Custom Jutsu Submission - IV

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Skorm

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(Genjutsu/Yamanaka: Misute Rareta | Illusionary/Yamanaka Arts: Forsaken)
Type:
Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50(-25/turn)
Damage: N/A
Description: Forsaken is one of the ultimate combinations of the Yamanaka combinations with Genjutsu, created by none other than Ghostmother. The user starts by infusing a massive amount of chakra into the mind of their opponent. This chakra will echo through the mind of the opponent and do three things that all happen simultaneously. Two of these traits are both locked into the skills of a Yamanaka clan member which is why this technique cannot be performed by a regular genjutsu user, no matter how good they are. Yamanaka's are known for their mind reading skills and although it is most effective when they have placed their hand on their targets head, this technique can give them a good understanding of what the victim is thinking and experiencing in their head. The secound Yamanaka trait of the technique is to affect the nervous system of the victim, shutting down all movement, including muscles. Vital organs take longer to fully shut down but essentially after two turns they will also be affected. After three turns, a victim will lose brain activity due to lack of oxygen as their lungs and heart will have completely failed. Other limbs are affected immediately, such as arms, legs and eyes. The third component is the genjutsu itself, which is a multi-layered genjutsu that will first put the victim in a room of their absolute biggest fears which causes them to panic. This is where the mind reading component of the technique become so lethal. The user can imagine exactly what the victims ideal solution is to escape the genjutsu and alter the secound layer of the illusion to match the exact release of the victims imaginary release from their genjutsu and paint the world just as they want it, most likely the user of the techniques defeat or other. While they do not know it, their body is slowly shutting down completely. This technique is Forbidden but the genjutsu and the Yamanaka techniques are independently of S-rank in strength and since its a double layered illusion, each layer is A-ranked. Even if the opponent escapes both layers of the genjutsu they still have to break free from the hold the Yamanaka has over their muscles. This technique takes a huge toll on the user and lasts up to three turns. During these three turns, the user of the technique may only use elemental/ninjutsu/taijutsu/kenjutsu techniques up to A-rank while they are completely compelled of using either a Yamanaka or Genjutsu while having the hold. After the technique, the Yamanaka is left drained of chakra and will not be able to use genjutsu or yamanaka techniques above B rank for two turns while gaining the ability to use A three turns after, S rank four and Forbidden five.

Note: Can only be taught by Skorm.
Still unchecked for more than two months..^


(Jinton: Boidosukēru | Dust Release: Void Scales)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Void Scales is a supplementary technique that converts the users body either partially or entirely into dust release. This has many different applications as it can be used to either disintigrate an incoming sword by turning the targeted area into dust chakra or enhancing a punch by converting ones fist into dust chakra to add disintigrating properties to the punch. The user choses how big a scale they want to convert their body and focuses different amounts of chakra depending on the scale of the technique. For easier description this technique is divided into levels.

Level 1(C-rank)
This level can cover to to a full fist in size of a converted area and applies the least amount of chakra. It is enough to disintigrate any technique/sword/taijutsu technique up to B-rank due to dust release’s strength to earth and its general properties. If it is used to deal more damage in a taijutsu combination where the user uses their fists, that technique gains a damage boost equivalent of C ranked dust release in terms of S/W of the release.
...
Level 2(B-rank)
This level covers up to arms and legs sized areas on the user which means the user can convert both arms/both legs/one arm one leg or anywhere else on the body. This scale is enough to disintigrate techniques of A rank in the same aspect as the lesser level. It deals B rank damage following s/w of dust release if combined with taijutsu.

Level 3(A-rank)
This level lets the user convert half of their area, upper/lower/horizontal half etc. It also means the chakra output is greater and this lets the user disintigrate techniques up to S rank that are weak to dust release. The damage ouput if combined with physical techniques are increased by A-ranked dust release output.
This level can only be used four times per battle and requires a cooldown of one turn while also limiting the user from using dust release above A rank the same turn this level is used. This level can be kept going for two turns maximum.

Level 4(S-rank)
The user enables a full body surge and converts their entire body to dust release. This enables the user to disintigrate anything that touches them up to forbidden ranked interactions that are weak to dust release. It lets the user combine martial arts with an additional damage respecting S-rank levels of dust release. This level can be used twice per battle with a two turn cooldown while hinders the user to use any other dust release techniques in the same and next turn this technique is activated. It can last up to four turns per use.

None of the levels are passive and counts as a move towards the users move count. A and S rank version drains -10 or -15 chakra per turn they are active.

Note: Can only be taught by Skorm

Declined: Due to how powerful Dust is as an element, turning into the element itself most likely won't be allowed and if it would it would require heavy restrictions. - Daemon
 
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Skorm

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Still unchecked for more than two months..^


(Jinton: Boidosukēru | Dust Release: Void Scales)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Void Scales is a supplementary technique that converts the users body either partially or entirely into dust release. This has many different applications as it can be used to either disintigrate an incoming sword by turning the targeted area into dust chakra or enhancing a punch by converting ones fist into dust chakra to add disintigrating properties to the punch. The user choses how big a scale they want to convert their body and focuses different amounts of chakra depending on the scale of the technique. For easier description this technique is divided into levels.

Level 1(C-rank)
This level can cover to to a full fist in size of a converted area and applies the least amount of chakra. It is enough to disintigrate any technique/sword/taijutsu technique up to B-rank due to dust release’s strength to earth and its general properties. If it is used to deal more damage in a taijutsu combination where the user uses their fists, that technique gains a damage boost equivalent of C ranked dust release in terms of S/W of the release.
...
Level 2(B-rank)
This level covers up to arms and legs sized areas on the user which means the user can convert both arms/both legs/one arm one leg or anywhere else on the body. This scale is enough to disintigrate techniques of A rank in the same aspect as the lesser level. It deals B rank damage following s/w of dust release if combined with taijutsu.

Level 3(A-rank)
This level lets the user convert half of their area, upper/lower/horizontal half etc. It also means the chakra output is greater and this lets the user disintigrate techniques up to S rank that are weak to dust release. The damage ouput if combined with physical techniques are increased by A-ranked dust release output.
This level can only be used four times per battle and requires a cooldown of one turn while also limiting the user from using dust release above A rank the same turn this level is used. This level can be kept going for two turns maximum.

Level 4(S-rank)
The user enables a full body surge and converts their entire body to dust release. This enables the user to disintigrate anything that touches them up to forbidden ranked interactions that are weak to dust release. It lets the user combine martial arts with an additional damage respecting S-rank levels of dust release. This level can be used twice per battle with a two turn cooldown while hinders the user to use any other dust release techniques in the same and next turn this technique is activated. It can last up to four turns per use.

None of the levels are passive and counts as a move towards the users move count. A and S rank version drains -10 or -15 chakra per turn they are active.

Note: Can only be taught by Skorm

Declined: Due to how powerful Dust is as an element, turning into the element itself most likely won't be allowed and if it would it would require heavy restrictions. - Daemon
Made it into an armor instead.

(Jinton: Boidosukēru | Dust Release: Void Scales)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Void Scales is a supplementary technique that overlaps a certain area like a cloth or piece of armor that is made up entirely from dust release. This has many different applications as it can be used to either disintigrate an incoming sword by turning the targeted area into dust chakra or enhancing a punch by covering ones fist into dust chakra to add disintigrating properties to the punch. The user choses how big a scale they want to cover their body and focuses different amounts of chakra depending on the scale of the technique. For easier description this technique is divided into levels.

Level 1(C-rank)
This level can cover to to a full fist in size of a an affected area and applies the least amount of chakra. It is enough to disintigrate any technique/sword/taijutsu technique up to B-rank due to dust release’s strength to earth and its general properties. If it is used to deal more damage in a taijutsu combination where the user uses their fists, that technique gains a damage boost equivalent of C ranked dust release in terms of S/W of the release.
...
Level 2(B-rank)
This level covers up to arms and legs sized areas on the user which means the user can cover both arms/both legs/one arm one leg or anywhere else on the body. This scale is enough to disintigrate techniques of A rank in the same aspect as the lesser level. It deals B rank damage following s/w of dust release if combined with taijutsu.

Level 3(A-rank)
This level lets the user cover half of their area, upper/lower/horizontal half etc. It also means the chakra output is greater and this lets the user disintigrate techniques up to S rank that are weak to dust release. The damage ouput if combined with physical techniques are increased by A-ranked dust release output.
This level can only be used four times per battle and requires a cooldown of one turn while also limiting the user from using dust release above A rank the same turn this level is used. This level can be kept going for two turns maximum.

Level 4(S-rank)
The user enables a full body surge and covers their entire body to dust release. This enables the user to disintigrate anything that touches them up to forbidden ranked interactions that are weak to dust release. It lets the user combine martial arts with an additional damage respecting S-rank levels of dust release. This level can be used twice per battle with a two turn cooldown while hinders the user to use any other dust release techniques in the same and next turn this technique is activated. It can last up to four turns per use.

None of the levels are passive and counts as a move towards the users move count. A and S rank version drains -10 or -15 chakra per turn they are active. The surface of dust release remains seemingly elastic and about a centimeter thick. The surface disintigrates particles that touches it and reflects sunlight like a mirror.

Note:
Can only be taught by Skorm

Declined: Again due to the power of dust release, this technique would have to be heavily restricted as well as the addition of an ample amount of handseals at each level of the technique. Also what's stopping this armor from disintegrating you? - Daemon
 
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(Shōkan-jutsu: Namakemono) Summoning Jutsu: Sloth
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+20 to tai)
Description: A unique summon to the rinnegan animal path. The user will perform several handseals to summon Sloth, a gorilla of the animal path. Sloth is a normal sized gorilla though his fur has all but fallen off apart from his head with rinnegan piecing throughout his entire body and the rinnegan in his eyes to show his link to the user. Through the unique properties of animal path, Sloth has enhanced muscles giving him an added bonus to his taijutsu, gaining a +20 buff to all taijutsu and capable of using all basic taijutsu. He gained his name from his movements and the way he talked being lazy and slow. A slothernly being with no drive to it. Though his most surprising trait is his unique ability. He has the base speed of a regular jounin rank ninja, but three times per battle he can release a surge of chakra through his entire body enhancing all his muscles to charge rapidly at his opponent at 3x his base speed. This is S rank and due to the sudden burst he struggles to control it only being able to travel in a linear motion. (counting as one of the users three moves per turn). Along with this he is able to use earth release though only A rank and below. He is capable of speech though talks slowly with a deep voice, all pertaining to his name. Due to his hard body he immune to B rank attacks and below.

Note: Requires animal path active to summon, can be summoned once lasting up to 4 turns

Declined: This has +20 to all Taijutsu passively, can accelerate in a linear direction at 3x speed allowing him to close the distance to easy taijutsu hits. It's a surge too so It'd dispel genjutsu, can also use Earth Release, and has immunity to B rank techniques. Tone this down a bit. - Daemon
 
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Punk Hazard

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(In'yōton, Onmyōton/Kinjutsu: Gōrudo Ekusuperiensu Rekuiemu) Yin-Yang Release/Forbidden Arts: Gold Experience Requiem
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 100
Damage: N/A
Description: Gold Experience Requiem is a humanoid Stand of a height and build similar to the average man. Its body is adorned with oblong grooves and ladybugs. Its head extends into pointed tips with the back of the head hollow, giving it the appearance of a crown. Its eyes have a unique design among Stands, with the 'eyeballs' embedded in cross-like structure within slanted sockets. It has an extended ridge collar on the back of its neck and several indentations and various other patterns covering its body. GER is an incredibly durable Stand, able to survive up to 100 damage from opposing techniques. Created through Yin and Yang Release energies, GER can be considered a step below a Yin-Yang Creation, possessing a physical body and sentience that allow it to act independently of its caster, as well as carrying a mental link for communication.

