Custom Jutsu Submission - IV

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Gutsy

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CW:
Narsil
Type:
Weapon
Rank: S
Range: N/A
Chakra Cost: N/A [200 Chakra Supply]
Damage: N/A
Description: Narsil is a longsword wielded by kings of a long forgotten kingdom. It was said to be used during an alliance between men and Noldor to face the oncoming darkness. The sword being made of a metal that makes it shine like the purest silver, and with a black leather handle, with several engravings upon it. The sword itself is sentient, as it was infused with yang energy, giving it, its unique properties. The sword with its sentience, can sense the wielders chakra and any type of imbalance that may occur. Through this, the sword can send a cleansing energy through the wielder, effectively cleansing them of any spiritual intrusion. The sword itself has a chakra reserve that is of 200 in total, which it uses to perform its own abilities.

In addition to its cleansing capabilities, the sword when wielded, creates a mixture of fire chakra and yang chakra, effectively creating a thin layer of white fire that flows across the sword, enhancing its cutting prowess through the intensity of the heat [+20 to Kenjutsu techniques]. Additionally, the sword can increase the intensity of the flames and cause them to increase in size, effectively causing the reach of any subsequent Kenjutsu technique usages to have an increase in range [+1 range reach]. The sword may supply the fire and yang chakra from its own supply or from the wielder [-10 chakra per turn from sword or wielder].
Note:
  • The cleansing effect is of S-rank and can be used until the sword is depleted of its chakra reserve.
  • The cleansing effect counts towards the move count, and it has a two turn cooldown.
  • Increasing the range through the fire and yang that flows across the sword, counts as a move to activate, while it then stays active until deactivated by the wielder or sword.
Declined: The cleansing affect has been done before, so that's not very unique. Also, note if you're going to increase the range of your ken it won't stack with any other range increasing techniques. Also, add a translated name.
[Narushiru] - Narsil
Type:
Weapon
Rank: S
Range: N/A
Chakra Cost: N/A [200 Chakra Supply]
Damage: N/A
Description: Narsil is a longsword wielded by kings of a long forgotten kingdom. It was said to be used during an alliance between men and Noldor to face the oncoming darkness. The sword being made of a metal that makes it shine like the purest silver, and with a black leather handle, with several engravings upon it. The sword itself is sentient, as it was infused with yang energy, giving it, its unique properties. The sword with its sentience, can sense the wielders chakra and any type of imbalance that may occur. Through this, the sword can send a cleansing energy through the wielder, effectively cleansing them of any spiritual intrusion. The sword itself has a chakra reserve that is of 200 in total, which it uses to perform its own abilities.

In addition to its cleansing capabilities, the sword when wielded, creates a mixture of fire chakra and yang chakra, effectively creating a thin layer of white fire that flows across the sword, enhancing its cutting prowess through the intensity of the heat [+20 to Kenjutsu techniques]. Additionally, the sword can increase the intensity of the flames and cause them to increase in size, effectively causing the reach of any subsequent Kenjutsu technique usages to have an increase in range [+1 range reach]. The sword may supply the fire and yang chakra from its own supply or from the wielder [-10 chakra per turn from sword or wielder].

Outside of the cleansing ability and the increase in power to the wielders sword skills, the sword is capable of releasing an aura of yang chakra around the blade itself, creating several intangible dragon teeth that sprout from and cover the entirety of the sword. These teeth cannot be seen or sensed unless the target has access to yang, sage mode or yin-yang release, and they are "physically" longer than the sword. These teeth will upon contact with a target drain them from their physical vitality. The dragon teeth lowers the targets physical speed, reaction, and ability to utilize powerful physical techniques. If the victim is touched only once, their base reaction/tracking is reduced to half of their current stat, twice and their base speed and physical damage is reduced by half of their current stat, and thrice they will lose the ability to use any form of taijutsu or kenjutsu techniques, while a fourth contact will render them paralyzed, unable to do anything outside of breathing. These dragon teeth are sentient and can move around and extend further than the sword at their own whim, reaching targets within short-range of the sword itself.
Note:

  • The cleansing effect is of S-rank and can be used until the sword is depleted of its chakra reserve.
  • The cleansing effect counts towards the move count, and it has a two turn cooldown.
  • Increasing the range through the fire and yang that flows across the sword, counts as a move to activate, while it then stays active until deactivated by the wielder or sword.
  • The range increase to Kenjutsu techniques does not stack with other range increase techniques.
  • The Dragon Teeth ability costs a move to activate, however, it may be activated in the same timeframe and in conjunction with a Kenjutsu technique.
  • The Dragon Teeth technique counts as an A-rank ability, and continues to stay active after its creation, due to its sentience.
Declined. The chakra cleansing needs a limitation to it. Of the 200 chakra you draw upon, there needs to be an upper limit to how much you can use in one instance. I'm fine with you replenishing this chakra pool as well, but there has to be a limit to how many times it can be used to cleanse.

Also see colored portion. There's nothing about Yang Release that would allow you to deceive the senses in this manner, especially those within normal chakra sensing.

Drackos
 
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Sasori

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(Marudo~uku no okurimono) Forbidden Arts: Gift of Marduk
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Gift of Marduk is a powerful and useful forbidden jutsu that the user will have come into possession of through extraordinary methods. Gift of Marduk is considered to be a forbidden jutsu because the methods of obtaining it violate the laws of nature. It has no physical form but instead is a spiritual item that will be bestowed onto the user and after they have fused with them the way they perceive the world will change. Marduk was considered to be a being not of this world similar to the shinigami that was summoned in the series. Shortly before being banished a warrior plucked out the demon’s eyes and locked their spiritual form away for centuries. After finally finding a way to access the netherworld where the eyes were currently located they were passed down for centuries. Those who came upon the eyes were capable of imbuing the spiritual essence of the eyes into their body. Once inside of a host the only way to retrieve the eyes would be to kill the host and at that point the eyes would seek a new host. After fusing with the essence of the eyes the wielder gains the ability to see things that are not of the physical realm. This means that they are capable of seeing beings or entities that are from different dimensions or possess spiritual forms. These entities include things the user would not normally be capable of seeing. The main thing about the user’s new gained vision is that they do not become able to sense these unknown entities through other means. The only way the user could become aware of them is if they were within their normal field of vision. This also will mean that if these entities were not able to be heard or touched through normal means then the user would still be unable to do so now.

Note: Must be stated in the beginning of a battle or in the user’s biography.
Note: Does not increase the user’s ability to sense or increase how far they can see anything.

Pending. Leaving for Daemon.

DNR - What kind of Phantom Dojutsu is this? LOL - Daemon

(Meiji no chikara) Sealing Arts: Might of the Mage
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will first perform two hand seals and cause clearly visible kanji transcripts to form on one of their techniques which can also be done in the same time frame as one of their jutsus. The effect of the kanji transcripts only come into place when the user’s technique collides with the opponent’s technique. Upon collision the kanji transcripts activate their sealing properties and begin to seal all of the chakra in both of the techniques. Essentially both techniques will fail as the chakra in both of them will be drawn towards the center of the kanji transcripts. After causing any technique with the kanji scripts and any chakra based attack to fail the chakra from the aforementioned techniques will power a barrier that will spread up to mid-range of wherever the two techniques collided. The special property of this barrier is that every time a chakra based jutsu is used the barrier will absorb damage from the technique based on the damage of the sealed jutsu For example, if the seal stole a jutsu with 30 damage from the user and 20 from the opponent then the next time the user utilized a technique it will be drained of a maximum of 30 damage each time; so for the opponent it will only drain 20 damage since that is all that was taken. The seal will always opt to take the maximum amount of damage possible.

Note: Can only be used twice with a two turn cool down
Note: Lasts until all chakra is depleted.
Note: No Fuinjutsu above A-rank after it ends.

Declined. This does way too much for what amounts to an infusion technique. Like I see two, maybe three, separate techniques in this one Fuuin.

Drackos
 
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JojocIaw

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https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-11#post-21932037




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

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

  • Firstly, All Quetzacoatl Summons are entirely Immune to their Primary element, this is due to Quetzacoatl being creation based. Each Quetzacoatl created their Primary element in their realm, and as such, after eons of being exposed to these elements, have gained a complete immunity to them. This only applies to their Primary element, any Quetzacoatl with more than a single element, will still only have Immunity to a single element present in their technique.
  • All Quetzacoatl are tied to the cosmic plane, and the stars, the Core Summon being considered the Morning star. Because of this, All Quetzacoatl have access to a Cosmic energy, which they all use differently, and is used through their Ornate Jewel which hangs around the neck of each Quetzacoatl(To be made as individual techniques for each summon,and fully explained in each actual summoning technique)
  • Lastly, All Quetzacoatl summons, via the blood signing, are mentally linked to the summoner, capable of communicating telepathically, talking to the user through a blood bond created during the summoning process. However, Quetzacoatl can take this one further, mentally linking up with the Summoners own sensory abilities, allowing the Quetzacoatl summoned to have the same level of sensory ability as the user. This Does NOT increase the summoners perception, merely brings the Quetzacoatl up to the Summoners level. Nor does this link the summon and the user in any other way, meaning the summon won't be affected by techniques applied to the user.
¤ Declined, not taking into account these abilities are already strong on their own, this is not what a Mythical Cintract entails. You are allowed up to 3 standard abilities and 1 Unique one. 2 elements for any summoning is not standard with full immunity to an element usually counting as a Unique ability in itself, let alone the other lines. Use of a unique energy source is not Standard and Cosmic Energy is the ability of Zatanna CC, doubly making this part invalid and having a summoning with the same sensing as the user simply because of a mental bond makes little sense and doesnt have enough justification to exist. I'm giving this 2 more cycles max to find a way to make this work because backtracking links, more abilities get added on and little is added on to fix this. ¤
 
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Lytes

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Resubmitting Wind Release : Cruise down the street
Edits in BOLD

(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street

Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.
Approved: Removed the specialty bit because its not needed since specialties already have defined abilities.


