Custom Jutsu Submission - IV

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Inton: Ixcariot no Kaiha - Yin Release: Ixcariot's Communion
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
Using the ability to change the state of matter. This techniques gives the user the ability to merge two already existing techniques together in order to become one. The merged techniques would become a composite nature of both techniques, taking the size, range, appearance of the larger jutsu and becoming a composite jutsu with properties from both jutsus. This would however not increase the damage but take the highest damage between the jutsus. Once the techniques are merge, it takes on the longest time limit out of the two also as a drawback, employs the highest limitation/restriction period like resting time etc, between both techniques.
Usable in the same timeframe as another technique
Usable 3x per battle

Declined
This is really broad, if you can combine any two techniques and keep the properties of both techniques it could present some problems. Should be A-rank as well. Need to give a bit more description on how this would work and maybe an example
-Reborn
Inton: Ixcariot no Kaiha - Yin Release: Ixcariot's Communion
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description:
Using the ability to change the state of matter. This techniques gives the user the ability to merge two already existing techniques together in order to become one. This can be achieved in a variety of ways that even for normally immiscible matters, the yin energy is able to change the state of matter to make them compatible and combinable. The user is able to combine fire with lightning to form a brighter and golden energy able to shock and burn at the same time. Same with physical element; combining iron with a slippery soapstone would give a slippery metallic alloy of unknown nature. Interaction between energy and solid matter may prove difficult but the yin energy could change the state of both matter into liquid so that they are able to combine and probably leave it at that or make the mixture solidify. At the end the mixture becomes homogeneous. Some heterogeneous mixtures may be formed, only if plausible. For example, a mixture of wind and sand would form a sand storm though the sand itself must be an existing technique and not dormant sand. The merged techniques would become a composite nature of both techniques, taking the size, range, appearance of the larger jutsu and becoming a composite jutsu with properties from both jutsus. This would however not increase the damage but take the highest damage between the jutsus. Once the techniques are merged, it takes on the longest time limit out of the two also as a drawback, employs the highest limitation/restriction period like resting time etc, between both techniques.
Usable in the same timeframe as another technique
Usable 3x per battle

Declined. No, I'm not allowing you to combine properties of techniques and use the damage of the highest one.

Seven Sins: Avarice - Nanatsu no Tsumi: Don'yoku
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50(-15 per turn)
Damage: N/A
Description:
The user would channel his yin chakra into his body, linking himself to any one of his yin familiars that may be present on the field. This would make him take the form of the familiar, though restricting himself to only what the familiar is able to use and elemental techniques. The user is able to move and traverse the same way as the familiar though his size, speed and reactions remains the same. By taking a yin form, the user is able to sense all spiritual and ethereal life forms, likewise can he be sensed in the same way.
Last 3 turns or whenever the user ends it, which ever is shorter.
Usable once every two turns
Usable 3x per battle

Declined. Lots of problems here; I'm not even sure I'll approve this and I'll get to that later. Restrictions? You want a Yin Release technique that lets you assume a familiar's abilities, use it thrice per battle, and potentially have it last indefinitely depending on whatever abusive familiar you combine it with? Yeah, I know that little trick. Put on some meaningful restrictions on this.

Second off, you're not using elements in this state. You'd only have spiritual techniques, nothing more. You're converting yourself into a spiritual being, and you'll be subject to the restrictions that it carries.

But even if you fix those issues I don't know if I'll allow this at all. This is basically turning yourself into Yin Release and I've discussed this before with staff and how that would work in the past, it didn't seem to fly.


Yang Release: Fallen - Yoton: Ochi
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: 100
Description:
A sister technique to Yin Release: Fallen.
This Fallen is a white translucent corporeal and sentient familiar which is made entirely of Yang energy and shaped according to the user's taste. Since it is corporeal in nature, it can take the form of any figure that can physically traverse from one place to another and can physically be affected by matter that are only physical in nature. Fallen has great physical strength and durability which is equivalent to its strength.
Fallen has a passive ability called "Eternal Grace" which enables him through the use of "Change into Hell", " Power of the Sun" and White Tiger", convert physical energy mixed water molecules in the air into rain. This yang infused rain falls up to long range and depending on who it touches, different affects occur. Eternal grace affects the user and his allies different than an enemy. The user and allies while constantly being touched by the rain would continuously have yang energy surging through their system until the rain ends. They would also be augmented physically, gaining 3x their normal speed, passive healing of 15 damage per turn, B-rank resistance to physical damage and +30 to Taijutsu. Anyone perceived as enemy however, upon touching the rain, would be infused with potent yang energy that would cause yang energy imbalance in their body, causing them to momentarily lose control of sustained techniques and modes though this would unfortunately work effectively in breaking them out of genjutsu. However, they would also become weak physically. Their physical techniques and strength suffers a -40 damage decrease and their speed halves. The rain is particularly detrimental to enemy techniques and scientific tools/weapons that uses any type of chakra, dampening them, making enemy techniques decrease by a rank and tools/weapons take 3x more time to execute a task. This means, a tool that is supposed to perform a task in one turn, would now take 3 turns to perform that task.
Actively, the familiar can use yang techniques that the user is able to use while 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 in an object will cause an opponent be affected by the properties of Eternal Grace when they make contact with that object. This means if Fallen merges with the user and the user makes direct contact with an opponent, they would be affected by the properties of Eternal Grace.
Requires six handseals to create Fallen.
Rain only falls for 3 turns
Usable twice per battle
While Eternal Grace is in play, the user is unable to conjure Yin techniques of any rank.
User can not use Yin techniques, Yin-Yang techniques in the same turn as creating Fallen and the next turn.

Declined. Its first ability, like with how Ring of Hell works, needs a limit on how many allies it can passively effect. The debuff is WAY too potent (half speed reduction AND -40 damage to physical techniques?) That's crazy for something that happens passively. Adjust this.

Updating both Banishment and Sacred

Removing the "can only be used at the beginning stuff as its moot and hinders their overall usage. Also some other changes.

Adv/S/Forbidden rank Fuin in my inventory

Fuinjutsu: Tsuihō - Sealing Art: Banishment
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
A sister technique to Sacred. This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are NOT metallic in nature. Notable tools that falls into this category are clothing, paper tags, umbrella, crucifix etc. Because most of this non-metallic tools are also prone to be manipulated by someone who has affinity for jutsu which makes them heavy, move without the user willing it or even turn them into something else, the user would have all his tools of this nature be inscribed with the mark "Banish". However, the sealing formulae inscribed only serve to protect the non-metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object or traverse through it. In other words, the seal blocks and absorbs chakra that is designed to take control or permeate through the tool. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect.
The seal is instantly active upon being applied to a single non-metallic tools/object/weapon, costs a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks S-rank and below foreign infusion if its elemental, F-rank if it's non-elemental chakra.
Technique can be used twice every 3 turns

Note: Would not apply to weapons/tools created by the weapon clone jutsu

Declined: The usage restriction is confusing imo, I'd personally make it usable once every two turns, 3x per battle. Edits are in colored text for the next submission.

Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.
The seal can be applied to each and every metallic tools/object/weapons the user has at the beginning of the battle or/and in the middle of a battle. This can be done in the same timeframe as other techniques and cost a move slot. The seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks S-rank and below foreign infusion if its elemental, F-rank if it's non-elemental chakra.
Technique can be used twice every 3 turns

Note: Would not apply to weapons created by the weapon clone jutsu.

Declined: Same as in the above check

♞ All Pending. Leaving for someone else. ♞
Fuinjutsu: Tsuihō - Sealing Art: Banishment
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
A sister technique to Sacred. This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are NOT metallic in nature. Notable tools that falls into this category are clothing, paper tags, umbrella, crucifix etc. Because most of this non-metallic tools are also prone to be manipulated by someone who has affinity for jutsu which makes them heavy, or move without the user willing it, the user would have all his tools of this nature be inscribed with the mark "Banish". However, the sealing formulae inscribed only serve to protect the non-metallic tool/object by reacting to and sealing foreign chakra meant to infuse the marked object or traverse through it to elicit either of the aforementioned effects. In other words, the seal blocks and absorbs chakra that is designed to take control or permeate through the tool. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect, nor would the foreign chakra be sealed. The seal is instantly active upon being applied to a single non-metallic tools/object/weapon, costs a move slot though can be applied in the same timeframe as another jutsu and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks S-rank and below foreign infusion.

Technique can be used once every 2 turns
Usable 3x per battle

Note: Would not apply to weapons/tools created by the weapon clone jutsu


Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the marked weapon. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect, nor would the foreign chakra be sealed. The seal can be applied to each and every metallic tools/object/weapons the user has at the beginning of the battle or/and in the middle of a battle. This can be done in the same timeframe as other techniques and cost a move slot. The seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks S-rank and below foreign infusion.

Technique can be used once every 2 turns
Usable 3x per battle

Note: Would not apply to weapons created by the weapon clone jutsu.

Both Approved: Made some wording edits to make the effects clearer – Goetia
 
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Delta

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training: https://animebase.me/threads/sharingan-rinnegan-delta.767323/page-6#post-21922882

NOTE: the chakra values are different due to the original techniques chakra values being different from the norm.

(Rimbo: Bochi Shifuto) Wheel Grave: Graveyard Shift
Type:
Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 30-70
Damage: N/A
Description: Using the principle of "( Rinbo: Hengoku ) - Wheel Grave: Border Jail", the user is able to forego the damaging aspect, and primarily focus on the Shifting aspect of the technique. Just like the parent technique, the user will create a Limbo clone without Short range of himself. The moment this clone is created, the user will instantly switch places with it. The moment the user switches places with the limbo clone, the clone will instantly return to the users shadow. However, the user can increase this range, by spending more chakra, and accomplishing the same feat, allowing the user to create a clone up to a maximum of 20m in any direction around him. This allows the user to completely dodge a technique, shift ranges, or create a surprise attack. With this technique, however, due to the nature of it, has a few drawbacks.

Restrictions:
B rank can only be used 6 times, and has a maximum range of 5m around the user. A rank can only be used 4 times, with a maximum range of 15m. S rank can only be used 3 times, with a maximum range of 20m.
A rank version requires a single turn between usages, while S rank requires 2 turns between usage.
After using the A rank version, user is unable to use Forbidden rank techniques in the same turn after this is used, If Using S rank, user is only able to perform A rank or above techniques after this is used, due to the chakra strain placed.
This summon and shift is fast enough to dodge Space and Time based ninjutsu,


(Rimbo: Ten Kainyu) Wheel Grave: Heavenly Intervention
Type:
Offensive
Rank: A rank
Range: Short
Chakra: 50
Damage: 60
Description: Using the same principle as "( Rinbo: Hengoku ) - Wheel Grave: Border Jail" the user will, instead of summoning a full clone, only manifest a small portion of this clone. This is used for close quarters combat. Similar to Frog Kata, as the user goes to strike, they will create a projection into the Limbo realm, mimicking the current action, increasing the range a damage of a taijutsu hit. This projection follows the users current pathing, therefore if the opponent completely dodges, it will miss, however, it does extend the range of the users strikes, coming from the limbo realm. This is not only a surprise attack, but as can also be used to block techniques with this, using Limbo's unique characteristics to block.

Restrictions:
Can only be used 4 times per battle, with a One turn cooldown between usages.
Canon and Custom Limbo techniques cannot be used for 2 turns after this technique, with only this technique suffering a 1 turn cooldown.

¤ Both Declined. ¤

(Asura/Preta: Baria Kakusan Taiho)Asura/Preta Path: Barrier Diffusion Cannon
Type:
Offensive/Defensive
Rank: S rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a jutsu which combines both the Asura paths mechanical cannons, and the Preta paths Absorption ability to create a technique which can both defend and attack and nearly the same time. With both paths active, the user will turn one of their arms into a cannon, while extending the other arm forwards, as an Enemy technique is about to collide. As the technique gets within range, the user will Activate the Preta path, absorbing the ninjutsu into their body. As this happens, the Asura path will trigger, causing a siphoning affect. Instead of the Preta path taking the chakra and spinning it to diffuse it, the Asura path will instead draw the foreign chakra into the cannon, storing it until the entire jutsu has been absorbed. As soon as the technique has been absorbed, the Asura path cannon will fire the jutsu as a raw chakra blast back towards the opponent. By using the Asura path to redirect the chakra, the user avoids any adverse affects that the body cannot handle while absorbing with the Preta path. The technique fired does not retain any of the qualities of the technique absorbed, as it is broken down and converted back to raw chakra before being fired. This entire technique is extremely fast, amplifying the absorbing ability of the Preta path to the max, the speed of this can be compared to the speed of Uchiha return, in the speed at which the jutsu is absorbed and then fired back.

Restrictions:
Requires both Preta and Asura paths to be active.
The Fired jutsu has the properties of Asura path, making it neutral to all.
The Absorbing ability has the properties of Preta Path, allowing the user to absorb up to S rank techniques, regardless of chakra cost or damage of the technique being absorbed.
Both Preta and Asura path techniques go on a cooldown for 1 turn after the first use, and two turns for the further two uses.
Can only be used 3 times per battle and counts as 2 jutsu per turn when used.

¤ Approved ¤

Pending, leaving all of them for LoK. Rinnegan stuff is tricky, I'll start reading more training threads and see if I can do them in the future.

-Inch
Updating


(Asura/Preta: Baria Kakusan Taiho)Asura/Preta Path: Barrier Diffusion Cannon
Type:
Offensive/Defensive
Rank: S rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
This is a jutsu which combines both the Asura paths mechanical cannons, and the Preta paths Absorption ability to create a technique which can both defend and attack and nearly the same time. With both paths active, the user will turn one of their arms into a cannon, while extending the other arm forwards, as an Enemy technique is about to collide. As the technique gets within range, the user will Activate the Preta path, absorbing the ninjutsu into their body. As this happens, the Asura path will trigger, causing a siphoning affect. Instead of the Preta path taking the chakra and spinning it to diffuse it, the Asura path will instead draw the foreign chakra into the cannon, storing it until the entire jutsu has been absorbed. As soon as the technique has been absorbed, the Asura path cannon will fire the jutsu as a raw chakra blast back towards the opponent. By using the Asura path to redirect the chakra, the user avoids any adverse affects that the body cannot handle while absorbing with the Preta path. The technique fired does not retain any Special qualities of the element absorbed, however, while the chakra is broken down, the jutsu released carries over the same strength as the original jutsu, instead of having the original techniques strength and weakness', it is instead reverted to the Asura paths Laser neutrality.. This entire technique is extremely fast, amplifying the absorbing ability of the Preta path to the max, the speed of this can be compared to the speed of Uchiha return, in the speed at which the jutsu is absorbed and then fired back.