GER's possesses an arcane ability that it refers to as returning life to a state of zero. Upon making physical contact with another living target, GER will impart the Yin and Yang energies consisting its own body into theirs, placing them in a perpetual cycle of continuous death. The insurgence of Yin chakra plummets the opponent into a powerful Yin-Release level Genjutsu. The Genjutsu causes those infected by GER to experience a loop of varying events, each ending in a fatal injury that starts the next perception in the loop. The Yang energy inflicted upon the target produces effects similar to that of the White Tiger technique, with the sheer overload causing their body to burst and become damaged in ways corresponding to what is perceived in the Genjutsu before the process restarts; the infused Yang energy replenishes the target's vital energy as the infused Yin energy instills the Genjutsu once more. To those outside of the Genjutsu, it would appear as though the target's body is constantly erupting in wounds before repairing itself to start the process over.

Note: While a target is infected with GER, both the user and the target become incapable of activating any Ninjutsu or Genjutsu techniques.

Note: Surges or absorbing/purging Fuuinjutsu made with at least the same amount of chakra as GER that are infused with Yin-Yang Release or Natural Energy are capable of releasing GER's infestation on a target. GER can also be released willingly by its caster. The caster's death does not release GER's infestation, due to being sustained through the use of Yin-Yang Release

Note: Can only be used once per battle/event, and no Yin-Yang Release techniques can be activated for the remainder of the battle when used. Likewise, the field's constituent elements cannot be activated while GER is in play

¤ Approved, if the Gen length proves too problematic, I'll have to apply a duration period to it but I want to see something first ¤

(Yoton: Sukearī Monsutāzu) Yang Release: Scary Monsters
Type: Supplementary
Rank: S
Range: Short
Chakra: 70(-10 per turn)
Damage: N/A(+30 to Taijutsu-based techniques)
Description: Serving as a self-enhancing variation of the Ring of Hell technique, the user will reinforce his own body with Yang-based chakra. Scary Monsters enhances the user's physical capabilities tremendously, placing them on par with Perfect Snake Sages in terms of sheer power and speed. Much like the body-altering effects of Ring into Hell, the user's increase in power is accompanied by a drastic transformation; the user's body will become leaner, accentuating the muscles as their skin takes on a cracked, almost scaly appearance. The user's lower back becomes enlarged, extending into a powerful tail as their teeth and fingers elongate into sharp fangs and claws(giving the user an overall dinosaur-human-hybrid-like appearance), allowing the user to deal slashing damage with their Taijutsu. Due to reinforcing their bodies with their own energy, this technique is more sustainable than the Ring of Hell(four turns).
However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques, nor can he use Genjutsu.
Note: Can only be used twice per battle and lasts 4 turns per use, requiring the same time in between uses.

¤ Approved, made edits; the smell and taste somehow giving vital energy sensing was a stretch and wasnt explained enough to justify keeping it in. Added restriction. ¤

(Yoton/Kinjutsu: Fantomu Buraddo ) - Yang Release/Forbidden Arts: Phantom Blood
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Seeking a way to enhance the body to its uttermost limits, a group of shinobi known as the Pillar Men created the Kinjutsu known as "Phantom Blood." Sealed into stone masks by its creators, Phantom Blood is a Kinjutsu designed to transform the body; upon being touched by blood and worn on the face, the mask releases several spines that inject a surge of Yang-based energy into the user's body that binds itself to their cells and naturally occurring fluids. This process permanently transforms the user into an entity known as a "Vampire," the Yang-based energy passively granting them physical prowess and agility on par with that of the Second of the Eight Inner Gates. Vampires possess immense longevity, their lifespans continuing indefinitely, and can even remain alive after any injury that would normally be fatal for ordinary humans(in terms of the function of the RP, this aspect of the longevity is largely cosmetic; the user's health points still abide to normal health rules and the user will still lose a match when their health reaches zero). However, they are not truly immortal; a fatal injury to the brain will result in the death of a vampire as normal. This longevity grants those under the influence of Phantom Blood a naturally higher capacity to heal, able to passively recover from damage on par with Hashirama Senju's passive regeneration. Wounds, burns, cuts, etc. will all passively heal over a small period of time, closing up wounds and injuries after one turn. While this healing can recover any wound over the course of one turn, it is not without its limits; a Vampire's passive healing is only able to restore the body so that it can function, but does not restore lost HP(for instance, an arm broken by an A-rank technique will mend itself, but the user will not recover the lost 60 points of their health).

This longevity can also be manifested in enhanced ways, though these require active uses. The user can increase the power of the regeneration to restore up to 75 Health Points. This can be used to mend more severe injuries, such as restoring destroyed organs or reattaching detached limbs. Should the user make physical contact with another living organism, such as a bio or summoning creature, the user can execute this ability with greater ease, compensating for the comparatively lesser use of chakra by stealing some of the opponent's vitality.

Note: Enhanced regeneration requires physical contact with target and can only be utilized three times per battle
Note: Active regeneration occupies a move slot, consuming 70 chakra. Through direct contact, the chakra drainage drops to 50 chakra. Regular version can be used once every two turns, direct contact once every other turn
Note: Due to their bodies growing acclimated to Yang energy through the Phantom Blood transformation, Vampires become able to use techniques that would normally clash with the usage of Yang Release techniques without such hindrance, though all other restrictions apply


¤ Declined, a little confusion here; you note that it can heal injuries on par with Hashirama healing but that it cannot restore lost health, so I'm assuming you meant superficial injuries like cuts,bruises, etc. That in itself is fine but healing any wound in one turn may go too far depending on what the injury is, especially since Hashirama healing as well as other healing takes time depending on the injury itself. Much like Oral Rebirth, this needs a hard cap on usages as well as actual drawbacks on a high level that makes it a Kinjutsu. If the injury is more then half your total health, you will not be able to regenerate from it; you cannot heal more than 75% of your health overall; if your health reaches under 25%, the active use cannot be used, etc. Something akin to these need to be in place. ¤



Completely revamping into a Yang Release technique

(Yoton: Gōrudo Ekusuperiensu ) Yang Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 100
Description: The user will weave five handseals and focus their Yang energy into a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Belying its small stature, Gold Experience is a particularly powerful Stand, able to deliver immensely powerful strikes and is capable of moving quite fast at twice the speed of a Kage-ranked shinobi. Being created through Yang Release, Gold Experience is an actual, sentient creature and carries a telepathic link to its user, sustaining itself on its own life energy without the need for chakra expenditure. Upon touching another physical object, Gold Experience is capable of producing an effect akin to an advanced version of the Change into Hell technique. Imparting some of its own Yang-based energy through the object, Gold Experience can breathe life into and transform it into an animal or plant(for example, turning a suitcase into a frog or a stone into a rose). Gold Experience can also transform objects infused with foreign chakra, such as techniques, so long as it is infused with equal or less chakra. The user is capable of passively reverting any transformed object or technique back to its original form at any point. In the case of opposing techniques, the reversion back to original form occurs rather violently and explosively, affecting the short-range area around the reverting technique. Gold Experience's abilities can be used as a means of attacking and tracking; should the user transform an object closely connected to a particular person into an animal(such as clothing, a weapon, or even detached pieces of the opponent's body), the resulting creature will automatically begin to pursue the person until they catch up to them. upon which time the user can undo the transformation as an attack(when opposing technique is transformed, the resulting explosion from the transformation ending will match the original's power; unranked objects/non-techniques will do a default of S-rank damage)/

Note: Can only be used twice per battle, lasting for three turns
Note: Requires a three-turn cooldown before being used again
Note: No Yin Release, Yin-Yang Release, or non-elemental Ninjutsu may be utilized alongside Gold Experience
Note: Gold Experience can only transform one technique every other turn
Resubmitting. Left in the part about minor wounds closing after one turn as being unable to regenerate the health points lost with this regeneration is a fair trade-off/mechanic to balance it out.

(Yoton/Kinjutsu: Fantomu Buraddo ) - Yang Release/Forbidden Arts: Phantom Blood
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Seeking a way to enhance the body to its uttermost limits, a group of shinobi known as the Pillar Men created the Kinjutsu known as "Phantom Blood." Sealed into stone masks by its creators, Phantom Blood is a Kinjutsu designed to transform the body; upon being touched by blood and worn on the face, the mask releases several spines that inject a surge of Yang-based energy into the user's body that binds itself to their cells and naturally occurring fluids. This process permanently transforms the user into an entity known as a "Vampire," the Yang-based energy passively granting them physical prowess and agility on par with that of the Second of the Eight Inner Gates. Vampires possess immense longevity, their lifespans continuing indefinitely, and can even remain alive after any injury that would normally be fatal for ordinary humans(in terms of the function of the RP, this aspect of the longevity is largely cosmetic; the user's health points still abide to normal health rules and the user will still lose a match when their health reaches zero). However, they are not truly immortal; a fatal injury to the brain will result in the death of a vampire as normal. This longevity grants those under the influence of Phantom Blood a naturally higher capacity to heal, able to passively recover from damage on par with Hashirama Senju's passive regeneration. Minor wounds, burns, cuts, etc. will all passively heal over a small period of time, closing up wounds and injuries after one turn. While this healing can recover such wounds over the course of one turn, it is not without its limits; a Vampire's passive healing is only able to restore the body so that it can function, but does not restore lost HP(for instance, an arm broken by an A-rank technique will mend itself, but the user will not recover the lost 60 points of their health).

This longevity can also be manifested in enhanced ways, though these require active uses. The user can increase the power of the regeneration to restore up to 75 Health Points. This can be used to mend more severe injuries, such as restoring destroyed organs or reattaching detached limbs. Should the user make physical contact with another living organism, such as a bio or summoning creature, the user can execute this ability with greater ease, compensating for the comparatively lesser use of chakra by stealing some of the opponent's vitality.

Note: Enhanced regeneration requires physical contact with target and can only be utilized two times per battle. Can only be used by Yin-Yang masters
Note: Active regeneration occupies a move slot, consuming 70 chakra. Through direct contact, the chakra drainage drops to 50 chakra. Regular version can be used once every two turns, direct contact once every other turn. Either version can only be used twice per battle
Note: Due to their bodies growing acclimated to Yang energy through the Phantom Blood transformation, Vampires become able to use techniques that would normally clash with the usage of Yang Release techniques without such hindrance, though all other restrictions apply
Note: This technique cannot be used to regenerate from techniques that inflict damage equaling to or exceeding half of the user's total health pool, nor can the user use the actives of this technique should their health fall below 25% of its total pool.

Approved: Edits made in Bold and Gold. - Daemon
 
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https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-14#post-21955057

Was left unchecked.

(Ketsueki Sureddo) - Blood Threads
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Blood Threads is the pinnacle of spider silk, by combining said silk with the users own life force they are able to strengthen the silk to be much stronger than normal silk. As the name implies the silk produced by the user or any of their summons take on the deep crimson color of blood. This super enhanced spider silk becomes much stronger allowing it to cut though most non-chakra infused items, as well as being able to with stand most jutsu. Basically blood threads allows spider silk to be able to go against the same rank of elemental jutsu without being over powered. While this can cover up spider silks weakness to most elemental jutsu it will still lose to much more advanced justu.(i.e Bijuu techs, MS techs, Dust release)

-Must be posted in the bio at the start of battle.
-Because of the infusion of life force the user begins with 5 less health

Declined: This doesn't make much sense. How does infusing life force within a technique increase its power. Also how are you infusing your own life force into anything without the use of Kinjutsu? - Daemon
 
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(Genjutsu: Maboroshi no uzu) - Illusion Art: Phantom Vortex
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will perform a single handseal binding their opponent/opponents in a genjutsu. This illusion is basic but can be used in a couple of ways. In the illusion the area below the target begins to spiral inwards on itself like a tornado pulling them down and rapidly spinning them around in a vortex. If they were on a water source it would seem as though a whirlpool formed below them and pulled them down in the currents below. If they were in the air it would seem as though a tornado formed, pulling them into the rapid spiralling winds dragging them downwards. Due to the fast rotating nature of either illusion they would be disorientated. Not only that but due to the G force exerted on the opponent from them being spun around in the tornado/whirlpool they would be unable to move their body. In reality this would simply paralyse them.

