Custom Jutsu Submission - IV

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Zatanna

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Subete no mono | All thing connected
Type:
Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A (+10)
Damage: N/A
Description:
By taking advantage of the current rain falling down, the user is able to use the conductivity of the water to increase the range of their Raiton/Lightning release techniques by one extra range. Should the user be able to use rain release as well, they are able to manipulate the clouds as a source of Raiton, creating their Raiton jutsu to be performed from the clouds.

Declined. This doesn't really make too much sense; if you use the rain drops to conduct lightning through, you run the risk of shocking yourself. Secondary to this issue is that manipulation of the clouds themselves, as well as using them for Lightning is very close to Storm Release.

Ameton: Jinsokuna rakka | Rain Release: Swift Falling
Type:
Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (+10)
Damage: 60
Description:
With the users rain coming down and performing a single seal, they will infuse their raiton/lightning chakra within the rain, causing the rain to be filled with lightning chakra. Effectively, this causes two benefits to the user. The first being that with the rain falling down, this obscures vision for sharingan users while the second becomes the main benefit. With the rain now falling with the users lightning chakra embedded, any forgein bodies touched by the non users chakra becomes shocked and paralyzed. By constantly funnelling chakra into the rain, the user can keep the lightning rain active.
Notes:
-While active, user cannot use any other lightning jutsu
-Can only be used 3 times per battle
-Paralyzation lasts 1 turn
Declined by Sasori: Explain why this obscures Sharingan user's vision. Explain why you aren't affected by this. Also, if you're constantly funneling lightning chakra into this it makes more sense for you not to be able to use any jutsu besides lightning unless you want to give this a one time affect and not keep funneling it.
 
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Corazon

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Yin in Inventory
( Inton: X Æ A-Xii ) ▼ Yin Release: X Æ A-Xii
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 60
Damage: 120
Description: X Æ A-Xii is a humanoid familiar, or Calamity, a manifestation of the user's spiritual energy that is given form through the use of Yin Release. By performing three handseals, the user will create X Æ A-Xii. Resembling a knight, X Æ A-Xii has a full body armor, sword, long cape, and a helmet with a long-hair like ornament, his body is clad in darkness, appearing as though smoke is emanating from his body, and white-blue light seethes from his eyes. X Æ A-Xii is a knight who protects the user from the shadows, possessing the same properties as Hands of Sloth, it is capable of switching between it's tangible/intangible form passively, though it has to be tangible in order to attack or defend. This doesn't mean it can act on it's own. X Æ A-Xii is still just a manifestation of the user's spiritual energy, meaning the user has to control it to perform these actions, though this does not affect the user's ability to perform techniques. An ability that X Æ A-Xii possesses is when clashing with the target, due to the properties of Yin, it will insert Yin Energy into them upon contact, causing an imbalance within the targets chakra network. This translates to the target being overwhelmed with panic/fear, preventing them from thinking logically, resulting in them not being able to deduce A-rank and above Genjutsu and unable to break S rank Genjutsu by any means.

Note: X Æ A-Xii can be created in either form, but must always be created within short range of the user.
Note: X Æ A-Xii will remain on the field for three turns, or as long as the user needs it, whichever is shorter, and can be used twice per battle, with a three turn cooldown between uses.
Note: While X Æ A-Xii is in use, the user is unable to use Non-Elemental Ninjutsu, Yang Release or Yin-Yang Release.
Note: When this technique expires the user is unable to use Yin Release techniques above A-Rank for a single turn.

Approved. Made edits.

( Inton: Aldebaran ) ▼ Yin Release: The Follower
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: Aldebaran is a familiar, or Calamity, a manifestation of the user's spiritual energy that is given form through the use of Yin Release. By performing three handseals, the user will create Aldebaran. Unlike other Calamities though, to an opponent, Aldebaran has no actual form due to it's abilities because rather than being created beside the user, Aldebaran is created within the user's body. This is due to it being created with the same properties as the Hungry Ghost technique, wherein the user seals a parasite within his jutsu that latches onto foreign chakra, but in place of the user's jutsu, his body will act as the vessel for this parasitic energy. Aldebaran has no immediate function, unless the user in the situation where he needs it to act. Upon creation, it will remain within the user's body until a foreign chakra disrupts the users chakra network. Not unlike the Hungry Ghost technique, Aldebaran will look to latch onto the foreign chakra within the user's body and consume it. Unlike the aforementioned technique though, Aldebaran doesn't just latch onto the foreign chakra, it consumes all of it and then latches onto the target, causing the their techniques to be weakened in rank and power by one degree.

Note: Due to the nature of Aldebaran's ability, it doesn't take up a timeframe slot when it's created, but does count as one of the user's three moves per turn.
Note: Aldebaran will remain within the user's body for three turns, or as long as the user needs it, whichever is shorter, and can be used twice per battle, with a three turn cooldown between uses.
Note: While Aldebaran is in use, the user is unable to use Non-Elemental Ninjutsu, Yang Release or Yin-Yang Release.

Declined. This isn't an infusion into other techniques, like Hungry Ghost is. It needs to take a slot in the timeframe.
 
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Drackos

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(In'yōton, Onmyōton: Jinri Hosei Shiki) – Yin-Yang Release: Human Order Correction Ritual
Type: Supplementary
Rank: Forbidden
Range: Short – Mid
Chakra: 150
Damage: N/A
Description: The Human Order Correction Ritual is the culmination of Solomon’s undertaking that began with his single revelation during his tenure as King of Israel. The Seventy-Two Demon Gods, and their aggregate Goetia, the Demon God King, would become the basis for this technique; it is one of Solomon’s ultimate techniques within the Ars Goetia in which he, using his own body as a vessel, seals his Creation within him. Much like the seal in which a Jinchūriki is sealed within the host, this technique allows one to seal their Creation within themselves. The technique behaves as a body seal, located on the user’s abdomen with the Kanji for “Incarnation.” The user’s link to their Creation is considerably strengthened through this technique; while the Creation is sealed, much like a Jinchūriki, the elemental natures, skills, and abilities that the Creation possesses becomes the user’s, and are strengthened due to their bond. These fields are increased by a rank in strength, or twenty additional damage. The user also becomes able to use a single elemental field of their Creation's without hand seals, to be stated in the biography. The Human Order Correction Ritual possesses some tradeoffs; should the user die in battle, then their Creation will also die. This compares to use of the standard Creation of All Things Technique which allows the user’s familiar, or vice versa, to continue battle. The user also loses a secondary battle partner; this also means that, while sealed, the Creation is unable to travel through the Ninja World. The sealed Creation, while it is able to communicate with the user through mental link, it cannot release them from Illusionary techniques like a Bijuu can with their host. Should the user desire they are able to break the Human Order Correction Ritual seal, releasing the Creation back into the world at considerable chakra cost, and a move. This can be done in reverse, although only once per battle. As a body seal this technique must be stated on the user's biography.

YY, Adv Fuuin, Med, all in my inventory.

Approved - Daemon
 
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Shinta

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Fūjin no sensu - (Folding Fan of the Wind God)
Type:
Weapon
Rank: S-rank
Range: Short
Chakra: 30 (to summon)
Damage: 60
Description: This giant folding fan was created from pieces of Chomei's exoskeleton to create a fan particularly in tune with utilising wind style ninjutsu. When fully open, it bears the Kanji of the wind God Fūjin (風神) on the pale-green body of the fan itself, comprising of a mixture of Chomei's scales, with the ribs being made up of thinner pieces of Chomei's exoskeleton. The outer spokes of the fan are comprised of the hardests pieces of Chomei's exoskeleton, being the same blue colour as his armoured head. Being comprised of so much of Chomei, a Jinchuuriki of the Nanabi is able to summon/create the fan by calling upon Chomei's chakra to quickly materialise this fan in their hands; similar to the way they might form wings using the Flying Bug Technique. An extension of this is the Jinchuuriki is able to disperse the fan at will in order to prevent anyone else using it or to free up there hands. Not only can this fan serve as a medium for wind jutsu, such as those requiring giant fans or similar, but it also serves an effective weapon and shield; in both its closed and open states.
When closed, it can be used as a club or bladed weapon/sword due to the top of the outer spokes being sharpened. In its open form, it is able to completely hide the holder from head to toe and thus serving as a defence for the wielder. The defensive capabilities of this fan allow it to block one A-rank jutsu (following the strengths and weaknesses of Bijuu chakra) every other turn, up to three times before being destroyed at the cost of a move per turn; or one S-rank jutsu causing the fan to be destroyed. In either instance of the fan being destroyed, it can not be re-formed again for another three turns.
When open and being used for wind jutsu, the fan has the ability to produce a blinding flash of light in the same time frame with the released wind jutsu; producing the effects of the ( Hijutsu: Rinpen Kakure ) - Secret Technique: Scale Camoflauge, by releasing scales from the fan itself. This is accomplished by spending the same chakra and following all usage restrictions of the Scale Camoflauge Technique and counts as one of the usable moves per turn.
Notes:
- Can only by used by the Seven Tails Jinchuuriki.
- If dispersed by the user, the fan can not be summoned for 1 full turn.
- The fan can use the blinding ability only three times.
Approved
 
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Lord of Kaos

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New Cycle: 06/14/2020 - 06/22/2020

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

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

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REF: Heaven's Host
(Sōseiji no Shin Jidai) Twin Flames of The New Age
Type: Puppet(s)
Rank: S
Range: Short - Long
Chakra: N/A (30/40)
Damage: N/A (60/80)
Description: The Twin Flames are two near identical Ōtsutsuki puppets that belong to the Hands of God lineage, Sandolphon and Metatron. Being 'Angels', they can only be summoned through the Heaven's Host seal and return there upon being destroyed. They are each six foot in height appearing like slim, athletic humans from a distance due to having all the qualifying humanoid features such as torsos, legs, arms, and heads. They have no faces, but rather an opening in their bulbous heads that show small flames (orange for Metatron and gray for Sandolphon). Due to their uniquely designed abilities that synnergize with each other more so than the user, some of the Twins' abilities can be activated individually or in tandem (in the same time frame) but at the cost of two of the user's allotted moves per turn. Each combination move places both component techniques on their respective cool downs simultaneously.