Resubmitting Summoning Technique: Ekitei as personal summoning for Kurapika bio
Link to approved summoning animal

(Kuchiyose No Jutsu: Ekitei) – Summoning Technique: Ekitei
Type:
Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ekitei is a black monitor the size of a regular adult Bengal monitor but will usually transform into the size of a lizard in order to hang/fuse to someone’s back and follow him like a parasiting technique, his weight being so light that this person won’t know or suspect anything. While he does so, he will camouflage himself and be completely unseen from regular eyes. When Ekitei is summoned in battle, it will appear as a fail as he will already be in camouflaged mode (i.e. he will be the size of a lizard and hanging/fused to the summoner’s back/any other spot, as well as camouflaged to deceive regular eyes). There, he will keep check of any disturbance in the summoner’s chakra flow and promptly release him from Genjutsu and other mind-related abilities (up to S-rank), as well as link his senses to the summoner's and vice versa allowing the user to look out (requires physical contact for link to work) for any attacks coming towards the summoner, alerting him of such dangers in a timely manner.

Ekitei's makes up for his lack of size and firepower expected of a summoning with his exceptional senses and his talent for illusion techniques. He is capable of sensing the chakra within a landmark and his vision is thrice as good as his fellow monitors. He is also capable of casting all non-bio specfic genjutsus without the use of handseals.

Note: Can only be summoned by those who have signed the Bengal Monitor contract.
Note: The summoner of Ekitei must be Jonin rank or above.
Note: Camouflaging will not deceive Sensor-type ninja, including Byakugan users and Sharingan users. Furthermore, it will not deceive sensory techniques that makes use of physical conditions other than visual ones, such as Chakra Sensing Rain which makes physical contact, or the Inuzuka's smelling senses.
Note: While fused with summoner, Ekitei still maintains his independent Chakra network and as such genjutsus specifically targeting the summoner won't affect him
Note: Releasing the summoner from Genjutsu counts as a move. Casting a genjutsu also counts as a move.
Note: Being on the back of the summoner, Ekitei is unaffected by regular genjutsus as long as his presence is undetected. However he is also capable of breaking himself out of genjutus

Declined by Imperfect. Originally I was just going to remove the "thrice as strong vision" part, and approve. That was because that would allow your Summon, and you by extension of fusing and sharing senses with him, to have a passive tracking speed boost of 4.5x at all times, which is higher than Sage Mode, Y/Y Sensory, and many others, which just won't be allowed considering those are Modes with defined limits, as well as the fact that they cost Kumi. But the more I kept reading, and remembered that you intend this to be a Personal Summon, the more difficult it became to allow, simply because of how much you have going on, even without the attempt at 4.5x tracking. What originally was a Summon purely intended for espionage, or monitor hehe your Chakra network to ward off Gen, now you want to give it insane tracking that it shares with you, as well as full blown sensory within the same Landmark in the WSE, and the ability to use Genjutsu itself, all while being invisible to anyone who doesn't have their own Sensory means of detecting the Summon? It's a lot to pile on a single summon, especially one you intend to have as a Personal Summon.

Additionally, as stated in Discord, in future please be sure to bold your changes, you can't have a Personal Summon "approved" through CJ submission. Each Personal Summon is approved or declined for the biographies it's taken on, and is a case-by-case basis, at the discretion of the checker. I've had Personal Summons declined for being too wild to allow, or that they have an ability that would be "broken" if they were permanent, so it's not that uncommon a thing to happen. Some summons are approved with unique/ stronger abilities than the norm because they have a specified time limit. So I suggest you perhaps ask the Head Bio Mod why a specific Summon wouldn't be allowed as a Personal, and not see if you can update it with what they advise in mind, or maybe create new summons that are more probable to be approved as a Personal.




(Fuuton: Kazetōshi no yoi bōru) Wind Release : Airy balls
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A trap jutsu initially made to hurt or perhaps kill trespassers, the user weaves three handseals and releases his wind chakra into the air around the battlefield. Using the chakra, he compresses the air in several spots into balls the size of a regular tennisballs that lay dormant, the balls are transparent and virtually undetectable by regular eyes. The balls lay dormant until anything of enough mass bumps into them (Such as the opponent, clones, summonings and jutsus). When the balls are disturbed, the compressed air violently explodes in a 5 meters radius dealing damage to anything caught within its range.
Alternatively the user can create the compressed air balls on his palms without need for handseals similarly to the rasengan before tossing it at targets. When this alternate method is used anyone paying attention would be able to see the movement of the tossed balls through the air. The ball explodes on hitting a target and explodes in a 5 meters radius dealing damage to anything caught in it (user included).

Note: The balls stay for 2 turns before crashing to the ground and exploding on contact.
Note: Maximum of 10 balls can be created at a time regardless of method.
Note: The air balls can't be created within 5 meters range of opponent unless user is also in short range
Note: Usable 5 times per battle with 2 turns cooldown.
Approved
 
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System001

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Link to Mythical Contract in Inventory: https://animebase.me/members/telie.70437/#dbtech-shop-inventory

Dropping Wolves, sorry Roku but it's been 8 years ;_;


Summoning Animal: Sphinx / Sufinkusu ( | )
Scroll Owner: I, Scaze Telie!
Other Users who have signed this contract: None
Summoning Boss: Unknown - TBA
Other Summoning Animals tied to this contract: TBA
Description and Background: The Sphinx is a hybrid creature from Egyptian and Greek mythology where they are considered to be either benevolent or malevolent guardians. The Sphinx possesses a humanoid face, the body of a lion, and large, bird-like wings. Although typically depicted in sitting poses, the ferocity and physical prowess of a Sphinx is not to be underestimated. It possesses all the benefits that it’s hybrid physiology would imply - the strength of lions, greater flight than a bird, and wisdom that far surpassess man. This duality grants it all the instinct and prowess of a beast, and all the logic of man and the gods - thus it was entrusted by Gods to be a Guardian for that which they deemed important. In mythology, a Sphinx, in it’s own principle of fairness, would pose a riddle to those who encountered it. Solve the riddle and you lived, fail and it would surely strike you down with unimaginable force. In Sphinx summons this translates to exceptional physical power, while their wisdom and penchant for riddles afford an affinity to Fuuinjutsu which, like the riddles in Sphinx mythology, imbues words with great power. Lastly, unlike other summons which value loyalty to their summoners highly, a Sphinx places its highest concerns on ‘fairness’. This atypical system of principles has created many myths of malevolent Sphinx’s due to their engagement in ‘altruistic’ treachery, that is, many Sphinx’s will switch their allegiance in the name of fairness.

Abilities:

- Each Sphinx, when summoned, will impose its will upon the entire battlefield and completely seal ‘something’, whether it be physical, metaphysical or abstract. This seal can only be un-done when the Sphinx is either killed, or de-summoned, or a specific condition is met, and represents the Sphinx’s mythological association with wisdom, riddles and fate. Whatever is sealed, applies to all beings on the field - including the summoner. Therefore, if the ability to fly is sealed, neither the opponent or user will be capable of such an act. Each Sphinx has a unique rule that it applies to the battlefield, that will be achieved through a logically explained mechanism, to be described in each individual summons. (Sphinx’s physical body serves as the Vessel, It’s Wisdom the Binding, it’s Summoning the Trigger, and it’s de-summoning the key, and the seal is equal in strength to the rank of the summon)

- Rules aside, Sphinx’s are highly capable combatants. They move at twice Jounin Speed, have senses similar to that of Inuzuka dogs and can attack with their fangs, wings, tail, claws while also being well versed in Ninshu (elements or abilities, if any, to be described in each individual summon) ; they can also speak, or communicate telepathically with anyone in the battle.

- Sphinx’s are effectively omniscient - their higher form of wisdom means that not only do they know everything, but they also are immune to Genjutsu and other forms of mental and spiritual interference due to the fact that it is effectively impossible to trick, exploit, or deceive them from reality. However, out of a principle of fairness they almost never share information directly with a summoner (although perhaps indirectly, by a Sphinx attacking an enemy that the summoner was unaware of). The exception is that once per turn, one person from either side can pose a question to the Sphinx, and the Sphinx will answer, but only if both sides asked a question.
If only one side asks a question, the Sphinx will announce that it is switching its allegiance to whoever questioned it on the next turn, if no one asked a question, the Sphinx, bored and tired of the mortal realm, will de-summon itself. The caveat is that when both sides do ask, the Sphinx will tell a truth to the side that spent the most chakra that turn, and a lie to the other. The question can be almost anything - from weaknesses in the opponent's arsenal, to village secrets, to 4th wall breaking questions. (‘How do I get rid of you’ is also a valid question - but once the Sphinx leaves, the answer to it cannot be remembered by anyone, so not even summoners know it.) However the same kind of question cannot be asked consecutively. Furthermore, the answer to any question posed will always be either seven words or less, or a single visual image - limiting the amount of information communicable in one go. Aside from this one method of information exchange, a Sphinx’s mind, intentions and secrets can never be read or known by any means.

- As Guardian’s, Sphinx’s can only be removed by death or choice. What this means is that their summoning cannot be stopped, and short of death a Sphinx simply cannot be dismissed through any means by either the summoner, or an opponent. (Sphinx’s will still de-summon once they’ve reached their turn limit)

Notes:
A Sphinx will announce the start of it’s question game, called Riddle Me This, and its rules, to every participant in the battle on the turn it is summoned, with the game beginning at the start of the summoners next turn. A Sphinx will never perform a fatally sacrificial or suicidal action. If the summoner, or holder of its allegiance attempts such, then that part of their move will fail as the Sphinx will refuse to comply. When the Sphinx switches Allegiance, it becomes controllable by whichever side it has switched allegiance to, however they will have no more control over its abilities than its summoner did. Due to this, and the fact that their summoning will also restrict the user in some way, most Sphinx's are classified as Forbidden Rank as their summoning can easily be disadvantageous, if not outright fatal.

Finally, the answer to any question asked is, of course, typed by whoever asked it, according to the conditions stipulated. However the answers are, of course, limited by OOC knowledge. If the opponent doesn’t want to tell you their deepest darkest secret, and you can’t gather that information from any part of Animebase, then you logically won’t be able to give a ‘truthful’ answer. ‘Lies’, however, can sometimes be more useful than the ‘truth.’ Also, each side can only pose a single question a turn, regardless of how many participants there may be.