Restrictions:
Requires both Preta and Asura paths to be active.
The Fired jutsu has the properties of Asura path, making it neutral to all.
The Absorbing ability has the properties of Preta Path, allowing the user to absorb up to S rank techniques, regardless of chakra cost or damage of the technique being absorbed.
Both Preta and Asura path techniques go on a cooldown for 1 turn after the first use, and two turns for the further two uses.
Can only be used 3 times per battle and counts as 2 jutsu per turn when used.

Approved.

-Drackos





New



(Preta: Enjo Akuma)Preta Path: Aid of the Demon
Type:
Supplementary
Rank: D-S
Range: Short
Chakra: 10/40
Damage: N/A
Description: Aid of the demon is a special supplementary technique for the preta path to help aid the user into stringing together jutsu quickly and efficiently. Through the Preta path, the user will activate this ability, Depending on the rank of the jutsu being absorbed, the user will use the same rank of the technique being absorbed. When the user absorbs the ninjutsu, and begins breaking it down, the user will instead utilize that chakra, instead of dispersing it. As the chakra is being spun inside the users body, the user will instead channel it into another technique within the same time frame, using the absorbed chakra to supplement some of the next jutsu's chakra cost. By doing this, the user is able to string a second jutsu immediately after absorbing one, and have the chakra cost reduced of the follow up technique by the amount of chakra absorbed from the technique. The downside to this jutsu is that the user must be using a technique that costs more chakra than the jutsu absorbed, as the user needs to mix in some of their own chakra with the broken down chakra to fully utilize a new technique.

Restrictions:
Each rank of this jutsu can absorb any ninjutsu 1 rank above the rank used. In the case of S rank, it follows the preta paths rules of being able to absorb any and all ninjutsu.
A jutsu used after this technique must contain at least 10 more chakra than the chakra amount of the jutsu absorbed. Example, if a C rank is absorbed, the follow up technique must contain more than 25 chakra for it to be utilized with this jutsu.
This technique follows the standard usage limits, with S rank being able to be used 3 times per battle. A rank 4 times, B rank 5 times and C and D rank unlimited so long as Preta path is active.
Requires a 1 turn cooldown between usages, two turns for S rank.
The user is forced to use a follow up ninjutsu, as failing to do so will cause chakra backlash, damaging the user for the amount of chakra absorbed.

Declined. This invalidates the use of Blocking Technique Absorption Seal's ability to directly absorb chakra into the user's body through contact.

-Drackos
 
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Solf J Kimblee

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(Kuchiyose no Jutsu: Machi) Summoning Technique: Machi
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Machi a snake that is 4 ft 5 in in length and is 1 ft 5 in wide snake which is a little shorter then a standard human size. She is a snake that is pink and white in color with blue eyes. She has a mental link with the summoner at all times. Her scales are very tough and durable which is immune to B rank and below physical damage. She can use normal snake techniques for example expelling venom and sensing ability. Her actual ability is shedding her scale(s) and regrowing them back the next turn. When she sheds her scale(s) it can heal 10 damage per scale by attaching them to the user's injury. She can shed up to 10 scales per turn and only use this ability every other turn.
-Only summoned once per turn
-Last four turns

Hisoka | Snake

Medical Ninjutsu

Declined. We're gonna scale that healing ability back a bit. So let me get this straight; she lasts for four turns, meaning she could use this healing ability twice. In total that's 200 damage. However, she can seemingly shed these scales every turn but can only use the healing ability once every other turn (?). So that's technically 400 damage healed if you abused the wording in this.

The wording here needs to be improved, significantly. First off explain the healing mechanism of the scales themselves. All you're doing is wearing her old skin; how's that actually going to help you? Next, fix the wording with the scales being released per turn and how much it can be healed. Overall it's just a bit confusing in wording and there's a good bit of abuse I can see here.

-Drackos
 
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Training: https://animebase.me/threads/the-cutest-animal-summons-ever-cant-change-my-mind.762208/

Ressa Panda Sennin Modo | Red Panda Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 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 resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3 while also tripling their speed. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. When entering Red Panda sage mode, the user receives marked circles around their eyes, additionally the user receives elongated hair growing over their body and a thick tail comprised of senjutsu chakra. While in Red Panda Sage mode, the user gains access to related Red Panda techniques and Red Panda Sage Arts
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.

¤ Approved ¤

Ressa Panda Senjustu: Tero Korogaru | Red Panda Sage Arts: Terror Tumble
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description:
The user moving onto all 4's, closes the distance to the opponent, akin to the Flicker Evasion. capable of choosing to go wide around an opponent or attack or directly to them, the user somewhat ungracefully quickly strikes the opponent with a taijutsu attack dealing massive damage. While having the thick fur coast of senjutsu chakra, the user if they choose, can proceed to move headfirst into an oncoming attack, reducing its damage by half by cushioning the blow with their fur coat and rolling around the attack, causing a glancing blow to the exterior of the users senjutsu coat.
Note:
-Can only be used 3 times
Must have 1 turn cooldown inbetween

Declined. Custom flickers are not allowed. Adjust this to be a normal movement technique and I can check it as such.
 
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Hokusai

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(Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae
Rank: B-Rank
Type: Supplementary
Range: N/A (Short – Long, Active Portion)
Chakra Cost: N/A (+10 Active Ability)
Damage Points: N/A
Description: Jutsushiki is a unique hybrid technique which takes advantage on the mutual relationship ink ninjutsu and Fuinjutsu share. This is clearly visible in the Sealing Art: Crouched Tiger Bullet in which the drawn tiger is able of sealing others – however in the case of Jutsushiki this isn’t the case. What it does is act as a preemptive method of creating seals located on the body, modifying the scripts in their dormant state. By tattooing and infusing the appropriate kanji/formulae for the seal – the user is able to recreate the seal and its initial purpose with this ability via the ink or in other methods such as drawing it on paper etc. An example of this would be the Fire/Water/Wind/Earth/Lightning Sealing Method which the user pre writes the seal, however instead uses the ink from the ninja art instead. This causes all affected Fuinjutsu techniques to become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it such as the boosts which normally applies only to ink ninjutsu (if plausible) now applies to the Fuinjutsu in question as well by taking the infused chakra and simply adding onto the technique, however, the damage boosts themselves can only be applied to Fuinjutsu which originally utilizes a script in is formation/composition . Thus techniques such as Multiple Infinite Embraces cannot gain the benefit of the boost even if a script is added later into it via infusions etc. Offensive and Defensive Barriers which originate from a seal with script gains this as well. This technique doesn’t take up a move slot in battle, as it is applied outside of combat however the user may create a seal in battle with the ink if needed via control it and shaping it into the desired form. The latter ability is an active can only be used thrice per battle with a cool down of three turns though may be performed in the same time frame as the original technique while the former simply needs to be stated at the start of the battle or within the user’s bio. In spite of all this, this ability can only be used on Fuinjutsu/Barrier Ninjutsu which employs the usage of actual sealing scripts thus those which lack this are unable to be affected.

Approved on the condition that this technique cannot be used to enhance techniques (even those with sealing script) that can debuff or restrict an opponent's ability to mold chakra (Chakra Draining Seal, Muscle Restriction, MIE [even with the addition of sealing script], etc). This is strictly used with techniques to enhance their damage or defensive capabilities.
Parent Technique Quoted Above
(Fuin Inkupo: Kurafuto) Sealing Ink Art: Crafting
Rank: B-Rank
Type: Supplementary
Range: Self
Chakra Cost: N/A (+10 Active Ability)
Damage Points: N/A
Description: Deprived from it’s parent technique “Sealing Ink Art: Jutsu Formulae” this adds a little more flavor to the concept it emphasizes on. Using one’s own actual ink in order to form the formulae and kanji of seals – the user is capable of using their own body as canvas or in the case of Fuinjutsu “the medium”. To understand this, an example of the “Tag Barrier” technique is used, in which the user places a kanji on a surface or tool – the user can instead form the kanji via using ink in order to form the seals to perform their intended purpose. The other usage of this is being able to house the kanji that normally would form on barriers and also place them on the user’s body with the use of ink. Examples of this is if a barrier has the kanji for “erupt” on it, the user may form that kanji on their bodies yet again and perform the desired intention of the seal. This technique is passive by nature and is posted as a reference when being utilized however it can only be used twice per turn with a cooldown of two turns after use. Likewise as it’s parent technique, applied techniques become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it.

Declined. I don't really understand what's going on here between the two techniques; maybe it's the wording, or maybe I'm dumb. Reword this to make it more clear what you want to gain from this technique.

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21814673

(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 per turn)
Damage: 10 - 80
Description: Usually used as a means for teaching others how to paint with ink, Painting Summer allows the user to manipulate their ink in various forms for different reasons such as demonstrating the applications of the ninjutsu. The range of this technique starts from short range as usual, painting the work of art into life such as furniture to sit on due to ink techniques having been known to sustain themselves, small animals for entertainment etc. The vast possibilities are endless, leaving it up to the user’s own imagination.These creations can be no bigger than five meters in height. These creations can be formed for combative purposes if the user needs this, now dealing damage in accordance to it's rank. A rank usage has a limit of thrice per battle while S rank is twice per battle however the former leaves the user unable to use ink based techniques above S rank in the same and next turn while the latter prevents use of ink based techniques above A rank for the same and next turn. A rank has a cooldown of one turn while S has two turns after use. Though this technique can be used with no damaging properties simply for cosmetic use. This is considered freeform and doesnt count as a move.

Declined. Hand seals?
 
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Hokusai

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Parent Technique Quoted Above
(Fuin Inkupo: Kurafuto) Sealing Ink Art: Crafting
Rank: B-Rank
Type: Supplementary
Range: Self
Chakra Cost: N/A (+10 Active Ability)
Damage Points: N/A
Description: Deprived from it’s parent technique “Sealing Ink Art: Jutsu Formulae” this adds a little more flavor to the concept it emphasizes on. Using one’s own actual ink in order to form the formulae and kanji of seals – the user is capable of using their own body as canvas or in the case of Fuinjutsu “the medium”. To understand this, an example of the “Tag Barrier” technique is used, in which the user places a kanji on a surface or tool – the user can instead form the kanji via using ink in order to form the seals to perform their intended purpose. The other usage of this is being able to house the kanji that normally would form on barriers and also place them on the user’s body with the use of ink. Examples of this is if a barrier has the kanji for “erupt” on it, the user may form that kanji on their bodies yet again and perform the desired intention of the seal. This technique is passive by nature and is posted as a reference when being utilized however it can only be used twice per turn with a cooldown of two turns after use. Likewise as it’s parent technique, applied techniques become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it.

Declined. I don't really understand what's going on here between the two techniques; maybe it's the wording, or maybe I'm dumb. Reword this to make it more clear what you want to gain from this technique.

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21814673

(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 per turn)
Damage: 10 - 80
Description: Usually used as a means for teaching others how to paint with ink, Painting Summer allows the user to manipulate their ink in various forms for different reasons such as demonstrating the applications of the ninjutsu. The range of this technique starts from short range as usual, painting the work of art into life such as furniture to sit on due to ink techniques having been known to sustain themselves, small animals for entertainment etc. The vast possibilities are endless, leaving it up to the user’s own imagination.These creations can be no bigger than five meters in height. These creations can be formed for combative purposes if the user needs this, now dealing damage in accordance to it's rank. A rank usage has a limit of thrice per battle while S rank is twice per battle however the former leaves the user unable to use ink based techniques above S rank in the same and next turn while the latter prevents use of ink based techniques above A rank for the same and next turn. A rank has a cooldown of one turn while S has two turns after use. Though this technique can be used with no damaging properties simply for cosmetic use. This is considered freeform and doesnt count as a move.

Declined. Hand seals?
(Fuin Inkupo: Kurafuto) Sealing Ink Art: Crafting
Rank: B-Rank
Type: Supplementary
Range: Self ( Short - Long, For Active)
Chakra Cost: N/A (+ 10 Active Use)
Damage Points: N/A
Description: Based on its parent technique “Sealing Ink Art: Jutsu Formulae” this adds a little more flavor to the concept it emphasizes on. Using one’s own actual ink in order to form the formulae and kanji of seals – the user is capable of using their own body as a canvas or in the case of Fuinjutsu “the medium”. To understand this, an example of the “Tag Barrier” technique is used, in which the user places a kanji on a surface or tool – the user can instead form the kanji using ink in order to form the seals on the user's body instead. The seal then performs its intended purpose which in the latter technique's case releases the barrier from the seal etc. The other passive use of this is allowing for those certain seals to be able to be placed in a dormant state on the user's body in order to utilize them later on in battle such as having the Tag Barrier technique prepared prior to battle to be used later on. These will count to the user's allowed total of body seals if used like this however. The active portion to instead construct said seals in such a manner in battle which can only be done four times per battle but within the same timeframe as the applied technique and can only be used thrice per battle with a cooldown of three turns. Like it's parent technique, it causes all applied techniques to be treated as ink/fuinjutsu combinations. The passive portion must be mentioned in user's bio while the active needs a single hand seal.

Declined. Now that I understand this technique, I see too many ways to abuse altering the required medium of other Fuuin-based techniques.

