Custom Jutsu Submission - IV

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Arthorius

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( Gereru: Yasei no kari ) - Gelel: Wild Hunt
Type:
Offensive
Rank: B-A
Range: Short - Mid
Chakra: 20-30
Damage: 40-60
Description: Focusing their Gelel energy around their body, the user encases themself in a form fitting shell of energy, the sole purpose of this energy is to eliminate slipstream around their body, making their movements silent and allowing them to move at an increased speed, at B rank this increase is x2 while it is x3 at A rank. While moving silently and at an increased speed the user is capable of striking down his foe with either a bare handed strike or with weapons, due to the nature of Gelel users lack of chakra networks, this attack can be very effective if used in a stealthy manner under cover of the Gelel smokescreen especially. Given the increased movement speed, this ability can be used to dodge attacks within reason, depending on how far the user can move, this can be achieved in non linear fashion using a variety of motions. Of course once the attack is completed the users energy shell fades away, meaning if they wish to move silently and at a higher speed the user can only do so until the first attack is completed.

Note: B rank may be used 4x per battle and A rank 3x
Note: A rank variant may only be used in transformed state
Note: Movement from short to mid range may only be achieved in transformed state

Declined: Focusing energy around your body isn't enough to warrant a speed boost of this caliber or nature. Come up with a better reason as to why the speed boost is warranted and if you want x3 speed you are going to add more restrictions. - Daemon

( Gereru: Ryakudatsu ito ) - Gelel: Predatory Intent
Type:
Supplementary
Rank: B-A
Range: Short - Mid
Chakra: 20-30
Damage: N/A
Description: Focusing their Gelel energy around their throat the user howls in a fashion similar to hindering sound, When this strikes the enemy they're afflicted with a powerful killing intent variant only usable by those with Gelel energy. This version of killing intent can be used in the transformed state only. when used it follows the same restrictions as the normal killing intent but the rank varies depending either on the rank of the user but will be increased in affect by one rank for the user versus the normal killing intent. This is based mostly on the idea that predatory animals strike a natural fear in to the hearts of others on an instinctual level, something that's very hard to avoid. When this is used against an enemy they may freeze up, being paralysed for a move slot if there is a single rank difference, or a full turn if they're of a lower rank than that, the paralysis caused by this much like killing intent prevents someone from even thinking straight, let alone moving. However the B rank variant, used in their normal human form can only ever make someone freeze for a single timeframe slot, which can be useful in interrupting certain moves but little else.

Note: B rank may be used 4x per battle and A rank 3x
Note: A rank variant may only be used in transformed state

Declined: Custom Killing Intents are gonna be a hard no from me. - Daemon

( Gereru: Chitansukin ) - Gelel: Titanium Skin
Type:
Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Focusing their Gelel energy throughout the whole body, the user causes their skin to be imbued with the power of Gelel energy, taking on a glowing visual effect, though more than a simple glow this heavy focus of energy is essentially a defensive enhancement that remains active sustaining itself with no further energy required, unless it's broken of course. This energy is capable of blocking damage on a damage basis, with the base damage it can block being 60, however boosts that would normally increase the damage of a jutsu will boost the defensive power of this move, for example a +20 boost would make this capable of blocking 80 damage. Thanks to it behaving on a damage vs damage rubric, the technique is capable of reducing incoming damage based on this, so if an 80 damage attack strikes the base shield the user would only take the remaining 20 damage left after the shield reduces 60.

Note: Usable 3x per battle.
Note: When used in transformed state, this ability gains a +20 boost

Declined: This technique essentially allows you to shave off 60 damage off on incoming techniques for free. It needs more restriction. In the transformed state, you'd basically be tanking 80 damage. Which is insane. If you want this defensive ability fine but I won't allow it to shave off damage from incoming techniques. If you want to defend against A ranks you will get A rank only. If you get hit with an S rank, you take S rank damage, so on and so forth. - Daemon
 
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Zaphkiel

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Resubmitting with significant changes to Reincarnation Method from here. REF: Reincarnation Sphere
(Tengoku Shūhen) Heaven Surrounded
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Heaven Surrounded is the well guarded follow up to (Tensei Kyū) Reincarnation Sphere. Being an Ōtsutsuki style like its predecessor, this technique can only be performed by one. The technique operates by taking advantage of the chakra orbs left in the wake of Reincarnation Sphere whenever it interacts with an opponent or technique. Once activated, Heaven Surrounded becomes passive in nature but is only capable of interacting with chakra specifically left behind by its parent technique. It takes the appearance of a small ring of chakra over the user's head containing a sealing script with the kanji for "give", which is the other half to Reincarnation Sphere's inscriptions. This allows the ring to behave more or less like a magnet to the lingering orbs. They are pulled to the user and and absorbed into two distinct ways. The first is being added directly to the user's reserves, but the total chakra absorbed will be halved (for example 5 orbs would give 25 chakra instead of 50) to a maximum of 10 orbs (50 chakra). The second method would be augmenting the user's techniques by using the foreign chakra as added fuel. This method may only be activated if there are at least four chakra orbs present and within range. The user will absorb them while performing an elemental attack to boost its damage by +20 instead of adding it to their reserves. Only one method can be activated at a time and once every other turn. Supplementing an Ōtsutsuki technique places it on a 2 turn cool down. Can only be activated twice.

Approved. Made edits.
 
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Gutsy

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[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
[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. Additionally, the cleansing ability can only cause a surge of chakra to go through the wielder with a total of 70 chakra per use.

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 are "physically" longer than the sword, extending only a meter from the blade itself. 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 three quarters (75%) of their current stat, twice and their base speed and Taijutsu, Kenjutsu, and other body 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.
- removed the invisible teeth part
- Dropping this CW: https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-56#post-21299308

Approved, made significant edits.

Second CW:

(Nepuchun no Guretosodo) Neptune’s Greatsword
Type: Weapon
Rank: S
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: An ancient sword said to have been forged by the god of the sea himself, in the deepest trenches of the ocean. The sword seems to have been made of some ivory white material, while the tip having a silvery color to it. The sword itself is sentient, as it was infused with yang energy, giving it, its unique properties. With its sentience, it can sense the wielders chakra and its surroundings, allowing it to understand and react to what is happening around it.

Being forged in the depth of the ocean, it has been granted with unique properties, allowing it to enhance the element of water beyond its regular properties. The blade can cause water sources and techniques to be granted with two unique and different properties. The first of which, is increasing the density and overall mass of the water source or technique, increasing its weight and blunt force, while also causing it to explode upon impact with anything, due to its high density being compressed to the point that it has to release the pressure. The secondary property that I can apply, is to increase the temperature of the water to unbearable levels, while in turn also increasing its pH level well beyond the properties that allow living beings to be within the water source. This increase in heat and pH level causes the skin and eyes of animals and humans alike to burn and get melted off. This can also be applied to the sword itself, in the form of it creating a thin layer of water with either property, utilizing it in conjunction with sword techniques. This translate into increasing the offensive and defensive properties of a technique by 1 rank in defense or +20 to the damage output of the technique. This is applied by the sword passively and in the same timeframe to any water technique the user performs.

Another ability that the sword possesses is another applicable ability. However, this time, the sword will purify a water technique or water source, by deionizing the water itself, removing the properties of the water, resulting in it becoming incapable of conducting lightning in any form. As a result of this, natural lightning and lightning techniques used against said water sources or techniques may lose their potency. This results in water sources and techniques to become naturally stronger towards lightning based techniques, forcing someone who battles the water to utilize techniques that are one rank above the water technique to be able to combat it on even terms. This ability can be applied to a technique in the same timeframe, but it costs a move per turn.

The final ability of the sword is known as Chains of Angainor. The sword can cause a total of ten large chains made of highly condensed water to erupt from the ground or come from water sources, or other water techniques. These chains have large spear edges that will penetrate the limbs and body of the target and restrain them.
Note:
- The secondary ability to deionize a water technique/source can be used three times per battle
- The Chains of Angainor is considered an S-rank technique and can only be used twice per battle

Declined. Clashes with Acid Release, Temperature Release, and a lot of other Water Release customs that have been made before.
 
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Excision

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(Jiongu: Goma no So) - Earth Grudge Fear: Devil Conquering Phase
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: +10
Damage points: +1 rank/+20
Description: This is a simple dark threads jutsu based on strengthening the attack. This takes on an art much like with rope, where the user will braid their threads as they use a dark threads techniques, strengthening them in the process. This can be done in the same time frame as a dark threads jutsu or after one that has already been released. By braiding the threads to make them stronger, it will increase their defensive capabilities by one rank. For offensive abilities it will increase them by one rank up to S rank, the +20 damage for S rank and above.

Note: Can only be used 4 times per battle.
Note: A jutsu can only be effected once by this.
Approved

(Jiongu:Sureddoasenshon) - Earth Grudge Fear: Thread Ascension

Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is a technique build on the basic Dark threads ability. The user will release a mass of threads through their body allowing them to change their form. First of all, it will extend their limbs to allow them to double size of their body, seeming like an over sized scarecrow. As they do this they will cover their body in the dark threads completely hiding their flesh and creating an armour of sorts. This is A rank in power.