¤ Declined, boy oh boy, where to start?
"In Sphinx summons this translates to exceptional physical power, while their wisdom and penchant for riddles afford an affinity to Fuuinjutsu which, like the riddles in Sphinx mythology, imbues words with great power" This shit doesn't even make sense. "They're smart so they have an affinity to fuuinjutsu".

"Each Sphinx, when summoned, will impose its will upon the entire battlefield and completely seal ‘something’, whether it be physical, metaphysical or abstract. This seal can only be un-done when the Sphinx is either killed, or de-summoned, or a specific condition is met, and represents the Sphinx’s mythological association with wisdom, riddles and fate." <= If you think ANY summoning contract with allow contract wide passive Sealing abilities to form when they spawn, you smoking mythical dick and you smoking Legendary dick if you think something as vague as "seals something" would ever fly.

"(Sphinx’s physical body serves as the Vessel, It’s Wisdom the Binding, it’s Summoning the Trigger, and it’s de-summoning the key, and the seal is equal in strength to the rank of the summon" <= Rucken, you have outdone yourself this time. Not only does this make no sense, it sounds equally as dumb as the previous two portions.

"They move at twice Jounin Speed, have senses similar to that of Inuzuka dogs and can attack with their fangs, wings, tail, claws while also being well versed in Ninshu" <= "They have x2 Jounin speed, Inuzuka level senses oh and they use ninshu, not Ninjutsu" Head ass.

""their higher form of wisdom means that not only do they know everything, but they also are immune to Genjutsu and other forms of mental and spiritual interference "
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If I see this shit in one more custom this month.... "not only are they smart, but they are SO smart, Gen doesnt work or Yin!"

"However, out of a principle of fairness they almost never share information directly with a summoner (although perhaps indirectly, by a Sphinx attacking an enemy that the summoner was unaware of)." <= Boi.

"The caveat is that when both sides do ask, the Sphinx will tell a truth to the side that spent the most chakra that turn, and a lie to the other. The question can be almost anything - from weaknesses in the opponent's arsenal, to village secrets, to 4th wall breaking questions." <= Is it crack? Is that what you on? The fact you thought any of this had any chance of approval. LMAOOOO. DNR ¤

(Kuchiyose - Sufinsuku: Shakuntara; Kyomu no Joō) – Summoning Technique - Sphinx: Shakuntala; Empress of the Void ( )
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: Shakuntala, Empress of the Void, stands at five meters tall, with a wingspan of fifteen meters, wears a non-magnetic metallic nemes head-dress coloured gold and blue, and is a Sphinx so ancient that her musings are often unintelligible to even other members of her species. Age has taken its toll on her body; her wings are tattered, her body is gaunt, and over time her pelt that was once pitch black has weathered into a bleached light lilac. Her prophecy is that once her pelt finally fades of all its colour and adopts the stark white of death, the end of the cosmos will begin. However, other Sphinx’s dismiss her prophecy as inconsequential, claiming that she has gone mad from age. Incensed, Shakuntala has confined herself to a long abandoned temple on the outskirts of the domain of Sphinxes, and refuses to move from her seat of contemplation. This remains true even when summoned - she will remain seated and completely stationary no matter what; all of her abilities, offensive or otherwise, are tied to her Rule of Wisdom and mastery of Fuuinjutsu.


Abilities: Shakuntala’s Rule of Wisdom is Cogito Ergo Sum. Reality is unreliable; when summoned, a Fuinjutsu formulae for ‘Nothing’ will instantly spread across the entire field, completely sealing the ability to ‘sense’ from everyone on the battlefield. This includes basic senses, auxiliary senses such as balance, and any “sixth” or “seventh” senses, such as forms of sensory and so on. Shakutala will effectively engulf all of the battles participants in ‘perfect darkness’, rendering them wholly incapable of perceiving the world around them. Ultimately, this leaves fighters with two options - to fight through use of large scale attacks, or to rely on Shakuntala’s questions to gain knowledge of the battlefield as she herself is unaffected by the seal. However, unlike other Sphinx’s who still enjoy the thrill of the hunt, Shakuntala refuses to move or attack, so this doesn’t afford any advantage to her Summoner or Allegianced. Shakutala’s question game is completely traditional, and follows the rules outlined in the CSC:

‘When summoned, a Sphinx will announce their question game, Riddle me This, to every participant of the battle (and in Shakuntala's case, the effects of her Rule of Wisdom (but not it's name or nature)). The game will begin a turn later, at the start of the Summoner’s next move. Each side can ask one question, and Shakuntala will answer on the next turn. The side who spent the most chakra that turn will be told the truth, and the side that spent the least, will be told a lie. If no one asks a question, Shakuntala, bored, will de-summon herself. If only one side asks a question, Shakuntala will switch allegiance and become controllable by the side that questioned. (Means little in Shakuntala’s case as she refuses to move for anyone) The same type of question cannot be asked by a side consecutively.

Her unique ability is that each turn, Shakuntala will passively produce a virtually indestructible barrier that can force any attack, ability or being to curve around her. The barrier is only large enough protect her, as she refuses to ruin the fairness of her game. As attacks only curves around her, attempting to hide behind or underneath her is pointless, and will not afford protection. Once, long ago, a summoner attempted to force his way into her mouth to protect himself, it was a futile action. She watched him die.

Notes:
Due to her ability, Shakuntala only communicates telepathically - due to this asking a question is a passive action that does not consume a spot in the timeframe.
Once summoned, Shakuntala remains on the field for five turns. She can only be summoned once.
The seal applies to anything on the field with the ability to make choices based on external information - not just limited to Shinobi, it will apply to all beings, even spiritual and metaphysical entities.
The answer to ‘how do I get rid of you’ is the phrase “dubito, ergo cogito, ergo sum” - translations or variations are not acceptable. When told the phrase, Shakuntala will de-summon herself. Summoners do not know the phrase, and it cannot ever be remembered.
The strain of summoning Shakuntala causes 10 damage, if the opponent manages to gain Shakuntala’s allegiance, the backlash of her eventual de-summoning will cause a further 20 damage.[/Spoiler]
 
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( Katon: Reiji no shakunetsu ) - Fire Style: Scorching Rage
Type:
Offensive/Defensive/Supplemental
Rank: B-Rank
Range: Self
Chakra:
20
Damage: 40
Description: The user will channel their Katon chakra thru their body, releasing the chakra as a surge which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Lasts 3 turns
Approved
(Katon: Bāsākā shakunetsu) - Fire Style: Scorching Berserker
Type:
Offensive/Defensive/Supplemental
Rank: A
Range: Short/Mid
Chakra: 30 (-5 per turn)
Damage: 60
Description: After Performing Fire Release: Scorching Rage, the user will focus and maintain the fiery golden chakra surrounding him intensifying the power of the aura. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, costing -10 chakra to refuel the technique to full strength.
~Notes~
- Lasts 4 turns unless upgraded, then he next lvl restrictions will apply
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- Can be used in the same TF as Scorching Rage at an extra cost of -5 chakra
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks
Approved


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(Katon: Shakunetsu no akuma) - Fire Style: Scorching Demoniac
Type:
Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. By farther manipulating the chakra while also molding more katon into the aura, it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp as the golden fiery chakra aura grows outwards and upwards 2 more meters, surrounding the user to 2 1/2 meters around/above, it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun just nowhere near as intense, and will hinder their vision for one turn. In addition to this, the golden katon aura will also take on a more reddish hue mixed in with the aura, creating a gold/red fusion of roaring flames surrounding the user. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters, this can also be done by pointing a single hand open palmed facing a target as well and would fire off like the Stream version. Using either the Stream or Fireball attacks would cost 20 chakra to refuel the aura back to full strength, otherwise the technique will end.
~
Notes~
- Lasts 4 turns
- Can only be used 3 times per battle
- Scorching Rage can not be used again for 2 turns after this ends
- Can be activated in the same time frame as Scorching Berserker passively, however doing so will increase the time till Scorching Rage can be used by 1 turn
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.
Approved

( Katon Kenjutsu - Shakunetsu no u~ēbu ) - Fire Style Sword technique - Scorching Wave
Type:
Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: N/A (Chakra used from related techniques applies)
Damage: 40-80
Description: After using Fire Release: Scorching Rage/Berserker/Demoniac the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden/golden-reddish chakra into a slicing wave of fire short range in length and solid enough to cut, able to hit targets Long range away. Can also be used to defend/attack from attacks of equal rank or lower with-in reason following S/W. The blade's fiery aura would reflect the strength of which jutsu was active when used. In addition, the fiery aura can be drawn onto a weapon upon creation instead of forming around the user allowing this to be created passively in the same time frame as the technique used to power this jutsu (projectile slash will still count as an active usage unless used when activating).
~Notes~
- Lasts for the duration of which technique was active when used, and would cost equal chakra to maintain as the jutsu active when activating this technique (Rage/Berserker/Demoniac)
-If using S ranked version, the duration before Scorching Rage could be used again is increased by 1 turn
Approved
 
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NightKiing

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Permission from Sinthorus to submit a technique similar to his cj Here




Eruza no ikari-Elsa's rage
Type: Supplimentary
Rank: A-Rank
Range: Short-long
Chakra: 30
Damage: 60
Description: Jack designed this technique to be used with Ice jutsu, using one of the elements that is used to make up ice, wind. The user will use this in the same timeframe as they use another ice jutsu or if they choose then can use it once they have made it. Using wind release they will create a core of compressed wind at center all through the Ice jutsu. So if the user makes a pillar of ice, all through the center of the pillar will be compressed wind. The main purpose of this jutsu has two effects. Firstly when the structure is destroyed, the wind will explode outwards shattering the rest of the ice from the inside creating a blast of wind 5m around the initial ice technique while releasing the shards of ice from the original ice jutsu all around. The blast of wind is A rank and the ice shards are one rank weaker than the original jutsu. So if this was used with an A rank ice technique, the blast of wind would be A rank and the ice shards shot out would be B rank. The user can also detonate this at will releasing the explosion by causing the ice to contract triggering the wind explosion. If the user is caught within the blast it will effect him the same way. It can only be used on steel jutsu the user has created or has taken control of.