Grand Divide/Crusader's Hymn: Crusader's Hymn involves Metatron, the vangaurd of the two. The user will pay 30 chakra have seals on both its palms with the kanji for "destroy" activate. This can be seen as orange-red flames erupting from the puppet's hands that are not unlike those of the Four Violet Flames Battle Encampment technique. Each seal is B-ranked in strength and has the power to seal away opposing techniques up to its rank upon contact (within reason). Alternatively, Metatron can focus the attack into one hand, being able to seal a technique up to A-ranked in strength, but doing so places this technique on cool down immediately. It is also able to use this ability alongside non chakra-aided Taijutsu. Grand Divide also costs 30 chakra after which the user will have Sandolphon strike from a distance through its unique inner system of spear-tipped chains that stay neatly coiled within its body. Each of Sandolphon's palms have openings to allow these chains to come flying out at the speed of a flung kunai up to 10 meters of its body. Upon activation, Sandolphon's spearheads become conduits to a seal within its body. This will cause a gray flames to enshroud the weapons (cosmetic) while giving them the ability to each pierce through techniques up to B-ranked in strength. Like Metatron, Sandolphon can release a single chain instead of two, granting the ability to pierce techniques up to A-ranked in strength. Doing this also immediately places Grand Divide on cool down. Both abilities can be combined seamlessly to have the twins seal a technique up to S-rank in strength (within reason) by striking it at the same time. This combination requires 40 chakra from the user can only be done three times per conflict with a two turn cool down. Individually, they can only use these abilities once every other turn.

Holy Terror/Kingdom Come: Holy Terror is Sandolphon's unique move where the puppet sends a pulse of chakra through its chains to detonate any or both of its spearheads, be it while in motion or lodged in an obstacle. The ensuing explosion covers a short-ranged distance and is A-ranked in strength, playing on equal terms with elemental Ninjutsu. Each detonation counts as a move. Kingdom Come is meant to be a follow-up, where Metatron is able to release concussive blasts of chakra from its hands that can reach up to short-range of its body and is able to push targets back another five meters, to the edges of mid-range. Each blast carries 40 damage and can also be done alongside non chakra-aided Taijutsu due to Metatron's surprisingly agile form. Thrice per conflict with a two turn cool down, the user can combine these abilities by having Metatron use it's concussive chakra blast to throw Sandolphon's detached spearhead at an opponent up to Long-range at twice the user's base speed. Should the spearhead connect with the target or a physical obstacle it will detonate in a massive explosion spanning ten meters in radius and dealing S-ranked damage. After performing this combination the Twin Flames will be unable to use any of their abilities for one turn (excluding non chakra-aided Taijutsu). Individually, the Twins can use these abilities once every other turn.

AT-Field Generation: This ability, seemingly innate to puppets of the Hands of God lineage, takes the form of a protective barrier that conforms to the puppets' bodies to protect from attacks. The Twin Flames are no different. One each of their chests are seals that when activated, will cover the Twins in a shimmering, translucent barrier that is B-ranked in strength. Once broken the barriers will become unavailable for two turns, after which this technique can be re-activated. The user may also bestow a single puppet with an A-ranked barrier when activating this technique, leaving the other unprotected. Doing so places this technique on a three turn cool down instead. This ability is A-ranked, costing 30 chakra regardless of method used, and can be activated once every two turns.

Declined: You say that Grand Divide costs 30 chakra but it can only pierce through things with B-rank damage? Also, you never mentioned that the chains of Sandolphon are able to seal objects so it didn't make sense when you said it could be combined with the other ability. Also, specify if these chains only do physical damage or if they seal as well. -Sasori
 
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Imperfect

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Fūinjutsu can be found in my inventory: Here.

(Fūinjutsu: Karada no Āto ☤ Hankon-ka) Sealing Art: Body of Art ☤ Scarification
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: Derived and developed from ancient tribal rituals which utilized the act of permanently scarring the body as a rite of passage, or an identifier of culture, caste, etc, Scarification, like it's namesake, utilizes the act of physically marking the skin in some manner to create an indefinite pattern, like a scar. However, unlike the more aesthetic basis it's derived from, this technique provides a more substantial and unique effect. First the user applies scars to their biography, which are visually described within the Appearance section, and properly defined within the Other section of their bio with this technique. While they can possess some tribal, or culturally significant pattern, the intent is to create scars in the shapes of Sealing Techniques that either can be, or require application directly to the body. In essence, they are effectively shaping their body to fit the script from "Body Seals", rather than "applying" those seals atop their body with Chakra. Naturally the user must still expend the Chakra to activate the individual seals where and whenever necessary, however Scarification does have it's own benefits.

This allows a Basic Fūinjutsu user the ability to create and apply a limited number of "Scarification Seals" to their biography, depending on their Rank, starting with one at Genin, two at Chunnin and finally three at Jonin. If the user gains access to Advanced Fūinjutsu, this technique takes on a new purpose, allowing the user to utilize their Scarification Seals in addition to their regular Body Seals, however the number of Scarification Seals the user can have is reduced by one. Finally, Scarification Seals cannot be utilized with any other Abilities, Specialties, etc that provide addititional Body Seals, such as the Seal Caster Specializiation. Additionally, as they are physically inscribed onto the user, rather than a Chakra-based Seal, Scarification seals have the added benefit of being immune to effects that seek to remove, or negate their presence itself.

Declined. You need Advanced Fuuinjutsu for this. The last note there doesn't make much sense. You can tamper with a seal even if it is physically inscribed onto something. There are multiple methods for this to work.

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Red-Robin

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Purchase of Mythical Summoning Contract in inventory found > here <




Summoning Animal: Church Grim (Spectral Hound Church Guardian)
Scroll Owner: Red-Robin
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: The Church Grim is a guardian spirit commonly referred to in English and Scandinavian folklore. This mythical spirit typically oversees the welfare of a church, protecting the churchyard from those who would profane or commit sacrilege against it. The Scandinavian Church Grim is also known as the Kyrkogrim (Swedish) and Kirkegrim (Danish). It often appears as a large, spectral black dog with a variety of possible sizes, ranging anywhere from 1-2 meter in length (roughly 3-6 feet) and up to 2 meters in height (roughly 6 feet). Each Church Grim has a unique shape and form as well characteristics that are malleable to it's own will, generally dependent on the amount of Chakra at it's disposal and the rank of the particular summoning. All Grim have the means to manipulate the shape of their tail into a long, whip-like appendage that can extend up to approximately 5 meters (roughly 16 feet). This tail can function similarly to an actual whip and can be infused with Chakra by either the Grim (limited to Earth and Fire) or the user to apply unique effects to it (Fire Chakra causing the tail to ignite, Lightning Chakra causing the tail to spark, etc) while also making it resilient to harm from respective Chakras that scale with rank of the Church Grim, but also become susceptible to counter elements, respectively. Note that this does not apply directly to the main body of the Church Grim as the Chakra that results in such sustainability or susceptibility is solely concentrated in the tail of the Grim, limiting it's advantages/disadvantages to the tail only.

Church Grim also have a natural affinity to Earth Chakra (up to summoning rank +1), giving them the capacity to perform Jutsu without the need for handseals, utilizing their tail or mouth for most conjuring points of Jutsu. Their affinity to Earth is presumed to be given by the premise that a Church Grim is created through being buried alive in the earth beneath the foundation of a Church and thus becomes the spectral guardian known as a Church Grim. Church Grim have also been known to have the capacity to manipulate Fire Chakra as well (up to summoning rank), but lack the capacity to make proper use of both Chakra types at the same time, preventing them from being capable of using any advanced elements that would correlate between the two base elements (ie. Lava). Despite this, it isn't impossible for a Church Grim to use different Jutsu from both basic elements, leaving strategic formations between it and it's Summoner brimming with possibilities if used wisely.

Church Grim also have the capacity to perform Natural Abilities respective to the shape of a canine that they take. Biting (up to summoning rank damage), tackling and clawing strikes (up to C-rank damage) among a few examples, with the damage capability depending on the base rank of the summoned Grim, and each costing one of the user's three moves per turn. They can also be mounted by the user and utilized for movement purposes. Note that given the direct spiritual link that the Grim has with its Summoner, they are limited to speeds up to user's rank +2.
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Though all Church Grim have the capacity to speak and even communicate telepathically with their summoner due to the spiritual link they share, only Church Grim of A-rank are capable of a unique process that allows them to take the shape of a humanoid being, generally relative to characteristics similar to the nature of their original form (ie. if the Grim seems to be a bit older, their fur might have grey patches or streaks, then they may also take the shape of an older person as well with similar characteristics, etc). While in this form, Church Grim are incapable of performing any Chakra-related techniques due to the need for constant concentrated Chakra pooled toward the process of maintaining this form, thus leaving it as a entirely a supplementary, cosmetic skill.

Finally, being guardians of places of religious significance, and beings that abhor sacrilegious acts, all Church Grim have a unique ability called "Resurgence Overrule". As Guardians of churches which are frequently associated with graveyards and cemeteries, Church Grim are naturally tasked with the duty of ensuring the eternal rest of those who have died and been laid in their burials. As such, Church Grim chase away grave robbers and any who would dare to disturb the dead. However, they are not always successful, resulting in the conjuring of Undead beings. Church Grim are capable of sensing the presence of restless souls that have been resurrected from their graves such as the Zombies, Edo Tensei, etc. When in the presence of these death-deprived beings, a Church Grim may activate Resurgence Overrule at the cost of one of the user's 3 Jutsu per turn to enforce an authority over the very existence of the Undead within their presence. This takes the form of a vengeful, bellowing howl that engulfs the surrounding field with an aura similar to Killing Intent, which reduces the defense of all Undead within their presence, causing them to take additional damage that scales relatively to their proximity to the Grim (Long Range: +10, Mid-Range: +20, Short-Range: +40 damage), which naturally increases all incoming damage directed at the Undead within the Grim's presence. Depending upon the rank of the Undead caught within the presence of the Grim's Overrule, weaker Undead targets will immediately falter, the very structure of their fragile shells that their restless spirits are trapped within crumbling, returning them to the Earth without the need for any physical engagement. In stronger, or generally more resilient targets like Edo Tensei, their overall capabilities are affected, causing their base movement to be halved, and the damage of their techniques to be reduced by 1 Rank, or -20, which count as an active debuff.