The unique ability about this is when the user activates this, they can partially release their masks from the back of their body, up to a total of two. What this means is the masks will be able to act, while still being attached to the body. The user will move these masks, one to each shoulder and they will be able to release jutsu or create arms from threads to attack. This allows the user to act on his own, along with the masks while them still being one entity. The masks can only release jutsu that don't require hand seals in this form. The threads over the user's body grant A rank defensive powers and increase taijutsu damage by +20. This will follow normal damage interactions, A ranks will destroy the outer threads revealing their body open for damage, anything above will continue through following technique interactions.

Note: Usable twice. Lasts for four turns. Two turns between uses.

Approved. Made a spelling mistake edit.

(Shōkan) - Redemption
Rank: N/A
Type: Weapon
Range: Short-Mid
Chakra cost: N/A
Damage points: N/A
Description: This is a weapon that can only be used by those who have mastered the Earth Grudge Fear techniques. At it's base, it's a simple sword handle that the user stores within their body, wrapped up in the threads within. The user can have the handle emerge from their body passively or reach into their body to draw it. As it's drawn from the users body, with it, a series of threads form together to create the blade on the handle attached to the handle. The size of the blade is down to the user, reaching a maximum of 1.5m. This can be a thin blade or as think as 10 inches. Drawing and shaping the blade can be done passively, costing 10 chakra, but can be done at the same time as other jutsu. The user can passively control the threats that make up the blade and send them out for attacks or create shapes for defence. This costs 30 chakra and deals up to 60 damage reaching up to mid range.

The unique ability of this sword is, one per battle, when the user draws the handle from their chest, they can drawn one of their/masks (heats), into the blade, using the threads of the heart to make up the blade. The mask will form on the hilt in a compressed form. With this, the mask will control the blade. The blade can be coated in the element of the mask chosen, this is A rank costing 30 chakra counting as a move per turn. The mask controls this ability and so the user can do other jutsu in the same time frame. The blade can also release a wave of the element of the chosen mask, reaching up to mid range, doing 60 damage costing 30 chakra. This can be done 4 times per battle.
Approved

(Genjutsu: Tarotto rīdingu, kōshukei no otoko) - Illusion Art: Tarot Reading, The Hanged Man

Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60 (Mental damage)
Description: This is a unique illusion that uses a tarot card as a medium to induce the illusion. The user will draw a card from their deck of Tarot cards, with the image of "The Hanged Man". In seeing this card the target/targets (Max of 3), will be bound in the illusion. "The Hanged Man usually indicates a lack of ability to help oneself through independent action". Upon seeing the card the target/targets will feel straw grow around them as hard as steel wrapping around them, binding them. This straw binds them pulling them into a T shape pose as they feel themselves pulled up onto a cross. In the illusion they will look as they have been made into a scarecrow, in reality they will just be paralysed, unable to move from the binding. As they remain bound the straw grows tighter around them, crushing them, causing the pain to do mental damage.

Note: Usable three times per battle with a turn between uses.

Approved.
 
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Skaaar

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( Irumina, Sabireta Hāpu ) - Illumina, the Deserted Harp
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 each turn active)
Damage: N/A
Description: Illumina is a distinct custom weapon entirely different in composition, attributes and abilities from every and any random weapon in the Narutoverse. Though an iota of similarity exists but its not enough to attach towards another weapon. Nicknamed as "harnesses", it resembles a large slug-like organism capable of movement on its own though it requires a host to survive and perform effectively. Without a host, it is normally stored in a fluid-filled tank. A host is restrained nearby while the Harness is sent down a chute and is guided onto the host and attached. Once in position the head of the harness reveals a "mouth" like structure full of sharp teeth that clamps down into the victims neck. When the organism's needles penetrate the host's spine "they soften and grow roots to become part of the host's nervous system cultivating to become a part of the chakra system. It is a pseudo-sentient organism in the sense that it could act on its own accord and also act based off its host's control.

The spikes that resided impart several abilities that includes enhanced strength (translating to a meagre +10 boost to physical attacks ) such as being able to lift boulders with ease and better agility such as being able to jump from a rooftop without injury or leap a few meters effortlessly. These include curing any disabilities or illnesses such as bad eyesight, bone deformities etc. The spikes/teeth is filled with an engineered bio plasma with this serum being the means for the quick passive regeneration in the host. Just like Wood Release User's "(Saisei Noryoku) - Regeneration Ability Level 1". This ability is C rank and can be done four times per battle.

Apart from the physical capabilities, Illumina also boasts of spiritual abilities which relates to the host possessing heightened spiritual presence for Yamanaka-related skills where it doubles the rank and damage of the techniques utilized up to and including A rank ; S rank techniques adopts no boosts as techniques of this category can be considered threatening enough. This Yamanaka boost doesn't just formalize without reason, as explained earlier that Illumina is psuedo-sentient mind altering organism, it mainly rejoices in infiltrating enemy's minds - so as the user performs any Yamanaka related ability, Illumina would reciprocate said technique again on the victim (in the same timeframe as the original, passively) like cloning the effects on the victim every time. This can be done once per two turns with a two turn cool down in between each use.

Illumina is deadly because of one thing, in a conflict, if its host is able to infiltrate a target(s) mind just once, it would place a little portion of its consciousness in the individual like a small node which develops over time, reducing the individual's spiritual resistance (rank wise) every two turns its active. The node's growth and development is solely determined by how much and how often the victim uses his chakra after the infiltration. Every two turns that this node remains active and is well fed (with above A rank), the victim's spiritual resistance drops by a single rank till they become defenseless against spiritual/mind assaults. The node can be destroyed if the target finds a way to detect its presence.

Illumina gifts its host a form of defense just in case the host were to fall victim of any unknown attack from his blind spot, it is capable of releasing tendril like vines from the sides that can wrap around the host like a cocoon or a full bodied suit that can not be damaged/scratched by free form/low ranking physical attacks, basic weapons, explosive tags etc. This defense system boasts of complete immunity to B rank and below techniques of all sorts, requiring at least two A ranks to damage and destroy it, permanently. The versatile thing about the defense system is that it can be activated by will of either the host or whenever Illumina sees it fit to have it activated. This defense system in no way affects normal body actions and movement.

Having a near independent will and consciousness of its own (to a degree), it provides the user with a portable and an efficient reaction to mind altering / illusion / mind manipulation techniques in its own unique way. When its host is caught in an illusion or any technique along the lines of the above, Illumina is able to switch/exchange consciousness between itself and the host - and it is at these few instances that its able to control the wheel or take the driver's seat. This can be done twice only for S rank and above Mind altering / Mind manipulation / Illusionary techniques, thrice for A ranks and as many times as the chakra allows for other ranks. The chakra cost solely depends on the rank of the category expunged.

✜ This weapon has to be medically/surgically implanted on to the Host's spinal cord system in the NB Hospital or by a Medical Ninja before use.
✜ Due to the weapon leeching off the host's chakra, there is a constant sacrifice of (-10) chakra every turn.

Declined: Parasitic or Sentient stuff like this isn't allowed without yang. -Sasori
 
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Anbu Kirito

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Ameton: Arashi No Taikō| Rain Release: Storm Counter
Type:
Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: Storm Counter is a technique which uses the rain on the user's body to deflect and defend against physical attacks. When the opponent is about to strike, the user will cause the rain which has fallen on their body to move rapidly across their clothes or skin, creating a moving layer of rain above their body, which, on contact with the incoming attack, will cause it to slide off of the user harmlessly, as if carried off of the user by rapids before it could strike them. This technique, is however, unfortunately only effective against physical attacks, so blasts of "energy" (wind currents, fireballs, lightning bolts, waves of water, etc) will not be defended against by this ability, while sword strikes, taijutsu, and even some Doton techniques will be completely unable to strike the user so long as they do not exceed S-Rank in power (or A-Rank in the case of Doton).
Notes:
- Can only be used once every three turns
- Can be used three times.
- No other Rain S-Rank or higher in the same turn.
Approved
Below Edited In Line With Daemon's Corrections Here

Genjutsu: Yakedo/Majo No Yō Ni Tokemasu | Illusion Technique: Burn At The Stake/Melt Like The Witch
Rank:
A
Type: Supplementary/Offensive
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will perform 2 hand seals, creating an illusion where it begins to rain. The first drop of rain that hits the target/targets in the illusion sends a shock through their entire body, reverberating through them like they had been hit with extreme force. This first drop hits them so hard that it shocks them, paralyzing them. Each other drop continues to hit hard, constantly sending the shock through their target's body causing extreme pain. As a result of this trauma, they will take 60 mental damage if they are still within the technique by the end of the turn it was cast. This paralysis lasts a maximum of three turns.
Notes:
-
Usable 3 times with two turns in between each use.
Approved
 
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BusinessManTeno

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(Karibān) Caliburn
Type:
Weapon
Rank: S
Range: N/a (Usage reaches up to mid range)
Chakra: N/a
Damage: N/a
Description: Caliburn is a weapon only able to be held by Arthur, the King of Kings and Chaos. Said to have sealed the souls of its previous owners in it. Caliburn is a broadsword with a very wide blade. The grip has a dark swirly appearance to it, giving the appearance of a cosmic void. The crossguard has a hollow center and a sharp diamond shape with pointed edges that matches its pommel. The rain guard is adorned with jewels, that emanate with regality. Once the technique activates it acquires a new appearance. The handle is composed of a black and white square design, with a round knob and two small wings under the blade, one white bird and the other black bat. The blade has markings that range between black and white, formed of small black and white wings. Caliburn has multiple sealing functions on it, one of them being that If anybody other than the user tries to hold the sword will drain the users chakra in a large amount. This weapon is a very unique weapon as it have two functions that compliment the usage of Arthur during combat.

