved, made edits and removed the unneeded parts. ¤
 
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