Approved by Imperfect, with highlighted edits, specific portions removed due to the way Summons worked, and added the final paragraph per user's request.




Summoning Technique for personal summons: Ruth



(Kuchiyose no jutsu: Supekutoruhaundo Kyōkai no Gādian Rutsu) Summoning Technique: Spectral Hound Church Guardian Ruth
Type: Supplementary/Summon
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This technique grants the user the means to summon the Church Guardian (also known as Church Grim) Ruth, who is the personal summon for Chise. The user, following one of the typical means of summoning, whether it be through hand seals, a summoning scroll, or summoning tattoo, bring forward the Church Grim Ruth. Ruth is a large, jet black canine with red eyes that consist with the characteristics of a Church Grim. He stands roughly 4 feet in height and approximately 6 feet in length from tailbone to snout, but up to 22 feet long in total when accounting for the maximum length of his tail up to 16 feet independently. As an A-rank summoning, Ruth is capable of performing the two basic elements of Earth and Fire that the Church Grim is known for; manipulating their Chakra with precision and efficiency that allows them to perform up to A-rank techniques from both elements without the need for hand seals or gestures. Exceptionally, due to Ruth's nature as a Church Grim and their natural affinity for the Earth Element, Ruth is capable of performing up to two S-rank Earth techniques per encounter. Finally, like all Church Grim, Ruth is capable of performing the natural ability of biting (A-rank damage) twice per encounter, while tackling and clawing (C-rank damage) can be performed a combined total of four times per encounter, at the cost of one of the user's 3 Jutsu slots per turn each.

Approved, with edits.
 
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(In'yōton-Onmyōton: Goshiki Dōkan) Ying-Yang Release: The Five Colours Path
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short-Range
Chakra: N/A
Damage: N/A
Description:
With Yin-Yang release teachings, the user masters the ability to fully change the nature of his chakra into the 7 natures that exist within chakra. Earth, Water, Fire, Wind, Lighting, Yin and Yang. The ability to understand and master all natures of chakra opens up different ways to use it and, as a result, diferent approaches to chakra as a whole. By using this knowledge, Scorps developed the The Five Colours Path. The user will focus and manifest the 5 elemental natures of his chakra into 5 spheres (roughtly the size of a fist) that will hover around him, within short range. To do this, he takes half of his total chakra (his max possible chakra), divides it into 5 equal portions and changes the nature of each into one of the 5 basic elemental natures. Each of the spheres contains 1/10th of his chakra molded into one of the basic 5 natures and establishes itself as a separate chakra pool from the users remaining chakra inside his body (which can, from that point forward, only be used for non elemental techniques) and from each of the other spheres. Once the technique is active, any elemental ninjutsu will be used either from the spheres or by having the spheres be the medium to do the technique (for example, for an earth technique that would otherwise require the user to put his hands on the ground, the sphere will move to touch the ground to trigger it; a fire technique that would engulf the users fist in flames would see the fire orb merge with the users fist; etc). The advantage is that, by using the orbs as his proxies, the user can use elemental ninjutsu without needing to use handseals, independently, needing only to focus on the orbs and control them to do the required action. Additionally, each technique performed using the orbs will not pull chakra from the user but from the orbs, with all that entails. However, all of this comes at a great cost: each orb carries only 1/10th of the users total chakra and, since its separated from the users main chakra pool inside his body and the other orbs, it can be depleted. If an orb is depleted, it will disappear and the user will lose te ability to mold that elemental nature for the rest of the fight. It also means that each orb can be used independentely of each other but that they can be targeted by sealing techniques or chakra absorption techniques. If all 5 orbs are depleted, the user will lose the ability to change the nature of his chakra into the five elements and be restricted to Yin and Yang nature manipulation. The user can, however, merge 2 or more orbs into one in order to use elements composed of more than one nature, like KGs or CEs, but this action cannot be reversed and the user loses the ability to use the basic natures that were used (for example, if one combines the orbs of Water and Earth to be able to use Wood techniques, one becomes unable to use Earth and Water techniques). The orbs carry an ultimate defensive capability, allowing them to be sacrificed to cancel a technique of their own element, regardless of property, rank, speed, etc. However, by sacrificing an orb to cancel a technique, one essentially depletes the orb and becomes unable to use the nature of its element for the rest of the fight. The technique can be canceled and the user can reabsorb the remaining chakra in the orbs into himself but this prevents any future use of the technique and doesn't reestablish any ability to mold a given nature that could have been lost.
Note: Can only be used by Scorps
Note: Nature manipulation restrictions that may come from sacrificing or depleting orbs, cannot be reversed by healing or any other method and will last until the fight ends
Note: Defensive ability is absolute and counts as one of the users moves
Note: Usage of the technique prevents the user from doing summons or using clones and cannot be used if any clone technique has been used before
Note: Must cancel any Sage Mode (or Senjutsu related modes) before activating and cannot use them during or after the technique ends
Note: Usable once per fight

Declined: Alright, so my main issue with this technique is the "absolute" defense part. How does it actually work? You spent a good portion of the technique explaining the elemental section which is fine but don't go into depth on how the defense actually works. Does the orb clash with the technique to disperse it? and by what method is it dispersing it? Is it negating the technique similar to a truth seeking-ball or is it something else? I notice that your technique has no chakra cost, for your sealing/chakra absorption line, what is the threshold to be able to absorb these orbs? like can an S rank Dark technique (which can absorb up to 40 chakra) just absorb your orb straight up? - Daemon


(Yōton/Suiton: Megami no Renrakusen) Yang/Water Release: Touch of the Goddess

Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
One of the unique properties of Water Release is its ability to serve as a medium to facilitate the use of Medical Ninjutsu. This is due to Water being the major component in most living beings; from mammals to plants, Water is essential to life. Water is a medium for proteins, energy, ions, its what gives cells their "volume" and form, etc etc. Using this principle, Medical Ninjas have long since been able to use water to remove poisons, make healing less painful, create medicine, etc. With the mastery over Yang Release and Medical Ninjutsu, one can further explore and improve those characteristics and employ them more pratically. The Touch of the Goddess is a technique in which the user will be able to embue into his water techniques healing properties as well as use them as a medium for specific healing techniques. An activation passive technique, it gives all Water techniques used afterwards the ability to heal any ally in contact with them for the same amount of chakra used for the technique. For example, using an A-Rank Water technique will allow the user to heal an ally (or himself) 30 points. This is limited to some factors, the main one being that the technique used needs to be one that can be shaped and used in a non offensive manner (even if its original use or type is offensive). Additionally, techniques that don't "last" and are "one shots", will only produce a momentary, "one shot" healing. On the other hand, techniques that last and are sustained, will heal while they last, for the same amount as the chakra needed to create it. A part from the additional healing effect given to the users water techniques, this technique also allows the user to use Water and Water techniques as a medium for his healing techniques. For example, if the user and an ally are in a lake and the user wants to heal him using Mystical Palm Technique, he needs only to use the technique and put his hand into the body of water. Passive abilities that Medical Ninja have such as Diagnosis Methods, that are used normally before healing a target can be used with Water Techniques and Water as a medium as well. All of these effects, however, require additional chakra to be used with each Water technique (10 additional chakra points) or Healing technique (20 additional chakra points)
Note: Can only be used by Scorps
Note: Lasts until deactivated
Note: Any technique labeled Medical Ninjutsu can be used but also any Yang Release technique with a healing effect as well as healing techniques not labeled as Medical Ninjutsu or Yang Release

Declined: This is a cool technique. However it is a bit broad, I am fine with your using yang healing through your non offensive water techniques as a healing method. the way how the restriction is worded, its as if you can use literally any Medical Ninjutsu through your water even if it isn't healing based. So clarify that part up. I'm skeptical to let this last until deactivated especially at no chakra drain/cost. I'd prefer is this had an actual turn limit. If you were to deactivate it, whats the cool down needed for you to use it again etc etc. - Daemon

(In'yōton-Onmyōton: Nagareru ) Ying-Yang Release: Flow

Type: Defensive/Offensive
Rank: N/A
Range: Short (Short-Long)
Chakra: N/A
Damage: N/A
Description:
As one masters Yin-Yang natures and their respective Ninjutsu applications, one learns to master his own chakra flow, control chakra, shape chakra and change chakra. Using this basic principle but applying it into a direct use, a ninja is able to use this ability to shape, control and change chakra that is released into the battle field by both himself and an opponent. This requires the ninja to be able to perceive said chakra, be it by his normal senses or enhanced ones (like Doujutsu, Sensory, etc) to then be able to exert control over it, which can be used to disarm a technique and dispel it, reuse the chakra in it, redirect the chakra into an attack, etc. Essentially, the user will be able to shape and take control of any chakra within short range around him (if the chakra also spans beyond the short range area, it can be pulled and manipulated towards the user) and, through body movement, syphon and transform it into its raw form, which he can then absorb into himself, dispel or redirect against his opponent in a raw form or shape with its original strength. The downside of the technique is that it requires the user to overpower the targetted chakra with his own, requiring him to spend double the amount of chakra than that of the original technique.
Note: Can be used against any form of chakra present on the field, affecting the user or allies, as well as any technique that uses chakra (elemental or not)
Note: Cannot be used against Genjutsu or Fuuinjutsu
Note: Can only be used once every 2 turns, up to 4 times per battle
Note: Can only be used by Scorps

Declined. In it's current state you could use this on techniques that form from the opponent's body and essentially instantly redirect that on them. It's just too broad and too strong to be allowed like this. The Truth-Seeking Balls are the best negation technique in the RP using Yin-Yang Release to achieve this; it requires physical contact in order to negate Ninjutsu. This technique, in its current state, can be done remotely at what seems to be any range and allows for a lot more versatility.