  • Heart Of Camelot : Hoc is a very transition like technique which one would think they are possessed. When this technique activates, it releases the seal on the blade, causing the body to flood with knowledge from the previous lives. This is for knowledge of the world, but namely for kenjutsu purposes. When this technique activates, it grants the user very impressive kenjutsu knowledge and prowess, giving them the ability to increase their kenjutsu by two ranks/+30.
  • Ruler Of Camelot: RoC is another technique that is active at the same time as the other technique. HoC. Though this technique is a bit more unique and complex. Once this technique activates, it releases a barrier that extends up to mid range. Doing this, the barrier will seal damage by reverting damage back to the state it was before damage. This applies to wounds as well, and even vital wounds (Excluding Heart and Brain).
Note: This Technique can only be used a max of two turns per battle with a four turn cool down after ended
Note: This technique last for three turns
Note: It takes 40 Chakra to activate, and -10 Chakra per turn upon usage

Pending. Leaving for Sasori
Declined by Sasori: Choose a different ability for RoC. I mean you already have your Faint Omen technique that let's you do this so choose a more unique ability.




(Ninjutsu/Iryō Fuinjutsu: Gurattonzu Banketto) Ninja Art / Medical Sealing Style: Gluttons Banquet
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/a
Description: Gluttons Banquet is a very unique style of jutsu that combines the basics of ninja art in terms of molding and creation and sealing arts. The user will touch their body applying a seal while stringing a set of four handseals creating a wolf like entity in the form of pure raw chakra around the user. Upon doing this the wolf will have a fork and knife. The wolf like entity purpose is to eat all forms of chakra present within mid range all around the user excluding directly from the opponents body (User isnt affected by this). The wolf like entity will take a deep breath. Upon doing this, it will break down, and absorb all forms of chakra by inhaling the techniques/chakra, even harden materials (It will simply break down the earth into crumbs). As the jutsus are absorb into the wolf, thats when the seal on the user will kick in. The chakra that the wolf absorbs will be stored inside the users body, being able to replenish their chakra equivalent to the chakra damage output of said opponent technique.
Note: The user can only use said technique Twice per battle
Note: Cant use any Fuinjutsu or Regular Ninjutsu in the same turn
Note: Cant use any medical jutsu in the following turn

Declined. It's still too much, like Daemon mentioned in his last check. Arbitrarily absorbing Jutsu around you, regardless of nature, chakra, or damage, is too much. It needs limits on how much it can seal, and limitations on the types of chakra you can target because there would be certain techniques and things you couldn't seal. The restrictions are very light for an S-Rank Advanced Fuuinjutsu. As it stands now, this is a vastly superior custom to even the Preta Path's absorption simply because of its widespread and arbitrary behavior.

Drackos


Summoning Animal
: Anubis
Scroll Owner: Teno
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Anubis is the name of the god of death, mummification, embalming, the afterlife, cemeteries, tombs, and the , in , usually depicted as a or a man with a . Ninja Archeologists have identified Anubis's sacred animal as an Egyptian , the . As a result, Anubis is often referred to as having a "jackal" head. These summons are far and few being rare amongst the summoning world, only having the strongest of strong being able to have a contract. Thus is the reason why there is only three summonings of this summoning race overall. Each Anubis has a size. The Size of an Average human, twice the size of a human and three times the size of an human with human speech and understanding

Basic Abilities:

  • All Anubis possess extraordinary sensing, on par with the mightiest of Uzumakis, This allows the anubis to sense up to 2 landmarks away while also able to sense emotion within the same landmark of anybody. This allows them to pinpoint intentions without fail.
  • All aNUBIS have bodies that are harder than the average human. Making their skin and durability extremely durable. Each Anubis is able to shave a max of 60 Damage per turn while possessing a health pool of half of the users upon summoning
  • All Anubis are connected with the user. In times of danger, each anubis is able to self summon themselves within short range of the user shall they sense the life of their master is in danger
Unique Abilities:

  • All Anubis have control of a portion of the afterlife being somewhat a physical being of Kinjutsu itself, Naming them Necromancers. This allows them to control the dead and even resurrect the dead to a certain degree. This is not on par with Edo, where a sacrifice is needed but allows them to create beings with their mind intact from the ground with a chakra pool. Those that are resurrected has the same chakra pool as the user and have access to only the base elements Ninjutsu, Genjutsu, Taijutsu/Kenjutsu, and can be destroyed with damage over 30 (This technique follow the guidlines of the Shadow Clone spawning Rules)
  • All Anubis have the ability to shift the ties of war by making things balanced. Each Anubis posses a specific skill, allowing them to "steal" the abilities of their opponent and either give it to their master, or utilize it for themselves. Body is able to steal the physical aspects of an opponent and apply it to themselves, such as Speed and Strength. (this applies to boost only), Spirit is able to Steal the chakra from the opponent and apply it to their own techniques, their own chakra pool and/or even disperse jutsus by stealing the chakra from them. Mind is able to steal and mimic modes or things that maintains for a certain amount of time. Doing this not only steals and mimicks the mode but it also decreases the mode usage limit for the opponent. All of these will be outlined in each personal summon
Declined by Imperfect.

First, you didn't state whether this was Mythical or Legendary, or link to inventory to show you had the purchase for either. But that's a petty reason for an instant decline though, so I'll go through it in the spoiler below.

I personally think you're taking the term "Basic" Abilities here a bit too loosely. Every single one of those is incredibly powerful, and go beyond my understanding of what a "Basic" Ability is for any Contract. 2 Landmark Emotion and Intention sensing, A-Rank passive defenses with a Health Pool equivalent to half of your own, and the ability to automatically Summon themselves to you? In the case of the last one, I can see something like a mental link that would allow them to Reverse Summon you out of danger, but as far as I know, what you're trying to do there is impossible, especially as a passive contract-wide thing. The Summoning Jutsu requires that someone present at that location perform the Jutsu, and that's what allows the Summons to instantly teleport there. They are hurled through Space-Time to the location of the Jutsu's formula interacting with a medium, like the ground. Without you "conscious" to perform the technique like a beacon, they can't be summoned. Overall though, each and every one of these seems very powerful, and I'm unsure if they're allowed as strong as they are for Basic Abilities, even for a Legendary Contract.

In regards to your Unique Abilities, the first one seems okay, since, as I understand it, they're supposed to play more to the nature of the Animal, so a Necromancy-like ability for an Anubis fits. Again though, you seem to be trying too much, at least to me. A Chakra pool as large as your own? Not even your own Legendary Summons get that with their health pool. Also, you specifically mention "controlling" the dead, then Edo Tensei immediately after it, but don't elaborate any further than saying it's not on the same level, and doesn't need a sacrifice. If you intend on "stealing" someone's Edo, you'd need to highly elaborate on that, otherwise remove the "control" part entirely, as creating them would be enough implication to say they're yours to control.

And that last ability is just... Wow. So, boost is a very brad term when it comes to Damage and Speed. Any Custom that increases damage for example. Oh, but then passives, such as Hagoromo's +30, is a boost to his damage. +180 damage and 8x speed from the 8th Gate of Death are boosts. Anything that technically increases your base stats in those areas is technically a boost, so that is just way too unrestricted a sentence to even consider allowing. Spirit is better, as you're just stealing Chakra from people, or things. That's something a lot of people have been shown to do. Mind though is back to wild levels. Stealing Modes for yourself and Summons? Oh, and just about anything else that's "maintained" for a certain period of time, at least with how loosely it's worded? So, Jutsu that require a Chakra cost per turn, or have a turn limit? Okay, there's plenty of canon Elemental Jutsu that can be maintained. Golems and the like. But then Doujutsu are also "maintained" for a set period, that being either for however long you can maintain the Chakra cost for them, or like with the MS, that has Chakra cost plus a turn limit. Could you steal that, even if it conflicts biography rules? What about EIG again? That's a Mode, which you give as examples specifically. Could you steal someone's usage of the EIG, and use it on a bio that can't have it because of the rules regarding EIG, KG and Dual Bios? What about stealing Sage Mode on a bio that has no knowledge about how to use it? That didn't work out so well for Pain when he stole Naruto's Sage Mode Chakra, even if it was unintentional. Then there are the Y/Y related Modes, or those concerning Jinchuriki. There are some seriously concerning implications to this intended ability, and personally, I think this needs to be seriously toned down to even be considered. But I'm unsure about the limitations on Legendary Contracts, so I will consult with other Mods regarding this before actually "checking" it.
Dropping This Weapon By The Way;
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-7#post-21899348

(Karibān) Caliburn
Type:
Weapon
Rank: S
Range: N/a (Usage reaches up to mid range)
Chakra: N/a
Damage: N/a
Description: Caliburn is a weapon only able to be held by Arthur, the King of Kings and Chaos. Said to have sealed the souls of its previous owners in it. Caliburn is a broadsword with a very wide blade. The grip has a dark swirly appearance to it, giving the appearance of a cosmic void. The crossguard has a hollow center and a sharp diamond shape with pointed edges that matches its pommel. The rain guard is adorned with jewels, that emanate with regality. Once the technique activates it acquires a new appearance. The handle is composed of a black and white square design, with a round knob and two small wings under the blade, one white bird and the other black bat. The blade has markings that range between black and white, formed of small black and white wings. Caliburn has multiple sealing functions on it, one of them being that If anybody other than the user tries to hold the sword will drain the users chakra in a large amount. This weapon is a very unique weapon as it have two functions that compliment the usage of Arthur during combat.