Note: Can only be used 3 times.
Note: Can only effect up to three people.

Declined: Add more handseals onto this. Add more restrictions to this such as a cool down etc. Also I'm not too keen on paralyzing genjutsu that can affect multiple targets so either get rid of the multitargeting thing or get rid of the paralyzing. - Daemon

(Koton: Shureddā) - Steel Release: Shredder

Type: Attack
Rank: A
Range: Short-long
Chakra: 30
Damage: 60
Description: The user will perform a single hand seal releasing their chakra into the ground 10m below the target creating 1000's of steel blades. These blades will then begin to rapidly move around underground in the form of a steel blade tornado. Due to this, if used on the ground, the earth would be completely broken up and everything would be dragged down into the vortex being shredded to pieces. If used on a water source it would pull everything down into the water as the rapidly rotating blades would cause a whirlpool to form, everything caught within the whirlpool would be shredded by the blades in the water. At the cost of a move, the user can cause the mass of blades to shoot up to the sky shredding everything above them.

Note: Usable 3 times, two turns between uses

Declined: A couple things, it would require more than one handseal. Since this technique isn't sustained, the bolded part doesn't make much sense. I say instead of saying that, write it in a way where they technique can be used in two ways: one as a vortex or the other as shooting from the ground to attack targets in the sky. Also give dimensions to how big the vortex is and how much area it can cover as well as how high the blades will shoot out up from the ground. - Daemon
 
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Skorm

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Made it into an armor instead.

(Jinton: Boidosukēru | Dust Release: Void Scales)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Void Scales is a supplementary technique that overlaps a certain area like a cloth or piece of armor that is made up entirely from dust release. This has many different applications as it can be used to either disintigrate an incoming sword by turning the targeted area into dust chakra or enhancing a punch by covering ones fist into dust chakra to add disintigrating properties to the punch. The user choses how big a scale they want to cover their body and focuses different amounts of chakra depending on the scale of the technique. For easier description this technique is divided into levels.

Level 1(C-rank)
This level can cover to to a full fist in size of a an affected area and applies the least amount of chakra. It is enough to disintigrate any technique/sword/taijutsu technique up to B-rank due to dust release’s strength to earth and its general properties. If it is used to deal more damage in a taijutsu combination where the user uses their fists, that technique gains a damage boost equivalent of C ranked dust release in terms of S/W of the release.
...
Level 2(B-rank)
This level covers up to arms and legs sized areas on the user which means the user can cover both arms/both legs/one arm one leg or anywhere else on the body. This scale is enough to disintigrate techniques of A rank in the same aspect as the lesser level. It deals B rank damage following s/w of dust release if combined with taijutsu.

Level 3(A-rank)
This level lets the user cover half of their area, upper/lower/horizontal half etc. It also means the chakra output is greater and this lets the user disintigrate techniques up to S rank that are weak to dust release. The damage ouput if combined with physical techniques are increased by A-ranked dust release output.
This level can only be used four times per battle and requires a cooldown of one turn while also limiting the user from using dust release above A rank the same turn this level is used. This level can be kept going for two turns maximum.

Level 4(S-rank)
The user enables a full body surge and covers their entire body to dust release. This enables the user to disintigrate anything that touches them up to forbidden ranked interactions that are weak to dust release. It lets the user combine martial arts with an additional damage respecting S-rank levels of dust release. This level can be used twice per battle with a two turn cooldown while hinders the user to use any other dust release techniques in the same and next turn this technique is activated. It can last up to four turns per use.

None of the levels are passive and counts as a move towards the users move count. A and S rank version drains -10 or -15 chakra per turn they are active. The surface of dust release remains seemingly elastic and about a centimeter thick. The surface disintigrates particles that touches it and reflects sunlight like a mirror.

Note:
Can only be taught by Skorm

Declined: Again due to the power of dust release, this technique would have to be heavily restricted as well as the addition of an ample amount of handseals at each level of the technique. Also what's stopping this armor from disintegrating you? - Daemon
Imma go ahead with the first approach and add more restrictions instead. Also changed name.

(Jinton: Ibento no Chiheisen | Dust Release: Event Horizon)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Event Horizon is a supplementary technique that lets the user convert their physical structure either fully or partially to consist out of dust release. This has many different applications as it can be used to either disintigrate an incoming sword by turning the targeted area into dust chakra or enhancing a punch by converting ones fist into dust chakra to add disintigrating properties to the punch. The user choses how big a scale they want to convert their body and focuses different amounts of chakra depending on the scale of the technique. For easier description this technique is divided into levels. Each level has its own restrictions and the higher the level, the bigger restriction. It also goes without saying that failing to overcome/neutralise each levels impact of dust release chakra will disintigrate anything that flows through the converted area. This technique also counts as a chakra surge and can therefore be used to release the user from genjutsu up to the same chakra levels that are spent into the technique.

Antumbra - (C-rank)
This level can cover to to a full fist in size of a an affected area and applies the least amount of chakra. It is enough to disintigrate any technique/sword/taijutsu technique up to B-rank due to dust release’s strength to earth and its general properties, but it can be countered by elements of the same rank if they are neutral. If it is used to deal more damage in a taijutsu combination where the user uses their fists, that technique gains a damage boost equivalent of C ranked dust release in terms of S/W of the release. This levels adds restrictions towards the user in the sense that they can only use elements that consist of fire/wind/earth in the same turn this form has been taken. This form also lasts a maximum of one full turn. This can be used a maximum of four times per battle.
...
Penumbra - (B-rank)
This level covers up to arms and legs sized areas on the user which means the user can convert both arms/both legs/one arm one leg or anywhere else on the body. This scale is enough to disintigrate techniques of A rank in the same aspect as the lesser level. It deals B rank damage following s/w of dust release if combined with taijutsu. This scale needs a handseal upon activation - (Dragon). It also limits the users elemental capabilities as long as it is active and for a full turn after it is inactive to that of only being able to use either fire/wind/earth(or elements consisting of those) even if this application ends either naturally(after maximum of two turns) or intentionally. Since it can be used a bit longer it saps extra chakra from the user during the second turn(-5). This can be used a maximum of three times per battle.

Umbra - (A-rank)
This level lets the user convert half of their area, upper/lower/horizontal half etc. It also means the chakra output is greater and this lets the user disintigrate techniques up to S rank that are weak to dust release. The damage ouput if combined with physical techniques are increased by A-ranked dust release output.
This level can only be used two times per battle and requires a cooldown of one turn while also limiting the user from using dust release above A rank the same turn this level is used. This level can be kept going for three turns maximum. This level is quite advanced and requires two handseals - (Dragon & Snake). It limits the user from using elemental techniques above S rank during it is active and one full turn after it had been deactivated(either intentionally or nsturally). Same elemental restrictions before as the lower levels of this technique is applied.

Celestial - (S-rank)
The user enables a full body surge and converts their entire body to dust release. This enables the user to disintigrate anything that touches them up to forbidden ranked interactions that are weak to dust release. It lets the user combine martial arts with an additional damage respecting S-rank levels of dust release. This level can be used once per battle while hinders the user to use any other dust release techniques in the same and next turn this technique is activated. It can last up to four turns. This is the highest level of the technique and requires three handseals - (Dragon & Snake & Boar). This technique limits the user from using elemental techniques above A rank while also limits the user from using any other techniques/skills above S rank for one full turn after the technique ends either intentionally or naturally. After one turn of it being deactive, the user gains the ability to use S rank elemental and below as well as using ither ninja skills to full extent. Same elemental restrictions are applied as the lower levels but for two turns after the cancelation/during this technique.

None of the levels are passive and counts as a move towards the users move count. A and S rank version drains -10 or -15 chakra per turn they are active. The surface passively disintigrates particles that touches it.

Note: Can only be taught by Skorm

Approved with heavy edits made: Removed the sunlight reflecting part as it did not need to be there nor is it a property of Dust Release. All other edits made in bold and gold. - Daemon
 
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Kiss of Redemption - Shōkan no Kisu
Type: Supplementary
Rank: C
Range: N/A(in bio)
Chakra: N/A
Damage: N/A
Description:
Kabuto using Karin's DNA combined with yang energy, creates a modified version of Healing Bite. While Healing bite requires the biting of Karin's skin, Kabuto makes it so that not only his body can be bitten for healing but his snake ninjutsus. The modification makes it so that Kabuto's snake jutsus also carries Karin's genetic make up like his skin. This makes all his snakes from his snake ninjutsus appear white and scaly. Further modification also makes it so that Kabuto or his snakes from snake ninjutsu could bite and inject the target with the same healing chakra that normally would be sucked when biting Karin's skin, healing them equivalent to Healing Bite. Healing through snake ninjutsu however, needs Kabuto's conscious input and the snakes to be physically connected to him so as to prevent enemies from unauthorized access. The normal Healing Bite and all conditions/restrictions attached to Healing Bite still applies.
Technique must be stated in the user's bio
Modification is merely a conduit thus passive on the user but still one must post the "Healing Bite" technique which counts as a move, whenever one bites on the skin or snakes for healing
Active modification requires the snakes to bite those they want to heal thus counts as a move. However, one needs to post Healing Bite though only as reference.
Can only be used by advanced Kabuto bio.

Declined: Adding Yang to this technique is arbitrary and really doesn't do anything for the technique. This technique is primarily a Medninjutsu technique since you want to infuse Karin's DNA into your snake techniques. With that out of the way, this technique would have to only be used on techniques that originate from the user's body and techniques that summon actual snakes from the user's body. This would also need some kind of usage limit because I'm most likely not gonna allow you to heal off your snakes all the time. - Daemon


Yoton: Kyōki no Fukkatsu - Yang Release: Resurrection of Madness
Type: Supplementary/Offensive
Rank: S-Rank
Range: N/A
Chakra: 70 (-15 per turn)
Damage: N/A
Description:
The three angry demons having being studied by Kabuto, he created a technique that could make a few modifications and give them a new set of abilities. By infusing the Dokis with this technique, they exhibit several uncanny characteristic and power. Unlike formally when their eyes, ears and mouth are shut, They would have their eyes open and ears working perfectly by removing anything that may be covering them. The modification would also add intelligence to the Dokis. The newly modified Dokis would need not hear any tune from Tayuya's demonic flute again before they act or perform techniques and from then on, they attack anyone who's not an ally autonomously. The modification also allows Kabuto to issue simple voice commands to them. The infusion of yang energy also makes the Doki incredibly stronger and faster, each immune to attacks one rank higher than they can formerly withstand. Their speed becomes twice as fast while they gain physical strength one rank higher than they have before.
Note: Can only be used once and can only be used by Advanced Kabuto Bios with Tayuya DNA active and with the Dokis already summoned
Can be used in the same timeframe as summoning the Doki
No Yin Release technique can be used in the same turn and next except for those used to augment the Dokis.
No genjutsu or yin-yang the same turn this is used