(In'yōton-Onmyōton Fuuin: Eien no Shichikakukei ) Ying-Yang Release Seal: Eternal Heptagram
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short-Range
Chakra: N/A
Damage: N/A
Description:
Using the same principle as the various seals and methods used to create Jinchurikii but applied to the entities created by the use of Creation of All Things, this technique is a hybrid between Yin-Yang Release and Advanced Fuuinjutsu. When branded with this technique, the user will have his creation sealed within himself, something that is achieved via a modified version of the (Hakke no Fūin Shiki) Eight Trigrams Sealing Technique that was used by the Uzumaki Clan to seal the Bijuu Kurama (Nine Tailed Demon Fox) in its various Jinchurikii all the way up to Naruto Uzumaki. There are significant differences, however, that allow this seal to be simpler and, at the same time, more versatile and effective than the (Hakke no Fūin Shiki) Eight Trigrams Sealing Technique. While the Uzumaki’s technique had to account for Kurama’s unwillingness to be sealed in its vessels and had to progressively allow the vessel to accommodate to the Bijuu’s chakra (to avoid risk of rejection and death), in this scenario the Creation is willing to be sealed and its chakra is that of the vessel (since it was its creator). By not having to account for the resistance of the Bijuu or the possibility of rejection, the seal is much simpler and easy to apply. The user will press his palm in the chest of the Creation and use Yin-Yang Release to manipulate it into a raw chakra form (a sphere, the size of a large basketball). He will then take his other hand (it will glow in what seems like a blue flame that will “burn” the symbols into him) and engrave the symbols for Earth (地球), Fire (火), Wind (風), Water (水), Lightning (電), Dark (闇)and Light (光), surrounding the symbol for Creation (創), in his stomach. The sphere of raw chakra will then flow into the seal and the technique will be completed. There are core differences between this technique and the seals used to create Jinchurikii: the user has no ability to restrain the creation inside him (like Naruto had to retrain Kurama) and the creation cannot take control over the user’s body, even if he wants to allow it. They will both share a mental world where they can communicate and interact outside the laws of space and time, much like Jinchurikii’s and their Bijuu do. Additionally, the presence of the Creation inside the user doesn’t offer him any special passive trait. However, it does allow the user to take on the form and the physique/physical abilities of the Creation (partially or completely) and share chakra between each other. If the user takes on the complete form of his Creation, he will merge his own Chakra Pool with half of his Creation’s Chakra Pool, allowing him a boost to the skills his Creation has and will also have access to a makeshift Bijudama-type attack. Finally, unlike a Jinchurikii, the user can fully materialize and externalize the Creation into the real world, at any time, as an independent entity, at will. Essentially, once the technique is applied, the user can seal and unseal the Creation into himself freely and at will.

Abilities:
  • When the user merges with the creation and takes its form completely, he receives +20 damage bonus to the elements the Creation can use, gains 1000 chakra points and receives the creation’s passive trait/skill
  • While transformed, the user can release, from a part of his body (that makes sense RP wise) a beam, a single dense sphere or a barrage of small spheres of chakra from one of the elements the Creation can use (similar to a Bijudama in form), called (Kiseki) Miracle
  • Incomplete mergings/transformations serve only RP/Aesthetic purposes or to take advantage of some physical trait of the creation (for example, if the creation has a tail, the user can incompletely transform and manifest a tail himself to use; the user can manifest an arm or wings, etc)
  • While sealed, the Creation can transfer 100 chakra points to the user, once every 2 turns (counts as a move and can release the user from Genjutsu)
Restrictions:
  • Sealing and Unsealing the Creation costs a move and 70 chakra points but can be done at the same time as another technique
  • Complete merging with the Creation lasts for 6 turns, after which it forcefully ends and can only be used once per fight
  • (Kiseki) Miracle counts as a move each use, has a Short-Long range and can range from C-Rank to Forbidden rank
  • Using a Forbidden rank (Kiseki) Miracle consumes 2 turns of duration from the merging/transformation
  • (Kiseki) Miracle does not receive the passive damage bonus
  • Incomplete mergings/transformations don’t have a time limit or consume chakra
  • Requires the user to have Advanced Fuuinjutsu Mastery as well as Yin-Yang Mastery and have a valid Chakra Creation created with (In'yōton, Onmyōton: Banbutsu Sōzō no Jutsu) Yin-Yang Release: Creation of All Things
  • Once applied to a bio, the user will always enter the field with his Creation sealed within him
  • While sealed, the Creation cannot use techniques that affect the world outside the user’s body but can use techniques on the user
  • While sealed, the Creation cannot transfer more than 400 chakra points to the user per battle
  • Enemies cannot interact or target the Creation while its sealed inside the user
  • Can only be taught by Scorps
Declined: Mainly this is declined because Drackos already have a similar seal with a Y/Y Creation. Something like this would require Drackos' permission to be made since its basically the same as his seal. Secondly, this seal does entirely too much. I had to nerf Drackos' seal because I didn't want him to running around with Bijuu like abilities to that extent. This is more or less that. If Drackos does give you permission to submit something similar to his creation seal, it'd have to be toned down. if you want techs such as partial transformations, attacks with the creation etc i'd have to be submitted through separate techniques. Something to note in general in the RP since I know you've been out of the game for a while, chakra reserve boosts dont stack, the highest is applied so for example you can't stack the 1000 chakra you gain from this technique onto the 1000 chakra you get from specializing in Yang. If you do end up with permission make it more inline with Drackos' seal (obviously not a direct copy of it) but something similar. - Daemon
 
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Sage Transformation/Aburame Technique: Allomerus - (Senninka/Aburame Jutsu: Allomerus)
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Allomerus is an Aburame/Sage Transformation technique developed by Delilah Copperspoon through the usage of her unique insect breed, the Jewel Wasp. Using their inherent chakra sensing abilities and drive to protect the host (user) at all costs, the insects are able to leave the host body to come together and form a shield to protect the user from any incoming attacks, without the need of input from the user. Thus allowing them to intercept techniques on the user's behalf. The Jewel Wasps using their innate ability to change their form will begin to secrete Senninka Fluid within their bodies , using natural energy to change the very shape of their being. Each individual insect undergoes a transformation that allows them to develop spiked, hardened shells around themselves. Strength in numbers allows for these fortifications to amount to something impressive. While under effects of active transformation, like Sage Transformation techniques, this formation is capable of clashing with elements with Neutrality due to it's Nature Energy infusion and has the ability to encompass 5 meters around the user. Due to this spiked formation of the Jewel Wasps, opponent/entity physical contact with the Jewel Wasps result in damage to that target, due to piercing spikes, as well as biting/stinging from the insects themselves. This technique can be used three times per battle with a two turn cooldown in between usages.
Approved
Aburame Hijutsu: Myrmeleo - Aburame Secret Technique: Myrmeleo
Type: Offensive
Rank: A-S
Range: Short - Long
Chakra: 30-40
Damage: 60-80
Description: Myrmeleo is an Aburame technique focused on pure offense using the ability to shape the swarm into different shapes for offensive purposes. Much like a basic manipulation technique, the user is able to manipulate their swarm to form weapons such as swords, axes etc. only limited by the user's imagination. This is done by compacting insects together to form tightknit semi solid structures that have physical impact behind them. Much like other manipulation techniques, this technique can be used immediately from the body by releasing insects from their body that compact together to form the shape the user desires'. Alternatively, the user is capable of manipulating insects that have already left the host body to form these shapes. The unique aspect of Myrmeleo is the effect the chakra absorption capabilities of these insects have. Due to their compact and close nature, when intercepting the target, the chakra absorption capabilities of the swarm become enhanced. This is due to the fact that the chakra absorption is localized on that one aspect of the target rather than scattered around it, allowing them to absorb more chakra than usual, up to three times the normal amount(S-ranked variant). Myrmeleo (A-rank) can be used up to three times per battle with a turn cooldown between usages, S ranked Myrmeleo can only be used two times per battle with a two turn cool down in between usages.
Approved
For the Colony - Koroni no tame ni
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80)
Description: For the Colony is an Aburame technique based around the detonation of ones insects to cause lethal damage. It can be used in two ways: as on offensive measure where this techniques produces its own swarm to carry out the detonation or the manipulation of a preexisting swarm for the detonation. For the first usage, the user is summons a swarm from their body that they use to converge on the opponent. The user then commands the insects to release a self-destruct pheromone instructing each insect within that hoard to rapidly release the chakra they constantly feed on from the user outward into a large blast that can create a decent sized crater. The second usage of this technique can be used on a preexisting swarm, following the same logic as the first, the user commands their insects to produce a self destruct pheromone within the swarm, causing them to rapidly expel chakra causing a detonation. When used in this fashion the detonation damage becomes equivalent to the parent technique's. Logically, the scope of the explosion depends on the size of the swarm used. In the first application, the swarm size is large enough to cover a 6 x 6 meter radius in which the resulting explosion will be that size. The second application is dependent on the size of the targeted swarm but the explosion size cannot exceed the scope of Mid Range. This technique can be used three times per battle with a two turn cooldown in between usages. After usage, No Aburame techniques above A-rank can be used in the following turn. The secondary application of this technique can be applied in the same timeframe as another Aburame Technique. Note: This in no way doubles the damage of an Aburame Technique. Rather replacing the Aburame technique with an explosion in its place.
Approved
Spider Summoning/Aburame Technique: Wyrmwood Regalia - (Kumo Kuchiyose/Aburame No Jutsu: U~irumuuddo Regaria)
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Wyrmwood Regalia is an Aburame/Spider Technique based on the ( Hijutsu: Mushi Miyu ) Secret Technique: Insect Cocoon. The user performs three handseals to temporarily increase the speed of the insect's development. By producing spider silk from their bodies and wrapping them in a tight fitted armor around their bodies similar to a cocoon. The advantage this has over the main technique is that the user is allowed to freely move without hinderance while their insects within their body undergo metamorphosis. However the downside is due to the movement of the user's body, the metamorphosis takes an extra turn. This allows bug techniques to temporarily acquire one of the three: the insects hunger for chakra becomes so potent they are able to absorb it directly from opponent's techniques or increase the chakra sensing capacity of the bugs to the next level allowing them to track up to x3 the user's base speed. While this tight fitting armor is active the user cannot release more insects from their body to use for techniques but are capable of manipulating swarms that have already left their body before this techniques activation(Logically the swarms outside of the body won't benefit from the accelerated development). This technique can be halted of the coating around the user is destroyed by an opponents technique, with the coating itself being able to be destroyed by A rank and below techniques. Wyrmwood Regalia can only be used twice per battle with it's effects lasting 4 turns and a three turn interval in between usages.