  • Heart Of Camelot : Hoc is a very transition like technique which one would think they are possessed. When this technique activates, it releases the seal on the blade, causing the body to flood with knowledge from the previous lives. This is for knowledge of the world, but namely for kenjutsu purposes. When this technique activates, it grants the user very impressive kenjutsu knowledge and prowess, giving them the ability to increase their kenjutsu by two ranks/+30.
  • Ruler Of Camelot: RoC is another technique that is active at the same time as the other technique, HoC. Though this technique is a bit more unique and complex. Once this technique activates, a seal on the blade will begin to glow, causing chakra from foreign chakra sources to be absorbed into the blade. This drains half of chakra from the opponents jutsus, storing it into the blade which can be used in the same time frame as other techniques. Using the chakra absorbed as a pool, the user is able to fire off projectiles, chakra waves and even shields equal to the rank of the chakra absorbed and expelled. Meaning if the user absorbed 40 Chakra overall, they can expel an S rank shield or fire off an S rank chakra wave.
Note: This Technique can only be used a max of two turns per battle with a four turn cool down after ended
Note: This technique last for three turns
Note: Absorbing the techniques doesnt count as a move (passive), but firing off a technique from the chakra pool does exhaust a move slot
Note: It takes 40 Chakra to activate, and -10 Chakra per turn upon usage
Approved


My Legendary Contract Is In My Log I think.

Summoning Animal: Anubis
Scroll Owner: Teno
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Anubis is the name of the god of death, mummification, embalming, the afterlife, cemeteries, tombs, and the , in , usually depicted as a or a man with a . Ninja Archeologists have identified Anubis's sacred animal as an Egyptian , the . As a result, Anubis is often referred to as having a "jackal" head. These summons are far and few being rare amongst the summoning world, only having the strongest of strong being able to have a contract. Thus is the reason why there is only three summonings of this summoning race overall. Each Anubis has a size. The Size of an Average human, twice the size of a human and three times the size of an human with human speech and understanding

Basic Abilities:

  • All Anubis possess a passive Chakra Sensory, able to detect, identify and differentiate between different Chakra signatures within the same landmark.
  • All Anubis have bodies that are harder than the average human. Making their skin and durability extremely durable. Each Anubis is able to Endure damage of A - S Rank, depending on the rank of the summon.
  • All Anubis are connected with the user via mental connection. By making a contract with this summon, automatically ties a reverse summon body seal on the users body for the summon. In times of danger, all Anubis possess the ability to self summon themselves within short range of the user if they sense the life of their master is in danger, however, this can only be done once per battle.
Unique Abilities:

  • All Anubis have control of a portion of the afterlife, making them beings of Kinjutsu itself, earning them the moniker of Necromancers. This allows them to resurrect, and control the dead to a certain degree. This is not on par with the likes of Edo Tensei, where a sacrifice is needed and the revived target itself needs to be sealed before it is deemed unusable, but allows them to create beings with their mind intact from the ground with their own small pool of Chakra, and health, being 150 and 60 respectively. Each undead has access to all Basic Fields, including Ninjutsu, Elemental Ninjutsu, Taijutsu and Genjutsu, all at one rank lower than the Rank of the Anubis that created them. Additionally, this ability follows the guidelines of the Shadow Clone spawning Rules, and requires one of the user's 3 Jutsu per turn to perform.
  • All Anubis have the ability to shift the ties of war by making things balanced, essentially balancing the strength of war. While Anubis are out and summoned, the release a sort of Chakra Jammer energy that emits across the whole battlefield, essentially acting as a seal to the bodies of both user and opponent. As long as this remains on the battle field, boosting of any kind is null, and cancelled. The opponent nor the user is able to emit more Chakra than the original Jutsu or their original physical physique. This means even modes aren't able to be activated or techniques that boost your strength, speed, or the various aspects of the user's Jutsu Jutsu.
Revoked by Imperfect.

(Ninjutsu/Iryō Fuinjutsu: Gurattonzu Banketto) Ninja Art / Medical Sealing Style: Gluttons Banquet
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/a
Description: Gluttons Banquet is a very unique style of jutsu that combines the basics of ninja art in terms of molding and creation and sealing arts. The user will touch their body applying a seal while stringing a single handseal creating a wolf like entity in the form of pure raw chakra around the user. Upon doing this the wolf will have a fork and knife. The wolf like entity purpose is to eat all forms of chakra present within short range all around the user excluding directly from the opponents body (User isnt affected by this). The wolf like entity will take a deep breath. Upon doing this, it will break down, and absorb all forms of chakra by inhaling the techniques/chakra, even harden materials (It will simply break down the earth into crumbs). As the jutsus are absorb into the wolf, thats when the seal on the user will kick in. The chakra that the wolf absorbs will be stored inside the users body, being able to replenish their Health equivalent to the chakra damage output of said opponent technique.
Note: The user can only use said technique Twice per battle
Note: User can only absorb S rank techniques once and A and below, once.
Note: Cant use any Fuinjutsu or Basic Ninjutsu in the same turn or the following turn
Note: Cant use any medical jutsu in the following turn

Approved. Made slight edits. Remember that sealing and absorption techniques are based on chakra quantity, rather than strictly rank.

(Inja no shūdō-shi no himitsu no geijutsu: Poketto Infiniti) Hermit Monk Secret Technique: Pocket Infinity
Rank:
A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is a very rare technique derived from Arthur, one of the 12 Ninja Guardians of the fire temple. This technique can only be done by those with a clear mind and extreme meditation and practice. Taking the typical stance of those from the fire temple, the technique becomes dormant. Anything that enters within short range of the user that will trigger a danger response from the user. This will cause an identical replica of the user with a sword made out of the special chakra from the hermit monks to immeditaley propel outwards in any direction the user pleases at the same speed of the mode itself, delivering a very powerful and dangerous sword strike that reaches five meters outward. The strike is enough to even cut through or disperse techniques of equal rank and lower.

Note: Can use a max of 3 turns
Note: Stays active for 3 turns
Note: Requires two turn cool down after technique ends.
Note: Technique activate with the hand gesture, afterwards it can stay dormant. This allows the jutsu to not effect a time slot, only time frame.
Note: Cant use the mode of the hermit group while this is active

Approved.
 
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Vayne

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(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.
Removed the boost changes >_>

(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.

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.
Declined: The original is fine since you got the below technique approved. I was more saying you could update it if you didn't plan to resubmit Trenches.
Reworded it to be shorter and removed the stuff

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 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 rising to x3, with the user's external awareness on objects not focused on being at a x1.5 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. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, 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. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and 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.
Approved: Much better.
 
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Geezus

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Removed the stuff about the modes. Turned it into a body seal, cuz I need more seals.

Kage Bushin Nettowāku Fuin - Shadow Clone Network Seal
Rank
: A
Type: Supplementary
Range: Short -Long
Chakra: +5 per clone linked, per turn
Damage: N/A
Description: The Shadow Clone Network Seal is a passive body seal that makes use of the small link between the shadow clones and the original. Although separate, shadow clones maintain small links between themselves and the original meant to allow the user to reestablish control when needed. This link is what allows the clone's chakra and experiences to return to the user rather than being simply a permanent of loss chakra. This body seal which can be passively activated at the time of a clone's creation, allows a Shadow Clone Specialists to exploit this link to network their shadow clones, granting a unique benefit. The seal first links the user and his clones chakra pools together, which in turn allows the clones chakra to stay meshed with the user rather then being divided evenly among the user and his clones. The clones essentially act like cellphones and the user' becomes the signal tower. Any technique used by the clone is thereby drained from the user's total reserves rather then the clone's own individual reserves. This networked link also allows the user to consciously know exactly what each clone is doing at any given time, and they can likewise share thoughts across this link simultaneously. However, this comes at a cost to the user if the clones are linked this way as negative changes can also spread through the clones such as genjutsu, or pain from harmful chakra entering the body. The user will also have difficulty maintaining their mental energy, and after 6 turns the user will become drowsy, reducing their reaction and movement speed by 25%. After eight turns, the user will fall asleep. As the user needs to keep their focus while using this technique, all clones instantly disperse when the user falls asleep.
Note:
Must have a Shadow Clone Specialty.
This technique must be posted in the user's bio or at the start of battle.

Declined: This removes the need for the Shadow Clone Specialty while giving yourself a massive drawback for what 25% of your chakra health pool. Not worth it. Save your slot chief. - Daemon


Rewriting to try and keep this a bit more in line with how I want it to be utilized. Hopefully this makes it a bit less broken and I can achieve my desired effect.