Declined: Yang cannot grant further intelligence to sentient creatures.- Daemon

Custom Kinjutsu in inventory​


Forbidden Art: Netherworld Summoning: Lost Relic - Kinjutsu: Raise Kuchiyose: Ibutsu no Funshitsu
Type: Offensive/Supplementary
Rank: S
Range: N/A
Chakra: 150(-20p turn)
Damage: 100
Description
Lost Relic is a levitating yang reinforced and tempered staff, brought to life via yang energy. By making 3 handsigns and a clap, the user would summon the relic. Passively, the staff would be shrouded with a mid range aura of energy, affecting only those the user perceives as enemy. This energy works in reverse to how yang grants life and sentience. It rips every creature other than a living human of their life. Elaborately, every sentient jutsu would become non-sentient, clones would be undone, summonings would return to their homes and Edos would become lifeless until they are out of range of the aura. By leeching 70 chakra from the user, the staff is able to spawn up to four warriors with compositions similar to the ghostly arms of "impure world seal destruction". The warriors are translucent with a purple hue and have the same size and speed as the user. They can be used to fight for the user though since they lack kinetic essence, they can move even on air and don't do damage directly to a target but a living target touched/caught by them would be unable to mold chakra nor move. Warriors last for 4 turns and can only be spawned twice. By leeching a 100 chakra from the user, the staff is able to open a very wide portal either across the ground or up in the sky. The portal can reach up to 50m radius. The portal is a door way to the netherworld and as soon as it is opened, thousands of ghostly arms would reach out in a linear fashion upwards or downwards depending on the position of the opening. The arms would extend and have a 50m reach. However, they only affect anyone with chakra that the user perceives as enemy. The ghostly arms have the same effect as the warriors. The portal closes after 3 turns and this can only be made one time per battle.
The staff can not be sealed but can be destroyed by damage exceeding 100.
Can only be summoned once per battle
Staff lasts 6 turns while in battle but can remain if the user is not in a battle.
While on the field of play, user can not use Yin and genjutsu of any rank

Declined: This technique is all over the place and it does a little too much. You want this to passively remove Yang energy from things, then have the ability to create 4 warriors, then open up a portal to the netherworld that can reach up to the entire battlefield in its radius to basically lock down the entire battlefield. This does entirely too much you need to tone it down a lot and have the abilities actually work off each other. The removal of Yang from sentient entities literally has nothing to do with the rest of the technique. The staff also lasts entirely too long, you have actually give a reason why it cannot be sealed (which probably won't be allowed if we are being honest) and needs to have heavier restrictions due to this being a Kinjutsu technique. - Daemon



Kiss of Redemption - Shōkan no Kisu
Type: Supplementary
Rank: C
Range: N/A(in bio)
Chakra: N/A
Damage: N/A
Description:
Kabuto using Karin's DNA combined with medical chakra, creates a modified version of Healing Bite. While Healing bite requires the biting of Karin's skin, Kabuto makes it so that not only his body can be bitten for healing but his snake ninjutsus. The modification makes it so that Kabuto's snake jutsus also carries Karin's genetic make up like his skin. This makes all his snakes from his snake ninjutsus appear white and scaly. Further modification also makes it so that Kabuto or his snakes from snake ninjutsu could bite and inject the target with the same healing chakra that normally would be sucked when biting Karin's skin, healing them equivalent to Healing Bite. Healing through snake ninjutsu however, needs Kabuto's conscious input and the snakes to be physically connected to him so as to prevent enemies from unauthorized access. The normal Healing Bite and all conditions/restrictions attached to Healing Bite still applies.
Only works on actual snakes that originate from the user's body.
Technique must be stated in the user's bio
Modification is merely a conduit thus passive on the user but still one must post the "Healing Bite" technique which counts as a move, whenever one bites on the skin or snakes for healing
Active modification requires the snakes to bite those they want to heal thus counts as a move. However, one needs to post Healing Bite though only as reference.
Healing through this conduit can only be used 4 times per battle
Can only be used by advanced Kabuto bio.

Declined: After Further examination, I just noticed this would allow you to heal 140 health off of any snake technique. Yea this will end up being a no from me. DNR. - Daemon



Yoton/Ninpo: Kyōki no Fukkatsu - Yang Release/Ninjutsu: Resurrection of Madness
Type: Supplementary/Offensive
Rank: S-Rank
Range: N/A
Chakra: 70 (-15 per turn)
Damage: N/A
Description:
The three angry demons having being studied by Kabuto, he created a technique that could make a few modifications and give them a new set of abilities. By infusing the Dokis with this technique, they exhibit several uncanny characteristic and power. Unlike formally when their eyes, ears and mouth are shut, They would have their eyes open and ears working perfectly by removing anything that may be covering them. The newly modified Dokis would need not hear any tune from Tayuya's demonic flute again before they act or perform techniques and from then on, they attack anyone who's not an ally autonomously. The modification allows Kabuto to issue simple voice commands to them. The infusion of yang energy makes the Doki incredibly stronger and faster, each immune to attacks one rank higher than they can formerly withstand. Their speed becomes twice as fast while they gain physical strength one rank higher than they have before.
Note: Can only be used once and can only be used by Advanced Kabuto Bios with Tayuya DNA active and with the Dokis already summoned
Can be used in the same timeframe as summoning the Doki
No Yin Release technique can be used in the same turn and next except for those used to augment the Dokis.
No genjutsu or yin-yang the same turn this is used

Declined: How would this allow you to enable voice commands? - Daemon



Custom Kinjutsu in inventory​


Forbidden Art: Netherworld Summoning: Lost Relic - Kinjutsu: Raise Kuchiyose: Ibutsu no Funshitsu
Type: Offensive/Supplementary
Rank: S
Range: N/A
Chakra: 150(-20p turn)
Damage: 100
Description
Lost Relic is a levitating yang reinforced and tempered staff, brought to life via yang energy. By making 3 handsigns and a clap, the user would summon the relic. Passively, the staff would be shrouded with a mid range aura of energy, affecting only those the user perceives as enemy. This energy works in reverse to how yang grants life and sentience. It rips every creature other than a living human of their life. Elaborately, every sentient jutsu would become non-sentient, clones would be undone, summonings would return to their homes and Edos would become lifeless until they are out of range of the aura. The active ability of the staff unlike the aura, requires direct contact with living being in order to render them lifeless. By leeching 70 chakra from the user, the staff is able to spawn up to four warriors with compositions similar to the ghostly arms of "impure world seal destruction". The warriors are translucent with a purple hue and have the same size and speed as the user. They can be used to fight for the user though since they lack kinetic essence, they can move even on air and don't do damage directly to a target but a living target touched/caught by them would be lifeless until they are able to escape the hold. That is; they are unable to mold chakra nor move. Warriors last for 4 turns and can only be spawned once. By leeching a 100 chakra from the user, the staff is able to open a very wide portal either across the ground or up in the sky. The portal can reach up to 30m radius. The portal is a door way to the netherworld and as soon as it is opened, thousands of ghostly arms would reach out in a linear fashion upwards or downwards depending on the position of the opening. The arms would extend and have a 30m reach. However, they only affect anyone with chakra that the user perceives as enemy. The ghostly arms have the same effect as the warriors. The portal closes after 2 turns and this can only be made one time per battle.
The staff can only be destroyed by damage exceeding 100.
Can only be summoned once per battle
Staff lasts 6 turns while in battle but can remain if the user is not in a battle.
While on the field of play, user can not use Yin and genjutsu of any rank

Declined: This does not fix the problems I stated above. Like at all. - Daemon
 
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(Jingi: Rosutovein) - Sacred Treasure: Lostvayne
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Lostvayne 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 exceptional durability and keenness on par with Orochiamru's grass-cutter blade, being near indestructible. Thinking the command "Sacred Treasure Release" allows the user can activate one of Lostvayne's abilities. The first of it's abilites is known as the "Jitsuzō Bunshin" or "Physical Clone". It instantly creates up to four clones of it's wielder. Similar to shadow clones, these clones retain the users physical traits speed and power at the time of creation however they are limited to using only Taijutsu and Kenjutsu techniques. The second technique is known as "Furukaunta" or "Full Counter" A unique ninjutsu that reflects physical attacks aimed at the user back at the enemy as an unfocused physical blast, but with enhanced power (+20 reflected technique damage); therefore, the stronger the opponent's attack is, the stronger Full Counter becomes. However, there are also many drawbacks to Full Counter, First being it's chakra toll, having the sword draining 70 chakra points per use. Second being that the user is not able to reflect attacks if they cannot read the nature and timing of and can only reflect from a single direction at a time. Lastly, it is completely ineffective against energy and intangible techniques.
Note:
-Cannot have other clones on the field while Physical Clones are active
-Physical Clones can only be used three times per battle/event
-Full Counter can only be used four times per battle/event
-Both abilities require a two turn cooldown
-Can only be used by Serpent

Declined: First thing, no indestructible weapons are allowed anymore from my knowledge. Second, How does Full Counter reflect attacks, is it through fuuinjutsu, etc? What is the limit of the size of the technique affected? How does the reflected technique get its increase in damage? Thirdly, For your cloning technique, It'll likely fall under the rules of shadow clones as as a result will have your chakra divided among those clones. - Daemon

(Yoton: Seidotenpi) - Yang Release: Precision of the Sun

Rank: S
Type: Supplementary
Range: N/A
Chakra cost: N/A (+50 to applied Taijutsu)
Damage points: N/A (Doubles applied Taijutsu)
Description: A standard method of Yang Release were the user implements Yang energy into a Taijutsu technique by using precise control over yang energy drastically increasing it's damage output. The damage increase is dependent on the original taijutsu technique being used, effectively doubling the original damage output of the technique. For example, If the user uses a B-rank Taijutsu technique with 40 damage. The resulting technique will deal 80 damage. While this technique can be applied within the same timeframe as another taijutsu technique, it still counts as one of the users allocated moves for that turn and thous isn't a passive ability, requiring concentration and manipulation of chakra/yang energies.
Note:
-Can only be used by Yang Release or Yin-Yang release Specialist
-Can only be used four times per battle
-Requires a two turn cool down
-Can only be used by Serpent

Declined: No Damage Doubling in any form. - Daemon

(Yoton Fuuinjutsu: Imbutenpi) - Yang Sealing Technique: Gift from the Sun
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 300
Damage points: N/A (+100 per turn)
Description: Using Fuuinjutsu knowledge and mastery of Yang energy. The user will make three handseals and then stomp their foot on the ground erecting a circular barrier of white glowing Kenji that spreads outward covering a short range area. Even if the user leaves this area, the barrier will remain until it's time has expired. Anyone who enters this short ranged barrier be it ally or foe will receive it's massive healing benefits, being able to heal 100 points of damage per turn. It can heal almost any injury from small cuts or broken bones to poisons and even correct chakra systems, however it is unable to fully heal missing limbs or body parts, instead opting to heal over the wound. Since the technique is of benefit to anyone who enters it's field, it is not an ideal technique to use while in combat since an opponent can take advantage of the barrier as well. It's a technique that requires massive chakra input for massive benefit however it only lasts a short time before fading away.
Note:
-Can only be used by Yang Release or Yin-Yang release Specialist
-Barrier lasts for three turns before dissipating
-Can only be used twice per battle/event
-Can only be used by Serpent

Declined: 100 Damage per turn is entirely too much for one usage, as someone can just chill in the barrier and pretty much tank most hits as its healed off quickly. Lower the per turn healing count to something reasonable. Also fix your chakra values for the technique 300 chakra is not a realistic thing when formatting chakra costs for Yang techniques. Stick to the 50, 60, 70, 90 scheme. - Daemon
 
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Howard

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Yin-Yang training

( In'yoton: Kyōwa no Sasayak ) - Yin-Yang Release: Dissonant Whispers
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra cost: 100
Damage points: 50 per turn or ( 50 per turn healed )
Description: Primarily, Dissonant Whispers is a technique that takes the form of a string of insults, or verbal abuse laced with Yin energy that similar to the Hungry Ghost technique creates an invisible spiritual parasite that tethers itself from the technique directly to the opponent causing spiritual damage similar to a lasting genjutsu or the dejection caused by the Hands of Sloth technique. This parasite works as a form of psychological, or emotional damage attacking the mind and conscience through the application of one or more insults that allow the parasite to burrow into the opponent's subconscious.