-Drackos


(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer

Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 per turn)
Damage: 10 - 80
Description: Usually used as a means for teaching others how to paint with ink, Painting Summer allows the user to manipulate their ink in various forms for different reasons such as demonstrating the applications of the ninjutsu. The range of this technique starts from short range as usual, painting the work of art into life such as furniture to sit on due to ink techniques having been known to sustain themselves, small animals for entertainment etc. The vast possibilities are endless, leaving it up to the user’s own imagination.These creations can be no bigger than five meters in height. These creations can be formed for combative purposes if the user needs this, now dealing damage in accordance to it's rank. A rank usage has a limit of thrice per battle while S rank is twice per battle however the former leaves the user unable to use ink based techniques above S rank in the same and next turn while the latter prevents use of ink based techniques above A rank for the same and next turn. A rank has a cooldown of one turn while S has two turns after use. Though this technique can be used with no damaging properties simply for cosmetic use. This is considered freeform and doesn't count as a move. B rank needs a single hand seal, A rank needs two while S rank needs three.

Approved
-Drackos
 
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Delta

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(Mokuton: Adobento Ten Saku) - Wood Release :Advent of Heavenly Blooming.
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: +10 additional chakra per technique
Damage: N/A
Description: Advent of Heavenly Blooming is a Wood release passive technique which is applied to any Wood release technique the user performs, costing an extra 10 chakra per technique. This techniques basis is derived from a another Wood technique, Advent of a World of Flowering Trees. Using the same principle, the user will cause all wood techniques to subsequently bloom flowers, the flowers releasing a dangerous pollen into the air around the technique. Heavenly blooming, however, unlike World of Flowering tree's, is not subject to a single type of pollen. This technique is broken down into three different types of pollen, each have a different effect on an opponent depending on the pollen's

Sleeping Pollen: The sleeping pollen is the same as the original from the Advent of World of Flowering tree's. When this pollen is produced, small pink flowers will bloom all over the wood technique. From the flowers, a dangerous pollen will be released into the air, creating an airborne pollen around the Wood technique. This pollen, when inhaled, will cause the opponent to become drowsy extremely quickly. If an opponent is still inside the pollen cloud, inhaling the pollen One turn after the pollen is released, they will fall into a deep sleep, which will be enhanced by the pollen, keeping them asleep until they are removed from the pollen clouds.

Chakra Pollen: The chakra pollen is a more unique pollen, which doesn't directly attack an opponent physically, but attacks their chakra points. The chakra pollen is a touch based pollen, meaning the opponent only need to come into physical contact with this pollen to work. Once contact is made, the pollen will seep into the opponents body, and attack their chakra nodes, weakening them. For the first turn, the opponents jutsu will cost an Additional +10 chakra per technique. After two turns, if the pollen has not been purged, it will begin shutting down chakra nodes. By this time, from the strain of the extra chakra costs, the opponent will lose Access to Forbidden rank techniques, as the chakra nodes will be unable to support the strain. After two more turns, the opponent will lose access to S ranks until the pollen is purged. The pollen requires a chakra surge equal to the total chakra used to apply the pollen was. Therefore, if used on an A rank Wood jutsu, to purge the pollen will require a chakra surge 40 base chakra surge technique to purge the affects of the pollen.

As far as I know, there is no precedent for Wood Release techniques, or their pollen, to be able to influence the Chakra system. So I don't this will work as it is on its own. Even Medical Ninjutsu can't really achieve that; so we typically leave targeting the chakra system with such precision to the Hyuuga clan. That said, you can make the pollen influence chakra strain and usage requirements. So rework this a bit better and remove anything about chakra nodes.

Venomous Pollen: The venomous pollen is a far more aggressive pollen, attributed more like an acid than a pollen. Similar to the Chakra pollen and Sleeping pollen, the venomous pollen is applied through either inhalation or touch. The venomous pollen has a negative reaction to the cell inside skin and muscle, attacking the cells violently upon contact. When contact is made with the venomous pollen, it spread, eating away at a persons skin and muscle. Even though this is dangerous, its affects are slow, burning away at -5 HP per turn to an opponent with the venomous pollen attached to them. The venomous pollen can be treated with either a full body chakra surge, overpowering the chakra inside the pollen, or cured with methods that are also used to purge Poisons from the body.

Okay, I may allow this. I'm not really fond of damage over time effects in customs but I can maybe see this working. My issue with this is that the means of releasing this isn't really outlined very well, highlighted in red. How much chakra is in the pollen? The initial answer I come to is equivalent to the technique it is infused into. However, that doesn't really make sense. Then the next answer is the infusion chakra cost itself (10). But then that's too weak to actually be relevant at all, and a sneeze of chakra practically releases you from it. So figure out a better way to release this with a chakra surge that makes a little bit more sense.

Also, important to note - with a damage over time effect like this it will not inflict its damage in the first turn it is used. Phrased differently - when you use the Wood technique with this infused in it next to an opponent and they're standing in the pollen, the DoT won't be inflicted until the turn after.


Restrictions:


Only one Pollen can be applied per Wood jutsu, however all three can be used in a single turn if three different wood ninjutsu are utilized.
This is classified as a passive technique, which is always active. Therefore, all wood ninjutsu used must have a pollen applied to them.
Must be posted in the users biography.
All Wood ninjutsu can have these pollens applied, excluding, Wood technique, Advent of a World of Flowering Trees, which already has its own pollen in the technique.
Cannot be applied to any Wood ninjutsu which already utilize their own unique pollens

Declined. I'm not particularly fond of this being passive in how it is used. I can see it used to infuse a particular Wood Release technique in a single instance, but all universally? That's a bit much. If you find this change to be a bit restrictive, then you can increase the effects of the pollen when it is infused into another technique. But do this wisely, because increasing them too much will cause problems in itself. Just given the versatility of wood, its ability to create itself nearly anywhere on the battlefield, and how the pollen can persist even after a Wood jutsu has been neutralized, I don't think it is balanced to have this universally apply to all Wood techniques all the time. So make it a traditional infusion with a usage limit.

I've noted issues with each pollen in the technique itself.


(Seji Ato: Chiratsuki Kaihi) - Sage art: Flicker Evasion
Type:
Defensive
Rank: B rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Utilizing the speed increase gained from Wood Sage Mode, mimicking the tailed beast version, the user will use their enhanced speed to rapidly move, dodging a technique using the x4 speed increase given by Wood Sage Mode and the sensory combined. The movement can be as intricate as the user requires, so long as they are able to track their own movement speed.

Restrictions:
Requires the user to be in Wood Sage Mode
Can only be used 4 time per battle, with two turns between usages.

Declined. I had to check to make sure, but we're not allowing custom Flicker Evasions that are derived from Sage Mode (or any other custom flicker).

(Kuchiyose no Jutsu: Kyojin Kumo) -Summoning Technique: Giant Spider
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: A unique summon to the rinnegan, the user will summon a large spider to the battlefield. Size wise, the spider stands 3m tall, with each of its legs being 4m long each. The spider has all 8 of its eyes with rinnegan, and is covered with chakra rods. Due to its size, and multiple legs, the spider is capable of moving at twice Kage speed. The large spider has two core abilities, which it can utilize during the duration it is summoned.

Venom: The first core ability of the Spider is, unlike most spiders, who inject their venom, this spider instead spits it like a projectile. This venom is highly corrosive, melting through nearly everything it comes into contact with. This ability has a maximum range of 15m. While the Venom is neutral to elements, it is classified as an S rank technique. The venom can only be spat Once per turn, with a two turn cooldown between spitting.

Spider thread: The spiders thread is its second core ability. The thread itself has chakra absorbing properties, and can be ejected from the spiders thread sack. The spider is able to, the same time frame it is summoned, shoot out a large web of spider thread. This thread has the ability to absorb up to S rank damage techniques, draining them of chakra and pushing them back if need be. This technique can only be used twice during the summons duration, and is able to be used within the same timeframe as the spider being summoned.

Restrictions:
Requires the Animal path active to summon.
Lasts 5 turns when summoned.
Requires S rank damage to disperse.
Can only be summoned once per battle.

Declined. This has too many abilities. An S-Rank summoning with A-Rank damage resistance, moves twice kage speed passively, shoots corrosive venom, and chakra absorbing threads is way too much. Prune some of it out. S-Rank summons, Rinnegan or otherwise, only last for four turns on the field.
 
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Priest

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Inton: Ixcariot no Kaiha - Yin Release: Ixcariot's Communion
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description:
Using the ability to change the state of matter. This techniques gives the user the ability to merge two already existing techniques together in order to become one. This can be achieved in a variety of ways that even for normally immiscible matters, the yin energy is able to change the state of matter to make them compatible and combinable. The user is able to combine fire with lightning to form a brighter and golden energy able to shock and burn at the same time. Same with physical element; combining iron with a slippery soapstone would give a slippery metallic alloy of unknown nature. Interaction between energy and solid matter may prove difficult but the yin energy could change the state of both matter into liquid so that they are able to combine and probably leave it at that or make the mixture solidify. At the end the mixture becomes homogeneous. Some heterogeneous mixtures may be formed, only if plausible. For example, a mixture of wind and sand would form a sand storm though the sand itself must be an existing technique and not dormant sand. The merged techniques would become a composite nature of both techniques, taking the size, range, appearance of the larger jutsu and becoming a composite jutsu with properties from both jutsus. This would however not increase the damage but take the highest damage between the jutsus. Once the techniques are merged, it takes on the longest time limit out of the two also as a drawback, employs the highest limitation/restriction period like resting time etc, between both techniques.
Usable in the same timeframe as another technique
Usable 3x per battle

Declined. No, I'm not allowing you to combine properties of techniques and use the damage of the highest one.

Seven Sins: Avarice - Nanatsu no Tsumi: Don'yoku
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50(-15 per turn)
Damage: N/A
Description:
The user would channel his yin chakra into his body, linking himself to any one of his yin familiars that may be present on the field. This would make him take the form of the familiar, though restricting himself to only what the familiar is able to use and elemental techniques. The user is able to move and traverse the same way as the familiar though his size, speed and reactions remains the same. By taking a yin form, the user is able to sense all spiritual and ethereal life forms, likewise can he be sensed in the same way.
Last 3 turns or whenever the user ends it, which ever is shorter.
Usable once every two turns
Usable 3x per battle

Declined. Lots of problems here; I'm not even sure I'll approve this and I'll get to that later. Restrictions? You want a Yin Release technique that lets you assume a familiar's abilities, use it thrice per battle, and potentially have it last indefinitely depending on whatever abusive familiar you combine it with? Yeah, I know that little trick. Put on some meaningful restrictions on this.

Second off, you're not using elements in this state. You'd only have spiritual techniques, nothing more. You're converting yourself into a spiritual being, and you'll be subject to the restrictions that it carries.

But even if you fix those issues I don't know if I'll allow this at all. This is basically turning yourself into Yin Release and I've discussed this before with staff and how that would work in the past, it didn't seem to fly.
Inton: Ixcariot no Kaiha - Yin Release: Ixcariot's Communion
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description:
Using the ability to change the state of matter. This techniques gives the user the ability to merge two already existing techniques together in order to become one. This can be achieved in a variety of ways that even for normally immiscible matters, the yin energy is able to change the state of matter to make them compatible and combinable. The user is able to combine fire with lightning to form a brighter and golden energy able to shock and burn at the same time. Same with physical element; combining iron with a slippery soapstone would give a slippery metallic alloy of unknown nature. Interaction between energy and solid matter may prove difficult but the yin energy could change the state of both matter into liquid so that they are able to combine and probably leave it at that or make the mixture solidify. At the end the mixture becomes homogeneous. Some heterogeneous mixtures may be formed, only if plausible. For example, a mixture of wind and sand would form a sand storm though the sand itself must be an existing technique and not dormant sand. The merged techniques would become a composite nature of both techniques, taking the size, range, appearance of the larger jutsu and becoming a composite jutsu with properties from both jutsus. This would however not increase the damage but take the average of the damage between the jutsus. This means if the highest ranking technique's damage is 60 and the lowest is 40, the resulting technique would have a damage output of 50.Once the techniques are merged, it takes on the longest time limit out of the two also as a drawback, employs the highest limitation/restriction period like resting time etc, between both techniques.
Usable in the same timeframe as another technique
Usable 3x per battle

Declined. Remove the bit of adopting the longest time limit and readjust how that is going to work. I can predict way too many ways of abuse with that.

Seven Sins: Avarice - Nanatsu no Tsumi: Don'yoku
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50(-15 per turn)
Damage: N/A
Description:
The user would channel his yin chakra into his body, linking himself to any one of his yin familiars that may be present on the field. This would make him take the form of the familiar, though restricting himself to only what the familiar is able to use. The user is able to move and traverse the same way as the familiar though his size, speed and reactions remains the same. By taking a yin form, the user is able to sense all spiritual and ethereal life forms, likewise can he be sensed in the same way.
Last 3 turns
The user can end the technique anytime before the 3 turns is used up.

Usable once every two turns
Usable 2x per battle

Declined. DNR. I've thought about it more and I won't allow people to turn into Yin Release. That is essentially a higher order than Yin State itself. This is made especially more complicated when you're adopting the familiar's abilities which is very problematic when it comes to the wild abilities that Yin-Yang Release can afford people.
 
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Skorm

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(Shikotsumyaku: Memento Mori | Shikotsumyaku Release: Memento Mori)
Type:
Supplementary/Defensive/Offensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Memento Mori is a relatively simple technique that lets the user shape numerous variations of the shikotsumyaku release, such as projectiles, spikes, plateaus, weapons etc. It can be anything limited only by the users imagination. Creations stay on the field self sustainable until destroyed. They dont require additional chakra to keep their shape. B rank variations require a single seal, A rank requires two and S rank requirea three. S rank variation can be used up to four times per battle with a two turn cooldown.

Note: Can only be taught by Skorm.

Declined. This has been attempted before and all variants have been declined.