Kage Bushin Chūnyū no Justu - Shadow Clone Infusion Technique
Rank
: B
Type: Supplementary
Range: N/A
Chakra: Original Cost of Technique (chakra divided equally among number of clones)
Damage: N/A
Description: The Shadow Clone Infusion Technique is a unique surprise technique that makes simultaneous use of Transformation Technique and the Shadow Clone Technique. By adding another handseal to the total necessary for a basic or standard elemental ninjutsu, the user will be able to infuse the chakra for up to two shadow clones within the technique essentially transforming their clones into the appearance of the technique while maintaining the physical properties of the jutsu. Offensive techniques infused this way lose their damage stat and become supplementary in nature, as they are simply the clone(s) transformed to maintain the appearance of the jutsu, only for them to break the transformation and confuse and disorient unsuspecting opponents. This transformation can be broken passively in the same time frame as another technique allowing it to be used often times to launch a surprise attack at the opponent once they have thought to avoid or defended the technique, but this action still counts towards the user's move count at the time the transformation is broken.
Note:

Usable three times per battle.

Declined: The passivity of the technique is still there making this a no go. The issue is you basically get to replace a weaker technique with a stronger one on whim. Like for example, you can use this technique to infuse a clone into a C rank offensive technique. You can literally, with this technique, turn that one C rank jutsu into one of Naruto's 400 damage+ Rasengan combos. This also lets you use any technique once your clone pops out of the transformation. There is just too much you can do with this technique for it to be not broken. - Daemon
Kage Bushin Chūnyū no Justu - Shadow Clone Infusion Technique
Rank
: B
Type: Supplementary
Range: N/A
Chakra: Original Cost of Technique (chakra divided equally among number of clones)
Damage: N/A
Description: The Shadow Clone Infusion Technique is a unique surprise technique that makes simultaneous use of Transformation Technique and the Shadow Clone Technique. By adding another handseal to the total necessary for the ninjutsu, the user will be able to instead have up to two shadow clones upon creation immediately disguise themselves in the appearance of the selected technique. This essentially is the user transforming their clone(s) into the appearance of the technique while maintaining the physical properties of the jutsu. Offensive techniques infused this way lose their damage stat and become supplementary in nature, as they are simply the clone(s) transformed to maintain the appearance of the jutsu, only for them to break the transformation and confuse and disorient unsuspecting opponents. This transformation can be broken passively at any time, but the user may only perform two techniques during the turn the transformation has broken.
Note:
May only be used on B-rank and up techniques
Usable three times per battle.
Declined: Somebody has made this before already.
Bijutsu| Mini-Rasenshuriken Kage Bushin no Jutsu - (Tailed Beast Skill | Mini-Rasenshuriken Shadow Clone Technique)
Rank
: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is one that uniquely combines the original Shuriken Shadow Clone Technique along with the Mini Rasenshuriken technique. The user will create a pair of mini chakra arms while utilizing Nine Tails Chakra Mode or higher, this will in turn create a miniature Rasenshuriken which becomes thrown at the opponent. The same chakra arms will then form four handseals which quickly multiply the Rasenshuriken in an instant, the thousand copied shuriken spread throughout the area, surrounding the target. Because the shuriken are physically real, the target is attacked from every direction, which they have almost no chance of completely avoiding.
Note:
Must have a Naruto bio.
Only usable three times a battle.

Approved. Damage does not exceed 80 even if multiplied in number.

Bijutsu | Teru no Jutsu - (Tailed Beast Skill | Tails Technique)
Rank:
C - S
Type: Offensive / Defensive / Supplementary
Range: Short - Long
Chakra: N/A
Damage: 15 - 80
Description: A taijutsu technique usable by Jinchuuriki in any of their Tailed Beast forms, this technique allows the user to make use of any number of their powerful tails for any logical purpose necessary similarly to the Tailed Beast Chakra Arms. The user may attack the opponent or defend themselves by simply using a swing of their tails. However, the Nine Tails gains an additional +10 damage when using this technique, as its tail swings were so powerful it could cause tsunami's and flatten mountains. The Ten-Tails being the most powerful of all the tailed beasts would gain +20 damage while using this technique.
Note:
S-rank only usable three times a battle.
Declined: This is already a Canon jutsu -Sasori
 
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Skorm

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In case of approval, dropping this [x]
(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 100% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they choses, which must be stated in their bio as an abyssal aspect. The abyssal aspect affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+30). This counts as a passive boost and must be stated in the users biography as their "dark element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself.

By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

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

Declined. The logic of your boost is weird. The boost itself is okay, though I'm sorta inclined to say it won't be able to augment Yin Release itself. But I'll save deciding that for the next check. First off, nothing has a "100% ratio" of Yin to Yang. Every technique, even Yin State, has *some* Yang in it. There is no such thing an an absence of the other, as then there could be no technique at all. But more importantly, if you're going to use Yin to constantly be flowing through you it's going to influence your own balance between spiritual and physical. You're not a Yin-Yang master. It isn't something that you can manage, so it will have some sort of drawback (or boon, depending on how you approach it).

Drackos/b]


(Meiton/Inton: Kokuyōseki no sora | Dark/Yin Release: Obsidian Sky)
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 70
Damage: 140
Description: Obsidian Sky is a technique in which the user incorporates their Yin as well as their Dark release together to create the ultimate chakra siphoning technique. Through the use of Yin, the dark release absorption aspect loses its weaknesses to earth and water/other solid/liquid materials and lets the user absorb anything of the same chakra level while at the same time absorb enough chakra from an incoming technique for it to directly lose one rank, similar to the tethering abilities of Hungry Ghost. Unlike Hungry Ghost, however, this technique doesn't latch on to the opponent if it goes through and eats their chakra but simply applies the debuff on their technique. However, the strengths of the absorption release is also rendered neutral, meaning this technique can essentially absorb the same amount of chakra the user spends in their initial move. It is exactly the same for the release version of the technique with a total immunity to any weakness/strength and rendered neutral to everything and thus only overpowering techniques that has lesser damage output. When it comes to the release form of the aspect of this technique, the standard blue flames have changed aesthetically. The flames have a slightly different pattern than normal dark release techniques. It's aesthetics has changed into which the flames are pitch black with a cyan flare on the edges. On the inside there are images resembling that of a clear night sky, filled with celestial bodies. This is a passive aesthetic change and carries no weight in battle.

Note: The release form of the technique can only be used twice per battle.
Note: The absorption form can be used 4 times per battle.
Note: After usage, the user must wait two turns to use again for the absorption part and 4 for the release part.

Declined. Restrictions. If you want 140, you restrict for it.

(Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
Type:
Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70 (-20/turn)
Damage: 140
Description: Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. On touch, these shards will travel through any target and disintegrate anything they touch(in accordance to S/W of Dust release). These shards are able to move and take the shape of anything due to Yin and Shape manipulation abilities. The shards will always originate from the users body and can have an extended duration on the field if the user wishes, which requires more chakra and extends the restrictions the user gets originally by the length the user keeps the technique active. In accordance to the properties of the Hungry Ghost technique, Absolution carries a debuff similar to that of the Hungry Ghost except it will only interract with techniques it clashes with and will not carry any parasitic properties once the technique defeats another(if it does) of course. The shards are a beautiful sight to behold, which is another property of the Yin aspect and gained passively. The shards are completely jet black and has a cyan flare to their exterior like a cold meteorite. This is purely an aesthetic property and carries no weight in battle.

Note: Can only be used twice per battle with a cooldown of 4 turns.
Note: Can be sustained up to 3 turns for each use, but sustaining the technique prolongs the restrictive effects during that time it is sustained.
Note: User cannot use any Jinton/Earth/Fire/Wind/Yin techniques while this technique is active.


Declined. These restrictions are still inadequate, more specifically the third one. There needs to be one that limits your ability to use Yin and Dust Release after use. It deals 140 damage, restrictions must reflect that.
Changes in bold.
Also reconstructed it a bit without editing the text.
In case of approval, dropping this [x]
(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+30). This counts as a passive boost and must be stated in the users biography as their "dark element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. Because the user has a constant radiation of Yin coursing throughout their body due to the intrinsic perk, the user is at a risk of being imbalanced. This can be countered if the user possesses Yin/Yang, but if that is a field they lack, they will instead have to tamper with the imbalance. This imbalance causes their chakra system to have to work extra hard and drags -5 chakra from the user every-time they use their swords abilities.

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

Declined. I meant a meaningful drawback, not something that is -5 chakra per turn, lol.

Added further restrictions
(Meiton/Inton: Kokuyōseki no sora | Dark/Yin Release: Obsidian Sky)
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 70
Damage: 140
Description: Obsidian Sky is a technique in which the user incorporates their Yin as well as their Dark release together to create the ultimate chakra siphoning technique. Through the use of Yin, the dark release absorption aspect loses its weaknesses to earth and water/other solid/liquid materials and lets the user absorb anything of the same chakra level while at the same time absorb enough chakra from an incoming technique for it to directly lose one rank, similar to the tethering abilities of Hungry Ghost. Unlike Hungry Ghost, however, this technique doesn't latch on to the opponent if it goes through and eats their chakra but simply applies the debuff on their technique. However, the strengths of the absorption release is also rendered neutral, meaning this technique can essentially absorb the same amount of chakra the user spends in their initial move. It is exactly the same for the release version of the technique with a total immunity to any weakness/strength and rendered neutral to everything and thus only overpowering techniques that has lesser damage output. When it comes to the release form of the aspect of this technique, the standard blue flames have changed aesthetically. The flames have a slightly different pattern than normal dark release techniques. It's aesthetics has changed into which the flames are pitch black with a cyan flare on the edges. On the inside there are images resembling that of a clear night sky, filled with celestial bodies. This is a passive aesthetic change and carries no weight in battle.