Once there it nests eating away at their thoughts and chakra resulting in a loss of morale as well as feelings of coldness or emptiness similar to sickness or even severe depression, lethargy, and melancholy. This can show as voices, that replay in the mind and the ears whispering further insults to the affected individual. Unlike the Hungry Ghost entity, the parasitic creation's goal is to cause damage, instead of weakening the opponent's chakra usage or power. This parasite can be combated like the Hungry Ghost with surges or barriers that utilize Yin, Yang, Yin-Yang or Natural Energy that can break or prevent the tethering of the spiritual parasite.

The parasite has to survive for a full turn for the damage to be dealt, but it is then dealt with each turn after as well until like a genjutsu it is broken, destroyed or the tether is severed. If not broken the tether lasts for 5 turns before the spiritual parasite fades away. Additionally, as it consumes the opponent's chakra and vitality all of their techniques are reduced by one rank, in strength. They still spend the full chakra cost, but the damage is reduced as long as the spiritual entity feeds upon the opponent.

Healing Word: The polar opposite of Dissonant Whispers through praise or words of inspiration, instead of insults the user can create a spiritual entity that binds itself to an ally forming a symbiotic relationship with them. This creation, or creature will seed in the subconscious of an ally and bloom like a flower. This manifests as words of encouragement, praise, or assistance from the entity aiding the ally by helping them remain calm, collected and poised. It will take the chakra that was used to form it and each turn it will passively provide it to the ally in increments of ten chakra points per turn. This, in essence, allows the ally to passively and in the same timeframe as the boosted technique, boost any technique they use by ten chakra and twenty damage.

This lasts for as long as the spiritual entity is active and attached to the ally acting as a battery of sorts powering up the ally when they mold or use chakra. Additionally, the spirit will heal any damage suffered by the individual at a rate of 50 per turn with the potential to mend bones, close cuts, regrow organ tissue, or anything else similar to a long-acting Touch of the Sun. If the ally ever falls under the effects of a genjutsu or a mind-probing or altering technique the entity can sacrifice itself to purge the foreign chakra, or conscious pushing it away and attacking it in a recoil-like manner harming the individual who tried to enter into the ally's mind. This deals fifty damage to the caster of a genjutsu, or a Yamanaka or any other type of mind-probing or mind-attacking individual. They can also revive a person if they should fall unconscious while the entity is still attached to them.

Note: Can only be used three times per battle and cannot be used on the same target more than twice.


( In'yoton: Jimīītowārudo: Midoru ) - Yin-Yang Release: Jimmy Eat World: The Middle
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra cost: 100
Damage points: N/A
Description: The user will imbue a technique with a vast amount of Yin-Yang energy causing it to give off numerous waves of powerful black and white energy shrouding it in the cold embrace of Yin as well as the energetic caress of Yang. Any living creature or spirit, creation or construct the darkness or light touches will feel both an intense chill to the core of it's being, including a sensation of pure despair and depression immediately breaking their morale as well as the burning hot all-consuming feeling of Yang energy the energy literally consuming portions of the opponent's chakra. This imbuing process happens in unison to the formation of the technique.

However, this isn't the main reason the user imbues the technique with Yin-Yang energy, because what this does is it allows any technique, no matter how strong or weak, ninjutsu or taijutsu, to interact with anything with metaphysical properties that makes it non-interactable to the usual mundane techniques shinobi use. The metaphysical includes things like the mind, the spirit, and the soul as well as intangible creations, techniques or objects as well as the final application which allows the technique to even temporarily transgress upon other planes of existence and non-existence targeting things that would usually be out of the scope of an attack.

This means that like (Gudōdama) - Truth-Seeking Ball, any technique imbued with Yin-Yang Release: Jimmy Eat World: The Middle can interact with creatures. or techniques in Limbo or anything intangible, invisible, or imperceivable by the normal human senses. That is because through Yin-Yang Release the technique now exists on every plane of existence and even in non-existence simultaneously, in essence, being in "The Middle" of everything and everyone at the moment it is created and maintained.

Ergo even a simple punch or a taijutsu movement can reach beyond its usual limitations attacking the spirit and breaking morale, or striking someone hiding in Limbo or another dimension. As mentioned this is because that ninjutsu or taijutsu action happens and exists in every form, in every dimension happening in unison on every plane through properties similar to Yin-Yang Release: Creation of All Things, but on a wider scale, namely the creation of form from nothing. This is because Yin-Yang Release: Jimmy Eat World: The Middle forces the technique into existence everywhere relative to its current position.

Note: Can be used three times per battle, once per turn, the technique can only exist for two turns
Note: Cannot use any other Yin, Yang, or Yin-Yang Release the same turn this is used
Note: Techniques that already exist or are being maintained are not affected by the Yin, Yang or Yin-Yang restriction
 
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Korra.

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Legendary Contract in Inventory https://animebase.me/members/korra.71560/#dbtech-shop-inventory

Summoning Animal: Xenomoprhs

Scroll Owner: Korra.

Other Users who have signed contract: N/A

Summoning Boss if existing: TBD

Other Summoning Animals tied to contract: TDB

Description and Background: Xenomorphs are one of the deadliest of all known alien species, these creatures require a host organism in order to reproduce. The appearance of the Xenomorph can vary depending on the host in which the Facehugger implants. The human phenotype is generally around 7–8 feet and roughly 136.0 to 181.4 kilograms in weight, with a long, muscular tail and large, curved, oblong head. The Queen of this species is generally twice as large (although some Queens have shown to grow even larger, some surpassing 100 feet tall if given time) and possess superior speed, strength and intelligence than their offspring. The species go through stages but can be summoned in either stage, going from Facehugger to Xenomoprh to Queen Xenomorph.

Stages

Facehugger - Its bony finger-like legs allow it to crawl rapidly and its long tail can launch it in great distances. These particular appendages give them an appearance somewhat comparable to chelicerate arthropods such as arachnids and horseshoe crabs. The facehugger is a parasitoid; its only purpose being to make contact with the host's mouth for the implantation process. The Facehugger secures its eight finger-like appendages tightly around the head of its victim and wraps its tail tightly around the host's neck, eliciting a gasping response and allowing the insertion of an ovipositor into the host's esophagus.

Xenomorph- Xenomorphs all tend to share some common traits: a vertebrate-like body, a protective exoskeleton, a long flexible tail, an elongated domed head, with nearly invisible eyes near the mouth, and a toothed maw hiding a proboscis-like inner mouth. Little is known about their biology, but it is known that they eat with their inner or secondary mouths, not their outer mouths. This mouth is somewhat similar to the pharyngeal jaw of a moray eel.


Queen Xenomoprh - Queens are much larger than Drones and Warriors. They stand approximately twenty feet tall at the hip. They have twin sets of arms and are built more similarly to a large theropod dinosaur than a humanoid. They also have a much larger braincase than the average adult Xenomorph, protected by a large crest above their heads. They have a slightly stronger tail, which can be used as a weapon, along with their limbs and inner jaw, as shown in the climactic battle with Ripley in Aliens. Due to their immense size, they are extremely strong. Another well-known feature is the immense ovipositor in the Queen's lower torso, which is responsible for creating eggs (similar to a queen termite). She is able to detach from the ovipositor in an emergency and will regenerate a new one when the danger is over.

In the Narutoverse Xenomporhs poses the following abilities

Unique Ability - Because of the way Xenomorphs are produced through Facehuggers, if a Xenomorph is created through a facehugger infecting a victim, the Xenomorph is able to use the person KG/AE ability up to S ranks by copying their DNA. Doujutsu can not be copied. Due to horizontal gene transfer during the gestation period, the Xenomorph also takes on some of the basic physical attributes of the host from which it was born, allowing the individual alien to adapt to the host's environment.i.e it can gain basic abilities if used against summons. (Wings, Gils, flying, etc)

Unique Ability - In all stages Xenomorphs blood is acidic blood in which only the species and Summoner are immune to the effects. The acidic blood if it touches opponents causes third-degree burns as well as melt a layer of flesh off as well as melt ninja tools but their skin in all stages is stronger than normal skin and can withstand ninja tools. It can also melt through B rank and below armors and defensives.

Basic Ability - Due to their predatory nature, Xenomorphs are great trackers and can sense and track opponents up to 2 landmarks away. All of their senses (sight, smell, taste, sound, etc) are above normal species on earth. They have enhanced senses and are able to track victims by all means. They also are stealthily and able to blend into environments to surprise opponents.

Basic Ability - Xenomorphs have a Cocooning ability. Cocooning is a trait used by Xenomorphs to reproduce quickly. A human, or any other creature, if dragged away, would have a cocoon of saliva and resin placed over them (their face left free), usually in an area where the Queen has produced a large number of eggs, so that the Facehuggers are able to latch onto them easily and deposit a Xenomorph larva in their chest. The “cocoon” is restraining and able to restrict movements unless a user has increased strength i.e. Tsuande/Sakura and Raikage strength.
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Anbu Kirito

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(Genjutsu: Nise No Gan) | Illusion Arts: Fake Eye
Type:
Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: Fake Eye is a subtle visual illusion technique often employed as an additional layer to a disguise, specifically to influence the appearance of the users eye(s) to anybody the Genjutsu is cast upon. First, the user must make eye contact with the opponent. Following this, the user's eyes appear to change into any shape or color desired. This is more effective than a basic Henge as the illusion exists inside the target's Psyche and has no other impact on the world as it appears to them besides the intended eye disguise. As eye contact is required to cast the illusion, this technique would usually be seen as rather easy to detect and ineffective, but that ignores the most potent application of the jutsu. That is, of course, to imitate the appearance of a Dōjutsu. This obviously doesn't grant the user any of the imitated Dōjutsu's abilities, but it does function as a very effective threat to the enemy and can accurately mimic the activation process of a Dōjutsu so as not to give away the disguise.
Notes:
-
To clarify, there is no real physical change provided by this technique. The appearance of the users eyes is only modified within the opponent's view.
- This technique can also target one eye, if the user wishes to appear Heterochromic or as if they possess an implanted eye.

Approved by Sasori: Made edits

(Doton: Katei) | Earth Release: Home
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Home is a technique which, as its name implies, allows the user to erect a small, earth-borne household. This technique can be used virtually anywhere so long as the ground is solid and contains any earthen elements (dirt, sediment, bedrock, etc.) and even that complication can be avoided following the usage of a technique which summons a lot of stone like Wheel Of Fortune. Following a sequence of three handseals (Rat -> Boar -> Snake) the user slams their hands to the ground in front of them, causing a stone floor, walls, an open doorway, and a flat roof to form from the ground. The houses created by this technique have a maximum area of 1225 square feet, form as perfect squares (35 feet long on each side) and can be configured to have a maximum of five rooms. Doors, furniture, and any other amenities are obviously not present upon creation. Simple stone features like counters, tables, and benches, can however, also be created. While very basic, this technique is especially useful when establishing a camp or settlement, most notably when a Mokuton user is not available.
Notes:
- The technique requires an open area, although not necessarily a flat one, as the foundation will rise variably to compensate for a slight incline.
-Requires a 35 foot by 35 foot space, and is formed in front of the user (not around them).