Technique referenced in Wyrmwood Regalia:
( Hijutsu: Mushi Miyu ) Secret Technique: Insect Cocoon
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage points: N/A
description: After performing the required hand seals ( Ox > Dog > Bird > Ram ) the user will increase the speed of his/her insects' development. As the user's body is already a hive of sorts for the insects, the user will encase himself in an actual cocoon to further aid the insects. This is an extremely useful move for Aburame clan members, since their attacks mainly focus on the usage of bugs. However, using this in the midst of a battle can be potentially dangerous as it leaves the user static and vulnerable. This allows bug techniques to temporarily acquire one of the three: Elemental strength against a particular element; Double the chakra stolen upon contact; or decrease the cost of Bug Techniques by half, with the same efficiency.
Note: Effects last for 5 turns.
Note: Can only be used 3 times per battle.
Note: Must be a member of the Aburame clan and wait 1 turn for development of Bugs.

Approved
 
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( In'yoton/Senninka: Monogoto no hen'yō ) - Yin-Yang Release/Sage Transformation: Transformation of All Things
Type:
Supplementary
Rank: Forbidden
Range: Short
Chakra cost: 150
Damage points: N/A
Description: Created by the Sage of Transformation, Transformation of All Things is the application of their multifaceted Sage Transformation abilities alongside the extremely versatile and near reality-warping abilities of Yin-Yang Release the user is able to totally alter a creature, including themself or another individual or even an object into a completely different form semi-permanently. These can have varying effects such as adding a pool of temporary health, increasing damage dealt, and giving additional abilities such as flight should an appropriate form be taken. This is done by using their Sage Transformation ability alongside the Yin Release allowing him to create any form out of nothingness and using both of these skills alongside Yang Release to breathe life into things such as an object. This can supply themselves or another with flesh, bone, tendons, and any other cellular alteration needed to take on a radically new form. When applied to something like an object or an ally, they are able to alter the object by using Yang Release to breathe life into it giving it sentience and then Yin Release to change its form into something different. In the case of an ally, the user merely alters their form through Yang Release and uses the imagination-based abilities of Yin-Release in unison to bring out the form from nothing but their own imagination.

Creature into Creature: The Sage Transformation user has the ability to morph into any animal or creature he knows of or can imagine including even things formed from his imagination itself such as a dragon, or a Kraken. He can even change into extinct animals merely needing to imagine a form to take it, this however does not allow him to transform into other people. When he changes, it only takes a couple of seconds. It does not matter how big or small, meaning he can be as large as a boss level summoning ( 100 meters in the three spatial dimensions ) or as tiny as an animal such as a bird, cat, bat, or snake ( 1 meter in the three spatial dimensions ). It does not put a strain on him to do this. He can stay in a creature's form for an entire arc. They also through this technique have the ability to transform into creatures many times larger than their actual forms, such as a massive spider or a giant snake. This can even be something similar to the Yamata no Orochi. If wings are created flight can be gained and the user will fly at x3 their speed.

While undergoing a creature to creature transformation the Sage Transformation user will gain a set of 150 temporary health added onto their current maximum due to adding excess flesh, bone and durability to their form. Alongside this new form and health, they will see a passive increase to their speed of five-speed levels as they will increase their natural muscle strength and dexterity. Like ( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell this increase stacks upon any speed increasing ability such as the Eight Inner Gates, Sage Mode, etc. Additionally, they can choose one elemental ability ranging from the base five to an advanced element, an advanced ninjutsu, or a custom element and it is increased passively by ten ( 10 ) additional chakra and twenty ( 20 ) additional damage. This is because they are able to alter their physical being to better acclimate to the production and use of the element or ability. For example, a dragon producing a breath-based weapon and glands to aid in it, a poison producing gland, an ink producing gland etc. When done in this way on a personal level the alteration can last up to an entire arc being semi-permanent just like ( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell. Through physical contact, the Sage Transformation user can also alter another creature such as an ally or a summoning creature granting them the above-mentioned increases for up to a maximum of ten turns.

Object into Creature: The Sage Transformation user can turn an object into any kind of living flesh and blood creature, as long as the creature's size is no larger than thirty ( 30 ) meters in the three spatial dimensions. The creature is subservient to the Sage Transformation user and follows each of his commands. It has a mental link to its creator, the ability to speak and has a human level of sentience and intelligence. It has 150 health, moves at three times the speed of a Sage Ranked individual ( 33 ), and can deal 140 damage once per turn with a freeform physical attack. It has a resistance to A-rank and below damage meaning it is able to shave sixty ( 60 ) damage off of any physical, or energy-based technique that strikes it. It however cannot use any techniques or abilities merely being an object brought to life. It remains sentient and alive for an entire arc or until it takes its health in damage before reverting back to its original form. It is obviously susceptible to genjutsu and other abilities as it has an active thinking mind but the mental connection allows the creator and the creature to share information instantly making for a way to gauge when they are placed in a genjutsu or affected by a mind-altering technique.

Note: The user cannot use Yin-Yang Release, Yin-Release or Yang Release of any kind for five turns after using
Note: Can only be used twice per arc, with a five turn cool-down period between uses
Note: While in a new form the user or another ally will still have access to all of their usual abilities
Note: The user can passively and in the same timeframe as anything else drop any transformation at their discretion
 
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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.
Drackos
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 Yang or 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 to deal Yang and Taijutsu fielded attacks and requires them to spend normal chakra levels equivalent to ninjutsu techniques when performing taijutsu or kenjutsu(if not already applied).

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

Declined: Spoke with Drackos and this still isn't meaningful enough. Especially for a passive +30 boost you want on your intrinsic perk. This is barely a restriction at all. - Daemon

(Yin/Fuinjutsu: Gyakusatsu | Yin/Sealing Arts: Carnage)
Type:
Supplementary/Offensive/Defensive
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Carnage is a rather simple kind of sealing technique that works similar to that of the five elements sealing technique. However, instead of sealing an elemental technique, the user is able store a technique in a seal that can elevate the rank of the technique itself by pressing extruding amounts of any element the user possess into each scroll and upon summoning the scroll the user can unleash the element to levels of S-rank from the seal. However, that is not what is the most unique aspect of the seal, because in the seal the aspects of Yin. The level of S-ranked elemental chakra that is stored in the seal is actually manifesting(as it is released) into that of an elemental spirit that can act similar to that of a ghost or a puppet. Not to be confused with sentience, which is a property of Yang, but rather within the lines of the Hands of Sloth technique. This means that the elemental chakra will retain its original S/W but can also become absolutely intangible but then also resulting it to be able to deal no damage but instead granted opportunities to act outside an enclosed barrier that the user might be trapped in. This needs to be stated clearly when used if the technique is to bypass physical structures or not, but what is interesting in the technique is that not the full range of the technique needs to be intangible, meaning one part of it can and the other not at the same time. Like the hands of sloth, this technique will make the unsealed chakra manifest into something that is an extension of the users body and in this case its wings. This means that as soon as the chakra has been released from the seal it will manifest on the users back and can be used for any sort of action needed.

Note: Can only be used 4x per battle
Note: Needs to be Yin or Yin/Yang master to have dual elemental elements such as AEs/CEs stored in the seal
Note: Can only be taught by Skorm

Declined: This technique is weird right because, 1) the way how this works I won't let you just store any technique into a scroll to then be boosted to S rank S/W to then be used as a sort of spiritual limb. You'd have to store an elemental type of chakra to be released. i.e. "I seal fire chakra into the scroll to be used for later usages." This brings to me to my second point 2) You gotta state what element you have prestored in the scroll either at the start of battle or on your bio 3) Okay you have an intangible limb that can phase through barriers, how long does the spiritual limb/wings last for? And what do you mean by "any soft of action needed" seems vague. Since these are wings wouldn't it just be flight? - Daemon

(Shikotsumyaku: Jigoku no hōyō | Hell Embrace)
Type:
Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Hell Embrace is a particular shape manipulation that is used when a user needs to brace for a really hard impact that they cannot avoid or have the tools to defeat with their current situation. The user channels a large amount of chakra throughout their body and lets their skeletal structure manifest in such a state that it quadruples its density as well as fortifies vital organs with shielded coating outside their body with a bone armor that covers the users body but particular in those areas. The users spine gets locked in position to minimize back pain and paralysis. On the users feet, there are tendrils that grows out from the users heel and toes, creating a grappling hook to attach them to whatever surface they are standing on as they prepare for impact. Because the chakra is spread thoroughly from the user it counts as a full body surge of chakra which also can be used to cleanse the user from genjutsu one rank below(as per genjutsu instructions follow). The technique can be fortified further with coating techniques or other advanced fields such as Yang or Yin. The user practically immobilizes themselves for impact and lets them tank S-ranked damage following S/W of DBP.

Note: Needs two-turn cooldown.
Note: No other DBP jutsu in the same turn.
Note: Can only be used 3x per battle.
Note: Can only be taught by Skorm.

Approved
 
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Arthorius

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Genjutsu: Sofuto Bodi | Illusion Technnique: Soft Body
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives their body, causing them to feel as though their body has suddenly become excessively malleable and rubber like. While this illusion doesn't cause paralysis it does prevent the opponent moving their body effectively due to them believing they are suddenly rubbery, they will mess up attempting to form handseals, and will be unable to run until they break free from the illusion, additionally damage will be caused each turn after the first should the illusion not be broken as the mind is degraded by the rubbery illusion.
Notes:
-While this illusion can be layered, it can not be layered with any paralysis genjutsu.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Declined: This isn't a paralysis jutsu but the victim can't perform hand seals or "run" as in move?
Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals. Additionally any techniques the victim uses that have recoil damage, will cause an extra +10 to their own recoil damage due to their lapsed concentration. Should the victim not release this they will take damage from the constant noise.
Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Declined: I don't like the idea of opponents taking extra recoil damage for their techniques.

Taijutsu: Rendo | Body Technnique: Rend
Type:
Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique can be used either as a standalone taijutsu strike, or as part of a counter by employing a variety of bodily movement. Regardless of which is chosen, the strike will be delivered with the hands, which will be cupped similar to a clawed formation, meant to mimic the claws of feral beasts. The strike is ideally delivered to areas with soft tissue targets, such as the eyes or throat the armpits etc. Tearing with their fingernails and fingertips the user will literally rip the flesh of the victim with this powerful manouver, should it strike a soft target area it can deliver considerable damage, with strikes to the eyes causing blindness, strikes to the throat causing the target to be unable to speak or use jutsu from the mouth. Strikes to either armpit or thigh will disable the arm or leg preventing movement, while these injuries can be severe they are very rarely fatal unless by some fluke.
Notes:
-The user can avoid small scale attacks before countering with this in the second version, using a variety of movement similar to drunken fist.