-Drackos


(Fūinjutsu/Shikotsumyaku/Meiton: Shitai | Sealing/Shikotsumyaku/Dark Release: Corpseus)
Type:
Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Corpseus is a pinnacle technique using the combination of dark release and shikotsumyaku. The user must have absorbed an S-ranked technique(or higher) prior to the use of this technique. Within the same timeframe(or after) they absorb said technique through their dark marks, the user performs four handseals and slaps a seal on their body. They will then use their shikotsumyaku ability to create Corpseus. This is essentially a creation made out of bones harder than steel as well as dark chakra. The creations apperance may very from every usage but the size and its abilities always stays the same. Essentially the creation is like a clone in the simplest of terms, meaning it can use dark and shikotsumyaku abilities the user knows. It is packed with S-rank level dark and shikotsumyaku, essentially letting it tank anything that is neutral or weak towards either those ranks following the S/W of each element. The creation automatically spawns with bone wings, essentially giving it the ability of flight. The creation has a very special ability to use shikotsumyaku technique that are passively imbued with dark chakra due to a dedicated seal(A-rank in nature) that saps chakra from the user of the technique into the creation while it remains on the field. This means the creation can create black flaming bones essentially giving shikotsumayku technqiues the benefit of repelling techniques weak towards dark release(the dark release infusion in these cases are of the same power as the shikotsumyaku technique). It does also boost the creations shikotsumyaku techniques damage by +20 up to S-rank. This technique takes a massive toll on the user and has limitations. While the corpseus is active, the user cannot use either dark or shikotsumyaku whatsoever. They may also not use techniques above A-rank while it limits their fuinjutsu abilities down to B-rank. Corpseus can stay on the field five turns but can only be used once per battle.

Note: Can only be taught by Skorm.

Declined. This is an extremely hot mess, to be frank. I have a key issue here. You say that this technique uses an A-Rank seal to allow this Bone familiar to use Dark Release techniques...of any rank? How can an A-Rank seal, that stores Dark chakra, allow this to use Dark techniques of any rank? Likewise, if the seal is what fuels the Dark Release, how could it have infinite amount of chakra to perform techniques? My point is you're just calling this an A-Rank seal for the sake of it when in reality it is far more complicated than that. Which brings me to my main point: you don't have permission to submit seals above A-Rank. So while you say it is an A-Rank seal, it really isn't. It would require something far more complex.

Second, I'm not keen on allowing this combination between Dark Release and Shikotsumyaku. I get you're trying to make both of them resistant to their respective weaknesses, but I don't think that is a logical way of going about it. The restrictions on this technique are fine, but ultimately make it pretty useless as well. Also, you're just throwing in a rank increase in potency to Shikotsumyaku techniques for the sake of it? How much are you actually trying to pack in here?

-Drackos


(Shikotsumyaku: Shitsuryō kōka | Shikotsumyaku Release: Mass Effect)
Type:
Supplementary/Defensive/Offensive
Rank: A
Range: N/A
Chakra: 30
Damage: +20 to Shikotsumyaku
Description: This is a passive technique which incorporates the users ability to make their bones harder than steel using their shikotsumyaku abilities that are a direct heritage from Kaguya herself. The user focuses chakra around and inside their skeleton and hardens it to the point it becomes harder than steel. This gives an advantage directly towards their shikotsumyaku techniques but also gives them the ability to tank even more damage than default. This translate to an additional 20 in damage they can walk away from in terms of taijutsu and an additional 10 when tanking water/earth/wind. Kenjutsu techniques up to A rank are being tanked completely as the users body is stronger than steel. This technique comes at a price though. The user cannot mold fire or lightning chakra above A rank while this technique is used. Lasts up to 5 turns and can be used twice.

Note: Can only be taught by Skorm.

Declined. Similar to existing techniques.

-Drackos
 
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Delta

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(Mokuton: Adobento Ten Saku) - Wood Release :Advent of Heavenly Blooming.
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: +10 additional chakra per technique
Damage: N/A
Description: Advent of Heavenly Blooming is a Wood release passive technique which is applied to any Wood release technique the user performs, costing an extra 10 chakra per technique. This techniques basis is derived from a another Wood technique, Advent of a World of Flowering Trees. Using the same principle, the user will cause all wood techniques to subsequently bloom flowers, the flowers releasing a dangerous pollen into the air around the technique. Heavenly blooming, however, unlike World of Flowering tree's, is not subject to a single type of pollen. This technique is broken down into three different types of pollen, each have a different effect on an opponent depending on the pollen's

Sleeping Pollen: The sleeping pollen is the same as the original from the Advent of World of Flowering tree's. When this pollen is produced, small pink flowers will bloom all over the wood technique. From the flowers, a dangerous pollen will be released into the air, creating an airborne pollen around the Wood technique. This pollen, when inhaled, will cause the opponent to become drowsy extremely quickly. If an opponent is still inside the pollen cloud, inhaling the pollen One turn after the pollen is released, they will fall into a deep sleep, which will be enhanced by the pollen, keeping them asleep until they are removed from the pollen clouds.

Chakra Pollen: The chakra pollen is a more unique pollen, which doesn't directly attack an opponent physically, but attacks their chakra points. The chakra pollen is a touch based pollen, meaning the opponent only need to come into physical contact with this pollen to work. Once contact is made, the pollen will seep into the opponents body, and attack their chakra nodes, weakening them. For the first turn, the opponents jutsu will cost an Additional +10 chakra per technique. After two turns, if the pollen has not been purged, it will begin shutting down chakra nodes. By this time, from the strain of the extra chakra costs, the opponent will lose Access to Forbidden rank techniques, as the chakra nodes will be unable to support the strain. After two more turns, the opponent will lose access to S ranks until the pollen is purged. The pollen requires a chakra surge equal to the total chakra used to apply the pollen was. Therefore, if used on an A rank Wood jutsu, to purge the pollen will require a chakra surge 40 base chakra surge technique to purge the affects of the pollen.

As far as I know, there is no precedent for Wood Release techniques, or their pollen, to be able to influence the Chakra system. So I don't this will work as it is on its own. Even Medical Ninjutsu can't really achieve that; so we typically leave targeting the chakra system with such precision to the Hyuuga clan. That said, you can make the pollen influence chakra strain and usage requirements. So rework this a bit better and remove anything about chakra nodes.

Venomous Pollen: The venomous pollen is a far more aggressive pollen, attributed more like an acid than a pollen. Similar to the Chakra pollen and Sleeping pollen, the venomous pollen is applied through either inhalation or touch. The venomous pollen has a negative reaction to the cell inside skin and muscle, attacking the cells violently upon contact. When contact is made with the venomous pollen, it spread, eating away at a persons skin and muscle. Even though this is dangerous, its affects are slow, burning away at -5 HP per turn to an opponent with the venomous pollen attached to them. The venomous pollen can be treated with either a full body chakra surge, overpowering the chakra inside the pollen, or cured with methods that are also used to purge Poisons from the body.

Okay, I may allow this. I'm not really fond of damage over time effects in customs but I can maybe see this working. My issue with this is that the means of releasing this isn't really outlined very well, highlighted in red. How much chakra is in the pollen? The initial answer I come to is equivalent to the technique it is infused into. However, that doesn't really make sense. Then the next answer is the infusion chakra cost itself (10). But then that's too weak to actually be relevant at all, and a sneeze of chakra practically releases you from it. So figure out a better way to release this with a chakra surge that makes a little bit more sense.

Also, important to note - with a damage over time effect like this it will not inflict its damage in the first turn it is used. Phrased differently - when you use the Wood technique with this infused in it next to an opponent and they're standing in the pollen, the DoT won't be inflicted until the turn after.


Restrictions:


Only one Pollen can be applied per Wood jutsu, however all three can be used in a single turn if three different wood ninjutsu are utilized.
This is classified as a passive technique, which is always active. Therefore, all wood ninjutsu used must have a pollen applied to them.
Must be posted in the users biography.
All Wood ninjutsu can have these pollens applied, excluding, Wood technique, Advent of a World of Flowering Trees, which already has its own pollen in the technique.
Cannot be applied to any Wood ninjutsu which already utilize their own unique pollens

Declined. I'm not particularly fond of this being passive in how it is used. I can see it used to infuse a particular Wood Release technique in a single instance, but all universally? That's a bit much. If you find this change to be a bit restrictive, then you can increase the effects of the pollen when it is infused into another technique. But do this wisely, because increasing them too much will cause problems in itself. Just given the versatility of wood, its ability to create itself nearly anywhere on the battlefield, and how the pollen can persist even after a Wood jutsu has been neutralized, I don't think it is balanced to have this universally apply to all Wood techniques all the time. So make it a traditional infusion with a usage limit.

I've noted issues with each pollen in the technique itself.


(Seji Ato: Chiratsuki Kaihi) - Sage art: Flicker Evasion
Type:
Defensive
Rank: B rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Utilizing the speed increase gained from Wood Sage Mode, mimicking the tailed beast version, the user will use their enhanced speed to rapidly move, dodging a technique using the x4 speed increase given by Wood Sage Mode and the sensory combined. The movement can be as intricate as the user requires, so long as they are able to track their own movement speed.

Restrictions:
Requires the user to be in Wood Sage Mode
Can only be used 4 time per battle, with two turns between usages.

Declined. I had to check to make sure, but we're not allowing custom Flicker Evasions that are derived from Sage Mode (or any other custom flicker).

(Kuchiyose no Jutsu: Kyojin Kumo) -Summoning Technique: Giant Spider
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: A unique summon to the rinnegan, the user will summon a large spider to the battlefield. Size wise, the spider stands 3m tall, with each of its legs being 4m long each. The spider has all 8 of its eyes with rinnegan, and is covered with chakra rods. Due to its size, and multiple legs, the spider is capable of moving at twice Kage speed. The large spider has two core abilities, which it can utilize during the duration it is summoned.

Venom: The first core ability of the Spider is, unlike most spiders, who inject their venom, this spider instead spits it like a projectile. This venom is highly corrosive, melting through nearly everything it comes into contact with. This ability has a maximum range of 15m. While the Venom is neutral to elements, it is classified as an S rank technique. The venom can only be spat Once per turn, with a two turn cooldown between spitting.

Spider thread: The spiders thread is its second core ability. The thread itself has chakra absorbing properties, and can be ejected from the spiders thread sack. The spider is able to, the same time frame it is summoned, shoot out a large web of spider thread. This thread has the ability to absorb up to S rank damage techniques, draining them of chakra and pushing them back if need be. This technique can only be used twice during the summons duration, and is able to be used within the same timeframe as the spider being summoned.

Restrictions:
Requires the Animal path active to summon.
Lasts 5 turns when summoned.
Requires S rank damage to disperse.
Can only be summoned once per battle.

Declined. This has too many abilities. An S-Rank summoning with A-Rank damage resistance, moves twice kage speed passively, shoots corrosive venom, and chakra absorbing threads is way too much. Prune some of it out. S-Rank summons, Rinnegan or otherwise, only last for four turns on the field.

(Kuchiyose no Jutsu: Kyojin Kumo) -Summoning Technique: Giant Spider
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: A unique summon to the rinnegan, the user will summon a large spider to the battlefield. Size wise, the spider stands 3m tall, with each of its legs being 4m long each. The spider has all 8 of its eyes with rinnegan, and is covered with chakra rods. Due to its size, and multiple legs, the spider is capable of moving at the users base speed. The large spider has two core abilities, which it can utilize during the duration it is summoned.

Venom: The first core ability of the Spider is, unlike most spiders, who inject their venom, this spider instead spits it like a projectile. This venom is highly corrosive, melting through nearly everything it comes into contact with. This ability has a maximum range of 15m. While the Venom is neutral to elements, it is classified as an A rank technique. The venom can only be spat Once per turn, with a two turn cooldown between spitting.

Spider thread: The spiders thread is its second core ability. The thread itself has chakra absorbing properties, and can be ejected from the spiders thread sack. The spider is able to, the same time frame it is summoned, shoot out a large web of spider thread. This thread has the ability to absorb up to S rank damage techniques, draining them of chakra and pushing them back if need be. This technique can only be used twice during the summons duration, and is able to be used within the same timeframe as the spider being summoned.

Restrictions:
Requires the Animal path active to summon.
Lasts 4 turns when summoned.
Requires B rank damage to disperse.
Can only be summoned once per battle.

Approved. Remember that base speed does not mean current speed.

-Drackos


(Mokuton: Adobento Ten Saku) - Wood Release :Advent of Heavenly Blooming.
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: +10 additional chakra per technique
Damage: N/A
Description: Advent of Heavenly Blooming is a Wood release technique which is applied to any Wood release technique the user performs happening in the same time frame, costing an extra 10 chakra per technique. This techniques basis is derived from a another Wood technique, Advent of a World of Flowering Trees. Using the same principle, the user will cause all wood techniques with this applied, to subsequently bloom flowers, the flowers releasing a dangerous pollen into the air around the technique. Heavenly blooming, however, unlike World of Flowering tree's, is not subject to a single type of pollen. This technique is broken down into three different types of pollen, each have a different effect on an opponent depending on the pollen's

Sleeping Pollen: The sleeping pollen is the same as the original from the Advent of World of Flowering tree's. When this pollen is produced, small pink flowers will bloom all over the wood technique. From the flowers, a dangerous pollen will be released into the air, creating an airborne pollen around the Wood technique. This pollen, when inhaled, will cause the opponent to become drowsy extremely quickly. If an opponent is still inside the pollen cloud, inhaling the pollen One turn after the pollen is released, they will fall into a deep sleep, which will be enhanced by the pollen, keeping them asleep until they are removed from the pollen clouds.

Chakra Pollen: The chakra pollen is a more unique pollen, which doesn't directly attack an opponent physically, but attacks the chakra in their techniques. The chakra pollen is a touch based pollen, meaning the opponent only need to come into physical contact with this pollen to work. Once contact is made, the pollen will seep into the opponents body, and attack their chakra , weakening their techniques by passively absorbing chakra from the technique as it is used. For the durations of the pollen being applied, the opponents jutsu will lose -10 chakra per technique. The pollen requires a chakra surge equal to the total chakra used to apply the pollen was. Therefore, if used on an A rank Wood jutsu, to purge the pollen will require a chakra surge 40 base chakra surge technique to purge the affects of the pollen.