Approved by Sasori
 
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RuckenTM

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Jutsu being updated: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21894111

Uchiha Ikimono to angō-ka no Ken ) - Uchiha Sword of Creatures and Encryption
Type: Weapon
Rank: S rank
Range: N/a
Chakra: (-20 to enemy chakra)
Damage: N/a
Description: This blade is the most treasured item from Rai Uchiha, the prized possession of when he was alive. Having been in command of a group of his clansmen, it is presumable that Rai had capable leadership skills. He was a capable swordsman, even with one eye blinded. He also showed a noticeable amount of physical strength, being able to shatter the ground with a single strike of his sword. When death took him, his sword was passed onto his children soon they too passed on the sword. The very death of the Uchiha clan, resulted in treasures to being sold off to whoever would be interested. Years to pass, the sword ended back into a Uchiha home. Soon Ikiru's father presented the sword to him, with simple his understanding of where it came from. Since the massacre of the Uchiha clan, it's whole history of the sword is not known to Ikiru or anyone as Ikiru knows only it's a Uchiha sword.

Abilities of the blade:
╳ This blade once drawn would draw up water from the ground forming water sources with in two turns anywhere on land(passive). This is a very unique trait for a sword to carry which gave note that this blade could tap into natural aquifer's in the ground. The hot water sources are fairly large in size which is why it takes two turns for the blade's natural water ability to activate. These very hot waters can harm the opponent if they so fall upon them (B-rank Damage).

╳ When the user of the sword strikes an enemy or something an enemy is touching the water sucks -20 chakra from the enemy with every contacted strike. This form is very intricate and also unique to user who developed the ability. Upon learning of the seals embedded on the sword, by making a single handseal the user can release the seals from the sword allowing him to drain chakra via through the seal marks per each strike per turn (max. 80). This allows the user to absorb jutsu B-rank or below, if chakra is successfully attained.

Restrictions:
+ Can only make one water source per Match.
+ Must have learned Fuin at B-rank or more.
+ Takes two turns to draw up from underground a water source.
+Water sources cannot be made within five meters of opponent/s

Approved by Sasori
Jutsu link: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21737365

Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage

Type:
Weapon
Rank: S
Range: Short
Chakra Cost: N/A (-5 Per Turn)
Damage Points: N/A
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered, and made only by the Uchiha prodigy. The suit is highly complex and its contemporary superior mechanisms cannot be taught. The skeleton mask contains red translucent lenses (allowing eye contact between individuals). When placed on the user, the rest of the hooded cape appears along with a dark gray, tattered coating. This cloak is created from molten scales of Obi, the personal snake contact summon of the Uchiha. The skull mask immediately draws chakra from the user when worn. The glowing red lends symbolizes the weapon's activation. Additionally, the user suddenly dons a dark optical camouflage mantle coating from head to toe. The coating possesses unique natural scales with an uneven microscopic weave, which allows for a complex camouflage mechanism. The attire is electric, flame, wind resistant (C-rank and below) as the whole attire is quite durable and extremely hard to rip apart. Even the skull is very difficult to break.

Coating — The scales of the coat passively scatter incoming/reflect light, allowing it to manipulate light from passing. This allows the user to conform irregular shaped objects and render them partially or fully invisible to the naked eye. This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages. This lowers various counter actions and when their opponent should decide on the countering their attacks (opponent's tracking lowered by -1.5). This can only be done within it's range. At closer ranges, the weapon makes whatever it's camouflaging under light appear darker than their surroundings, acting as a dead giveaway to the concealment.

Lens — The user will be able to see passively chakra through the red lenses, in what appears to be like chakra infrared vision. They'll be to tell the amount of chakra within that given place in time. Users also, through observation, can make a hypothesis to accurately predict the strength of a jutsu, but cannot differentiate between different chakra natures. These lenses, however, only see chakra as it radiates off of an object, which can be used to track (adding .5 to user’s tracking speed). This means it doesn't allow the user to see through thick exteriors; if for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses, and indicate to user that someone may be carrying a chakra item.

Skull — Finally, the M.O.C is powered with the user's cerebral chakra, and the user’s nervous system. Acting as a passive shell of protection against genjutsu its mechanism becomes in sync with its user's chakra flow, detecting the fluctuation in the user's chakra. This happens as once as the user places on the skeleton skull, it counter-clockwise their chakra flow to allow it, the access in any changes in the regulated chakra flow. Due to that, it gives the user painful headaches. Genjutsu — by altering the balance between physical and spiritual energies by disturbing physical energy it induces pain, however, through psychogenic pain (pain that's not with a physical cause) in form of migraines. This translates into the ability to consciously combat genjutsu up to A rank at the cost of 30 chakra through user input. The migraine can be induced twice per battle.

Note: Activating/Deactivating the mask takes 1 move slot

Approved by Sasori
 
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The_Empire

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Resubbing this weapon as my second and final weapon and of course some improvements with wording and abilities add ons.

link to past approval

Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, the user has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability to A rank and below attacks being able to with stand them even when extended so no one can really cut it. The last ability is the user has C rank seal on it that passive activates and deactivates when they go across the blade with their hand which transforms the katana that hold into Zabimaru or the other way around. Originally when not in use the seal conceals Zabimaru appearance by looking like a normal katana.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.

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Dropping my previous weapon, Elucidator.

Tamashii No Ken - Kushi | Spirit Sword - Skewer
Rank:
S
Type: Weapon
Range: Short-Long
Chakra: N/A (30 for Butō)
Damage: N/A (60 for Butō)
Description:

Unreleased Form:

Kushi is a sword with a multitude of unique properties. This first is its unusually innocuous appearance. When not in its "released" state, the sword appears as a small Tanto, minuscule enough to be worn in a chest-mounted sheathe (around a foot in length). Despite this, even in this form, the sword is comically durable, indestructible through any known means. Despite this, the truly international abilities of the sword appear after the user speaks a single phrase; “Ikorose, Kushi”. Following this, the sword will quickly transform into a normal length Ninjato katana with a straight back for its blunt side.

The Tantō Form
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Released Form:
In this form, the sword retains its durability, but also gains a unique power. By infusing the sword with the user’s chakra (30 points), its blade will extend incredibly quickly in an exact straight direction up to long range, and then contract back into its normal Katana-length. This occurs so fast (3x the user’s speed) that at short range, it is nearly impossible to react to for most ninja. This ability is called Butō (No Step). Interestingly enough, the only reason the sword can do this without breaking apart due to the Law of Conservation Of Mass is because the user’s chakra supports it while it is extended and because the extension is so short-lived. Butō is classified as an A-Ranked Kenjutsu ability and does 60 damage. By extension, it can puncture through up to A-Rank defenses.

The Ninjato Katana Form
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Notes:
- Butō
cannot be used two turns in a row or used twice in the same turn.
- Butō costs a move to use.
- Transforming the sword between forms can be done passively but only once per turn.
- Kushi cannot be wielded without having completed Kenjutsu.

Declined: This is literally a rip off of the Sword of Kusanagi. Custom weapons are no longer allowed to be indestructible by the way. - Daemon

If the above is approved:

Saigo No Kushi No Kenjutsu - Butō Renjin | Final Skewer Sword Technique - No Step Serial Blade
Rank:
Forbidden
Type: Offensive (Custom Weapon Jutsu)
Range: Short-Long
Chakra: 50 multiplied by the number of stabs (Minimum 2, Maximum 5)
Damage: 60 multiplied by the number of stabs, and 20 to user multiplied by the number of stabs (Minimum 2, Maximum 5)
Description: While Butō is the most prevalent and commonly taught of Kushi's natural powers, there is one technique which has been developed by its owners and passed down one generation to another; this is Butō Renjin, often given the subtitle of "Saigo No Kushi Kenjutsu", literally meaning "Final Skewer Sword Technique". Deriving its prefix from its fearsome power and incredible potential to damage both the opponent AND the user, this technique is exactly what you would expect from its name; a rapidly repeated application of Butō's extension and contraction. This is made possible by the user placing the blade against their chest to support the force exerted by this motion, holding it with both hands so it is perfectly horizontal. Upon doing this, the user will force a tremendous amount of chakra into the sword and utilize Butō to extend and contract it at breakneck speeds, only to repeat this course of action as soon as the sword has retracted. This process can be repeated up to a maximum of five times; attempts to increase this limit have led to the blade needing serious repairs in the past, and as such, the user cannot successfully extend the blade more times than that. The stabs occur in near instant succession to one another (especially at short-mid range), and thus evading the first stab accurately will usually stop the technique from connecting. That said, because the stabs occur within such close physical and temporal proximity to one another, this technique can pierce defenses of up to S-Rank following two stabs to said defense. The increased amount of chakra required by the ability as compared to even multiple standard Butō uses comes from the increased strain exerted on the blade due to Renjin's immediate nature, needing a much larger amount of chakra to hold the sword together and actually extend and contract the blade. The primary downside of this technique is that each stab, requiring the support of the user's chest to remain accurate when used in such quick succession, pounds the hilt of the blade back into the user's ribs with tremendous force. If the user extends the blade more than three times, they will find themselves winded and unable to create A-Rank or higher exhaled techniques for the next two turns. Finally, the last drawback of this ability is that following its usage, Kushi immediately returns to its Tanto form and cannot be transformed into its full length form for the rest of the battle.

Notes:
-
The user must extend and contract Kushi at least twice.
- Cannot use any of Kushi's activated abilities or its Ninjato Katana form after using this ability.
- No A-Rank or above Kenjutsu in the same turn (including usage of a normal Butō beforehand).
- Requires that the user be wielding Kushi in its released (Ninjato Katana) state prior to usage.
- Must own Kushi
-
All stabs at short-range will occur in effectively the same location on the target and within the same timeframe, although by Mid-range and Long-range, the aim of the blade can be adjusted very slightly (a few inches in a given direction) during the tiny window between stabs provided by the sword's contraction. At these ranges, only 2 - 3 stabs occur within the same timeframe as one another, at Long and Mid-range respectively.

Declined: Because the sword was declined. - Daemon

Suiton - Tengoku E No Hashigo, Daiichimaku: Kami No To | Water Release - Ladder To Heaven, First Act: Tower Of God
Rank:
Forbidden
Type: Supplementary/Defensive/Offensive
Range: Short-Long
Chakra: 50 (-20 Per Turn To Sustain)
Damage: 90
Description: The first in a series of Water Release techniques collectively known as the Ladder To Heaven, this Jutsu thrives on its tremendous scale. First, the user will infuse their chakra across the entirety of a body of water near to them. They will then perform six handseals and clap their hands together. With an immense surge of chakra, the user will begin to manipulate all of this infused water, up to a whole lake's worth. With this, the user will move and form the water into a 30-meter wide cylindrical column around him and his opponent(s). To clarify, the center of this cylinder is hollow (and that is thus where the user and his opponent stand), and its height varies tremendously depending on the size of the body of water. This can range from ten feet or so in height to potentially a hundred meters or more. Regardless, this column of water spins rapidly, repelling anybody inside who tries to exit via force with tremendous cutting force. Even if somebody does manage to get themselves past the first layer of the tremendous structure, the walls of the column are thick, several meters so, and are of course, also spinning, meaning this is a very easy way to get yourself killed via drowning. At any point, the user may end the technique by thrusting their palms forwards, causing all of the water to be directed towards crashing inwards onto the opponent as a wave, dealing unbelievable crushing damage due to the sheer weight of the water. This will also completely flood the battlefield. Finally, this column can be used as a nearly inexhaustible water source while it remains standing, of course depending on the scale of the body of water used to create the structure.
Notes:
- Releasing the technique does not cost a move, but the user cannot use any A-Rank Water techniques or higher for 2 turns afterwards.
- Can only be used once.
- Due to the tremendous spinning speed and drop in air temperature provided by the column not being unlike that of a tornado, Fire techniques above C-Rank are rendered completely unusable within it due to not having enough oxygen to create themselves.
- The user cannot use Doton while this technique is active.