Note: Useable 4 times
Note: Only Wind, Water and Ice jutsu in the same turn.
Declined: You got too much going on here. First you want this to release an A-rank wind jutsu upon the jutsu being destroyed and then you want another separate B-rank of ice. @ bold ,copy and past much lmao


Kōri mage-Ice bending.
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user infuses their ice chakra into an existing ice technique or structure. This technique has two uses, the first being that the technique allows them to change the direction of an already existing ice technique(projectiles). The second use is that the user will turn an already existing ice technique/structure to water, manipulating it to change shape, or trap an enemy before returning back to it's former state in split seconds.

Note: can only be used four times.
Note: drops the rank of the ice technique being manipulated by one level.
Note: requires one turn cooldown.
Declined by Sasori: Too generic to be approved.

Eruza no tatchi-Elsa's touch

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (+20 to ice techniques)
Description: This technique is used in the time frame with another Ice technique. While using another Ice technique, the user makes an extra handseal (user makes one handseal if the technique being used doesn't require any) and infuses extra ice chakra into the ice technique making it stronger.
Note: Can only be used four times.
Note: Needs two turns cooldown in between each use.
Note: Only Ice, wind and water techniques in the same turn this is used.
Declined by Sasori: Too generic to be approved and has been done before.
 
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Lord of Kaos

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4. ( Gereru no Ishi: Ikimono no Ennead ) - Stone of Gelel: Creatures of the Ennead
Type: Supplementary
Rank: S
Range: Short
Chakra: 80
Damage: N/A ( +20)
Description: Creatures of the Ennead is a technique based upon Awakened Beasts, adopting its properties on an smaller yet concentrated scale. These properties are the altered appearance and enhanced physiology granted through the parent mode, usually isolated to a single limb or portion of the body. When in use, the user's form in the Awakened Beasts technique is mimicked in an isolated form. Similar to Susano'o Incomplete Form, this technique is capable of various structures, such as giant wings for basic defence or an enhanced arm for interacting with the surroundings. This allows him to attack with quick force or to defend just as well, requiring no hand seals to trigger. It is a versatile ability that allows the user to achieve feats ranging from creating various animalistic appendages to altering parts of their body structure, as well as a general increase in their physical capabilities. This increase is shown by creating a +20 damage boost granted to physical attacks utilized by the limb such as enhanced kicks or sword attacks from enhanced arms or the ability to block standard A rank damage. Instead of a +20 to physical attacks, the user can choose to enhance ones legs, resulting in a x2 boost in exchange for raw power. Whichever of these enhancements is utilized, only one may ever be in place at any time and the same drawbacks will apply - reduced speed and health after use as well as a limitation on how many techniques can be utilized at the same time.
Note: The appearances and forms taken always directly relate to their full Awakened Beast form. This means if the form is a werewolf, then the impartial form will create paws or legs similar to a werewolf.
Note: The user can do this once every two turns and 3 times in total and lasts two turns per usage.

Pending. Leaving for Daemon. Mostly because I don't understand anything about Gelel yet.

Approved - Daemon
 
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ReXii

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(Yoton: Taiyō-shin no dōgu) - Yang Release: Tools Of The Sun God
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 30-60
Damage: 50-100
Description: Utilising the burning, heated and sunny aspects of Yang release along with basic chakra control, the user will create objects of pure white, engulfed in the fiery aura of yang release, these objects are only limited by his imagination and a realistic size for the rank of the technique, they can be wielded as weapons or controlled telepathically, when struck with these weapons an opponent would experience tremendous burning agony, capable of causing tremendous physical harm while burning away their yin chakra. Those struck by this will be unable to use heavily yin based abilities such as genjutsu, or Nara shadows, or Yin release itself for two turns. Though as often is the duality of yang, the user can choose to form these tools to help those they strike, providing a heal over time effect if desired, this allows the tools to enter the body of the target and heal them for 20 damage per turn, the duration of this is dependant on rank, with B rank lasting three turns and each additional rank adding a turn.
~Notes~
- While the limits of the tools appearance is virtually endless, the tools can only be created in close proximity to the user, though they can be controlled telepathically at no move cost.
- Similar to the truth seeking balls, should these tools leave long range of the user, they will no longer be controlled by telepathic input, instead remaining inert before fading from existence as their chakra peters out.
- The tools themselves are self sustaining once made, however the time they can exist is dependant on the rank and follows the same logic as the healing application. B rank creations last three turns and each additional rank lasts one extra turn.
- Using the A rank and S rank version of this move has limitations, with A rank being usable three times and S rank being usable twice.

Declined. It's just too broad for a custom.

(Yoton: Taiyō-shin no iki) - Yang Release: Breath Of The Sun God
Type:
Offensive/Defensive/Supplementary
Rank: A/S
Range: Short-Long
Chakra: Equal to technique
Damage: +20/+30
Description: Utilising the burning, heated and sunny aspects of Yang release along with another technique of the users creation, the user will infuse the technique with pure yang release energy, super heating the technique, by spending chakra equal to the technique they're infusing the user will grant the technique the power of yang release. Causing a large increase in the damage value, as well as allowing it to perform based on the strengths of yang release. This addition takes place in the same timeframe as the technique it's boosting, but due to the limitations of yang release this has two levels of power. When added to techniques that suit yang release, fire, lightning, wind and techniques of a high yang nature, such as akimichi clan or kaguya clan bones, the S rank boost will be applied. However when applied to things of a yin nature, such as water, earth, or yin based abilities like nara shadows only the A rank boost can be applied.
~Notes~
- Techniques infused with this will not be able to be manipulated with yin release in any way, making things like hungry ghost impossible to apply for the user or the enemy.
- The jutsu infused with this ability become self sustaining and will continue to exist for three turns after use, they also retain their full damage, but can not be telepathically controlled, they act more as environmental dangers for complacent foes.
- Using the A rank and S rank version of this move has limitations, with A rank being usable three times and S rank being usable twice.


Declined. Notes with issues are colored. Issue 1: Techniques augmented with this do not gain an 'immunity' to Yin. Such an absolute statement for such a generic infusion makes very little sense. In fact, you could argue they become weak to Yin. When you enter Yang State, you become highly vulnerable to Spiritual based techniques because of the wildly imbalanced ratio between physical and spiritual energies.

Issue 2: Your second note has got to go, or be reworded. It doesn't really make a lot of sense to me the more I read it. Does it become self sustained because it is sentient? If so, explain that and put limitations on it. Why is it not 'telepathically' controlled? Why would it be otherwise? Just doesn't make a lot of sense.'

Issue 3: Five uses in total of this technique is wild. No usage restrictions on Yin, Yang, or Yin-Yang Release as well after use won't fly.

Also, one last note - you really gonna use up a CJ slot, and a Yang one at that, for what basically amounts to a Fire Release boost?

Drackos
 
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Ańbu Juniør

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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22002496

(Kōton: Konton Yūgō) Steel release: Chaotic Fusion[/B]
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 chakra per turn)
Damage: N/A (+20 damage to physical attacks)
Description: The user will perform three handseals and focus kōton chakra into their arms or the ground in order to produce countless steel wires that encase his Ninken(s), summoned animal(s), or allies in a chassis of black steel (excluding the eyes, nose, and mouth). The flexibility of the wires means that they don’t restrict movement in the slightest and their weight isn’t significant enough to reduce speed, and they can expand enough to encompass a target regardless of size. While encased, the targets become invulnerable to virtually all types of basic weapons and physical taijutsu or kenjutsu attacks (up to and including S-Ranks). The armor of wires will regenerate if struck by an attack that isn’t strong enough to destroy it completely. The wires also have the added benefit of acting as a “Lightning Rod” by harmlessly conducting lightning into the ground, preventing those encased from being paralyzed or damaged.

Notes:
- Can only be used twice per battle.
- Lasts for up to four turns, unless destroyed.
- Can only render non-elemental Taijutsu and Kenjutsu techniques S rank and below useless
- Those encased become immune to A-Rank and below techniques neutral to steel, S-Rank and below techniques weak to Steel, and B-Rank and below techniques strong to steel.
- If weakened, the armor will regenerate by taking an additional -20 chakra from an encased target and counts as a move per turn (but it doesn’t need to be initiated, it simply occurs and the user is free to perform other techniques while it happens).

Declined: Too much going on here. After reading this it seems that you're able to encase any amount of allies you have currently on the field with just one move. Then, you say it can only render Tai and Ken useless but then you have this line here" become immune to A-Rank and below techniques neutral to steel, S-Rank and below techniques weak to Steel, and B-Rank and below techniques strong to steel.".
(Kōton: Konton Yūgō) Steel release: Chaotic Fusion
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A (+20 damage to physical attacks)
Description: The user will perform three handseals and focus kōton chakra into their arms or the ground in order to produce countless steel wires that encase a single target in a chassis of black steel (excluding the eyes, nose, and mouth). The flexibility of the wires means that they don’t restrict movement in the slightest and their weight isn’t significant enough to reduce speed, and they can expand enough to encompass a target regardless of size. While encased, the targets become invulnerable to virtually all types of basic weapons and physical taijutsu or kenjutsu attacks (up to and including S-Ranks) and adopt the elemental weaknesses and strengths of steel. The armor of wires will regenerate if struck by an attack that isn’t strong enough to destroy it completely. The wires also have the added benefit of acting as a “Lightning Rod” by harmlessly conducting lightning into the ground, preventing those encased from being paralyzed or damaged.

Notes:
- Can only be used twice per battle.
- Lasts for up to four turns, unless destroyed.
- Can only render non-elemental Taijutsu and Kenjutsu techniques S rank and below useless
- If weakened, the armor will regenerate by taking an additional -20 chakra from an encased target and counts as a move per turn (but it doesn’t need to be initiated, it simply occurs and the user is free to perform other techniques while it happens).
Declined: This has low-key been done before, but put that aside if you're just gonna get anything that's encased within the S/W of steel then leave it as just that or choose between the whole invulnerability thing.
 