Venomous Pollen: The venomous pollen is a far more aggressive pollen, attributed more like an acid than a pollen. Similar to the Chakra pollen and Sleeping pollen, the venomous pollen is applied through either inhalation or touch. The venomous pollen has a negative reaction to the cell inside skin and muscle, attacking the cells violently upon contact. When contact is made with the venomous pollen, it spread, eating away at a persons skin and muscle. Even though this is dangerous, its affects are slow, burning away at -5 HP per turn to an opponent with the venomous pollen attached to them, occuring the turn after the pollen makes contact. The venomous pollen can be treated with either a full body chakra surge, similar to the chakra pollen, overpowering the chakra inside the pollen, or cured with methods that are also used to purge Poisons from the body.


Restrictions:

Only one Pollen can be applied per Wood jutsu
This is classified as a passive technique, which can be used on One Wood jutsu per turn, occuring in the same timeframe as the wood technique applied.
All Wood ninjutsu can have these pollens applied, excluding, Wood technique, Advent of a World of Flowering Trees, which already has its own pollen in the technique.
Cannot be applied to any Wood ninjutsu which already utilize their own unique pollens
Can only be applied 5 times per battle.

Declined. I think everything else is fine, but there's an issue still with the chakra draining one that needs clarifying, highlighted in red. I'm not entirely sure what you're intending to do here. First thing to note is you say "per technique." If this is debuffing the victim as a whole, and all of their techniques, how would it occur per technique? Also, if you're intending this to lower the rank of the opponent's techniques, then you need to explicitly state that. -10 chakra from the technique will work, but just outline exactly what that means. Otherwise I think the rest of the technique is fine.

-Drackos
 
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Delta

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(Kuchiyose no Jutsu: Kyojin Kumo) -Summoning Technique: Giant Spider
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: A unique summon to the rinnegan, the user will summon a large spider to the battlefield. Size wise, the spider stands 3m tall, with each of its legs being 4m long each. The spider has all 8 of its eyes with rinnegan, and is covered with chakra rods. Due to its size, and multiple legs, the spider is capable of moving at the users base speed. The large spider has two core abilities, which it can utilize during the duration it is summoned.

Venom: The first core ability of the Spider is, unlike most spiders, who inject their venom, this spider instead spits it like a projectile. This venom is highly corrosive, melting through nearly everything it comes into contact with. This ability has a maximum range of 15m. While the Venom is neutral to elements, it is classified as an A rank technique. The venom can only be spat Once per turn, with a two turn cooldown between spitting.

Spider thread: The spiders thread is its second core ability. The thread itself has chakra absorbing properties, and can be ejected from the spiders thread sack. The spider is able to, the same time frame it is summoned, shoot out a large web of spider thread. This thread has the ability to absorb up to S rank damage techniques, draining them of chakra and pushing them back if need be. This technique can only be used twice during the summons duration, and is able to be used within the same timeframe as the spider being summoned.

Restrictions:
Requires the Animal path active to summon.
Lasts 4 turns when summoned.
Requires B rank damage to disperse.
Can only be summoned once per battle.

Approved. Remember that base speed does not mean current speed.

-Drackos


(Mokuton: Adobento Ten Saku) - Wood Release :Advent of Heavenly Blooming.
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: +10 additional chakra per technique
Damage: N/A
Description: Advent of Heavenly Blooming is a Wood release technique which is applied to any Wood release technique the user performs happening in the same time frame, costing an extra 10 chakra per technique. This techniques basis is derived from a another Wood technique, Advent of a World of Flowering Trees. Using the same principle, the user will cause all wood techniques with this applied, to subsequently bloom flowers, the flowers releasing a dangerous pollen into the air around the technique. Heavenly blooming, however, unlike World of Flowering tree's, is not subject to a single type of pollen. This technique is broken down into three different types of pollen, each have a different effect on an opponent depending on the pollen's

Sleeping Pollen: The sleeping pollen is the same as the original from the Advent of World of Flowering tree's. When this pollen is produced, small pink flowers will bloom all over the wood technique. From the flowers, a dangerous pollen will be released into the air, creating an airborne pollen around the Wood technique. This pollen, when inhaled, will cause the opponent to become drowsy extremely quickly. If an opponent is still inside the pollen cloud, inhaling the pollen One turn after the pollen is released, they will fall into a deep sleep, which will be enhanced by the pollen, keeping them asleep until they are removed from the pollen clouds.

Chakra Pollen: The chakra pollen is a more unique pollen, which doesn't directly attack an opponent physically, but attacks the chakra in their techniques. The chakra pollen is a touch based pollen, meaning the opponent only need to come into physical contact with this pollen to work. Once contact is made, the pollen will seep into the opponents body, and attack their chakra , weakening their techniques by passively absorbing chakra from the technique as it is used. For the durations of the pollen being applied, the opponents jutsu will lose -10 chakra per technique. The pollen requires a chakra surge equal to the total chakra used to apply the pollen was. Therefore, if used on an A rank Wood jutsu, to purge the pollen will require a chakra surge 40 base chakra surge technique to purge the affects of the pollen.


Venomous Pollen: The venomous pollen is a far more aggressive pollen, attributed more like an acid than a pollen. Similar to the Chakra pollen and Sleeping pollen, the venomous pollen is applied through either inhalation or touch. The venomous pollen has a negative reaction to the cell inside skin and muscle, attacking the cells violently upon contact. When contact is made with the venomous pollen, it spread, eating away at a persons skin and muscle. Even though this is dangerous, its affects are slow, burning away at -5 HP per turn to an opponent with the venomous pollen attached to them, occuring the turn after the pollen makes contact. The venomous pollen can be treated with either a full body chakra surge, similar to the chakra pollen, overpowering the chakra inside the pollen, or cured with methods that are also used to purge Poisons from the body.


Restrictions:

Only one Pollen can be applied per Wood jutsu
This is classified as a passive technique, which can be used on One Wood jutsu per turn, occuring in the same timeframe as the wood technique applied.
All Wood ninjutsu can have these pollens applied, excluding, Wood technique, Advent of a World of Flowering Trees, which already has its own pollen in the technique.
Cannot be applied to any Wood ninjutsu which already utilize their own unique pollens
Can only be applied 5 times per battle.

Declined. I think everything else is fine, but there's an issue still with the chakra draining one that needs clarifying, highlighted in red. I'm not entirely sure what you're intending to do here. First thing to note is you say "per technique." If this is debuffing the victim as a whole, and all of their techniques, how would it occur per technique? Also, if you're intending this to lower the rank of the opponent's techniques, then you need to explicitly state that. -10 chakra from the technique will work, but just outline exactly what that means. Otherwise I think the rest of the technique is fine.

-Drackos
(Mokuton: Adobento Ten Saku) - Wood Release :Advent of Heavenly Blooming.
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: +10 additional chakra per technique
Damage: N/A
Description: Advent of Heavenly Blooming is a Wood release technique which is applied to any Wood release technique the user performs happening in the same time frame, costing an extra 10 chakra per technique. This techniques basis is derived from a another Wood technique, Advent of a World of Flowering Trees. Using the same principle, the user will cause all wood techniques with this applied, to subsequently bloom flowers, the flowers releasing a dangerous pollen into the air around the technique. Heavenly blooming, however, unlike World of Flowering tree's, is not subject to a single type of pollen. This technique is broken down into three different types of pollen, each have a different effect on an opponent depending on the pollen's

Sleeping Pollen: The sleeping pollen is the same as the original from the Advent of World of Flowering tree's. When this pollen is produced, small pink flowers will bloom all over the wood technique. From the flowers, a dangerous pollen will be released into the air, creating an airborne pollen around the Wood technique. This pollen, when inhaled, will cause the opponent to become drowsy extremely quickly. If an opponent is still inside the pollen cloud, inhaling the pollen One turn after the pollen is released, they will fall into a deep sleep, which will be enhanced by the pollen, keeping them asleep until they are removed from the pollen clouds.

Chakra Pollen: The chakra pollen is a more unique pollen, which doesn't directly attack an opponent physically, but attacks the chakra in their techniques. The chakra pollen is a touch based pollen, meaning the opponent only need to come into physical contact with this pollen to work. Once contact is made, the pollen will seep into the opponents body, and attack their chakra , weakening their techniques by passively absorbing chakra from the technique as it is used. For the durations of the pollen being applied, the opponents jutsu will lose -10 chakra per technique. By doingg this, the chakras pollen physically weakens the opponents jutsu while attached, causing less chakra to be poured into the technique and reducing its rank by one for the duration that the pollen is on the opponent. The pollen requires a chakra surge equal to the total chakra used to apply the pollen was. Therefore, if used on an A rank Wood jutsu, to purge the pollen will require a chakra surge 40 base chakra surge technique to purge the affects of the pollen.


Venomous Pollen: The venomous pollen is a far more aggressive pollen, attributed more like an acid than a pollen. Similar to the Chakra pollen and Sleeping pollen, the venomous pollen is applied through either inhalation or touch. The venomous pollen has a negative reaction to the cell inside skin and muscle, attacking the cells violently upon contact. When contact is made with the venomous pollen, it spread, eating away at a persons skin and muscle. Even though this is dangerous, its affects are slow, burning away at -5 HP per turn to an opponent with the venomous pollen attached to them, occuring the turn after the pollen makes contact. The venomous pollen can be treated with either a full body chakra surge, similar to the chakra pollen, overpowering the chakra inside the pollen, or cured with methods that are also used to purge Poisons from the body.


Restrictions:

Only one Pollen can be applied per Wood jutsu
This is classified as a passive technique, which can be used on One Wood jutsu per turn, occuring in the same timeframe as the wood technique applied.
All Wood ninjutsu can have these pollens applied, excluding, Wood technique, Advent of a World of Flowering Trees, which already has its own pollen in the technique.
Cannot be applied to any Wood ninjutsu which already utilize their own unique pollens
Can only be applied 5 times per battle.

Approved

-Drackos


New Submission

(Mokuton: Mokuton Kyoka) -Wood Release: Wood Enhancement
Type: Supplementary
Rank: A rank
Range:N/A
Chakra: +10 chakra to a wood Technique
Damage: N/A(+20 damage/Defense to wood techniques)
Description: A very simple enhancement to ones wood release. By forming 1 additional handseal(in the event the jutsu requires no handseals, a handseal will be added) the user will infuse slightly more chakra into a Wood technique. By doing this, the user will change the woods properties slightly, changing it from a normal wood release technique, to a far harder, more dense Buloke Wood. Buloke wood being the hardest state at which wood can be, the wood technique will become far denser, and far stronger than normal wood, enhancing it above normal. This is a basic enhancement, capable of being added to any wood release technique, being applied within the same timeframe as the technique at the cost of an extra move slot.

Restrictions
Can only be used on Wood Release jutsu the user has created.
Can only be used 4 times per battle.

Approved. Made significant edits. Contact me if you want this declined.

-Drackos
 
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The Pervy Sage

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Dropping: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-6907889

(Han majikkusōdo | Antimagic Blade)

Rank: S
Type: Weapon
Range: short - long
Chakra Cost: N/a
Damage Points: N/a
Description: A katana forged while being infused with yin release creating a unique blade. Yin is generally based on imagination and creation. This blade was forged while being infused with yin to do the reverse. Instead of creating, it erases. This is an anti chakra weapon. What this means is that blade has the properties to cut through jutsu and release waves of yin chakra to essentially erase chakra creations. The sword is always infused with 100 points of yin chakra. This sword has three effects:

First: Being infused with yin release when ever a jutsu is used through the sword it adds a passive chakra draining effect to the jutsu. It will take 10 chakra from an opposing technique, reducing it by 20 damage, while empowering the users technique with that chakra and increasing it's damage by 20 points. This effect can only be applied once per jutsu and it can only gain the buff once. Can be used 4 times per battle counting as a jutsu, done in the same time frame.

Second: The use can infuse the sword with pure yin chakra and coat it with the chakra. From here they can slash or release the pulse of yin chakra. This pulse on contact with a jutsu will erase the jutsu. This pulse contains 50 yin chakra and can erase any jutsu with 50 chakra or less, cancelling it completely. Can be used 4 times per battle counting as a jutsu. This effect can be applied to kenjutsu techniques that require no chakra.

Third: The user can draw on the chakra within the sword to release a pulse of yin chakra flowing through them erasing any foreign chakra within their body that shouldn't be there. Be it a poison, genjutsu etc. This will cleanse their chakra flow, open up their chakra points and reset their system. The user can use this 3 times or until the 100 chakra points are used up.

Note: Only one effect per turn can be used.
Note: Must have mastered yin release.

Declined, a few issues at hand here. The first ability implies some instantaneous drain, leaving no room to prevent it. What is the mechanism for this to occur? This is hardly a sword-based ability either. It is just shoving what could be a standalone custom jutsu into a CW with no thematic relevance.

The second ability is essentially a rip from Caliburn's 7SM, but simply performed with Yin Release. So I'm gonna have to say no to that entirely.

The third is weird. I'm fine with this releasing you from spiritual based techniques and afflictions, but poison? That's Yang Release. Poison is a physical substance that, even if chakra is removed, will still linger in the body. Most of the time Poison techniques use chakra as a delivery method, not as fuel to power the poison itself. So make adjustments to this.

-Drackos


(Kuchiyose no Jutsu: Ditto) -Summoning Technique: Ditto
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: A unique summoning belonging to Animal path. The user will perform the summoning jutsu through a tattoo or slamming their hands down to summon ditto. Along with all of the rinnegan summons, ditto has it's own unique traits, while having chakra rods throughout it's body, having the rinnegan and shared vision with the user. Ditto is unique in it's own way as it would seem like a pink blob with a face when it's in its normal form. This is due to the extensive changes maid to. When it is summoned to the field, it can do one of two things. Firstly i can be summoned a pink looking blob then copy the appearence of another summon on the field completely through the user of the transformation jutsu. The other aspect would be being summoned in the form of an different animal. This can be any contract the user has signed OR one of the cannon contracts or animals seen the in naruto verse. If it forms with wings, it can fly, if it's a shark for example, it can swim and breathe under water etc. Taking on the basic traits. Though if it forms and copies another summon it does not gain that summons abilities.