Declined: Releasing this technique will cost a move because the technique can cause damage. I have no problem with this technique in general however, if you do release the wave on to the opponent since both of you are in the center of the column what is stopping you from getting hit? Reduce the affect this technique has on fire techniques. Not allowing fire above C rank is too drastic. Also Forbidden ranked moves cause inherent damage to yourself so fix that also. - Daemon
 
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Skorm

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(Jinton: Maethūum no Buki | Dust Release: Armaments of Maethūum)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 40-80
Description: Armaments of Maethiūm lets the user configure their dust release chakra to create any shape of the release they wantehich would be ranging from spikes, hand-held weapons, armor, arrows etc. Since dust release is a very advanced elements as well as an element without physical properties the user will constantly need to fuel chakra into the creations they make in order to maintain their structure from collapsing. Depending on chakra levels, the density of the creations increase/decrease and will deal more/less damage. D and C rank levels requires no handseals while B rank requires a single seal and can be used three times per battle. A rank variation can be used up to two times per battle and requires a two-turn cooldown and requires two handseals.. S rank variation can be used once while requiring three seals and a three turn cooldown. All creations siphon chakra from the user and will be able to kept in form until destroyed or if the user uses any other element that dust release doesnt consists from(earth/wind/fire) or CEs/AEs that doesnt consist of any of those either. The user is drained -10 chakra per turn when using this technique in order to maintain it.

Note: Can only be taught by Skorm

Approved: Edits Made in Bold and Gold - Daemon



(Yin purchase found in inventory)
(Meiton/Inton: Kokuyōseki no sora | Dark/Yin Release: Obsidian Sky)
Type:
Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15 - 40
Damage: 40 - 140
Description: Obsidian Sky is a technique in which the user incorporates their Yin as well as their Dark release together to create the ultimate chakra siphoning technique. Through the use of Yin, the dark release absorption aspect loses its weaknesses to earth and water/other solid/liquid materials and lets the user absorb anything of the same rank while at the same time absorb enough chakra from an incoming technique for it to directly lose one rank, similar to the tethering abilities of Hungry Ghost. The technique is absorbed through the users dark absorption marks and directly released through them within the same timeframe. The released form is also infused with Yin chakra, making it immune towards elemental interactions and continue as a grey/purple arsenal of any type of release form the user desires. It could be hand-held weapons/armor/spikes/flames etc. The technique has several ranks to it, depending on what the user needs but it goes as far up as to S rank which is extremely strong and deals a whopping 140 damage. Each rank behaves similarily but can only absorb techniques up to the same rank.

Note: Can only be taught by Skorm

Declined: Decent Technique and I see what you are going for but infusing with Yin won't allow you to bypass the weaknesses of Dark Release without also removing its strengths. A better way to accomplish what you want with this technique is through the use of Fuuin (since that can actually absorb literally anything). But I think a technique exists that can absorb solid elements anyway. I may be wrong on that but the other points still stand. I suggest reworking this technique to do something else with the Yin like maybe applying the Hungry Ghost restriction or other Yin Properties. Also from what i understand the way how dark release works I can't allow you to absorb something with your dark mark and release it in the same time frame. Yin also has different chakra values for its techniques. S ranks are typically 70 chakra, A is 50 etc etc. - Daemon
 
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(Buraddo Wiibingu: Shinnyuu) Blood Weaving: Infestation
Type:
Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Through the use of their blood, members of the Chinoike clan will utilize it in order to infect a water source. Through an open wound (something as small as biting one’s finger can meet the requirement), allowing the blood to flow out and into the source. The location in question becomes rich in iron due to the blood, thus now allowing the user a nigh-infinite source to use. Despite their blood being infused into the water, it takes time for it to spread across the terrain, needing two turns per range in order to fully infect it (e.g two turns to infect short-range completely, four turns for mid etc). Due to the nature of this technique, it's considered a passive ability but requires the user’s eyes to be active at that time. One should note that despite this, the user is also loosing -5 HP per turn due to the loss of blood being used directly from the body unless the user is able to heal it away. The user must also spend -10 chakra per turn to control the iron in the blood in order to allow it to flow accordingly. This can only be used twice per battle.

Approved

(Buraddo Wiibingu: Shison no nobotte) Blood Weaving: Offsprings of the Ascended
Type:
Supplementary, Offensive' Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Through the use of their blood/iron infused source members of the Chinoike clan will utilize it in order to conjure out a familiar. These familiars are usually blood red in appearance; but are able to take on any form desired by the user. Ranging from completely humanoid forms, to avians or even mythical creatures/hybrids - they behave/act similar to their real counterparts (such as humanoids being able to run/walk, avians being able fly). They are capable of physically striking the target in question down, dealing damage relative to their rank and chakra infused into the blood.

One unique thing about these creatures come from the sibling technique known as Blood Dragon Ascension. These familiars are all able to release a potent steam from their body either as a stream or an omnidirectional burst; causing intense burns to anyone within the vicinity. This wields damage one rank lower than the familiars rank; which costs a move to use. The familiars are also able to reform back to full power if damaged, but not if fully overpowered this requiring half the chakra of the original rank and a move slot in order to do so.

These familiars in question exhibit a minor form of sentience, able to act on it's own accord and know its creator/allies from enemies but lack enough intelligence to speak or communicate in any fashion. D to C Rank doesn't require any hand seals, B Rank requiring one seal, A Rank requires two while S rank requires three. When S rank is used, the user is unable to use Ketsuryugan related techniques above A rank for the next two turns.S Ranks can only be used twice per battle, while A Ranks can only be used thrice. Regardless of rank used, familiars only last three turns each. The user may also create multiple familiars per use but the power is then evenly divided.

Approved
 
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Skorm

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(Yin purchase found in inventory)

In case of approval, dropping this [x]
(Sunfall)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sunfall is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Sunfall is a one-handed blade entirely consisting of the five elements and Yin aspects of chakra which forms an aura of blackness around its edges. Its ragged pattern gives the impressions of cruelty but also perfection and solemnity. The powers of the blade are focused on the powers of Yin and grants its chosen wielder a number of powers. The blade itself has no physical form but can rather be deemed as a genjutsu or something that isn't really there. The only physical thing on the blade is its hilt which holds its core. Because the blade is consisting of Yin chakra it is spiritual in its core and can only be blocked by foreign Sage/Yin/Yang chakra. Its illusionary presence can also only be truly ”sensed or seen” by Yin or Yin/Yang users much like the ”Hands of Sloth” technique. Because the blade itself is basically an illusion it will always appear in the same standard form to everyone but in combat, it can take any form the user wants while bending reality to their will which is perceived by their opponents. This means that even if its not there, anyone who doesn't possess the capabilities of seeing through its illusion will perceive it as real. Getting hit by the sword results in mental/spiritual damage equivalent of forbidden ranked Yin techniques. This is in most cases fatal. The sword also have some other twists to it. Planting the word in the ground will activate its beacon mode. This can be done passively and doesn't take up a move slot. In this mode, the user will create a Yin source that stretches out all over the battlefield and entrances everyone, bar the user and their allies, in a genjutsu rift. By doing this, the user will get a passive benefit to their spiritual arsenal by increasing all their genjutsu or other spiritual techniques by plus one in range and plus one in rank while also using the Yin batter in the Sunfall’s hilt to infuse their genjutsu with Yin chakra which makes them much more powerful in the sense they can affect multiple targets(even if its not stated in the original genjutsu) as well as the Yin chakra state’s ability to make illusions so real to a target that it becomes impossible for them to differ the genjutsu from reality unless they have the strong ocular powers of EMS/Rinnegan/Yin/Yang.
The sword also incorporates the capability of passively granting a field of either spiritual nature or chakra absorbing to become stronger if the user possesses one. If the user possesses two, it can only be granted to one field anyway. The users chakra absorbing field becomes infused with Yin chakra which nullifies the a chakra absorbing elements weaknesses but also its strengths. Their techniques becomes stronger in the sense that they are infused with the parasitic hungry ghost technique as well. If the user has a spiritual field that gets enhanced, their techniques gains a rank extra as well as resistance to their techniques drop a rank.
If the user possesses both Sunfall and its sister-sword named Darkiscie as well as entering the Yin state, Sunfalls powers are enforced and can be infused by the users truth-seeking balls allowing it to infuse the collective damage of each orb into Sunfall and thus acquiring the same damage point as their truth-seeking balls in the sword instead to be used as a free-form weapon during their Yin-state. This of course requires the user to be a Yin and Kenjutsu specialist.

Note: Can only be used by Skorm
Note: Requires Yin Specialty

In case of approval, dropping this [x]
(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Unlike Sunfall, the genjutsu blade, Darkiscie is a physical blade infused powerful artefact that are fuels with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio into their elemental techniques and allows the user to have up to two ”black” elements of their liking, much like black wind and black lightning elements where their elemental weaknesses are removed. The user can chose to either have one black elements each based on one of the five basic elements or chose to have a black element that is based on an advanced element/Elemental Kekkei Genkai/Kekkei Tōta or CE. While the element is chosen all the techniques the user knows in their chosen black element will have its weaknesses stripped away as they are infused with Yin chakra constantly while also granted one special technique that they can use in conjunction with the sword. The Black Element is also granted a +20 in damage in clashes while This is classified as a weapon jutsu rather being a jutsu in the elemental pool of their black element(s). If the user possesses Sunfall and is in their Yin state the weapons black technique becomes increased in damage by x2. This of course requires Kenjutsu specialty which grants the user the power to wield two swords.

Note: Can only be used by Skorm
Note: Requires Yin specialty.

If above is approved^
(Black Sabbath)
Type:
Weapon Technique
Rank: Forbidden
Range: Short-Long
Chakra: 70
Damage: 180
Description: Black Sabbath is a technique the user is granted by the powers of Darkiscie. The user channels a large amount of their black element chakra into the blade and creates a gigantic burst that is emitted from the sword. This burst deals a massive amount of damage in an omni-directional blast that carves out the ground around the user down to 50 meters while also stretches out to the skies reaching 50 meters high. It can only be intercepted by Yin/Yang or Yin/Yang techniques.

Note: Can only be used once per battle.
Note: Limits the user from using any techniques from their black element for four turns.
 
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Korra.