-Can only be used 3 times per battle.
Approved
Pending. Leaving all for someone else.
 
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Sasori

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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
(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 or other spiritual effects of a technique. Also, the opponent's spiritual techniques deal 20 less damage against the user's techniques. The user, however, would only be able to protect themselves from the effects of spiritual techniques and weaken techniques up to four times, with a two turn cool down in between usages. The user is capable of weakening spiritual techniques because Eidolon is capable coating the user and the user's techniques in a special layer of chakra that has spiritual properties which eat away and seek to disrupt the balance of spiritual jutsu in contact with it. In exchange 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.

Approved with Edits Made - Daemon

(Masutā no bōmei) Puppet Arts: Exile of the Master

Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10 (+5 for each limb)
Damage: 20
Description: Since Sasori was a human puppet he was capable of using his body in ways ordinary humans could never imagine to. This is a passive technique that allow the user to use chakra to eject parts of their body up to mid-range in a direction and sent it towards another target to hit them with freeform damage. This could also be used to get rid of infectious acids or parasites on the user's body. If desired the user can spend a move so that this does 20 damage.

Approved - Daemon

Dropping CW here if approved:https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-43#post-21177975
(Ōkan) - The Crown
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 (to summon)
Damage: N/A
Description: The Crown is an ancient weapon that has been circulating through the world for centuries. It takes the form of a golden crown with three rubies centered throughout its structure. The Crown is known to enhance the abilities of any Ice user who wears it. The Crown belonged to a powerful wizard by the name of Urgence Evergreen many centuries ago who was rumored to be one of the first ice elemental creatures to ever exist. After his passing, The Crown was imbued with the powerful strength that once resided inside of the ice elemental. Once the user places The Crown on their head it will cause a dramatic change to occur on their body. First, The Crown will bond itself to the user by freezing itself to the user's scalp making it near impossible to remove once on unless the user’s desires it. Next, the user’s skin will become extremely cold causing it to turn a light blue color. Due to how cold their skin will have become they will cause anyone who they do not deem an ally to feel the burn of the ice if they touch their skin. This translates to a reduction of -10 from taijutsu attacks where the opponent physically touches the user. Due to their new ice based body the user is capable of healing from small cuts and bruises by using ice to close wounds that freeze them shut which translates into a passive healing of +5 health each turn. As mentioned before, The Crown enhances the user’s Ice powers due to its origins which translates into a passive +20 or + 1 rank to the damage/defensive properties of ice jutsu depending on what's appropriate. Any one who wears The Crown is also granted the ability to manipulate Ice in ways normal users cannot. This means the user can passively create ice constructs by releasing the ice from different parts of their body. For example, the user can shoot beams of ice from their hand which can be used to freeze the ground or they can shoot a beam into the air to cause it to snow. It is also possible for the user to simply create ice constructs that can does as the user pleases. The possibilities are near endless. If desired the user can choose to spend a move and utilize their ice powers up to S-rank with the same restrictions as before. If utilizing like this then the user can only use an A-rank version three times. The S-rank version could only be used twice with a turn cool down. This ability regardless of version can be used up to long range but also regardless of rank/version all ice based abilities/usages must come from the user’s body. Any ability the user uses from this ability can only last up to three turns. For instance, if the user made it snow, construct an ice familiar, or froze something then it would only remain like that for 3 turns before melting into water.

Declined: Healing wounds by freezing your cuts won't heal you. Secondly, the whole ice beam/construct portion won't be passive that's wild. They'd have to take a move in a turn regardless of rank. You also mention the A rank and S rank variants only. I assume those are the only two variations then? - Daemon

(Yukion'na no kagami) - Ice Release/Sealing Arts: Mirror of Yuki-Onna

Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform two hand seals and channel their ice chakra in front of them. By doing so they will create a thin circular sheet of ice that will be 10 meters in length and width. This ice mirror is special because upon creation the user will have imbued it with special sealing properties. The sealing properties of this technique come into place when an incoming attack is coming in the direction of the mirror. Once an incoming technique’s reflection has been seen in the mirror it will cause the sealing properties of this technique to come into place and at that point it will begin to seal the opposing attack if it is up to mid-range away. This ability is able to seal up to A-rank attacks. When the opposing technique has been sealed that is when the next ability of the mirror comes into play. At this point, the mirror will release from it a mirror image of the opposing technique but this time crafted out of ice. The special property of this ice is that it will be freeform and once it comes into range of a target up to mid-range away (or sooner if the user desires) the user is able to cause the ice creation to explode causing snow to be released in every direction five meters of where it exploded. This, however, holds no special property besides possibly diverting the opponent’s attention/sight and the snow will soon melt after it has exploded.

Note: Can only be used twice with a turn cool down

Declined: That reflection thing I bolded is a hard no. Have it work through contact or if you are gonna do reflection at least have it be short range of you. Mid range is kinda crazy- Daemon
 
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KeotsuEclipse

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(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue nagamaki (essentially a katana with a hilt as long as its blade), the blue color of the sky at dawn. The nagamaki's blade is longer than a standard katana's, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level; this is achieved by the sheer length of the blade itself extending the range of physical attacks, and by reinforcing energies that move across the blade, to augment energy based attacks; that is, physical attacks are extended in range due to the blade being nearly twice as long as a normal sword, and energy attacks are increased in range because the nature of Mythos in this form allows their energies to be further refined so that they can be stretched to further ranges without a loss in effectiveness.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
Nagamaki
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(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue nagamaki (essentially a katana with a hilt as long as its blade), the blue color of the sky at dawn. The nagamaki's blade is longer than a standard katana's, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level; this is achieved by the sheer length of the blade itself extending the range of physical attacks, and by reinforcing energies that move across the blade, to augment energy based attacks; that is, physical attacks are extended in range due to the blade being nearly twice as long as a normal sword, and energy attacks are increased in range because the nature of Mythos in this form allows their energies to be further refined so that they can be stretched to further ranges without a loss in effectiveness.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.
Nagamaki
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(Densetsu-no Kamei Gigei: Dyurandaru) Legendary Command Art: Durendal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Durendal", from the French "to endure". This is Keotsu's preferred form for Mythos, and in this form Mythos takes on the form of a remarkable straight sword with black colored metal, though the edges gleam a mirror-like silver. True to its name, the Durendal form is meant for long bouts, and helps augment the energies that move across Mythos so that Keotsu's energies go further, making it so that all Kenjutsu techniques of any type have their chakra cost halved, and Kenjutsu techniques that have a per-turn upkeep cost have that cost reduced by half. Likewise, when energies are drawn into Mythos that would normally be negated or neutralized due to the blade's composition, half the chakra cost of that technique is instead fed back into Keotsu's reserves.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
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(Densetsu-no Kamei Gigei: Dyurandaru) Legendary Command Art: Durendal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Durendal", from the French "to endure". This is Keotsu's preferred form for Mythos, and in this form Mythos takes on the form of a remarkable straight sword with black colored metal, though the edges gleam a mirror-like silver. True to its name, the Durendal form is meant for long bouts, and helps augment the energies that move across Mythos so that Keotsu's energies go further, making it so that all Kenjutsu techniques of any type have their chakra cost halved, and Kenjutsu techniques that have a per-turn upkeep cost have that cost reduced by half. Likewise, when energies are drawn into Mythos that would normally be negated or neutralized due to the blade's composition, the chakra cost of that technique is instead fed back into Keotsu's reserves.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.However, taking the form does not consume a moveslot/is done passively.
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(Densetsu-no Kamei Gigei: Ekusukaribā) Legendary Command Art: Excalibur
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 50 Activation | -50 per turn
Damage: -20 to user upon initial activation
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This is the greatest of its forms and is known as "Excalibur", a sword who's legend needs no introduction. In this form, Mythos takes on the form of a brilliant, golden longsword with ornate decoration, the fuller of the blade being a deep navy. Excalibur is unique in that, like its legend, its powers are never really consistent; instead, Excalibur takes on the combined powers of the last three Legendary Command Art forms to have been used. Such power comes at a price, though, and Excalibur quickly drains the wielder's strength; so much so that it actually taps into Mythos's primordial form of "Mikomi" and calls upon the ancient shape-shifting ability the blade once had that required a portion of Keotsu's life-force to function. Oddly, the blade glows with a constant, gentle light, and cloaks the wielder in a faint golden aura.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
*Note: Can only be used once three other Legendary Command Arts have been used and have been individually active for at least two turns.
*Note: Once activated, Excalibur requires a 50 chakra upkeep cost at the end of every turn its used, including the activation turn.
*Note: If Mythos leaves the Excalibur form, no other Legendary Command Art form can be taken for the remainder of the battle.
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(Densetsu-no Kamei Gigei: Ekusukaribā) Legendary Command Art: Excalibur
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 50 Activation | -50 per turn
Damage: -20 to user upon initial activation
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This is the greatest of its forms and is known as "Excalibur", a sword who's legend needs no introduction. In this form, Mythos takes on the form of a brilliant, golden longsword with ornate decoration, the fuller of the blade being a deep navy. Excalibur is unique in that, like its legend, its powers are never really consistent; instead, Excalibur takes on the combined powers of the last three Legendary Command Art forms to have been used. Additionally, Kenjutsu techniques that are used through Excalibur that are elementally neutral (example: Samurai Sabre Skill) instead are treated as having elemental superiority to techniques they were previously neutral to, befitting the "Blade of Promised Victory." Such power comes at a price, though, and Excalibur quickly drains the wielder's strength; so much so that it actually taps into Mythos's primordial form of "Mikomi" and calls upon the ancient shape-shifting ability the blade once had that required a portion of Keotsu's life-force to function. Oddly, the blade glows with a constant, gentle light, and cloaks the wielder in a faint golden aura, which flares with an incredible magnificence whenever a Kenjutsu technique is used, giving them a blinding property and coloring them brilliantly.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.
*Note: Can only be used once three other Legendary Command Arts have been used and have been individually active for at least two turns.
*Note: Once activated, Excalibur requires a 50 chakra upkeep cost at the end of every turn its used, including the activation turn.
*Note: If Mythos leaves the Excalibur form, no other Legendary Command Art form can be taken for the remainder of the battle.