The secondary effect of ditto is that when it is summoned, the user will imbue chakra into them of a chosen element or skill the user knows, allowing for ditto to use all the jutsu the user knows for that element or skill. This however has it's limits. Ditto can only use up to S ranks and when summoned will sap 200 chakra from the user, using that for it's jutsu counting towards the users three moves per turn. This can't make use of rinnegan's deva path. All the uses of jutsu count towards the users limits.


Note: Can be summoned once, lasting 4 turn, no summons in the following turn after.
Note: Can only be summoned by rinnegan bios.

Declined. I'm not particularly fond of the idea of allowing a summon, Rinnegan or otherwise, to take the shape of any animal. Also, Ditto with black rods shoved in him? What the hell? This is some animal abuse shit.

-Drackos


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Vayne

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Hyperlinked body of creation, same link as the tech I'm updating below...

(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 the required 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. The chakra used to release a tattoo or repurpose it doesn't factor into how the Jutsu operates, i.e. if it operates based on chakra, this additional chakra wont bolster its effects. Counts towards the Fūin seal limit.

Update approved, and you have my permission to fix the hyperlink you've included, it just takes you to the first page atm.

Updating Touch Of Colour https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-64#post21373567


(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable four times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.

Update declined: This is a really cool and good jutsu as it stands, so unfortunately I can't let you just remove the one restriction about not being used with other ink boosts and reduce the usage restrictions. You'd need to restrict the jutsu in some other way to balance these out.

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store techniques into the shadow in a similar fashion. Naturally, there are some restrictions and limitations to the scope of the technique. The technique that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique, meaning that fire or otherwise similar elements can not be stored. The techniques would essentially enter the shadow, allowing for the user to release them back at the opponent at any later point. In cases where the opposing technique is just 'slightly' larger than the surface area of the shadow (up to thrice as large), the shadow would take in a portion of the opposing technique, weakening it as result. For techniques 1-2 times larger, they would weaken by twenty points, while for technique 3 times larger, they would weaken by ten points. It should be noted that when talking about the size of the opposing technique in relation to the shadow that the portion of the technique that makes contact with the shadow is what determines it's size, meaning that if a 3 meter spear was thrown for example and it makes contact with the shadow, it would be absorbed, as it's 'width' would be within the size of the shadow. Essentially, when taking size into consideration, it's all based on how the technique hits the shadow and what angle. If in the previous example the spear reached the shadow in a flat manner, it would not be absorbed, but only weakened. For cases like this, where the opposing technique can't be taken in, the weakening would occur due to the shadow 'absorbing' some of it's force/momentum in a sense.
Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. It should be noted that while within the shadow, the techniques can not be sensed or manipulated by the opponents, as they would exist in a form of stasis that maintains them as they were, in an area outside the scope of the opponents. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the direction that they would be released towards. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user. It should be noted that when the techniques are released, that the opponents can control them if it was possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

Declined: This has a lot of potential to be both an interesting and powerful technique, but there's a lot of work to be done to get there. It will definitely need to be higher than b-rank, and it needs to be more succinct. This was a headache to read even broken up into paragraphs.

-Inch
with the stacking rules changed, we try again! Reworded second, third's reference jutsu is in quote above for saving you one click !

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.

Approved: Edits made in Bold and Gold - Daemon

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/[/b]rerelease[/b] techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

Approved: Added Restrictions in bold and gold - Daemon


(Kage Fūinjutsu: Omona tsunagari) - Shadow Sealing Arts: The Primal Connection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (+5 per object)
Damage: N/A
Description: The Primal Connection, is a technique that bridges the gap between Naras and Ink Release, somewhat considered as the inverse of Batman With Prep Time. Through this iteration, the user can apply a seal, Primal (プライマル), on Ink techniques of his choosing. The seal would serve as a means of allowing the user to manipulate the shadows of ink techniques as he would manipulate his own. The user can apply the seal in the same timeframe of using an ink technique, or activate the technique beforehand to have the next ink technique used have the seal applied to it. Techniques utilised through the ink techniques would be manipulated by the user, but would have the ranges based on the ink techniques position, allowing for a form of remote assaults. Usable 3x, with the seals lasting only a single turn and dispersing after a shadow technique is used from the Ink Technique's shadow. For ink techniques that produce multiple objects, each would have the seal applied to it, with each additional object costing 5 more chakra in both applying.

Approved: Edits made in Bold and Gold - Daemon

Updating to F rank CW https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-72#post-21534408
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 15 per turn | Up to fifty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a three times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs ten chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to half.(1.5x sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns. Additionally, in cases where the user merges with shadows, becomes a shadow, etc, GOA would also do so, remaining in contact with the user, similar to how the user's clothes would.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.

Declined. Keep the original. Memes aside, I'm not keen on increasing the rank of CW's from S to Forbidden for the sake of improving it post approval.

-Drackos
 
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(Ken Otsutsuki ) Otsutsuki Blade
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Otsutsuki Blade is a weapon crafted by Hei Otsutsuki during his swordsmanship training in his youth. It was forged using ore from a recently fallen meteorite, and Hei likes to occasionally refer to the blade affectionately as his "space sword" due to the origin of its material. The weapon is able to cut through various substances with little to moderate effort. The weapon is styled as a Jian straight sword with a distinctive black blade attributed to the material from which it was forged. While the sheath is simple, dark brown and straight, adorned with a gold-plate inlay about midway down its length. The sheath's tip is rectangular and adorned with a stylized lotus symbol made of gold filigree, while another is etched into the end of the grip; these marks identify the sword as the work of a member of the Otsutsuki Clan. The unusual material gives the sword unique properties, not just its exceptional durability and keenness but it's affinity to absorb, store and transfer chakra. Originally, the blade doesn't have any chakra of it's own but can passively absorb and store chakra into itself via the "Chakra Absorption Technique". Using the stored chakra, the blade is able to use one of two abilities. The first being it's ability use the stored chakra to fuel the chakra cost needed for Kenjutsu techniques. This allows the Kenjutsu to be implemented faster while the users chakra might otherwise be occupied. The Second ability is to use the "Chakra Transfer Technique" to aid the user in various ways during battle. Chakra Absorption/Transfer Techniques count toward the users usage of said technique, requiring posting of the technique used. Absorption of chakra is passive, but implementation the stored chakra counts as a move.
Note:
-Can only use one ability per turn
-Requires a Kenjutsu Specialty
-Can only be taught by Serpent

Declined. Issues highlighted in red. Even if you're using a different stored source of chakra to fuel Kenjutsu, it still requires itself to be molded and manipulated. This means you cannot use it for faster Kenjutsu, and it also means it cannot be performed simultaneously with other techniques. Also, I'm not allowing this sword to use Chakra Transfer.

-Drackos


(Otsutsuki Taijutsu) Otsutsuki Body Art
Type: Offensive/Defensive
Rank: B - S
Range: Short
Chakra Cost: N/A
Damage points: 40 - 80
Description: A Taijutsu technique developed by the Otsutsuki clan using it's base principle revolves around their flight technique. Taking the method of flight to alter the users momentum freely allows the user of this art to while flying to increase the momentum behind their physical attacks to achieve higher levels of power normally not achievable in standard taijutsu. The user can preform a simple punch and/or kick or a series of punches and/or kicks, even from multiple angles as the flight technique allows freedom of mobility while airborne and use the created momentum to increase the power and unpredictability behind each strike. The power behind the attack is depended on the user. The user can even apply this method to another Taijutsu technique to alter it's momentum to effectively create a Taijutsu combination attack.
Notes:
-Can only be used with Otsutsuki Flight technique
-Can only use S-rank variant three times per battle/event
-Requires a Taijutsu Specialty
-Can only be taught by Serpent

Declined. The Otsutsuki Flight technique specifies that the user moves at their running speed. This means you cannot increase your momentum while flying, as you are no longer at your current running speed.

-Drackos


(Fuuin-Katon: Karushinsei Hebi ) Fire Sealing Technique: Flames of the Hell Serpent

Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage points: 80
Description: The user will focus and release chakra around their body creating an omni-directional blast of fire. The flames are dense and seem carry a weight to them, similar to many fireball techniques. What makes these flames unique is a sealing formula inlay. A string of Kenji woven into the flames that allows it to absorb other fire techniques it comes into contact with. It can only absorb technique up to it's own rank, combining it with itself to create a combination technique. The technique is most effective in close combat and becomes less effective at a distance, burning out before it reaches long range. The sudden burst of chakra will place a slight strain on the users chakra, limiting them from using high level fire techniques for a short time.
Notes:
-Can only be used twice per battle
-Requires a four turn cooldown
-Cannot use Katon above A-rank next turn
-Can only be taught by Serpent

Declined. This technique infringes on my Mystic Fire custom element and techniques that Scaze has created.

-Drackos
 
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(Shikotsumyaku: Sukarumozzu | Shikotsumyaku Release: Skull Mod)
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This is a passive technique which incorporates the users ability to manage their bones and make them harder than steel using their shikotsumyaku abilities that are a direct heritage from Kaguya herself. This technique is revolving around the head area only and lets the user plug their ears by growing bones inside their ears. This makes them temporarily deaf but also protects them from sound genjutsu. Another modification they can make is creating a bone visor that makes them blind but lets them avoid eye contact. Other visual feature can be made too such as horns or other aesthetics. Lasts until the user reshapes their skull.

Note: Can only be taught by Skorm.

Declined. This requires limitations on the rank of Sound Ninjutsu you can protect yourself from. Also note that this will not prevent other people from submitting Shikotsumyaku techniques that allow them to cosmetically reshape their body. Also "Shikotsumyaku RELEASE," really?

-Drackos


(Shikotsumyaku/Fūton: Koppun | Shikotsumyaku/Wind Release: Bone Dust)
Type:
Supplementary/Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Bone Dust is a very special branch of bone manipulation. The user creates a large source of bones(mass depends on chakra input) and grinds them together into small pieces. This turns into bone dust which can be razor sharp and manipulated by wind release. This dust can surround opponents, create plateaus, pillars etc. The most lethal part if the technique is the users ability to manipulate the dust as it is still their own bones. This give the dust an almost parastic property of being capable of inflitrating through skin harder than steel or cause massive damage towards vital organs. The user can re-shape the bone dust into regular bones at any given time making it take the properties of its solid state as well. This technique can be used at different ranks and the amount of bone dust produced is directly affected by this. D-B ranks requires no seals and can be used all times as long as the user has chakra reserves. A rank requires a seal and can be used maximum 5 times per battle. S-rank requires two handseals and can be used 4 times per battle with a 2-turn cooldown.

Note: Can only be taught by Skorm

Declined. You cannot change the state which Shikotsumyaku is in (i.e. solid to powder/sand).

-Drackos
 
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(Fūinjutsu/Shikotsumyaku/Meiton: Shitai | Sealing/Shikotsumyaku/Dark Release: Corpseus)
Type:
Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Corpseus is a pinnacle technique using the combination of dark release and shikotsumyaku. The user must have absorbed an S-ranked technique(or higher) prior to the use of this technique. Within the same timeframe(or after) they absorb said technique through their dark marks, the user performs four handseals and slaps a seal on their body. They will then use their shikotsumyaku ability to create Corpseus. This is essentially a creation made out of bones harder than steel as well as dark chakra. The creations apperance may very from every usage but the size and its abilities always stays the same. Essentially the creation is like a clone in the simplest of terms, meaning it can use dark and shikotsumyaku abilities the user knows. It is packed with S-rank level dark and shikotsumyaku, essentially letting it tank anything that is neutral or weak towards either those ranks following the S/W of each element. The creation automatically spawns with bone wings, essentially giving it the ability of flight. The creation has a very special ability to use shikotsumyaku technique that are passively imbued with dark chakra due to a dedicated seal(A-rank in nature) that saps chakra from the user of the technique into the creation while it remains on the field. This means the creation can create black flaming bones essentially giving shikotsumayku technqiues the benefit of repelling techniques weak towards dark release(the dark release infusion in these cases are of the same power as the shikotsumyaku technique). It does also boost the creations shikotsumyaku techniques damage by +20 up to S-rank. This technique takes a massive toll on the user and has limitations. While the corpseus is active, the user cannot use either dark or shikotsumyaku whatsoever. They may also not use techniques above A-rank while it limits their fuinjutsu abilities down to B-rank. Corpseus can stay on the field five turns but can only be used once per battle.

Note: Can only be taught by Skorm.

Declined. This is an extremely hot mess, to be frank. I have a key issue here. You say that this technique uses an A-Rank seal to allow this Bone familiar to use Dark Release techniques...of any rank? How can an A-Rank seal, that stores Dark chakra, allow this to use Dark techniques of any rank? Likewise, if the seal is what fuels the Dark Release, how could it have infinite amount of chakra to perform techniques? My point is you're just calling this an A-Rank seal for the sake of it when in reality it is far more complicated than that. Which brings me to my main point: you don't have permission to submit seals above A-Rank. So while you say it is an A-Rank seal, it really isn't. It would require something far more complex.

Second, I'm not keen on allowing this combination between Dark Release and Shikotsumyaku. I get you're trying to make both of them resistant to their respective weaknesses, but I don't think that is a logical way of going about it. The restrictions on this technique are fine, but ultimately make it pretty useless as well. Also, you're just throwing in a rank increase in potency to Shikotsumyaku techniques for the sake of it? How much are you actually trying to pack in here?

-Drackos
Edits in bold.