Sage of Snakes
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Legendary summon approved here https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-16#post-21967068

(Kuchiyose no Jutsu: Feisuhagā) - Summoning Technique: Facehugger
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A (-60)
Description: Facehuggers are the “baby” stage of Xenos that are spiker like creatures with a tail. Its bony finger-like legs allow it to crawl rapidly and its long tail can launch it in great distances. These particular appendages give them an appearance somewhat comparable to chelicerate arthropods such as arachnids and horseshoe crabs. The facehugger is a parasitoid; its only purpose is to make contact with the host's mouth for the implantation process. The Facehugger secures its eight finger-like appendages tightly around the head of its victim and wraps its tail tightly around the host's neck, eliciting a gasping response and allowing the insertion of an ovipositor into the host's esophagus. When wrapped around an opponent's face, it will take an A rank or above jutsu to cut free of them off but the opponent will deal with acid blood being dripped on them. When the Facehugger attaches to an opponent's face they also release a noxious gas that knocks out opponents for 1 turn in which during the turn the creature will inject the victim with a parasite that becomes a Xenomoprh. After the 1 turn of being knocked out/injected the facehugger will die and come off the opponent. After 2 more turns, the next form of the Xenomoprh will burst out of the opponent's chest (dealing A rank damage) creating a baby Xenomoporh. The opponent will not die instantly but will need Medical Ninjutsu to heal or any other ability applicable at the time. This process allows for the Xenomoprh to have access to any logical KG/AE that the opponent had up to S rank. This method can be used against humans or summons as the Facehuigger can expand to match the face of the opponent but they can never be used against someone or something larger than ten meters large.
Note: Must know Xenomporhs Summons
Note: Can summon between 1-2 Facehuggers at once
Note: Usable 4 times a battle
Note: An S-rank Xenomorph can only be summoned three times with a three-turn duration.
Note: Facehuggers stay on the field up to 4 turns unless the Injecting process gets completed than they die and poof away

Approved by Sasori: Made edits
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(Kuchiyose no Jutsu: Igyō ) - Summoning Technique: Xenomorph
Type: Summoning
Rank: A-S Rank
Range: Short
Chakra: 30-40
Damage: N/A
Description: Xenomorphs all tend to share some common traits: a vertebrate-like body, a protective exoskeleton, a long flexible tail, an elongated domed head, with nearly invisible eyes near the mouth, and a toothed maw hiding a proboscis-like inner mouth. Little is known about their biology, but it is known that they eat with their inner or secondary mouths, not their outer mouths. This mouth is somewhat similar to the pharyngeal jaw of a moray eel. All of them possess great advance sensory and the cocooning ability as well as acidic blood (in contract description). If a basic Xenomorph is summoned then it will be A rank. They possess a second mouth and a knife-like tail that can break up to B rank armor to deal damage to users. Any jutsu the Xenomoprh uses counts towards the user's moveset. Xenmorphs also move at regular jounin speed. The A rank version can tank up to B rank damage.
Note: Must Know Xenomorph Summon
Note: A rank can be summoned 4 times a match, S rank 3 times
Note: A rank stays on the field for 3 turns, S rank for 3 turns
Note: An S-rank version can be summoned through Facehuggers.
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Approved by Sasori

(Kuchiyose no Jutsu: Joō zenomōfu ) - Summoning Technique: Queen Xenomorph
Type: Summoning
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A (-30 to the user)
Description: The QueenXenomporh are much larger than Drones and Warriors and is 3/4 of the size of Gambunta. They have twin sets of arms and are built more similarly to a large theropod dinosaur than a humanoid. They also have a much larger braincase than the average adult Xenomorph, protected by a large crest above their heads. They have a slightly stronger tail, which can be used as a weapon, along with their limbs and inner jaw but can use any basic ability that a normal Xenomorph can. Due to their immense size, they are extremely strong. The Queen Xenomorph second mouth and tail are able to break through A rank and below armor/defense. They are also able to tank A rank jutsus and are able to resist 1 S rank jutsu. Queen Xenomoprh is able to lay up to 4 eggs per turn (counts as a move) that after 2 turns will hatch into Facehuggers. The Queen is also able to release a blast of her acid blood that deals A rank damage and can reach up to long-range. All Xenos, The Queen, and the user will be immune to the acid. When on the field, if there are any other Xenomorph summons they will try to take any damage/jutsu that might hit the Queen so that she doesn't.
Note: Must know Xenomorph Summoning
Note: Can only be summoned once
Note: Eggs and Acid Blast counts as a move
Note: Stays on the field for 4 turns
Approved by Sasori
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Priest

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Fuinjutsu: Puran Bi - Sealing Jutsu: Plan B
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 to seal)
Damage: (according to rank of seal)
Description:
This is a unique jutsu that changes the sealing formulae of any supplementary seal to that of offensive. After the activation of this technique, the users supplementary seals would whenever they are in the process of being released or unsealed by a target, scrambles their sealing scripts to assume that of explosion. So for example, the normal Sealing Tag can be placed and while a target tries to yank it off himself, the sealing tag turns to an explosive tag and detonates. The explosion would be equivalent to the rank of the supplementary sealing technique itself, though this only works if there is an attempt to undo, release, break or remove the seal/sealing technique. If the sealing technique is destroyed, the back up plan won't kick in.
An activation jutsu that is used at the same time as another jutsu and affects all the seals the user uses afterwards though he has the right to choose which ever it won't affect.
Last for 4 turns
3x per battle
Declined by Sasori: Limit the duration and usage of this. Also not keen on allowing seal like this for you so limit it to A-rank and below seals



Yoton/Ninpo: Kyōki no Fukkatsu - Yang Release/Ninjutsu: Resurrection of Madness
Type: Supplementary/Offensive
Rank: S-Rank
Range: N/A
Chakra: 70 (-15 per turn)
Damage: N/A
Description:
The three angry demons having being studied by Kabuto, he created a technique that could make a few modifications and give them a new set of abilities. By infusing the Dokis with this technique, they exhibit several uncanny characteristic and power. Unlike formally when their eyes, ears and mouth are shut, They would have their eyes open and ears working perfectly by removing anything that may be covering them. The newly modified Dokis would need not hear any tune from Tayuya's demonic flute again before they act or perform techniques and from then on, they attack anyone who's not an ally autonomously. The modification allows Kabuto to issue simple voice commands to them. The infusion of yang energy makes the Doki incredibly stronger and faster, each immune to attacks one rank higher than they can formerly withstand. Their speed becomes twice as fast while they gain physical strength one rank higher than they have before.
Note: Can only be used once and can only be used by Advanced Kabuto Bios with Tayuya DNA active and with the Dokis already summoned
Can be used in the same timeframe as summoning the Doki
No Yin Release technique can be used in the same turn and next except for those used to augment the Dokis.
No genjutsu or yin-yang the same turn this is used

Declined: How would this allow you to enable voice commands? - Daemon

Custom Kinjutsu in inventory​

Forbidden Art: Netherworld Summoning: Lost Relic - Kinjutsu: Raise Kuchiyose: Ibutsu no Funshitsu
Type: Offensive/Supplementary
Rank: S
Range: N/A
Chakra: 150(-20p turn)
Damage: 100
Description
Lost Relic is a levitating yang reinforced and tempered staff, brought to life via yang energy. By making 3 handsigns and a clap, the user would summon the relic. Passively, the staff would be shrouded with a mid range aura of energy, affecting only those the user perceives as enemy. This energy works in reverse to how yang grants life and sentience. It rips every creature other than a living human of their life. Elaborately, every sentient jutsu would become non-sentient, clones would be undone, summonings would return to their homes and Edos would become lifeless until they are out of range of the aura. The active ability of the staff unlike the aura, requires direct contact with living being in order to render them lifeless. By leeching 70 chakra from the user, the staff is able to spawn up to four warriors with compositions similar to the ghostly arms of "impure world seal destruction". The warriors are translucent with a purple hue and have the same size and speed as the user. They can be used to fight for the user though since they lack kinetic essence, they can move even on air and don't do damage directly to a target but a living target touched/caught by them would be lifeless until they are able to escape the hold. That is; they are unable to mold chakra nor move. Warriors last for 4 turns and can only be spawned once. By leeching a 100 chakra from the user, the staff is able to open a very wide portal either across the ground or up in the sky. The portal can reach up to 30m radius. The portal is a door way to the netherworld and as soon as it is opened, thousands of ghostly arms would reach out in a linear fashion upwards or downwards depending on the position of the opening. The arms would extend and have a 30m reach. However, they only affect anyone with chakra that the user perceives as enemy. The ghostly arms have the same effect as the warriors. The portal closes after 2 turns and this can only be made one time per battle.
The staff can only be destroyed by damage exceeding 100.
Can only be summoned once per battle
Staff lasts 6 turns while in battle but can remain if the user is not in a battle.
While on the field of play, user can not use Yin and genjutsu of any rank

Declined: This does not fix the problems I stated above. Like at all. - Daemon
Yoton/Ninpo: Kyōki no Fukkatsu - Yang Release/Ninjutsu: Resurrection of Madness
Type: Supplementary/Offensive
Rank: S-Rank
Range: N/A
Chakra: 70 (-15 per turn)
Damage: N/A
Description:
The three angry demons having being studied by Kabuto, he created a technique that could make a few modifications and give them a new set of abilities. By infusing the Dokis with this technique, they exhibit several uncanny characteristic and power. Unlike formally when their eyes, ears and mouth are shut, They would have their eyes open and ears working perfectly by removing anything that may be covering them. The newly modified Dokis would need not hear any tune from Tayuya's demonic flute again before they act or perform techniques and from then on, they attack anyone who's not an ally autonomously, though their will is connected to Kabuto's and they act based on Kabuto's will. The infusion of yang energy makes the Doki incredibly stronger and faster, each immune to attacks one rank higher than they can formerly withstand. Their speed becomes twice as fast while they gain physical strength one rank higher than they have before.
Note: Can only be used once and can only be used by Advanced Kabuto Bios with Tayuya DNA active and with the Dokis already summoned
Can be used in the same timeframe as summoning the Doki
No Yin Release technique can be used in the same turn and next except for those used to augment the Dokis.
No genjutsu or yin-yang the same turn this is used

Declined: I just checked the Doki and how they look, most of them seem to have their face covered with bandages and such. Yang wouldn't remove this. I understand this jutsu is meant to edit the weaknesses that are inherently within the summon. While a nice idea, I don't think this can be allowed in this form (an infusion technique). Try another avenue. - Daemon

Custom Kinjutsu in inventory​

Forbidden Art: Netherworld Summoning: Lost Relic - Kinjutsu: Raise Kuchiyose: Ibutsu no Funshitsu
Type: Offensive/Supplementary
Rank: S
Range: N/A
Chakra: 150(-20p turn)
Damage: 100
Description
Lost Relic is a levitating yang reinforced and tempered staff, brought to life via yang energy. By making 3 handsigns and a clap, the user would summon the relic. Passively, the staff would be shrouded with a mid range aura of energy, affecting only those the user perceives as enemy. This energy works in reverse to how yang grants life and sentience. A remote albeit weak version of the active ability. The aura rips every creature other than a living human of their life/sentiency. Elaborately, every sentient jutsu would become non-sentient, clones would be undone, summonings would return to their homes and Edos would become lifeless until they are out of range of the aura. The active ability of the staff which is a touch version of the aura, requires direct contact with living being in order to render them lifeless(not dead)/non-sentient. By leeching 70 chakra from the user, the staff is able to spawn up to 2 warriors with compositions similar to the ghostly arms of "impure world seal destruction". The warriors are translucent with a purple hue and have the same size and speed as the user. They can be used to fight for the user though since they lack kinetic essence, they can move even on air and don't do damage directly to a target but a living target touched/caught by them would be unable to mold chakra nor move until they are out of the hold just like the original jutsu. Warriors last for 2 turns and can only be spawned twice. By leeching a 100 chakra from the user, the staff is able to open a very wide portal either across the ground or up in the sky. The portal can reach up to 15m radius. The portal is a door way to the netherworld and as soon as it is opened, thousands of ghostly arms would reach out in a linear fashion upwards or downwards depending on the position of the opening. The arms would extend and have a 30m reach. However, they only affect anyone with chakra that the user perceives as enemy. The ghostly arms have the same effect as the warriors. The portal closes after 2 turns and this can only be made one time per battle.
The staff can only be destroyed by damage exceeding 100.
Can only be summoned once per battle
Staff lasts 6 turns while in battle but can remain if the user is not in a battle.
While on the field of play, user can not use Yin and genjutsu of any rank

Declined: This still seems like multiple techniques combined into one. It really doesn't flow together well. You want a relic that makes all sentient things lifeless, then the ability to create two warriors. Then also the ability to open up a portal to the netherrealm. Doesn't make much sense. - Daemon


Was left unchecked

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.
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 upto 3 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 -20 damage decrease and their speed is reduced by a quarter. 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.


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.
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, though this would not be the case for offensive techniques. In the case of two offensive techniques merging or when one of the merged techniques is offensive, they would by default, assume a limit of four turns. Also as a drawback, the resulting technique 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
 
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