All Approved-Sasori
Note: Put the images in spoilers next time.
 
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Goetia

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Resubmitting:

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

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


Shinryūō: Haimudaru, Iruminēta ♚ True King: Heimdallr, The Illuminator
Type: Offensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By forming 3 handseals, the user will release a large mass of pale-yellow lightning from their body. Through shape manipulation, it will assume the form of a ten meters tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate Heimdallr, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Should the entire shell be destroyed, the core will simply remain stationary, floating in the air and serving no function until it is destroyed or the shell is regenerated. The shell, whether only partially or completely destroyed, can be regenerated to its original strength at the cost of a move, once every two turns. Whilst Heimdallr is in contact with a Water technique, the jutsu gains +20 damage. Heimdallr can also stream himself through and emerge from the Water technique and return to his original form at a size relative to the technique he was streamed through, and will not disperse once the Water technique it has been streamed through expires. Its Lightning Release core allows it to use generic A-Rank projectiles, streams and waves of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank per turn, whilst it is able to use A-Rank techniques twice per turn. In addition, Heimdallr is able to transform itself into a smaller bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. In this form, Heimdallr will move at the speed of a standard lightning technique. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above, though still costing a move as stated. Should the user wish to stand on Heimdallr, they must passively stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air, and requires a turn cooldown before another use.

⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 2 turns
(Shinryūō: Haimudaru, Iruminēta) – True King: Heimdallr, The Illuminator
Type: Offensive
Rank: S
Range: Short (Range of Creation) – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By forming 3 handseals, the user will release a large mass of pale-yellow lightning from their body. Through shape manipulation, it will assume the form of a ten meters tall winged beast, with 3 heads and a single extremely long tail. It possesses a limited form of autonomy that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate Heimdallr, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Should the shell be destroyed but the core left intact, it will passively regenerate, though this can only occur once every two turns. Should the shell be destroyed and the regenerative ability on cooldown, the core will simply remain afloat, keeping the user nearby in a manner similar to that of Lightning Blades Levitation, though the user can will themselves free at any point. Its core allows it to use generic A-Rank projectiles, streams and waves of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank per turn, whilst it is able to use A-Rank and below techniques freely. In addition, Heimdallr is able to transform itself into a smaller bolt of pure Lightning Release, and in the essence of a thunderbolt, instantly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. The user is free to perform their own techniques simultaneously as this ability. In this form, Heimdallr will move at 1.5x the user's base speed. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above. Should the user wish to stand on Heimdallr, they can passively stream chakra equivalent to 5 points per turn to their feet. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air, and requires a turn cooldown before another use. This technique cannot be used as a source for Lightning jutsu by enemies, lasts for four turns, and can be used twice per battle. Upon deactivation, the user's Lightning Release is limited to A-Rank and below for the remainder of that turn.

Approved: Removed the mentions of halving chakra expenditure and also removed where you said you could move with it when it turns into pure lightning. Let me know if you want me to reverse this.
Updating:


Shinryūō: Ritosuajimu, Dizasutā ♚ True King: Lithosagym, The Disaster
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn / -30 per regeneration)
Damage: 80
Description: The user will perform 4 handseals, and proceed to focus a large amount of chakra into the ground. A huge earthen creature will emerge from the ground, taking on the form of a 30 ft tall maned beast with 4 wings. It’s body is rife with large protrusions and sharp outgrowths that make it dangerous in close quarters, with only its forehead and snout being places where the user can situate themselves atop it. Within Lithosagym’s body lies a cavity, where a pulsing core of rock exists, that allows it to utilise all Earth Release techniques the user knows, in addition to the use of generic A-Rank rock and mud streams/projectiles, where projectiles fired from the spiky mane will instantly regenerate and replace themselves. The user can supplement this attack using their own Fire Release, by streaming it into an attack that Lithosagym uses, creating an S-Rank combo of ignited mud or rock that will prove deadly to whomsoever is caught in it. The most unique aspect of this jutsu is it’s unique link with the earth it is created from. So long as Lithosagym is in contact with the ground, even a single limb is sufficient, the user can use the earth itself as a source to regenerate any damage done to it, restoring it to its original strength (S-Rank), at the cost of a move. The user is also able to tap into Lithosagym as a medium through which to use Earth Release techniques, since it is entirely made of Earth Release itself, at the cost of a move, with chakra cost of jutsu being halved due to the source already existing and only an extent of manipulation being required. By channeling 5 chakra points per turn to their feet, the user is capable of standing atop Lithosagym during high speed movement or any other actions that would otherwise result in the user falling off from it. Upon deactivation, forcibly or otherwise, Lithosagym will rapidly fall apart and crumble into dust, leaving no time for others to use its remains. Additionally, the user’s Earth Release is limited A-Ranks and below for the remainder of that turn.

⇒ This jutsu cannot be used as an earth source by enemies
⇒ Usable 2x per battle
⇒ Lasts 3 turns
(Shinryūō: Ritosuajimu, Dizasutā) – True King: Lithosagym, The Disaster
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will perform 3 handseals and focus a large amount of chakra into the ground. A huge earthen creature will emerge from the ground, taking on the form of a 10 meter tall maned beast with 4 wings. Its exterior is rife with large protrusions and sharp outgrowths, but on the inside lies a cavity where a pulsing core of rock exists. This core allows it to utilise all Earth Release techniques the user knows, including specialty-bound techniques (following any unique usage requirements) without seals. The most unique aspect of this jutsu is it’s unique link with the earth it is created from. So long as Lithosagym is in contact with the ground, even a single limb is sufficient, the user can use the earth itself as a source to instantly regenerate any damage done to it, restoring it to its original strength, at the cost of a move. The user is also able to tap into Lithosagym as a medium through which to use Earth Release techniques, since it is entirely made of Earth Release itself, at the cost of a move, with chakra cost of jutsu being halved due to the source already existing and only an extent of manipulation being required. This does not lessen the amount of chakra in the technique, it simply counts as less strain on the user's reserves. By passively channeling 5 chakra points per turn to their feet, the user is capable of standing atop Lithosagym, allowing them to retain their footing during high speed movement or any other actions that would otherwise result in the user falling off from it. Upon deactivation, forcibly or otherwise, Lithosagym will rapidly fall apart and crumble into dust, leaving no time for others to use its remains. Additionally, the user’s Earth Release is limited A-Ranks and below for the remainder of that turn. This technique cannot be used as an earth source by enemies, lasts for four turns, and is usable twice per battle.

Approved
 
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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.
(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 at the user's base speed 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. The ranged variant cannot influence anything within short range of the enemy.

Approved

(Meiton/Inton: Maredikutamu ) Dark Release/Yin Release: Maledictum
Type: Supplementary
Rank: S
Range: Short (Absorption), Short - Long (Parasite Range)
Chakra: 70
Damage: N/A
Description: Based on the core principles of dark release’s absorbing – this technique seeks to take it beyond normal. Upon a foreign technique coming within a short range of the user, they will utilize their dark marks on their palms but infusing it with Yin based energy. This causes the absorbing process of Dark Release to be altered, causing it to forgo its normal strengths and weaknesses, causing it to be created as neutral regardless of the elemental nature or composition of the foreign technique. Upon absorbing the technique into their marks, it triggers the second part of this technique. The absorption of the opposing technique, a spiritual parasite is released via an established spiritual tethering. This process cannot be blocked or prevent unless done via Yin, Yin – Yang, or Senjutsu based defenses. much like with Hungry Ghost. Upon the parasite attaching to the opponent, it functionally remains dormant until certain triggers are tripped. This is when the opponent utilizes anything with chakra, the parasite while then responds in kind. It would begin to sap away chakra from the opposing technique, so much so that it loses one rank in damage and chakra. While this is happening, the chakra it siphons doesn’t go to waste but rather through the spiritual tether, it connects itself to the user’s dark mark, feeding the chakra into the user’s mark for future use. The technique siphons a total of -20 chakra per technique, immediately sending it back to its host. Triggering the parasite doesn’t cost a move slot, with it lingering on the target for three turns before naturally fading away. This technique can only be used twice per battle, leaving them unable to use Dark Release and Yin Release above A rank in the same and next turn, while in the turn the parasite prematurely or naturally ends, the user is unable to perform Dark and Yin Release S rank and above for two turns. The parasite can be removed through the use of Yin, Yang or Yin –Yang and Senjutsu full-body surges of the same chakra amount. Technique absorbs techniques 70 chakra and below.

Declined due to Customs ban - Daemon

(Genshi Kage: Saabanto no Yami)Primordial Shadow Arts: Servant of Darkness
Type:
Offensive, Defensive
Rank:
F
Range: Short – Long
Chakra: 70
Damage:
80
Description: Through the formation of four hand seals, the user infuses Yin energy into their shadow, existing shadows in the area (not including the opponents) or with the shadows underground. What this causes is the shadow to respond in kind, becoming animated into a physical form. This physical form is a shadowy familiar, which for cosmetic purposes can appear in anymore – namely demonic creatures. Its size would be easily between one to eight meters tall but can change this passively as it sees fit. The shadow inherently has more yin energy infused into it, causing it to gain immense absorbing properties – so much so that when it makes contact with opposing chakra, it employs certain features. This familiar forcefully absorbs foreign chakra from techniques coming into contact with it – simply absorbing it and adapting it into its shadowy body. This absorption comes at the cost of a move slot, though it doesn’t count if created and immediately absorbing an opposing technique within the same time frame slot. Due to its lightweight body, it moves at x2 the user’s base speed – and is capable of physically striking the opponent with tendril-like formations from its body or by creating shadowy weapons. It also has the properties of Shadow Imitation applied to it, causing it to paralyze the opponent in place, allowing the user to control their movements via the shadow familiar’s own movement. Last but not least, the shadow is capable of merging into the ground via the darkness under the surface or existing other shadows in order to travel and avoid things if needed, though this costs a move each time as well. This can only be performed twice per battle, lasting three turns each. Utilizing the shadow imitation like effect on the targets requires them to pay a chakra cost of double this technique’s own and a move slot in order to physical break free. While in use, the user cannot use any non-elemental ninjutsu (aside Nara Clan Techniques) , Yang Release, or Yin-Yang Release techniques. When the familiar expires, the user is unable to use Yin Release for a single turn thereafter. The shadow familiar when avoiding techniques, cannot resurface within a short range of the target unless the user is already within said range. Due to the infusion of Yin, this technique is neutral to elemental natures as well.