(Fūinjutsu/Shikotsumyaku/Meiton: Shitai | Sealing/Shikotsumyaku/Dark Release: Corpseus)
Type:
Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Corpseus is a pinnacle technique using the combination of dark release and shikotsumyaku. The user must have absorbed an S-ranked technique(or higher) prior to the use of this technique. Within the same timeframe(or after) they absorb said technique through their dark marks, the user performs four handseals and slaps a seal on their body. They will then use their shikotsumyaku ability to create Corpseus. This is essentially a creation made out of bones harder than steel as well as dark chakra. The creations apperance may very from every usage but the size and its abilities always stays the same. Essentially the creation is like a clone in the simplest of terms, meaning it can use dark and shikotsumyaku abilities the user knows. It is packed with S-rank level dark and shikotsumyaku, essentially letting it tank anything that is neutral or weak towards either those ranks following the S/W of each element. The creation automatically spawns with bone wings, essentially giving it the ability of flight. The creation has a very special ability to use shikotsumyaku technique as well as dark release techniques to the same extent as the user. However, once per turn it is active it has the ability to passively infuse dark release chakra into their shikotsumyaku techniques. This is done by the applied fūinjutsu element in the technique. An A-rank seal(mentioned earlier) on the user will transfer raw chakra from them towards the corpseus creation passively and allows it to do this once per turn. This infusion is A rank due to the fact that the seal is A rank. The creation can create black flaming bones essentially giving shikotsumayku technqiues the benefit of repelling techniques weak towards dark release(the dark release infusion in these cases are of the same power as the shikotsumyaku technique). This does also mean that the shinotsumyaku technique they infuse will have the damage value of the used shikotsumyaku technique + A rank dark release. The Corpseus takes a massive toll on the user and has limitations. While the corpseus is active, the user cannot use either dark or shikotsumyaku above A rank whatsoever. They may also not use other techniques above S-rank while it Is present on the field. Corpseus can stay on the field five turns but can only be used once per battle.

Note: Can only be taught by Skorm.

Leaving For Drackos as he checked this last time and would be a better judge - Daemon

New submission;

(Meiton/Shikotsumyaku: Majora no kamen | Dark/Shikotsumyaku: Majora’s Mask)
Type:
Supplementary
Rank: S
Range: N/A
Chakra: 40(-20/turn)
Damage: 80
Description: Majora’s Mask is a combo technique in which the user manipulates their bones inside their skull as well as infuse the bone manipulation with pre-absorbed dark release. After having absorbed a technique(S rank or higher) the user will start the manipulation. This forms into a very intimidating but iconic mask of dark bones that have spikes around the entire head, harder than steel and infused with dark chakra. The user strands limitation upon themselves upon activating this technique. They will blind themselves entirely relying only on either chakra sensory, movement sensory, heat or tools that lets the user see through solid objectes(tools must be applied before this technique). The user will also plug their ears limiting their hearing to null while not being able to be affected by sound or visual genjutsu that requires eye contact. The mask itself is an excellent protection towards techniques as well as usage in cqc where the user can bash the spikes into an opponent dealing massive amount of damage. While the mask structure itself is easy to sustain, the user needs to fuel the dark infusion of the bones constantly sfter activation to avoid it loosing its dark properties. Resistance-wise the mask can tank damage from tecnhiques of the same rank that are neutral towards a dark/shikotsumyaku combo or techniques higher that are weak towards both elements. The mask can only be sustained for a total of 4 turns, requires a 2-turn cooldown and after using it, the user may not use meiton or shikotsumyaku above A rank for two turns.

Note: Can only be taught by Skorm.

Declined: This did not need to be a dark custom...like at all. Rework this. This technique is also fundamentally has holes in it. What happens If you opponent eliminates your vectors for sensing or determining your location? You become a sitting duck. I say find a new way to get some kind of immunity to sound and visual gen cuz this aint it. - Daemon
 
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BusinessManTeno

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( Senpō: Sanshō̄o Isoide dansu) - Sage Art: Spirits Hushed Dance
Rank:
A
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-5 per turn)
Damage points: N/A
Description: Once the user is in sage mode, the user will do two handseals infusing senjutsu into their wind chakra, releasing a small breeze across the battlefield. This breeze is not strong enough to do any sort of damage, but not windy enough to empower or be overpowered by fire. Due to the senjutsu being added to the breeze, this allows the user to essentially "Sense" nature around them in every way, acting as sort of a "sixth sense". Once an attack is launched towards the users direction, the user will dance to the breeze of wind but to the normal eye it seems just as he moved at a very fast pace (Of course dojutsu users are able to slow down the movement with their perception). This is specially used towards jutsu that strike multiple times, allowing the user to continue to "Dance" avoiding the techniques as a whole. The wind is used as a sort of "sensory" allowing the user to properly perceive the trajectory of incoming attacks.

Note: Can use max of 3 turns
Note: Last a max of 3 turns
Note: Can only dodge once per turn
Note: Can only dodge from non stream techniques, and techniques no bigger than twice the size of the users body

Declined. A few issues; the concept of using wind to 'sense' has been done a number of times before. I can look past this issue though, so it's really the second issue that is the big one. The second issue is that being able to dodge once per turn so freely is a bit much. Even the Ten Tails Jinchuuriki can only dodge with their flight once every other turn, and that is with their highly enhanced sensor capabilities that go far beyond connecting yourself to wind/breezes/etc.

-Drackos



(Fuinjutsu: Hikari Arawasu Katana) - Sealing Arts: Swords Of The Revealing Light
Rank:
A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage points: N/a
Description: SotRL is one of the more powerful and unique fuinjutsu that was created. The user will start off by doing three handseals, one for each "sword". Doing this, the user will cause three swords made of pure chakra to strike down from above the opponent in a triangle formation in an mid range radius. Once the swords strike the ground, a seal formula will form doing two things. The first thing that will happen, will create unfocus lightning to constantly generate, paralyzing them, restricting them from movement. The second thing that will happen will be the disruption of the opponents chakra, not allowing the opponent to form chakra above A rank .

Note: Can use a max of 3 turns per battle
Note: Last a max of two turns with a 3 turn cool down
Note: Cant use any fuinjutsu the same turn as this

♞ Declined. Where does the Lightning come from? It's a sealing technique, no? ♞
- Detective L
( Senpō: Sanshō̄o Isoide dansu) - Sage Art: Spirits Hushed Dance
Rank:
A
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Once the user is in sage mode, the user will do two handseals infusing senjutsu into their wind chakra, releasing a small breeze across the battlefield. This breeze is not strong enough to do any sort of damage, but not windy enough to empower or be overpowered by fire. Due to the senjutsu being added to the breeze, this allows the user to essentially "Sense" nature around them in every way, acting as sort of a "sixth sense". Once an attack is launched towards the users direction, the user will dance to the breeze of wind but to the normal eye it seems just as he moved at a very fast pace (Of course dojutsu users are able to slow down the movement with their perception). This is specially used towards jutsu that strike multiple times, allowing the user to continue to "Dance" avoiding the techniques as a whole. The wind is used as a sort of "sensory" allowing the user to properly perceive the trajectory of incoming attacks.

Note: Can use max of 4 turns
Note: Lasts for four turns.
Note: Can only dodge from non stream techniques, and techniques no bigger than twice the size of the users body
Note: Sage Mode must be active
Pending - Leaving for Drackos - Daemon

Approved. Made edits

-Drackos


(Fuinjutsu: Hikari Arawasu Katana) - Sealing Arts: Swords Of The Revealing Light
Rank:
A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage points: N/a
Description: SotRL is one of the more powerful and unique fuinjutsu that was created. The user will start off by doing three handseals, one for each "sword". Doing this, the user will cause three swords made of pure chakra to strike down from above the opponent in a triangle formation in an mid range radius. Once the swords strike the ground, a seal formula will form doing two things. The first thing that will happen, will create a powerful force pushing them down, similar to MIE, restricting them from movement. The second thing that will happen will be the disruption of the opponents chakra, not allowing the opponent to form chakra above A rank. The swords can be broken by A-Rank equivalent damage. The sealing potency of the swords cannot be augmented.

Note: Can use a max of 3 turns per battle
Note: Last a max of two turns with a 3 turn cool down
Note: Cant use any fuinjutsu the same turn as this

Pending - Leaving for Drackos - Daemon

Approved. Made edits.

-Drackos


(Fuinjutsu :Kasukana ōmen) - Sealing Arts: Faint Omen
Rank:
A
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from within 24 hours. Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.

Note: Can use Once per person
Note: Damage is sealed for only four turns.
Note: The user can still take damage
Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)
Note: Does not revert physical damage such as limbs. Excludes brain and heart

This seem like some advanced Fuuin to me dawg which you don't have so - Declined. - Daemon

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank:
S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Fuin is A rank and Kenjutsu is S rank, allowing this technique to be used on S rank and below
Note: Technique last for three turns and counts as a move per swing.

Declined: Just because the Kenjutsu aspect of the technique is S rank doesn't mean the seal itself can absorb S rank techniques FYI. While the technique is cool, I'm probably not gonna allow it to just slurp up S ranks for free. Also if you want this seal it's gonna have to be a one and done kinda deal where, you slap it on the sword then swing it and the seal only lasts for the turn you place it on the sword. - Daemon
 
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The Pervy Sage

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Dropping: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-6907889

(Han majikkusōdo | Antimagic Blade)

Rank: S
Type: Weapon
Range: short - long
Chakra Cost: N/a
Damage Points: N/a
Description: A katana forged while being infused with yin release creating a unique blade. Yin is generally based on imagination and creation. This blade was forged while being infused with yin to do the reverse. Instead of creating, it erases. This is an anti chakra weapon. What this means is that blade has the properties to cut through jutsu and release waves of yin chakra to essentially erase chakra creations. The sword is always infused with 100 points of yin chakra. This sword has three effects:

First: Being infused with yin release when ever a jutsu is used through the sword it adds a passive chakra draining effect to the jutsu. It will take 10 chakra from an opposing technique, reducing it by 20 damage, while empowering the users technique with that chakra and increasing it's damage by 20 points. This effect can only be applied once per jutsu and it can only gain the buff once. Can be used 4 times per battle counting as a jutsu, done in the same time frame.

Second: The use can infuse the sword with pure yin chakra and coat it with the chakra. From here they can slash or release the pulse of yin chakra. This pulse on contact with a jutsu will erase the jutsu. This pulse contains 50 yin chakra and can erase any jutsu with 50 chakra or less, cancelling it completely. Can be used 4 times per battle counting as a jutsu. This effect can be applied to kenjutsu techniques that require no chakra.

Third: The user can draw on the chakra within the sword to release a pulse of yin chakra flowing through them erasing any foreign chakra within their body that shouldn't be there. Be it a poison, genjutsu etc. This will cleanse their chakra flow, open up their chakra points and reset their system. The user can use this 3 times or until the 100 chakra points are used up.

Note: Only one effect per turn can be used.
Note: Must have mastered yin release.

Declined, a few issues at hand here. The first ability implies some instantaneous drain, leaving no room to prevent it. What is the mechanism for this to occur? This is hardly a sword-based ability either. It is just shoving what could be a standalone custom jutsu into a CW with no thematic relevance.

The second ability is essentially a rip from Caliburn's 7SM, but simply performed with Yin Release. So I'm gonna have to say no to that entirely.

The third is weird. I'm fine with this releasing you from spiritual based techniques and afflictions, but poison? That's Yang Release. Poison is a physical substance that, even if chakra is removed, will still linger in the body. Most of the time Poison techniques use chakra as a delivery method, not as fuel to power the poison itself. So make adjustments to this.

-Drackos


(Kuchiyose no Jutsu: Ditto) -Summoning Technique: Ditto
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: A unique summoning belonging to Animal path. The user will perform the summoning jutsu through a tattoo or slamming their hands down to summon ditto. Along with all of the rinnegan summons, ditto has it's own unique traits, while having chakra rods throughout it's body, having the rinnegan and shared vision with the user. Ditto is unique in it's own way as it would seem like a pink blob with a face when it's in its normal form. This is due to the extensive changes maid to. When it is summoned to the field, it can do one of two things. Firstly i can be summoned a pink looking blob then copy the appearence of another summon on the field completely through the user of the transformation jutsu. The other aspect would be being summoned in the form of an different animal. This can be any contract the user has signed OR one of the cannon contracts or animals seen the in naruto verse. If it forms with wings, it can fly, if it's a shark for example, it can swim and breathe under water etc. Taking on the basic traits. Though if it forms and copies another summon it does not gain that summons abilities.

The secondary effect of ditto is that when it is summoned, the user will imbue chakra into them of a chosen element or skill the user knows, allowing for ditto to use all the jutsu the user knows for that element or skill. This however has it's limits. Ditto can only use up to S ranks and when summoned will sap 200 chakra from the user, using that for it's jutsu counting towards the users three moves per turn. This can't make use of rinnegan's deva path. All the uses of jutsu count towards the users limits.


Note: Can be summoned once, lasting 4 turn, no summons in the following turn after.
Note: Can only be summoned by rinnegan bios.

Declined. I'm not particularly fond of the idea of allowing a summon, Rinnegan or otherwise, to take the shape of any animal. Also, Ditto with black rods shoved in him? What the hell? This is some animal abuse shit.

-Drackos


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Animal cruelty... it's that what animal path is for?


(Kuchiyose no Jutsu: Eievui ) -Summoning Technique: Eevee
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: A unique summoning belonging to Animal path. The user will perform the summoning jutsu through a tattoo or slamming their hands down to summon Eevee. Along with all of the rinnegan summons, Eevee has it's own unique traits, while having chakra rods throughout it's body, having the rinnegan and shared vision with the user. Eevee is unique in it's own way as it would be summoned looking like a small fox with a big tail in it's normal form.. This is due to the extensive changes maid to it, when it is summoned to the field, it can do one of two things. Firstly i can be summoned a to be in it's normal basic form. The other aspect would be being summoned in the form of an advanced evolved version of itself.

The secondary effect of Eevee is that when it is summoned, the user will imbue chakra into it of a chosen element or skill the user knows, allowing for Eevee to use all the jutsu the user knows for that element or skill. This however has it's limits. Eevee can only use up to S ranks and when summoned will sap 200 chakra from the user, using that for it's jutsu counting towards the users three moves per turn. This can't make use of rinnegan's deva path. All the uses of jutsu count towards the users limits. When Eevee is summoned, it's appearence will reflect the element/or skill that the user has infused into it, so for water it would have scales instead of fur, for lightning it fur would be more spiky and sharp etc.


Note: Can be summoned once, lasting 4 turn, no summons in the following turn after.
Note: Can only be summoned by rinnegan bios.