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Goetia

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(Katon: Gladsheimr) – Fire Release: The Fifth Universe
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and disseminate it throughout the ground. The surface of the ground will be converted to ash, generating a large demonic courtyard. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the current strength of the courtyard e.g. the S-Rank courtyard can generate four B-Rank skeletons per turn. Each skeleton will last for four turns after the turn in which they are created. Once the jutsu expires, whether naturally or being neutralised by another technique, the courtyard and spawned skeletons will lose their form and crumble harmlessly, creating a large deposit of inert ash, and the user must wait a single turn before using this technique again. This technique lasts for four turns and can be used twice per battle. No Fire above A-rank for one turn after this ends.

Approved
 
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(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Spoiler
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: +20 Active Boost to Kenjutsu
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage; Caladbolg allows non-elemental Kenjutsu to be treated as elementally equal to all elements.


(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Spoiler
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: +25 Boost to Kenjutsu and Command Arts
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage, granting +25 for offensive techniques and a similar increase in efficacy for defensive/supplemental techniques (an A rank technique would be treated as an empowered S Rank, etc, as analogous to Mythos’s boost); Caladbolg allows non-elemental Kenjutsu to be treated as elementally equal to all elements.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.
Approved
 
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CW Approval
CW tech, and the other tech below is from the same link.

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: Dependent
Range: Dependent
Chakra: 30 Per Turn | Up to 40 for specific abilities
Damage: -
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user can modulate the amount of chakra supplied into the technique, enabling them to effectively change the techniques strength, either empowering it or weakening it. It should be noted that doing so comes at great chakra costs, where the technique would cost it's original value and that of the rank it is changed too, greatly draining the user's chakra pool over longer periods of time. While decreasing the rank and strength of a technique can be done passively, increasing the rank would cost a move slot, with both happening in the same timeframe of the affected technique. This can be performed thrice for each, with the user having to wait a turn before being able to increase once an increase has occurred. Labelled as the Tears of Fate.

Fields of Flower is the second bolstered ability that takes root through GOA's ability of shape and size altering that allows it to reform. In cases where the user sustains damage, the user can utilise GOA to heal and reform, enabling continued battle at optimum strength. Field of Flowers has two usages, where it can employ a unique usage of the Medical Technique: Cellular Regeneration, where it can utilise it's concepts with GOA's expansion traits to grant the user the ability to negate/shave damage from clashes. These would follow and count towards the core restrictions of GOA's 'Second Ability' both in magnitude, number of turns, and overall usages. The second usage of Field of Flowers is when the user is damaged, the user could utilise GOA to heal and reform injuries sustained, up to sixty health healed, costing thirty to chakra to use and usable twice per battle with a two turn interval between usages. Notably, the user can't use the first and second abilities in the same or consecutive turns.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below, where those attempting to read the user's mind could fall prey to Achlys supplying them with false thoughts as if it were the user's own. Notably this ability costs twenty chakra per turn, with Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.
Declined: This is really starting to infringe on Yang release with the whole sentience stuff but it's fine for the most part since you had this previously approved before the new rules. Also, I see no reasons to approve this because to me this just looks like a continuation of your GOA CW. There is literally nothing unique about it. Every ability you listed here is already an ability in your original CW granted mind reading is simply a boosted version of the one in your CW. And with the way you have the boosting set up is already an ability to the original CW's. If anything, you can expand on the original ability in the CW and make it so that you can use its second ability in a fashion that lets you shave a certain amount of damage.

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Through two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 60 chakra points, ending sustained techniques, and draining/ending modes, where modes that have pools such as SM are drained, whereas those that follow turn based systems are ended.. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is unaffected by the draining/sticky effects of the water. When clashing against techniques, the opposing technique is drained by increments of 5 chakra depending on the rank/strength, where equal ranked/strength techniques are drained by 10, while those weaker are drained by 15, 20, etc, being much more effective on weaker techniques, and draining 5 for techniques one rank higher, and none for those two ranks higher/stronger. The technique can be performed in the same timeframe of a physical shadow technique, and can be used three times per battle. Being tied to a shadow means that it lasts as long as said technique. If the shadow hits multiple targets at the same time the chakra draining is split between them.

Declined: You were on the right track when you had this as a B-rank, so make it absorb 40 chakra points. I'm not going to allow you to instantly end sustained jutsu. If anything make it so that each turn the shadow technique is in contact with them it decreases the duration by one turn. Also, @underline I feel like this can be abused so make this last four turns then it fades away.
(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 40 chakra points, ending sustained techniques, and draining/ending modes, where modes that have pools such as SM are drained, whereas those that follow turn based systems are decreased by a turn for each turn in contact with the shadow. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is unaffected by the draining/sticky effects of the water. When clashing against techniques, the opposing technique is drained by increments of 5 chakra depending on the rank/strength, where equal ranked/strength techniques are drained by 10, while those weaker are drained by 15, 20, etc, being much more effective on weaker techniques, and draining 5 for techniques one rank higher, and none for those two ranks higher/stronger. The technique can be performed in the same timeframe of a physical shadow technique, and can be used three times per battle, lasting four turns with a three turn cool down. If the shadow hits multiple targets at the same time the chakra draining is split between them.

Approved

CW Approval

(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

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

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in. Alternatively, instead of granting pure damage output, GOA can offer damage reduction abilities, working on a 1:1 chakra:shaving basis. This can be implemented into the damage aspect, following the same restrictions, with the added caveat of the max total of both being fifty chakra, but naturally never exceeding fourty for a single aspect.

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

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.

Kept the base and changed up the abilities.
Declined: The boost was fine as it was in the original.

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered by a factor of 2, with the user's external awareness on objects not focused on being at a x2 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver , having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. Through the mental link with Achlys and the insignia, the user would be capable of observing the field through the insignia on the shadow, affording a means of stealthily gaining information. The Key to thwarting Field of Flower's effects is the production of a strong enough light source to have the insignia removed. While the sealing effects are of S rank level, the insignia's resistance to light is dependent on the technique it is applied to, with the light source needing to match the technique's rank. However, techniques that cause blinding through light sources would be capable of erasing the insignia if used within short range of it, while normal techniques like fire/lightning/etc would need to come into contact with the insignia. Notably, the splitting of the insignia lowers the requirement to light sources of a rank lower, but enables the user to maintain the 'Absolute' state of the technique as long as the insignia on the user/Achlys is not destroyed, enabling a soft counter to flashbombs for instance. However this is not the case if the insignia on the user's body is the one destroyed. Fields of Flower can last up to four turns (20 chakra per turn), or less depending on the technique it was utilised with, and it can be applied in the same t/f of utilising a shadow or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below, where those attempting to read and influence the user's mind could fall prey to Achlys supplying them with false thoughts as if it were the user's own. Notably this ability costs twenty chakra per turn, with Field's of Flower Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Declines: The idea of CWT is okay but this is just still too much in my opinion. You already gain a x2 from your CW and so you want another x2 from this technique? For field of flower I can get behind the idea of not being affected by foreign chakra but keep it at that. No seeing through the shadows and say that it fire/lighting etc work on it as a regular light. And give it a better duration limit. Remove the line in Trenches about falling prey to the false thoughts of Achlys. Also this shouldn't have to be this long.
 
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(Yoton Genjutsu: Nara Burokku) Yang Illusion Technique: Blockade Shadow
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 100
Damage points: N/A
Description: A unique genjutsu simular to "Genjutsu Protect" used by Pein to place mental blocks on his subordinates to conceal information. This technique creates a mental block in the users mind in the form of a pitch white shadow. This block is infused with Yang to gain sentience and will remain hidden in the users mind. Once the user is placed within an enemies Genjutsu, the mental block will attack, the white shadow being sentient will passively act on it's own and attack the foreign chakra disrupting and breaking the illusion. The introduction of Yang in this technique allows it to play on par with any genjutsu including Yin based Genjutsu. However, this technique cannot overcome Mangekyou Sharingan Genjutsu. This technique can be placed within the users biography, being active at the start of a battle or activated in battle with three handseals
Note:
-Can only be used once per battle
-Can only be taught by Serpent

Declined, DNR. Yang creating mental fortifications? Who taught you Yang? I gotta have a chat with them.

On a serious note, this just simply makes no sense. You can't use Yang to erect mental barriers. That's strictly a Yin/Fuuinjutsu type thing; and it's already been done before in the form of Spirits of Balance, among other customs.


(Yoton Genjutsu) Yang Illusion Technique
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 50
Damage points: N/A
Description: A technique designed to be used in connection with a Genjutsu. This technique applies yang energy into an illusion granting it a form of sentience. The resulting technique will be able to then adept to one of the desired release methods of Genjutsu, being Pain, Foreign Chakra/Energy or Chakra Surge. With the sentience gained, the illusion will be unbreakable to the desired method of release stated when this technique is used. Lastly, the altered Genjutsu will give off a warm white hazy feeling to the opponent while this illusion is in place, effectively reducing their tracking by half. This technique is directly applied to a Genjutsu technique being used within the same timeframe by adding two additional handseals.
Notes:
-Requires a four turn cooldown
-Can only be used three times per battle
-Can only be taught by Serpent

Declined, DNR. Genjutsu isn't really something you can give sentience to. Genjutsu at its core is chakra being used to disrupt the balance between spiritual and physical energies in your opponent. That disruption isn't something that can become sentient. Secondly, assuming this concept would work, it wouldn't be able to give off a 'warm white hazy feeling.' If you're manipulating what they're feeling you're using Yin or Illusory based skills.

Drackos
 
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Sasori

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New Cycle: 05/26/2020 - 06/02/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions must not be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this thread on how much you are to submit per cycle.