Note: When the user has performed the release version of this technique, they are hindered from using S-rank and above techniques for two turns afterwards, as well as Yin/Dark release techniques above A-rank. This applies for both times the release version is used.
Note: In the same turn the user uses the absorption function, they cannot use any other dark release techniques.
Note:
The release form of the technique can only be used twice per battle, with a two turn-cooldown.
Note: The absorption form can be used 4 times per battle, with a two-turn cooldown.
Note: After usage, the user must wait two turns to use again for the absorption part and 4 for the release part.

Approved. Remember that Hungry Ghost counts as one of the active boosts/debuffs you're allowed to apply with this technique.

Added further restrictions
(Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
Type:
Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70 (-20/turn)
Damage: 140
Description: Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. On touch, these shards will travel through any target and disintegrate anything they touch(in accordance to S/W of Dust release). These shards are able to move and take the shape of anything due to Yin and Shape manipulation abilities. The shards will always originate from the users body and can have an extended duration on the field if the user wishes, which requires more chakra and extends the restrictions the user gets originally by the length the user keeps the technique active. In accordance to the properties of the Hungry Ghost technique, Absolution carries a debuff similar to that of the Hungry Ghost except it will only interract with techniques it clashes with and will not carry any parasitic properties once the technique defeats another(if it does) of course. The shards are a beautiful sight to behold, which is another property of the Yin aspect and gained passively. The shards are completely jet black and has a cyan flare to their exterior like a cold meteorite. This is purely an aesthetic property and carries no weight in battle.

Note: When the user has performed this technique, they are hindered from using S-rank and above techniques for two turns afterwards, as well as Yin/Dust release techniques above A-rank.
Note:
Can only be used twice per battle with a cooldown of 4 turns.
Note: Can be sustained up to 3 turns for each use, but sustaining the technique prolongs the restrictive effects during that time it is sustained.
Note: User cannot use any Jinton/Earth/Fire/Wind/Yin techniques while this technique is active.

Approved. These restrictions are FAR better and reflect the potency of the technique.

(Shikotsumyaku: Kame Bakku | Turtle Back)
Type:
Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: 60
Description: Turtle Back is a simple but great supplementary technique in which the user starts to grow a large portion of steel-hardened bones and encasing their entire back so that they can sustain direct blows in the back. This technique is useful mostly when a user can see that an opponent is speed blitzing them and heading for their back but are too slow to act. The direct calcuim control the user has will trigger the technique fast and allows them to tank techniques on their back. The turtle back also makes the user able to float while on their back and can be used in purposes of a life vest while being submerged under water or under a swamp to force them back to the surface although they will be floating with their front up. It can be re-enforced with techniques that allows for coating specifically but boasts an A-rank defense on its own following the S/W of Dead Bone Pulse. The shield can also grow spikes on it that can stretch one meter behind, making the user look like Bowser from Super Mario. These spikes are hardened and can deal protruding damage to assaults on the back. However, if it is used with spikes, it doesn't grant the floating.

Note: Can only be used 4x per battle.
Note: Can only be taught by Skorm.

Declined. It's fine I suppose except for one issue. Why would a mass of bones on one's back enable them to float?

Drackos
 
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Imperfect

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Resubmitting update from: Here.

Original Approval: Here.

Rearranged parts of the description, and took out any mention of weakening opposing Jutsu.

(Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow
Type:
Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: +1 Rank or +20 (User's Jutsu)
Description: A passive benefit of the Sovereign Flame "Imogen's Sorrow", Inherited Sorrow utilizes the unique property of the emotionally infused flames to empower themselves. This is achieved via the basic property of the Sovereign Flame itself, which has an endothermic exterior which naturally draws in thermal energy from external sources, causing the interior to burn at a hotter temperature as a result. This allows the user's flames to passively draw in heat from it's surroundings at all times, granting the user's flames either +1 Rank or +20 damage. Additionally, when the user's Endothermic Flames directly clash with another Jutsu that produces thermal energy, for example, an opposing Fire Release Jutsu, due to the inherent thermodynamics of both Jutsu, the user's being Endothermic, aka absorbing heat, and the opposing being Exothermic, aka radiating heat, the same reaction occurs. As the user's Endothermic Flames draw in heat, and the opposing Jutsu exudes it, the user's Jutsu take advantage of this give-take reaction. The user's Jutsu receives an additional +1 Rank or +20 damage, with the result depending on the Ranks of the users Jutsu, former for A-Rank and below, and the latter for S-Rank and above, for either technique.

Note: Can only be taught by Imperfect, and used by the current wielder of "Imogen's Sorrow".

Approved




New submissions;

(Doton: Bergentrückung) Earth Release: King Under the Mountain
Type:
Supplementary/ Offensive
Rank: D-Rank
Range: N/A (Self)
Chakra: 10
Damage: N/A (+20 to Earth Release techniques)
Description: This technique allows the user to send a pulse of Chakra deep into the earth, tap into, and connect with the (Ryūmyaku) Dragon Veins, a massive source of Chakra that naturally flow deep beneath the surface of the earth, utilized within Jutsu such as " ". This technique requires the user has direct contact with the ground, and takes 1 turn for them to "attune" to the flow of the natural leylines of energy. Once they have, all of their techniques that utilize Earth Release Chakra are made considerably more powerful, due to the influence of the Ryūmyaku on their Chakra flow. This boost remains for as long as the user remains connected to the ground. Minor interruptions, such as both feet leaving the ground, only break off the connection if the user remains off of the ground for 1 full turn, after which, they need to spend another turn attuning to the Ryūmyaku. Remains active for 4 turns max, and requires 2 turns before it can be activated again.

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Approved




(Genjutsu: Hyun Hwan Shim Yun Gon) Illusary Art: Outer Body Training Method
Type:
Defensive/ Supplementary
Rank: B-Rank - S-Rank
Range: Self
Chakra: 20 - 40
Damage: N/A
Description: Created by a secretive group within the World of Murim known as the "Artists Society", the Outer Body Training Method is a Genjutsu that allows one to train and practice martial arts in an almost meditative trance placed upon themselves. The Genjutsu comes in several Ranks, with each one adding more strength to the Genjutsu. The user starts by gathering an amount of Chakra equivalent to the usage they'd like to perform, and releases it as a steam-like cloak around their body. With this "cloak" they disrupt their own Chakra flow, and place themselves under the Genjutsu. Within the Genjutsu the user experiences a black void with minimal features they can determine upon casting, from the perspective of an astral-projection like illusory clone of themselves, and finally an mental image of an opponent, or group of opponents. The users "projection" can perform all the same physical techniques the user themselves can, such as Taijutsu, Kenjutsu, etc, and if the user isn't affected by a Paralyzing Genjutsu, it can even copy the user's own movements. The same is true for their "projected opponent", allowing the user to utilize what information they have on them to visualize a battle between themselves and their opponent(s), like a mental exercise. This has the added benefit of allowing the user to "overwrite" other Genjutsu placed upon them, provided they are weaker than the Genjutsu the user casts upon themselves. In the case of equally ranked conflicting Genjutsu, as is stated within the "Illusionary Arts" thread, both are neutralized, and immediately disperse. This technique also has another usage within combat, besides overwriting Genjutsu. It can be used as a form of "movement prediction", as, if the user and their opponent are about to clash in close-quarters, the user can quickly use what information they have about their target, and mentally test their own moves out, and attempt to "predict" how the opponent will react. There are flaws with this technique however, for example, if the user doesn't know their opponent, and every move they can make, they can easily be caught off guard. Even something as a simple change is style can result in disastrous consequences if the user heavily relies on it within real combat. It also doesn't provide any addition benefit to the user's physical stats, like their tracking or reaction speed. It can only be used purely to mentally test one's style against anothers.

Note: A-Rank and higher applications require two hand seals.
Note: The A-Rank application is limited to 4 times per battle, and the S-Rank is limited to 2 times per battle.
Note: This technique cannot be used to overpower Genjutsu of a higher nature, such as MS or Yin Genjutsu.
Note: When used to counter Genjutsu of B-Rank or higher, the user has to deal with the following side-effects.

B-Rank: Unable to use this Jutsu for 1 turn.​
A-Rank: Unable to use this Jutsu for 2 turns.​
S-Rank: Unable to use this Jutsu for 3 turns, and perform Genjutsu A-Rank or above for 2 turns.​

Approved. Made edits.

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Leaving for Drackos
 
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Delta

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( Gereru no Ishi: Ken'o Basuto)Stone of Gelel: Repulsive Burst
Type:
Offensive
Rank: S-F
Range:Short-Long
Chakra: 40-50
Damage: 80-90(-10 to user)
Description: Using the Stone of Gelel inside the users body, the user will charge the stone, causing it to glow briefly, as the user charges the stone with large amounts of energy. Once the stone is charged, the user will jump upwards, and release all the energy from the middle of the stone. As this happens, all the Gelel energy is expelled from the focal point, creating a large concussive blast that extends in every direction from the focal point of the stone. The blast has enough concussive force to tear the earth apart, and leave a moderately sized crater around the user. The S rank version of this technique can be used any time, and extends up to Mid range. The F rank version requires the user to be in Awakened Beast State, and has reach up to long range.