Approved
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(Kuchiyose no Jutsu: Snorlax) -Summoning Technique: Snorlax
Type:
Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user will perform a summoning jutsu summoning Snorlax. Snorlax is a summon unique to the rinnegan's animal path. Like all the other summons, it has the chakra rods throughout it and shares vision with the user. What's unique about his summon is much like the dog summon it was altered for a specific purpose of taking hits. Unlike the dog summon though, instead of splitting when being hit with an attack, Snorlax power is Shock Absorption. He is a large fat looking summoning almost like a bear with blue fur. On contact with physical attacks, his fat will take the full shock negating any matter-based damage to 0 as the shock of impact would just flow through his fat and be released into the air or ground around snorlax. This only works for physical impacts, it will have no effect on energy based attack or sharp attacks such as through a sword as their will piece his fat. To these attack he immune to A rank and below jutsu thanks to the layers of fat protecting him.

Note: Can be summoned once, lasting 4 turn, no summons in the following turn after.
Note: Can only be summoned by rinnegan bios.
Approved. Made clarification edits.
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Delta

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(Mokuton: Mokuzai o toko Yoroi) Wood Release: Wood Man Armor
Type:
Defensive
Rank: A rank
Range: self
Chakra: 30 at the beginning of turn, -10 every turn
Damage: Negates 10-30 Damage
Description: Similar to gaara's sand armor, the user will mould wood release chakra all over their body, creating an invisible armor around their body which can only been seen with chakra sensory. By blending the wood into the users body, and using chakra to mimick clothing, the user is able to hide the armor, making it appear as if they are wearing nothing at all. This armor, is passively attached to a persons bio, and must be posted in the bio to be used. ALternatively, through 2 handseals, the user can activate this technique as normal. When attached to the bio, the user automatically loses -30 chakra at the start of a battle to have the armor activated, and a further -10 per turn so long as the armor remains in tact. The armor itself is used to reduce incoming damage slightly, acting as a first barrier before being hit. True to Wood release's strengths and weakness, against elements that are strong to Wood, the armor will only reduce -10 damage. To neutral elements, the Armor will reduced -20 damage. Against elements wood is strong to, it will reduce -30 damage after technique interaction with the armor. The armor can also be used as a medium to perform wood release techniques.

Restrictions:
Must be posted in the users bio and is always active until destroyed.
Can be activated as a stand alone jutsu.
Can only be activated once per battle. If posted in the users bio, the technique cannot be utilized normally for the battle.

Declined. I'm not allowing indefinite damage reduction akin to Gaara's sand shield. It isn't clear how much damage is required to shatter this entirely to get rid of it.

-Drackos


(Senjutsu: Chikaradzuyoi Paji) Senjutsu Art: Forceful Purge
Type:
Defensive/Supplementary
Rank: N/A
Range: N/A
Chakra: N/A(maximum 100)
Damage: N/A
Description: A special technique linked to sage mode, used to break genjutsu's and counter other techniques that require chakra surges. While in sage mode, upon the users command, the user will surge a large amount of chakra, coming directly from their senjutsu pool. This chakra surge is used to break such things as High level genjutsu, or even the tethering affects of Yin release techniques. The purpose of this technique is for the user to forcefully cause a large amount of senjutsu to be purged from their body, aiming to send the senjutsu from all directions, essentially creating a full body senjutsu chakra surge, purging themselves of any foreign chakra. This technique can be used the moment any such technique invades the users body, allowing them to break free before the affects take a full hold, due to the increased sensory brought upon from Sage mode.

Restrictions:
This technique can only be used in alternative turns.
The turn after this is used, the user is unable to boost their jutsu with senjutsu due to the sudden imbalance.
While this is a full body surge, the user is capable of utilizing A rank and below techniques within the same timeframe as this technique
Can only be used 3 times per battle,
with a single turn cooldown between usages.
This technique has a 100 chakra cap.

Declined. I highlighted issues in red but they aren't the only problems. The first is that this is such a wild technique with so much packed into it. No, you cannot break techniques before they kick in, even with sensory. That's the definition of a timeframe break. And you think surging so much chakra will allow you to use techniques simultaneously as this? Definitely no to that. Third major problem is that you have no real restrictions on this technique.

But other major problem here is that this technique is really just "Senjutsu Kai." And even the normal Genjutsu Kai, at the highest level you can use it at, can't achieve a release like this. So you'll need to address a lot of issues here to make this approvable.

-Drackos


(Kuchiyose no Jutsu: Akuma Kitsune) - Summoning jutsu: Demon Fox
Type:
Supplementary
Rank: S rank
Range: short
Chakra: 40
Damage: N/A
Description: Demon fox is a small, completely black fox, with a small white patch on its forehead. The fox itself has two tails, which split at the tail bone, allowing its to move both tails individually. In terms of size, the Fox is no larger than a house cat. The Demon fox, being tied to the Rinnegan's Animal path, has several chakra rods imbedded into its body, and has the rinnegan in both eyes. In terms of abilities, on its own, the Demon fox has none. It is unable to utilize ninjutsu on its own, and has no access to Genjutsu or Taijutsu. However, the Demon foxes power doesnt come as a stand alone summon, however, it is instead strong in its ability to merge with a host. When merging with a host, the Demon fox is able to utilize a special ninjutsu normally only accessable to a select few, Sage arts. The Demon fox, once summoned, will merge with the user, in the same time frame as its summoning. Once merged, the Fox will link its chakra system up to the user, however, the Demon fox is unable to utilize normal chakra, instead only able to channel Senjutsu. This means that the fox is unable to use any ninjutsu unless the user is in Sage mode. Once merged, and the chakra systems linked, the Demon fox is capable of accessing Sage arts, by taking the users Senjutsu, and manipulating it through its own body, to create Sage arts. The Sage arts the fox can use can only be those tied to the specific Sage mode it has been summoned to, meaning the fox is unable to use Inorganic Reanimation if it is linked with a user in Toad Sage mode.

This ability allows the fox to manipulate the users Senjutsu, siphoning it off and utilizing it itself. The draw back to this, however, is that due to the fox not having the ability to channel senjutsu itself, or even normally house senjutsu on its own accord, the fox is limited. The fox can only use One technique per turn under S rank. The fox can use One S rank Sage art in a turn, however, afterwards the fox is unable to attack, needing a one turn cooldown. On top of this, the fox, due to not having its own chakra, requires more chakra to fuel techniques. This means, that when using a Sage art, it will cost an additional +10 chakra on top of the original chakra cost. The final drawback is, that during the timeframe in which the fox is performing Sage arts, the host that the fox is merged to is unable to boost their own techniques with senjutsu.

Restrictions:
Can only be summoned Once per battle via the Animal Path
Lasts 4 turns once summoned
The Fox merges with the host the moment it is summoned.
The fox cannot use any ninjutsu unless the user is in Sage mode, then it can access Sage Arts
Sage arts are technique purely created from Senjutsu chakra, meaning the Fox cannot use ninjutsu with Senjutsu in them, and it must be classified as a Sage art.
Due to the fox continually taking Senjutsu from the user, the User and the Fox become immune to genjutsu
 
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(Ken Otsutsuki ) Otsutsuki Blade
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Otsutsuki Blade is a weapon crafted by Hei Otsutsuki during his swordsmanship training in his youth. It was forged using ore from a recently fallen meteorite, and Hei likes to occasionally refer to the blade affectionately as his "space sword" due to the origin of its material. The weapon is able to cut through various substances with little to moderate effort. The weapon is styled as a Jian straight sword with a distinctive black blade attributed to the material from which it was forged. While the sheath is simple, dark brown and straight, adorned with a gold-plate inlay about midway down its length. The sheath's tip is rectangular and adorned with a stylized lotus symbol made of gold filigree, while another is etched into the end of the grip; these marks identify the sword as the work of a member of the Otsutsuki Clan. The unusual material gives the sword unique properties, not just its exceptional durability and keenness but it's affinity to absorb, store and transfer chakra. Originally, the blade doesn't have any chakra of it's own but can passively absorb and store chakra into itself via the "Chakra Absorption Technique". Using the stored chakra, the blade is able to use one of two abilities. The first being it's ability use the stored chakra to fuel the chakra cost needed for Kenjutsu techniques. This allows the Kenjutsu to be implemented faster while the users chakra might otherwise be occupied. The Second ability is to use the "Chakra Transfer Technique" to aid the user in various ways during battle. Chakra Absorption/Transfer Techniques count toward the users usage of said technique, requiring posting of the technique used. Absorption of chakra is passive, but implementation the stored chakra counts as a move.
Note:
-Can only use one ability per turn
-Requires a Kenjutsu Specialty
-Can only be taught by Serpent

Declined. Issues highlighted in red. Even if you're using a different stored source of chakra to fuel Kenjutsu, it still requires itself to be molded and manipulated. This means you cannot use it for faster Kenjutsu, and it also means it cannot be performed simultaneously with other techniques. Also, I'm not allowing this sword to use Chakra Transfer.

-Drackos


(Otsutsuki Taijutsu) Otsutsuki Body Art
Type: Offensive/Defensive
Rank: B - S
Range: Short
Chakra Cost: N/A
Damage points: 40 - 80
Description: A Taijutsu technique developed by the Otsutsuki clan using it's base principle revolves around their flight technique. Taking the method of flight to alter the users momentum freely allows the user of this art to while flying to increase the momentum behind their physical attacks to achieve higher levels of power normally not achievable in standard taijutsu. The user can preform a simple punch and/or kick or a series of punches and/or kicks, even from multiple angles as the flight technique allows freedom of mobility while airborne and use the created momentum to increase the power and unpredictability behind each strike. The power behind the attack is depended on the user. The user can even apply this method to another Taijutsu technique to alter it's momentum to effectively create a Taijutsu combination attack.
Notes:
-Can only be used with Otsutsuki Flight technique
-Can only use S-rank variant three times per battle/event
-Requires a Taijutsu Specialty
-Can only be taught by Serpent

Declined. The Otsutsuki Flight technique specifies that the user moves at their running speed. This means you cannot increase your momentum while flying, as you are no longer at your current running speed.

-Drackos


(Fuuin-Katon: Karushinsei Hebi ) Fire Sealing Technique: Flames of the Hell Serpent

Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage points: 80
Description: The user will focus and release chakra around their body creating an omni-directional blast of fire. The flames are dense and seem carry a weight to them, similar to many fireball techniques. What makes these flames unique is a sealing formula inlay. A string of Kenji woven into the flames that allows it to absorb other fire techniques it comes into contact with. It can only absorb technique up to it's own rank, combining it with itself to create a combination technique. The technique is most effective in close combat and becomes less effective at a distance, burning out before it reaches long range. The sudden burst of chakra will place a slight strain on the users chakra, limiting them from using high level fire techniques for a short time.
Notes:
-Can only be used twice per battle
-Requires a four turn cooldown
-Cannot use Katon above A-rank next turn
-Can only be taught by Serpent

Declined. This technique infringes on my Mystic Fire custom element and techniques that Scaze has created.

-Drackos
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(Ken Otsutsuki ) Otsutsuki Blade
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Otsutsuki Blade is a weapon crafted by Hei Otsutsuki during his swordsmanship training in his youth. It was forged using ore from a recently fallen meteorite, and Hei likes to occasionally refer to the blade affectionately as his "space sword" due to the origin of its material. The weapon is able to cut through various substances with little to moderate effort. The weapon is styled as a Jian straight sword with a distinctive black blade attributed to the material from which it was forged. While the sheath is simple, dark brown and straight, adorned with a gold-plate inlay about midway down its length. The sheath's tip is rectangular and adorned with a stylized lotus symbol made of gold filigree, while another is etched into the end of the grip; these marks identify the sword as the work of a member of the Otsutsuki Clan. The unusual material gives the sword unique properties, not just its exceptional durability and keenness but it's affinity to absorb, store and transfer chakra. Originally, the blade doesn't have any chakra of it's own but can passively absorb and store chakra into itself via the "Chakra Absorption Technique". Using the stored chakra, the blade is able to use one of two abilities. The first being it's ability use the stored chakra to fuel the chakra cost needed for Kenjutsu techniques. The unique material of the meteorite alters the chakra stored within it mixing the blade with it's nature energy increasing it's potency. Kenjutsu techniques that use this chakra are increased by one rank, or in the case of S-rank and Forbidden Rank receive a +20 damage increase. The technique must use chakra previously stored within the sword to receive the increase; meaning Kenjutsu techniques that don't use chakra do not benefit from this weapon. Lastly, at a cost of a move, the user is able to draw upon the stored chakra within the blade to create a foreign chakra surge within themselves to release Genjutsu, requiring at least 10 additional chakra to release standard Genjutsu, 20 additional chakra for Elemental Genjutsu and 30 additional chakra to release Doujutsu/Yin level Genjutsu.
Note:
-Can only use Genjutsu release four times per battle/event
-Can only use one ability per turn
-Requires a Kenjutsu Specialty
-Can only be taught by Serpent

Leaving for Drackos - Daemon

Declined. I'm confused by the final ability. This references a chakra surge that the sword is capable of performing through the user but it states "requiring at least 10/20/30 additional chakra." In addition to what? This won't be capable of releasing Illusions on the level of Tsukuyomi and Kunino. But yeah just clarify this better.


(Otsutsuki Taijutsu) Otsutsuki Body Art

Type: Offensive/Defensive
Rank: B - S
Range: Short
Chakra Cost: N/A
Damage points: 40 - 80
Description: A Taijutsu technique developed by the Otsutsuki clan using it's base principle revolves around their flight technique. Taking the method of flight to alter the users momentum freely allows the user of this art to more efficiently attack while flying. The user can preform a simple punch and/or kick or a series of punches and/or kicks, even from multiple angles as the flight technique allows freedom of mobility while airborne by altering their momentum mid-air to increase the unpredictability behind each strike. The attack(s) made using this method are not faster then what would otherwise be allowed via the flight technique. However the free motion of flight allows the user to more effectively deliver higher levels of Taijutsu that would otherwise be difficult to achieve. The power behind the attack is depended on the user. The user can even apply this method to another Taijutsu technique to alter it's momentum to effectively create a Taijutsu combination attack.
Notes:
-Can only be used with Otsutsuki Flight technique
-Can only use S-rank variant three times per battle/event
-Requires a Taijutsu Specialty
-Can only be taught by Serpent

Approved - Daemon
 
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