The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Erzo

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Updating tech approved here: https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/page-275#post-5246482

(Kenjutsu: Kakou Kagidume) -Sword Technique: Descending Claw
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: This technique combines the forces of momentum and speed in order to increase the cutting strength of a weapon strike. The faster the user's speed is, the deadlier the cutting attack will do. The speed of the user would depend on their rank, with an official Sage level ninja adding +25 damage to any of their Kenjutsu attacks, with this value decreasing by 5 damage points as the ranks drop by 1 (e.g Jonin = +20, Chuunin = +15 etc). As this jutsu is based purely on speed, should a jounin level ninja augment their speed to have equal speed to that of an official sage, they'd be able to add the damage points as an official sage. Samurais regardless of their rank would receive +30 to their kenjutsu attacks as they are naturally Kenjutsu specialists. A secondary aspect allows the user of this jutsu to use speed and momentum to increase the range of their Kenjutsu based attacks. This again would be dependant on rank, with a Sage level user (as well as Samurais (regardless of rank)) being able to increase attacks from short range to long range, and a Jounin level from short range - mid. This allows Samurais and other non-Samurai Kenjutsu specialists alike to battle ninjas who may often attempt to flee the short range area, by increasing the reach of otherwise short ranged techniques. ~ Can only be taught by Erzo, a combination of both variants in the same turn/on the same jutsu can only be used by Samurais (i.e can increase range, and damage) and Kenjutsu specialists, whilst all other users must pick between increasing range or damage. If users are not Samurais, the jutsu can only be performed a maximum of six times per battle.

Declined by Sasori: Nice try but this is an entirely different Jutsu and not an update and even then how you gain the effects are too generic to be a new jutsu.

Olms approved here:

(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His rank was obtained purely due to this ability, and its counterpart which allows him to track, and match his opponents speed at all times, adapting to any situation as it presents itself. Although his ability to match the opponents speed is very highly regarded, he has nothing further to offer in terms of battle. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned twice per battle, and lasts 3 turns each time he is summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently (unless summoned again). Once he has dispersed/been destroyed/3 turns have ran out, the user must wait 2 turns before being able to summon him again.

Declined by Imperfect: I don't think having a Summon whose main purpose is to be as annoying, and unkillable is impossible, especially since you're making that it's primary ability, and not really giving it an "offensive" ability. Plus, it's not particularly hard to hit 100 damage, even more so these days, so trying to divert damage to your Summon as a "tank" is kind of cool. It's the secondary ability that won't fly; "which allows him to track, and match his opponents speed at all times" A Summon that can keep pace with an Official Sage with the Apex Speed Specialty, while in the Eight Inner Gates Formation? But then in the next fight, would struggle to keep up with a Genin? That's a big no there, sorry, not just for the fact there isn't an explanation for why, but because it's just too much to try on any Summon in my opinion.

Also, I don't think you can play around with the duration, and number of times you can Summon your animals, because you're technically getting 6 turns, when the established limit is 4 per summon, unless it's via the generic Summoning Jutsu. Also, if your Summon's defenses are "overwhelmed", that's it, can't summon that animal again. Besides that, I think this is fine, since the smelling and hearing are contract-wide abilities you were told to explain in every Animal for the contract.
*Removed section on range increase (so jutsu remains focused on the speed aspect as per the previously approved version)
*Tried to explain how speed/momentum increases the damage in particular circumstances as opposed to generally

(Kenjutsu: Kakou Kagidume) -Sword Technique: Descending Claw
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: This technique combines the forces of momentum and speed in order to increase the cutting strength of a weapon strike. This jutsu would require the use of something which auguments the users speed and/or movement in someway, a notable example being the the use of (Suiken) - Drunken Fist. Alternatively, the user would have to gather momentum in other forms e.g a forward thurst of at least a meter, or an attack from above where the user makes use of their momentum / gravity to strengthen their attack. The speed of the user, and the damage added would depend on their rank, with an official Sage level ninja adding +25 damage to any of their Kenjutsu attacks, with this value decreasing by 5 damage points as the ranks drop by 1 (e.g Jonin = +20, Chuunin = +15 etc). As this jutsu is based purely on speed, should a jounin level ninja augment their speed to have equal speed to that of an official sage, they'd be able to add the damage points as an official sage. Samurais regardless of their rank would receive +30 to their kenjutsu attacks as they are naturally Kenjutsu specialists. ~ Can only be taught by Erzo, if users are not Samurais, the jutsu can only be performed a maximum of six times per battle. Once used, must wait a turn before being able to use this again.
Update declined: Wtf is this? Stop trying to update this. -Sasori

Olms approved here:

Tbh I don't know what the apropriate speed is for a summon (nor did I know it had to last no more than 4 turns but fixed that now) so please edit the speed as you see fit.

(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.

Approved with edits by Imperfect. I used the "Sage with Apex Speed in EIG Formation" as an example of how ridiculous you were trying to make this "match speed" thing, not as permission to go off the deep end and make that it's permanent/ minimum speed, lol. Also, like I said, 100 points was easy enough to hit. Most Jutsu buffs these days are capped around +20, at least for Customs, and you can't have more than two at a time, so +40. Using that on a standard Forbidden gives you +130, so 150 is too much to reasonably allow, at least imo.
 
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Twilight

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Making an elemental variation of my fire ring cj
Fire ring cj approved Here

(Raiton: Raiton Enjin) - Lightning Release: Lightning Rings
Type: Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This jutsu is a brother jutsu to the fire ring jutsu except the user makes a single handseal and instead of fire, the user utilizes his lightning chakra to create 5 balls of lightning with adjustable size(length and thickness)(1 above the target, 1 in front of the target, 1 behind the target, 1 to the target's right and the last to the target's left) that later rush in to massively electrocute the target in the middle at the user's command. The lightning balls can also be used as protection for the user or an ally by just creating it around the person.

- The size of the lightning balls can be adjusted to suit the user costing a move per change
- Can only be done thrice with two turn cooldown in a battle.
- Cannot do any lightning jutsu in the same round this technique is used
- Cannot use any lightning jutsu above A rank in the next round
- Can only use lightning jutsu while active
Approved


(Genjutsu: Tōtsū Pakkā) - Illusionary Arts: Pain packer
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This is a genjutsu done without any required handseal, the user channels his chakra into the target's body system and then uses it to trap the target in an illusion where the target would be hit by his last offensive attack on the user of the genjutsu.
This genjutsu is used when the user has seen an offensive jutsu used by the target and once he initiates this illusion, he uses the offensive jutsu the target used last to attack him. Unlike when the target used the offensive jutsu in the real world, in the illusion, the user's copy of the jutsu is multiplied to have 10 times the original effect making it undefendable and making it a sure hit attack in the illusion causing massive damage to the target in the illusion as the jutsu specifies but this is just in the illusionary world.
In the real world, the target is rendered motionless and when the jutsu hits him, he's knocked to the ground in the real world and vulnerable to further attacks.
In the illusion the jutsu size and damage is increased 10 folds and the effect upon connecting is also increased 10 folds(for example the heat damage inflicted for a fire jutsu is increased 10 folds, the slicing effect for a wind jutsu is increased 10 folds, e.t.c)

- This genjutsu works only when the last jutsu the target did was an offensive jutsu to the user
- This genjutsu only works if the user saw the way the offensive jutsu was performed by the target
- The offensive jutsu used by the target has to involve chakra usage (the user can't use this jutsu if the offensive jutsu used by the target is a kenjutsu or taijutsu move not involving chakra)
- No other genjutsus can be used in the same turn
- No genjutsu above A rank can be used in the following turn
- The jutsu can only be used thrice in a battle with a turn cool down between each use

Declined. Genjutsu of this rank and complexity would require hand seals.



Dropping Justice whips CW

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(Midori no 4 Tsuki) - Green April
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The green April is a hook like weapon and like its name, it is green in colour. The weapon is very durable and indestructible with one end the handle that only recognizes the user's chakra and makes it unable to be wielded by another and the other end a sharp hook that can pierce through any solid or S rank strength and below.
The hook is neutral to all elements and it inflicts S rank damage when used but the major area of interest of the hook is when chakra is channeled into it(this is where the 40 chakra comes in), it can elongate up to long range and be used to pierce through target. It can also to be split to attack multiple targets at once although it can only split to 8 maximum and each of them can also reach long range.
The hook is long ordinarily and without channeling chakra through it, it can be used for offense, dealing 80 damage but its reach is only short range.
The hook also has a passive ability of granting an extra buff to fire or fire based CEs and AEs like scorch, e.t.c. When the hook is in the user's possession(no need to be wielding it), all fire jutsus and jutsus from fire based CEs and AEs have an increased damage (+20 damage).
In addition, the hook recognizes the user's chakra, hence it can be called back to the user's hand from wherever it might be passively at ×2 the user's speed.

- The hook can only be split into maximum of 8 when being used
- The user must state having the hook at the beginning of the battle or have it on their bio to use
- The hook's buff is passive and doesn't consume chakra
- Chakra is only used when the hook is being elongated or split up
- The hook is neutral to other elements and can easily tear through solid objects of the same rank or lower
- The hook only recognizes the user's chakra so it is useless for another individual

Declined: I'm all for having boosts and what not but at least give a reason for the boost instead of just saying "My Weapon boosts all my attacks just because". -Sasori
 
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Shady Doctor

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( Sazanfokkusu No Seigen ) | Restriction of the Southern Fox


Type: Supplementary


Rank: B/A/S


Range: Short-Long


Chakra: 40/50/60


Damage: N/A


Description: Restriction of the Southern Fox is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically this technique focuses on the spiritual aspect of the chakra chains; Which have been shown to manifest spiritually instead of physically. Though, empowered by the combination of Yin chakra within the technique. Originally, most Uzumaki with access to chakra chains could only defend by manifesting these spiritual chains to fend off things such as Genjutsu, Yamanaka techniques etc, though a young talented Uzumaki had created a way to actually put these chains to use in order to effect an opponent on a spiritual level. They'd manifest the chains in their mind the same way they originally would, but through focus on a targeted opponent(s) the user can project these chains directly at them at a pace similar to other spiritual techniques (Yama, gen etc.). The chains would "wrap" around the targets spiritual side of their chakra and effectively "seal" it to a degree. With a certain strength of the chains sealing hold, the opponent would be restricted to using chakra of a specific rank along with a debilitating effect. With a B-rank usage of this they would be unable to mold chakra of forbidden rank or more on a technique, but also all of their spiritual techniques would lose a rank in power/effectiveness. A-rank would limit them to no S-rank chakra or more, along with completely sealing away the ability to use spiritual techniques. While S-rank usage would leave them unable to use any A-rank or higher chakra and would leave the victim's mind sealed, thus leaving them unconscious. Though the S rank effects of sealing the mind would only happen after 2 turns of the chains being applied and not broken. This comes with it's limits and restrictions nonetheless. Using this constantly takes up a move slot and would leave the user unable to use any Genjutsu, Yin release or things similar while active, though only up to the rank used (i.e. using B-rank variant, the user can still use A-rank and up). A-rank usage of this technique can only happen 3 times max with 2 turns in between uses while S-rank usage can only be used twice with the same cool down between uses. These chains are also unique in the sense that they can't be perceived by those whom don't have a sort of sensing that can sense/see spiritual forms (Rinnegan, Yin Specialist etc). Though if able to see the chains, they could see the glowing red chakra chains (covered with sealing scripts) connected from the user's forehead to their bodies. This technique can be broken by the same means as any other spiritual technique of its rank.