Restrictions:
S rank can only be used twice per battle with a 2 turn cool down, while F rank can only be used once.
F rank requires the user to be in Awakened Beast State.
After Using F rank, user cannot use any Gelel techniques above A rank for 1 turn.
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Approved - Daemon

( Gereru no Ishi: Fido Kemono)Stone of Gelel: Feed the Beast
Type:
Supplementary
Rank: D-F
Range:Short
Chakra: 10-50
Damage: N/A(increases chakra by Double the technique absorbed)
Description: Feed the Beast is a technique derived from ninjutsu and fuinjutsu which allow opponents to absorb and seal techniques. Using this technique, users of the Stone of Gelel do something similar, however, they use the power of the gem instead.

When an enemy technique is launched towards the user, the stone will glow, and begin siphoning in all forms of energy around the user into itself. As the enemy technique comes into range, the stone will pull the technique into it, breaking the chakra down, and converting it into its own form of energy, before returning said energy to the users Energy pool, replenishing their Energy used to activate this technique, as well as returning an additional amount equal to the amount of chakra absorbed and turned into energy, as a form of reward for feeding the gem.

This absorbing method is capable of dispelling and negating any and all negative affects that could normally harm the user, as the stone itself takes all these affects into itself, and destroys them when it converts the chakra into its own form of energy, leaving the affects destroyed and purified by the stone before being returned to the user of the stone. This allows the user to not have to worry about negative affects from things such as Senjutsu or Yin/Yang side affects, as the stone itself will negate them all

Restrictions:
B rank can be used 4 times, A rank 3 times, S rank 2 times, and F rank once.
The stone returns double whatever the chakra converted is back to the user as energy, meaning Absorbing an A rank will return 60 total energy back to the user.
F rank will Not return any technique to the user, as the strain on the stone is too great.
Using F rank stops the user from using Gelel techniques for 1 turn, and stops this specific technique from being used for 2 turns.
Requires a 1 turn cooldown between usages.
Leaving both for Daemon

Declined: From what I can remember, this isn't possible with just Gelel energy, it'd be possible if there was a canon technique that allowed the Gelel user to absorb other energy types. So I believe something like this is beyond the scope of Gelel Energy solely. - Daemon
 
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(Yoton: Nikkou Netsuzou ) Yang Release: Sunlight Forger
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 50
Damage: N/A
Description: Derived from “Yang Release: Change Into Hell”, this technique borrows the base principles. After weaving three hand seals, the user through either physical contact with an object or through a wave of Yang energy will grant selective an object life. However, what causes this to differ from is its ability to strictly only affect inanimate/non-sentient objects devoid of chakra. This is includes but not limited to, flora, tools, etc. Once the yang energy is infused into the object in question, the user can apply a form of manipulation to its structure alongside the use of the transformation technique. This can allow them to grant the inanimate object a humanoid body of average size. The user can also have the object in question take other forms such a tree becoming a wooden dragon or water becoming steaming hot blob. The appearance while mostly cosmetics can also rule possibilities of anatomy uses like having wings will grant them the ability to fly etc. In terms of inherent abilities, each familiar born is gifted 300 chakra points/80 HP, full human-level sentience which includes articulation, an elemental affinity (Non-Yang Specialist Can only assign one of the basic natures whereas Yang Specialists can grant AE or CEs). In the case of AE and CEs, they cannot however use the sub-elements. They move one rank slower than their creator but have x1.5 natural tracking. This technique can be used twice per battle, requiring a cooldown of two turns after usage and prevents the use of Yang Release above and including A Rank for two turns. The familiar shall remain in play until its chakra naturally runs out, has taken too much damage which in those cases reverts back to its normal form prior or if the user doesn’t have chakra to further sustain its body. The ranged chakra wave version can only be applied to one object, though it cannot work on anything within the opponent's person such as clothing, weapons, etc unless they remove it themselves such as thrown weapons. It doesn’t affect sentient weapons as well and indestructible custom weapons.
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Declined. See colored portion (nice try, lol). Ranged version cannot influence anything within short-range of the opponent.

(Yoton/Hyouton: Hakka no Togame) Yang Release/Ice Release: Censure of the White Haze
Type: Offensive, Supplementary, Defense
Rank: Forbidden
Range: Short – Long
Chakra: 70 (-20 per turn)
Damage: N/A
Description: Through the formation of four hand seals, the user surges throughout their body a mixture of both the user’s Yang based chakra and Ice Based chakra together. This immediately converts the user’s body into an icy like transformation – shedding their normal human characteristics aside from essentials (such as being able to breathe in air etc). Due to this, the user is immune to any body deteriorating effects like poison nor do they feel physical pain. Despite appearing human still, the body is a glimmering snow-white coloration instead, which comes into direct contact with them will immediately freeze someone in touch. Never the less, this empowered state due to the Yang chakra coursing throughout the user’s body not only physically enhances them, granting an x3 speed boost but enhances their ice-based techniques. This grants the user an additional +30 damage increase to all ice release techniques – with an additional effect, which is the ice created naturally carrying a form of sentience. This would allow for the ice to be able to continuously seek the opponent out on its own, without needing the user to control it. Last but not least, is an inherent attack known as “Flash Freeze”, in which the user gathers their yang energy and ice chakra together, crafting an omnidirectional burst of ice. This ice freezes anyone upon immediate contact but what it truly does is the ice seeps into the chakra system on contact, freeze burning away at the target’s chakra and or technique. This burns away 50 chakra per turn as a result, but also the immense freezing spreading through their system also causes it to become harder to weave chakra, spending at x3 the amount of chakra needed each time. Should they not remove the ice from their body by three turns, the ice will completely freeze the person’s chakra network, making it impossible to perform chakra based techniques. This affects is also triggered when someone makes physical contact with the user or weapon of their person. This technique lasts for four turns, in which cases take up a move slot per turn. While active, the user can only utilize Ice Release (also its sub-elements), Yang Release, and Non-Elemental Ninjutsu. It can only be used twice per battle, which after using the user is unable to use Yang Release for a single turn thereafter. Flash Freeze reaches into long-range, requiring 70 chakra to perform but can be performed once per turn, taking a moveslot. The icy burn within one’s chakra system can be purged by either a Yang Based, Yin Yang or Senjutsu enhanced surge of equal chakra or more. However freeze burning of opposing techniques will cause it to lose said chakra, which if completely burned away, the technique is completely neutralized.
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Declined. The first half of the ability is fine. But beyond the colored portion needs to be removed from the CJ entirely; it's too much crammed into one custom. Split it into two separate customs. Lower the rank of the technique and slightly increase the restrictions; this needs to impact your ability to use Ice Release after use.
 
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(Yōton: Tainai no Ki no Feinto) — Yang Release: Feints of Internal Energy
Type:
Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-5 Per Turn)
Damage Points: N/A
Description: In martial arts, it is common to use feints as a means to confuse and bluff their opponents, otherwise the opponent can react to strikes and avoid them. While fighting, it is common to react beyond the use of just sight, but their other senses like sound or smell. More advanced users can even sense the internal chakra networks to react. In order to work around this, this technique has the user duplicate their chakra signature and life essence to completely fool their opponents. In this way, the user's entire life properties are replicated in an overlapped fashion near themselves. [ ] These "shadows" are overlapped around each other, each with a unique hue (Red | Green | Yellow | Brown | Blue) which happen to be the colors based on the 5 chakra natures. They are in close proximity to another, encompassing the full yield of short-range.

In this state, other opponents can still sense the user with their regular senses and chakra based sensing, but will not actually be able to find them. While in this state, the user can shift their internal energy and external body between the duplicated shadows, preventing enemies from reading the user's movements and allowing the user to strike between each of the shadows. Thanks to Yang Energy, the user's entire essence is replicated, making the shadows completely indiscernible from the real user, making it impossible to tell which is real. Using this trait, the user can avoid attacks to himself by switching between the shadows to allow attacks to go through the empty shadows. [ ][ ][ ] Additionally, it should be noted that it is still only one user and not every shadow is actually striking the opponent. So at the moment of impact, the user can decide which of the shadows the user actually exists as to land the hit on the opponent. [ ][ ] Because of this though, when actually landing a strike, the opponent can strike back against the user since his position is now determined.

Note: While this technique is active, the user is unable to perform techniques above S-Rank
Note: Can only be used 3 times and up to 3 turns each use.
Note: Requires a 2 turn cool down in between each use.
Note: Yin Specialists can add an additional "shadow" that is Black in hue
Note: Yang Specialists can add an additional "shadow" that is White in hue
Note: Yin/Yang Specialists can add two additional "shadows" that are black and white in hue respectively

Declined. This seems more like a Yin-Yang Release technique than only a Yang technique.


 
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( Sandaime' Torikeshi funōna chumon XIV ) - ( Sandaime' Irrevocable Order XV )

Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: The user would be exploiting the strengths of black lightning by seeking to incorporate its essence into his other non- black lightning techniques. By activating this infusion technique, the user will focus a surge of black lightning into their chosen technique which will be radiating around the user’s technique before influencing and taking complete control over it. The user creates this new version of raiton by enhancing the capabilities of his raiton techniques by causing their electrons to vibrate at a faster and unstable rate. This would increase their overall power and piercing capabilities to a further peak than normal. This translates to an increase in rank for A rank and below lightning techniques and meagre +20 damage boost to S ranks. This works by allowing the Lightning technique be overpowered by black lightning and be forced to change form into it like a symbiote gaining the strength and weaknesses of black lightning along the way. This transition does not require any hand seal but to just channel the black lightning into the lightning before its release to change its structure and chakra nature into his signature black lightning.
✘ Can only be used once per turn after its initial activation and there's a compulsory one turn wait between each plausible use.
✘ Can only be used by Raikage bios.