Declined; Due to Customs ban - Daemon

(Genshi Kage: Kuraun no Ereshu ) Primordial Shadow Arts: Eresh’s Crown

Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 70 (- 20 Per Turn)
Damage: N/A
Description: Through the infusion of Yang Energy into one’s shadow techniques, the user is capable of bolstering its power. After the weaving of three hand seals, the shadow techniques utilized by the user are enhanced, becoming more physically refined and empowered – granting an additional increase in damage by +30. This also increases the speed of the shadow technique, being granted a speed boost of x3, with an introduction of sentience. Due to the user’s already vast connection to their shadow, this sensory link is immediately enhanced with the shadow having; while temporary, form of sentience those allowing it to relay information back to its host. This technique can be sustained for as long as the user needs (max three turns), however, this comes at a cost. This causes the user to remain locked into their specialties, Nara clan-related techniques, and elemental ninjutsu while sustained, preventing the use of other areas. It can only be used twice per battle, lasting three turns each time. After deactivation, the technique goes on a cooldown of three turns before being capable of utilization again while being unable to use Nara Clan nor Yang Techniques above A rank in the turn it ends . Sustaining it costs a move slot per turn as well while being rendered neutral to basic elemental natures and can be triggered in the same timeframe as a Nara clan technique.

Declined. How does giving physical energy to a shadow make it faster?
 
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(Meiton Fuinjutsu: Hason Koodo ) Dark Release/Sealing Technique: Malefic Code
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique requires having absorbed a technique beforehand in order to utilize it. Upon the formation of a Dark Release, Fire, and or Lightning technique – the user will perform an additional hand seal. Doing so will create a seal marked “eradication”, which upon coming into short range of an opposing technique the seal will trigger. This causes a maelstrom of blue flames, composed of dense dark energy to be released. These flames will violently burn the opposing technique while absorbing chakra from it. This works on the basis usually found with dark release, allowing for it absorb S rank techniques weak to Dark, A rank techniques neutral to it and B rank towards techniques strong against it. In doing this, the flames would act as a sort of additional offense, allowing the original technique applied to it to continue without losing power. This can only be used thrice per battle, with a cooldown of two turns between each use. This seal however naturally fades away after two turns should no technique be encountered. Its activation is instant, performed in the same time frame of the original technique.

Declined: The blue flames from Dark release don't work like this but if you wanted you could make it so that the flames cause your opponent's techniques to become weakened. -Sasori
 
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Yonbi can be found in inventory.

(Yōton: Kasairyū) Lava Release: Pyroclastic flow
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage points: 60 (+20)
Description: The user will release a surge of chakra through their entire body changing their form. It will seem as though their body starts to melt as though their skin turns to flowing lava itself, pouring down their form, like a volcano that has errupted. The user will retain their humanoid form but be completely made of lava that slowly pours out around them over the terrain. At first this spreads to short range (5m) spreading out 5 meters each turn the user has it active. This will cover the earth burning away everything (A rank and below) as it slowly spreads. The user can use this spreading lava as a source for techniques or even their own body. This form lasts up to 4 turns, but can be ended at any time. When the user attacks using taijutsu in their techniques will release lava from the users body in the process, gaining +20 damage as the lava spreads out.
This form comes with a unique ability by the name of Volcanic Eruption, wherein the user will release a surge of chakra through their body causing it to act like an actual volcano. Their body will surge upwards, exploding up into a shower of lava. The user will be part of the lava taking the form of a droplet/mass of lava. This is A rank, costs 30 chakra and deals 60 damage. The user can use this as a form of attack or evasion, using the eruption of lava as a distraction. Due to the lava raining down all around it will be near impossible to locate which part is the user. The user can passively reform at any point after the eruption.
Note: This can be used three times per battle with two turns between uses.
Note: While in this form the user can only use Lava, Earth, Fire elements, and elements made up of these elements. They can still use all their universal abilities etc.
Note: Once the user stops spreading the lava, after 4 turns it will turn to solid rock as it cools.
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Approved: Removed the mentions of the 60 damage with +20 boost because that's essentially a +80 boost.
(Yōton: Kasai no kōhai) Lava Release: Pyroclastic Devastation

Rank: S
Type: Attack/Defense
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: A jutsu fashioned after the devastating effects of a volcanic eruption. The user will release a surge of chakra through their entire body, creating a pulse of lava that erupts from them with devastating forces. This releases an omnidirectional blast of lava reaching all the way to long range from the user. This covers the terrain with lava the user can use as a source for their future lava techniques. If the opponent is initially hit by this they will take 80 damage. Should anyone but the user then try to walk on this lava, the heat released would deal 30 damage per turn. The after effect of this jutsu is the Lava that was released upwards from the user will rain down until the end of their following turn, unless countered. This lava will rain down in droplets dealing 20 damage to anyone within 15m of the user. Due to being formed of the users chakra, they are unharmed by this and are able to freely walk over the lava without harm. The lava from this jutsu take 4 turns to turn to stone. Due to the level of heat from the lava released, it will cause any water jutsu of B rank and below to instantly evaporate for the next three turns.
Note: Can only be used once every three turns. Can only be used three times per battle.
Note: In the following turn, the user can't use Lava jutsu above A rank.
Approved
(Yōton: Kasai mantoru) - Lava Release: Pyroclastic Mantle

Rank: B
Type: Attack/supplementary
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: This is a lava release technique that plays on the layers of the earth. The user will release their chakra into the ground mid range around themselves. In doing this they will create a layer of lava beneath the surface leaving a thin crust of earth over the top that is only a couple of inches thick. Under this crust is a layer of molten rock spanning mid range, being 10 meters deep. On the surface it will seem as though nothing has changed, though if their is a shift in weight on the layer of rock, it will crumble. What this means is should someone walk/run etc over the earth, it will crumble causing them to fall into the lava as their body begins to burn away, dealing damage each turn they are in it. The lava under in the ground will give off a heat that can be felt above. Gradually the lava will cool turning back to rock. The user can walk over the crust of earth without it breaking and walk on their lava without harm.
Note: Useable 3 times per battle, lasting 4 turns before the lava solidifies. Must wait one turn before using it again.

Declined. Having a thin layer of earth above the lava wouldn't just give off heat, it would actively melt the earth above it overtime.

(Yōton: Kasai ha) - Lava Release: Pyroclastic Blade
Rank: B-S
Type: Attack/supplementary
Range: Short-Long
Chakra cost: 20-40
Damage points: 40-80
Description: This is a play on the "Greater Lava Technique" using a blade/sword as a medium. The user will coat their blade in flowing lava to increase it's cutting potential, adding 20 damage to kenjutsu techniques. The user will be able to use the sword as a medium for releasing Lava. This can be done in a focussed manor using chakra control or in a wave in the direction they swing. For B rank this can the size of the user and reach mid range. For A rank this can be three times the size of the user and reach mid range. For S rank this can be up to 15m in diameter. Due to the heat given off by the lava, anyone within short range will feel the fatigue of the heat (apart from the user), as they constantly sweat and try to focus. This will lower their reaction times by 1/3.
Note: B rank can be used 4 times per battle
Note: A rank can be used 3 times per battle, and only once per turn
Note: S rank can be used twice per battle with two turns between uses
Note: No lava jutsu above A rank in the following turn when S rank is used.

Approved
 
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Twilight

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

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

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


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

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

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



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

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

Declined: I'm all for having boosts and what not but at least give a reason for the boost instead of just saying "My Weapon boosts all my attacks just because". -Sasori
(Genjutsu: Tōtsū Pakkā - Illusionary Arts: Pain packer
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This is a genjutsu done with two handseals, Ram and Hare . The user channels his chakra into the target's body system and then uses it to trap the target in an illusion where the target would be hit by his last offensive attack on the user of the genjutsu.
This genjutsu is used when the user has seen an offensive jutsu used by the target and once he initiates this illusion, he uses the offensive jutsu the target used last to attack him. Unlike when the target used the offensive jutsu in the real world, in the illusion, the user's copy of the jutsu is multiplied to have 10 times the original effect making it undefendable and making it a sure hit attack in the illusion causing massive damage to the target in the illusion as the jutsu specifies but this is just in the illusionary world.
In the real world, the target is rendered motionless and when the jutsu hits him, he's knocked to the ground in the real world and vulnerable to further attacks.
In the illusion the jutsu size and damage is increased 10 folds and the effect upon connecting is also increased 10 folds(for example the heat damage inflicted for a fire jutsu is increased 10 folds, the slicing effect for a wind jutsu is increased 10 folds, e.t.c)

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



Dropping Justice whips CW



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

- The hook can only be split into maximum of 8 when being used
- The user must state having the hook at the beginning of the battle or have it on their bio to use
- The hook's buff is passive and doesn't consume chakra
- Chakra is only used when the hook is being elongated, split up or heated up
- The hook is neutral to other elements and can easily tear through solid objects of the same rank or lower
- The hook only recognizes the user's chakra so when wielded by an opponent, it heats up and burns the opponent.
- Heating up the hook is a passive ability and can be used at any time

Declined: You are not about to just boost all of your fire based CE's and AE's that's too much. Also you still did not explain where this boost comes from.


(Taiton: Henshin) - Typhoon Release: Transform
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: (+30 to wind jutsus)
Description: This is a typhoon jutsu that is used to advance preexisting wind jutsus, this can be used with other jutsus in the same time frame. The user channels their typhoon chakra into existing wind jutsus and give it the typhoon strength and weakness greatly increasing the jutsu strength(adding 30 damage to the wind jutsu) and also giving the jutsu a dark hue. The result is the wind jutsu will increase in size(partly) and strength as well as taking on the strengths and weakness of typhoon, it also makes the wind jutsu darker in color.

- Can only be done once every two rounds
- The wind jutsu to be enhanced must still be present on the battlefield for it to work
- The size increase isn't really major just a slight increase

Declined: You are not about to give your wind a +30 boost with no real restrictions. -Sasori
 
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