Declined. Mostly fine. Add some restrictions to the higher ranked uses, like a restriction on your ability to use Yin Release after. It also needs hand seals.


Drackos

It won't let me unbold things. Added the restrictions at the end.


( Sazanfokkusu No Seigen ) | Restriction of the Southern Fox
Type: Supplementary
Rank: B/A/S
Range: Short-Long
Chakra: 40/50/60
Damage: N/A
Description: Restriction of the Southern Fox is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically this technique focuses on the spiritual aspect of the chakra chains; Which have been shown to manifest spiritually instead of physically. Though, empowered by the combination of Yin chakra within the technique. Originally, most Uzumaki with access to chakra chains could only defend by manifesting these spiritual chains to fend off things such as Genjutsu, Yamanaka techniques etc, though a young talented Uzumaki had created a way to actually put these chains to use in order to effect an opponent on a spiritual level. They'd manifest the chains in their mind the same way they originally would, but through focus on a targeted opponent(s) the user can project these chains directly at them at a pace similar to other spiritual techniques (Yama, gen etc.). The chains would "wrap" around the targets spiritual side of their chakra and effectively "seal" it to a degree. With a certain strength of the chains sealing hold, the opponent would be restricted to using chakra of a specific rank along with a debilitating effect. With a B-rank usage of this they would be unable to mold chakra of forbidden rank or more on a technique, but also all of their spiritual techniques would lose a rank in power/effectiveness. A-rank would limit them to no S-rank chakra or more, along with completely sealing away the ability to use spiritual techniques. While S-rank usage would leave them unable to use any A-rank or higher chakra and would leave the victim's mind sealed, thus leaving them unconscious. Though the S rank effects of sealing the mind would only happen after 2 turns of the chains being applied and not broken. This comes with it's limits and restrictions nonetheless. Using this constantly takes up a move slot and would leave the user unable to use any Genjutsu, Yin release or things similar while active, though only up to the rank used (i.e. using B-rank variant, the user can still use A-rank and up). A-rank usage of this technique can only happen 3 times max with 2 turns in between uses while S-rank usage can only be used twice with the same cool down between uses. These chains are also unique in the sense that they can't be perceived by those whom don't have a sort of sensing that can sense/see spiritual forms (Rinnegan, Yin Specialist etc). Though if able to see the chains, they could see the glowing red chakra chains (covered with sealing scripts) connected from the user's forehead to their bodies. This technique can be broken by the same means as any other spiritual technique of its rank. The B-rank variant would need two hand seals, with the hand seals raising by one for each rank above. Also, using the S-rank variant would result in a loss of access to Yin based techniques for 2 turns after it is deactivated/stopped.

Approved.

New subs:

(Akuma No Kiba) Devil's Fangs
Type: Weapon
Rank: S
Range: Self
Chakra: N/A (Dependant on ability)
Damage: N/A (Dependant on ability)
Description: Akuma No Kiba is a legendary pair of swords wielded by different warriors over the span of many centuries. They say the swords are unique in a way that both of them have a hunger for a specific chakra type when wielded and would make someone who wielded it a "monster"; So a warrior that was cursed with the swords would need to wield said type of chakra to satisfy the blades. The swords come in the form of a pure black bladed Samurai Katana and a similarly designed Kodachi, each carrying abilities unique to them.


Left Fang (Kodachi): The Left Fang is the sword the yerns to be fed with Yang chakra at all times, thus would at all times suck (-10) chakra from the user per turn. In exchange, the sword would constantly and passively release an invisible pulse of Yang chakra that covers a close range radius of the user. This pulse of Yang chakra would work as an amplifier to healing abilities done on the user. Anything aimed to heal the user, whether from an outside source or the user healing himself, would be amplified x1.5. I.e. something that originally heals 30 health would be passively amplified to 45 health healed. Outside of that, this sword has no unique abilities related to combat or helping the user; Though being infused with Yang gave the blade a unique sentience that allowed it to speak with the user mentally whenever they are touching. This is recognized as a familiar male voice speaking to the user whenever they communicate.


Right Fang (Samurai Sword): The Right Fang also loves feeding on Yang chakra, but this sword specifically is patient and waits to be fed instead of taking when it wants like the left; Though the Right Fang takes much more chakra when feeding, depending on which ability is used. The first ability is simply the ability to use Ring of Hell directly on the user, at the cost of (80) chakra per usage. This allows the user to gain physical alterations up to 3x per event and would cost a move slot to do so each time.
Its second ability is done through the blade directly siphoning Yang chakra (40) from the user to itself whenever Kenjutsu techniques are done. When a melee type Kenjutsu technique is used, the blade would reinforce itself with the Yang chakra, empowering it to the point that its cutting potential becomes insanely high. When used with projectile type Kenjutsu techniques, the Yang energy is used to infuse with the technique, doubling its size and speed while empowering it also. This would add +40 to said technique and can be done in the same timeframe as the technique; Though it can only be used 4 times and only once per turn. Being infused with Yang chakra like the Left Fang gave the blade a unique sentience that allowed it to speak with the user mentally whenever they are touching also. This is recognized as a familiar female voice speaking to the user whenever they communicate.


- Can Only be used by Shady Doctor

Declined. 50% increased healing for virtually no cost? Revise that. Either reduce the healing amplification or increase the costs there. That's quite a bit in our health system where the maximum health a user has is typically 160 to 200. The second sword seems to have abilities that just have no thematic correlation. In one second you let it use Ring of Hell on yourself, and then the next it applies a boost (massive one, btw) to Kenjutsu. Find a better correlation there that makes sense, rather than just tacking on abilities for the sake of it.

(Fuinjutsu: Sutāku kōka ) Sealing Technique: Starrk Effect
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 to technique)
Damage: N/A
Description: The Starrk effect is a unique sealing technique crafted by a man that was alone for many years, only to find a way to gain companions by creating things. He was blessed with the ability to give things life, but these things still didn't keep him company. They had no motive. No personality. No sense of uniqueness to them at all. They were just drones that reacted and acted on his whims. Then he finally found a way to give them everything they were missing, with a simple seal. The seal simply takes a part of the user's personality and seals it into an object, technique or weapon that has sentience or life. With this, the host that the personality is sealed within becomes much more unique depending on what sort of personality the user chose to gift the host; Gaining speech, deeper thinking and other things connected with actually thinking for ones self and having a personality to make unique decisions. Though this does give things a uniqueness, it would also strip the one it is used on of part of his/her personality. Meaning if they sealed the happy part of their personality into another host, that host would be happy and outgoing, while the one the happiness came from in the first place would most likely be an unhappy personality when interacting with them. This works especially well with people whom have multiple personality disorder. One could potentially strip themselves or others of those personalities specifically and place them into a different host. This seal can be used passively next to the creation of anything sentient, or can be pre placed on things such as custom weapons and such, though would need to be placed in the user's bio or stated before a fight/event.

Approved.

(Jissai Kamereon ) The Actual Chameleon
Type: Offensive| Supplementary | Defensive
Rank: S
Range: Short - Long
Chakra: 100 (-10 per turn)
Damage: 120
Description: The Actual Chameleon is the mother technique to ( Takazanusu No Kamereon ) | Transfusion of the Chameleon Blood. Using Yin release, the user would bring forth a semi-sentient creation similar to that of how the phantom dragons are created; Though this would be in the form of an all black Chameleon that is about 10m in height, 8m in length with a 10m long tail. Instead of being infused with an elemental technique though, this chameleon is imbued with medical chakra. Just like Transfusion of the Chameleon Blood, the chameleon is able to absorb the chakra of techniques it overpowers, doing the same thing with it as the daughter technique but also having its own unique abilities. The shared ability is simply replenishing the chameleon's power and taking on the unique effects of the defeated techniques, but unlike techniques used with the daughter technique, the chameleon can hold up to 2 effects at a time. The unique abilities of the Chameleon itself comes in the form healing or effecting the healing process. The chameleon when touching the user or allies can heal them at a rate of 80 damage per turn. On the other hand, it can effect people in way opposite of this. When directly damaging people with its body, it leaves a miniscule piece of itself within its victim. This piece would surround the wound in an invisible aura of chakra which would directly absorb chakra of healing techniques in order to halve their effectiveness. This means things that usually heal 60 damage would only heal 30 damage from wounds caused by the chameleon.


- Usable 1x, lasting 5 turns; Though using the user can choose to not take on effects of other techniques or replenish the strength of the Chameleon and in return the chameleon can prolong itself for 1 turn per 30 chakra absorbed.
- No medical techniques usable while this is active
- No Yin techniques for 2 turns after technique is finished.

Declined. Yin and medical? Seems like Walmart Yin-Yang Release.