Approved

Approved Here
Updating

Harrier Kuchyosei: Sangó Olukoso - Harrier Summoning: Sangó Olukoso
Type: Supplementary
Rank: (S)
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Sangó Olukoso is referred to as a prodigy in the art of fire release of which over the years he has gained fame and reputation within the Harrier Birds kingdom. After a slight offence, he was banished from the birds world never to return again but he was taken in by the first summoner of the contract to become his personal pet and friend whom would aid him in battle and the like. Sango is a bird of average size not bigger than the size of a regular bird that stands at top it's masters shoulders all the time except when stated otherwise. He was formerly a murderer which explains his blood shot eyes and killing instincts he possesses. Among his basic abilities is a specialty in fire release being able to use S rank and below fire techniques including those that require hand seals with ease. Being highly proficient in fire release, his techniques are extra potent gaining a +10 damage boost once per two turns. Also capable of flight as it can move at high speeds though it is unable to carry anyone on its back but at some time he can be used to send messages around discreetly.

✱ Summon lasts 4 turns
✱ Available to only the contract owner as his personal pet summon and not the signers of the contract.

Approved by Imperfect.​

A couple of notes, first the link to the previous approval was broken. I believe you "searched" for the post, and pasted the search results page it came up on, not the post itself. I only had to go to your CJ Thread to see the original, but still, please take care in future and make sure your links work. It just saves time is all, but it's not a major thing for me really.

Next, as I stated to Lytes in his Summoning submission from last cycle, just because a Summon is approved as a "Personal" Summon here in the CJ thread doesn't mean it is guaranteed to be approved as one on your biography. That's down to the individual checking the bio, and on a case-by-case basis.

Finally, bear in mind that the +10 your Summon possesses will count as a passive boost, meaning it can only utilize one more boost, whether passive or active, for it's own techniques, because that's just how Jutsu boosting rules work. You don't specifically state that it doesn't count towards the boosts, but I would still like to make that clear to save confusion or potential abuse.
 
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BlacKing

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(Fuuinjutsu: Seigen sa reta genso shīru) Advanced Sealing Arts: Restricted Elemental Seal
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+ 40 chakra per additional turn)
Damage: N/A
Description: The user activated a seal located in the user's face that creates a black translucent shaded barrier with intricate patterns within a large circle that will expand from him outwards. The lines running between the circle are actually chains of kanji bearing the word "Restrict" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say, and restrict the individuals within the barrier to Basic Ninjutsu, Doujutsu, Taijutsu, Kenjutsu, Genjutsu, Fuinjutsu, Hachimon, Kinjutsu, Juinjutsu, Senjutsu and Pure Chakra usage.
Note: Can only be used 2x per battle with a 3 turn duration between each use.
Note: Lasts for 5 turns.
Note: User cannot perform higher than A Ranked Fuuinjutsu for the duration of the barrier.

Declined. You want a seal that encompasses the entire battlefield essentially (long range)? This needs more limitations than that.

(Hachimon: Ominus Nebula) - Eight Gates: Full React
Rank: S
Type: Attack
Range: Short - Mid
Chakra cost: N/A
Damage points: 80
Description: Full React, is a strong and fast attack that requires at least the activation of the fifth gate. The user manipulates a their body or a weapon to move at extreme speeds to force the air to begin spiraling around him in such a way that it creates a barrier vortex that pulls everything in towards him with terrifying force. Anything and anyone that enters short range of the user will be shredded to ribbons with such blinding speed that it would make dodging the technique impossible.
Note: Can only be used twice.
Note: the user needs to have opened at least up to the 5th Gate.
Note: This technique counts as Taijutsu and Kenjutsu

Declined. The effects of this is strikingly similar to Yang's Toyokumono.
 
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Hogo-sha no michi-Way of the guardian
Type: Supplementary
Rank: N/a
Range: Short-Long
Chakra: N/a (-10 per turn)
Damage: N/A
Description: The user will infuse their ice chakra into an existing ice technique or structure, to take control of it, using advanced shape manipulation to shape them into tiny, sharp ice shards. These will have the same strength as before just reshaped into tiny blades that the user can then control with hand gestures. These can be used for attack or defence or simply reforming into a new structure. This does not create more ice, only reshapes existing ices. This can be done in the same time frame as an ice jutsu used.

If the user was to use this on an opponents jutsu, the user must spend +10 more chakra than within the ice jutsu to take control of the jutsu, but only works on opponents ice jutsu up to A rank.

Note: Can be used 4 times per battle. The user can retain control of the ice shards up to three turns, costing a move per turn to do so, though able to use other ice/wind/water elemental jutsu at the same time.
Note: Requires one turn cool down.
Declined: Make this at least D-rank. This won’t be used on enemy techniques. Also, no forming into new structures.-Sasori




Osun no hogo-Osun's protection
Type: supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20 to Ice techniques
Description: This is a unique technique used on the user's ice jutsu. The user will infuse more chakra into the ice, in doing so creating an outer layer. This outer layer will be thousands of ice shards covering the the jutsu like scales, creating small layers of ice shards. With this it adds cutting damage to any ice jutsu while increasing it's strength by +20 or increasing it's defensive properties by one rank. This can be done at the same time the user releases an ice jutsu, happening in the same time frame.
Note: Can only be used four times
Note: Requires two turns cool down between each use.

Declined: Has been done before try to make it just a bit more unique.

Reitō sheru-Frozen shell
Type: supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will infuse his chakra into an existing ice jutsu or in the same timeframe he creates one. With that he will cause the technique to be quoted in a shell of tiny ice shards, 1 inch from the jutsu, creating a cover around it. What's unique about this, is it will create a vacuum between the layer and the ice jutsu itself. When a lightning jutsu hit's this shell, it won't be able to pass through the vacuum with ease. What this does is removes ice's weakness to lightning.
Note: can only be used four times.
Note: requires one turn cooldown.
Declined: This doesn't make sense to me. What do you mean create a vacuum? Wouldn't the lightning just hit ice all together?
 
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(Marudo~uku no okurimono) Forbidden Arts: Blessings of Eidolon
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a forbidden technique that violates the laws of nature hence the reason it is labeled as forbidden. After accessing the netherworld through nefarious ways the user will on his journey there be met with the demon Eidolon. On a journey for power the user will have made a deal with Eidolon in exchange for power. However, this deal came at a grave cost. After returning to the physical world the demon Eidolon will have attached his spirit to its new host and will be a part of them until their host dies. In exchange for power the user will have promised their soul to the demon Eidolon and upon their death he will seal their soul away for eternity in a dream-like world filled with the user’s worst nightmares. However, while the user is still alive Eidolon's spiritual essence will guard the user’s spirit against things such as spiritual based techniques that seek to harm the user or their techniques. This means that the user or their techniques will not be affected by chakra draining or parasitic effects of spiritual technique. Also, the opponent's spiritual techniques deal 20 less damage against the user's techniques. It has been shown that spiritual entities are known to exist through things such as the reaper death seal and that the netherworld exists because techniques like the Impure Seal Destruction technique that seeks to drag opponents to the netherworld.

Note: Must be stated in the user’s biography or at the start of a battle.


Declined: This is certainly better than your last one but there are still somethings you need to clear up. I'm not gonna allow you complete immunity to spiritual techniques with such little restrictions but what I will allow you to do is negate spiritual techniques a limited amount of times per battle. If you'd like to have constant protection from spiritual techniques, the drawbacks from this technique and the restrictions would have to be heavier. Also go into more detail about how the spiritual technique is actually stopped within the logic of your kinjutsu. - Daemon
 
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(Taka) : Hawks
Type: Merchant Supply
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: The phone is named after Hawks(Taka) which is used for communications. A phone which can be used for calls and text from one user to another. This is done as all the phones are all linked to each other using radio frequency allowing for communication between allies across the ninja world. To communicate, much like normal phones, you will need a targets specific contact number. This is a form of smart phone using advanced technology, allowing for specific applications or modifications to be applies. This can only be done by the original creator of the technology.

The phone come with several standard functions. It can be used for making phone calls or sending text messages. It has an in built camera for taking photos or recording information, very effective for spy related missions due to it recording without the use of chakra, instead using the battery within.

The basic application applied to all phones is the Bounty Application. This is an app that is constantly updated by the Merchant who created the phone that adds all the information of current bounties in the ninja world, which all phones can access. This can include who it is, potential location (In character knowledge needed), the rewards and potentially the abilities of the bounty. Only the creator of the phone can update this information. Being a merchant they are able to apply all the information attained from the market place.

Upgrades can be applied to the phone (to be submitted), though the phone is only compatible technology of the original creator.

Approved - Daemon
 
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(Jiton: Rei Rain) — Magnetism Release: Ley Lines
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+10 to applied technique)
Damage Points: N/A
Description: This is a passive technique which is applied to existing magnetism techniques which would otherwise require the physical infusion of chakra to initiate. The user, with an additional handseal (if any), is capable of then extending the initiation range of another technique, so long as physical touch is required. However, this can only be performed when the user and target both share a mutual point of connection, such as the ground. The extension of technique only applies to mid range. Because this is applied to existing techniques, it is regarded as passive and does not count towards the user's moves per turn.

Approved
 
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