Technique reference:


( Takazanusu No Kamereon ) | Transfusion of the Chameleon Blood


Type: Supplementary


Rank: S


Range: N/A


Chakra: N/A (+50 to applied technique)


Damage: N/A


Description: This is a unique technique that utilises the usage of Yin chakra infused into elemental techniques to create a more versatile set of jutsu, depending on how the opponent uses abilities. More specifically, this would take on the effects of chakra absorption and Yin's unique property of changing the aspects of elemental techniques into nearly anything imaginable. Jutsu infused with this technique take on no additional effects or changes until they clash with opposing techniques directly. Once the infused technique clashes with and overpowers an opposing technique, it would absorb the chakra total of the defeated technique and sift it through itself. Doing this allows the infused technique to do two things: Firstly, the chakra that is absorbed would be partially used to restore the technique to full power, making the before mentioned clash no threat to weakening the technique. Secondly, having the chakra absorbed and using Yin's ability to change elements dramatically, the technique would adapt and take on any unique or special effects of the jutsu it overpowered. For example, if a wind technique infused with this clashed with and overpowered a lightning technique, the wind would take on the effects of the electricity and would be able to paralyze/shock things upon contact. These effects can only be held as long as the originally infused technique lasts, or until another technique's effects are taken. This is also something that the user can't control or pick not to do once the technique is infused, thus even if the user didn't want to take on the effects or change effects, the technique would take on whatever effects of the last technique it overpowered.


Note: Can only be used 2 times, lasting 4 turns per use, effecting all the user's elemental techniques during that period.


Note: Needs a 2 turn cool down before using again.


Note: Techniques infused with this can only hold 1 effect at a time from another technique


Approved.
 
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Goetia

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(Farao no Hōrei #8. Anubisu no Jūshō-do) – Pharaoh’s Decree #8. Anubis the Austere
Type: Offensive
Rank: A
Range: Short – Mid
Chakra: 30 (+10)
Damage: 60
Description: Anubis the Austere is a technique combining the ash variant of Fire Release and Fūinjutsu. This technique can be performed in the same timeframe as another ash-based Fire technique, or by forming two seals and targeting an active technique currently on the field. Alternatively, the user can target inert (unranked) ash that was created as a result of a technique's function or its dissipation. Regardless of method, this technique is fundamentally an infusion-type, whereby the user creates a familiar that, rather than roam the field, will reside within the body of ash that was imbued with the user's chakra. Upon creation, the familiar will generate an invisible barrier (though still detectable through sensory, Dōjutsu etc.) around the ash it inhabits, its perimeter maintaining a consistent five meter distance from the ash itself. The barrier detects any and all physical movements inside it, and detection of an opponent will trigger the emergence of the familiar. In terms of physical appearance, it is a muscular humanoid with the head of a jackal. Because of its size, it never fully emerges from the ash it resides in, only a part of its body will. It can reach up to the barrier's perimeter; five meters outside the ash it lives in, and can attack the opponent with clawed hands, a tail which functions as a whip, and its jagged maw. In the case of multiple opponents, the familiar can emerge in up to different four places at once, using a different part of its body (head, arms, tail) to attack each target. The power of each limb does not decrease in this case, as they all originate from the singular familiar. The strength and duration of the familiar is dependent on whether it is created within an active ash-based Fire technique or an inert body of ash. In the case of the former, the familiar will adopt the strength of the jutsu it targets, defaulting to A-Rank strength if the targeted technique is weaker, and its duration will become equivalent to the targeted technique. Should the technique be activated on an inert body of ash, the familiar will possess A-Rank strength and last for four turns, costing 5 chakra per turn to maintain. This technique can be performed four times per battle, and cannot be used again for the duration of the turn in which it deactivates or the subsequent turn.

Declined by Sasori: @ bold does this essentially mean you can use this on a boosted or F-rank attack and essentially have it so that this technique is also F-rank or boosted? If so then this won't be allowed. Especially if you plan for this technique and the one it is used on to share individual strength and not overall strength.
 
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Goddess

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Spider Contract signed: https://animebase.me/threads/charlottes-web.715368/

(Kuchiyose: Kurasutā ) - Summoning: The Cluster
Type: Supplementary
Rank: C
Range: N/A
Chakra: 15
Damage: N/A
Description: The Cluster is a Spider Summoning different from the others in terms of utilization, power and function. A grouping of spiders is known as a cluster. Therefore, The Cluster, as a summoning, is a group of thousands of Black Widows that can be summoned onto the battlefield alongside the user. These spiders are numerous enough that they can fill the entirely of short range around the user. However, unlike their larger counterparts, they lack the ability to perform offensive techniques on their own, mainly opting to attack through freeform usage, costing a move per turn. While unable to produce silk, The Cluster does retain the ability to inject venom into their victims. However, this venom is not as potent as other members of the same contract, mainly having the effect to lightly pester opponents causing very mild burning and numbing, chipping away at their health at a rate of -5 damage per turn. However, if used through an Aburame user, the Cluster is able to perform Aburame Techniques through the user's command as a substitute for the insects in the technique. This action costs a move in a turn. Unlike Aburame bugs who have the capability of feeding on chakra, The Cluster does no provide such effects, using their meager venom as a substitute for chakra siphoning.
Note: Can be summoned three times per battle, each Cluster only lasting on the battlefield for a maximum of 4 turns.
Note: These summons are largely mindless and only move upon the user's command, therefore do not possess the level of sentience of higher ranked Spiders within the contract, thus are not affected by Genjutsu and similar fields.

Declined by Imperfect. Summons aren't allowed to be utilized like this, like, as mediums for your biographies' abilities. It's the same as trying to get an AE, HA or KG on a Summon, which has been attempted in the past, and won't be allowed.

Custom Insect Breed Submission as per rules: https://animebase.me/threads/aburame-clan.719051/
Approved Aburame/Sage Transformation Bio: https://animebase.me/threads/delilah-copperspoon.775012/

Jewel Wasps - (Jueruhachi)
Type: Supplementary/Offensive/Defensive
Rank: N/A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Upon birth, like other Aburame, insects are infused and imbedded within their own body allowing the symbiosis between the insect and the host. Insects, through the vehicle of evolution, are capable of spawning multiple generations of young, going through the natural process of mutation to ensure their survival. For this reason, Aburame Insects adapt to the environment present in the ninja's body in order to survive. This process and basic concept applies to Jewel Wasps. Jewel Wasps are a unique insect that has been adapted to the environments contained within Delilah's body, a Sage Transformation user. The wasp has a metallic blue-green body, with the thighs of the second and third pair of legs red. Due to this, Jewel Wasps have adapted to the physiology of Sage Transformation bios, having evolved as the user progressed through life. As a result, Jewel Wasps themselves have become accustomed to Nature Energy intake even going as far as to be infused with it and passively absorb it similar to the Sage Transformation user. Often even feasting and developing their young in the fluids of the Sage Transformation, becoming akin to it and having it incorporated into their very physiology, giving them the ability to secrete the fluid in the similar manner. Similar to the basic Destruction Bugs, They are capable of flight, swarming up into shapes, communication with the user and among themselves through usage of pheromones, and chakra sensory. Females are capable of injecting eggs into targets passively once they make contact with the target, allowing the Jewel Wasps to multiply in number as they sprout from their enemy. To grow in to maturity, the eggs leech chakra off of their targets at a rate of -30 chakra per turn until they reach 60 chakra siphoned or these eggs develop into larvae then into full grown Jewel Wasps after two turns, which ever occurs first. Upon maturity, the Jewel Wasps sprout of the targets body by burrowing their way out, causing a minimal 10 damage to the target. Damage is dependent on the size of the target and the rank of the technique used to manipulate these insects, higher the rank, higher the damage. However, the real power of Jewel Wasps are their ability to make use of their modifications and synergy with Sage Transformation, able to go through metamorphosis and physical changes through the usage of the Senninka fluid secretions they are birthed in and adapted to that are now present within their own bodies. These transformations as well as their purposes can vary widely from an increase in size, speed and attack power, to an change in how the Jewel Wasps function granting them new abilities temporarily, similar to how Senninka Fluid can grant the Sage Transformation user flight, cannons, etc. These will be submitted as separate customs.
Note: Logically, this does not allow the user to perform Senjutsu of any kind.
Note: This is a passive technique, meant to describe the insect, and does not entail a sort of manipulation.
Note: Techniques which require destruction bugs (Kikaichuu) are replaced with Jewel Wasps instead.
Note: Must be a member of the Aburame Clan and Sage Transformation Clans, simultaneously.
Note: Due to being infused with raw Nature Energy and Senninka fluid, Jewel wasps are stronger than normal Kikaichuu, increasing their strength over Organic Elements, Poison and Taijutsu, gaining a +20 damage boost against them.
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Approved

Nuptial Flight - (Kon'in hikō)
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+1 Rank or +20 to Aburame Techniques)
Description: Nuptial Flight is an Aburame Technique centered around insects and their reproductive habits. The insects within the user's body will release a powerful pheromone within the Aburame's body. This pheromone, like all pheromones, are chemical based signalling and communication between insects of the same hive. The pheromone specifically signals the hive to begin reproductive cycles at a heightened rate, increasing their spawn rate tenfold. This gives the user access to more insects to utilize with techniques, increasing swarm size and power due to the increased number of insect bodies. As a result, activation of Nuptial Flight, increases the range of Aburame techs by an additional range while also increasing the strength of Aburame Techniques by a rank or +20 damage for S rank Aburame techniques. The process of Nuptial Flight lasts for a total of 4 turns with a three turn cool down in between usages. Nuptial Flight can be used up to three times per battle and can be applied in the same time frame as another Aburame/Bug Based Technique, however still costing a move that turn.

Approved. Kinky.

Allure of Darkness - (Yami no yūwaku)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: Allure of Darkness is an Aburame technique focused on the release of pheromones on to their targets. Pheromones are powerful chemical signals, normally don't give off a scent and are largely only detected by insects with the receptors to perceive them. The user begins by commanding their bugs to release a powerful "marking" pheromone into the air, whose chemical "scent" latches on to their opponent or target. These pheromones act as a guide for the insects to trace their way back to their target. This allows insects to track their targets and follow the opponent, turning Aburame techniques into homing attacks that persist until the pheromone fades off or the incoming attack is destroyed. Due to the pheromone scent attracting the aburame insect, Allure of Darkness allows these insects to follow their target without any extra input or commands from the host(the user). However, there is a strict range limit on how far the pheromones can work. If the opponent enters long range, the chemical signal would be too far for the insects to pick up and thus would be free from the effects of Allure of Darkness as long as they are Long Range away from the insects. Allure of Darkness lasts for a total of three turns, with a two turn cool down in between usages. Can be used three times per battle.

Approved
 
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