Custom Jutsu Submission - IV

Squidy

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Satetsu: Kanchō ✦ Iron Sand: Low-Tide
Type:
Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it creating a large controlled wave of iron sand with offensive capabilities. The size of the wave depends on the relative size of of the source, but can never exceed mid.range dimensions, as the wave moves so fluid in motion that it nearly resembles water in terms of properties (flexibility, adaptability, etc). This feat is attributed to the wave of iron sand's lowered density which also allows the mass to easily "absorb" denser objects which sink into the depths of the mass wherein it's offensive capabilities are truly experienced. Within the wave of iron sand the grains are elongated and sharp, like senbon, and constantly stay in high motion within this realm creating a piercing/shredding effect that can easily leave mangled anything that may be taken within the jutsu. Low-Tide lasts for 2 turns or until destroyed, whichever comes first, and can also defy gravity due to the jutsu's/user's magnetic capabilities.
>Can be used 4x per battle
>Has a 1 turn cooldown after use


Satetsu: Michishio ✦ Iron Sand: High-Tide
Type:
Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 chakra per additional turns)
Damage: N/a
Description: Using two hand seals the user takes hold of a pre-existing source of iron sand and manipulates it creating a large controlled wave of iron sand with defensive capabilities. The size of the wave depends on the relative size of of the source, but can never exceed mid.range dimensions, and once triggered can be guided and used to block oncoming attacks. This feat is attributed to the wave of iron sand's high density which allows the wave to be compact and shock absorbent while remaining fluid in motion when in control. Overall this allows the wave of iron sand to effectively take damage and remain strong, and if not completely overpowered can be further manipulated by the user to form into a compact sphere around the target(s) binding and restricting their movement within the high density sand. When further manipulated and used to bind targets the newly formed sphere defies gravity as it levitates in place above the ground, and can be sustained for additional turns at the cost of -10 chakra per turn.
>Can be used 4x per battle
>Has a 1 turn cooldown after use
>Cannot be used again until jutsu is out of play
Declined: The two above customs are declined. You can really just put those two things into one custom.

Satetsu: Jiryoku ✦ Iron Sand: Magnetic Force
Type:
Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: A jutsu initiated by closing one's fist towards the targeted source, Magnetic Force is a jutsu that manipulates the magnetic field within a source of iron sand making various sections polar opposites, thus causing the source to explode within. The process is fairly swift, and the explosion is triggered when the user opens their closed fist where the iron sand then violently reacts to itself and explodes outwards in various directions within the realm of the targeted source making the jutsu a controlled explosion.
>Can be used 3x per battle
>Has a 2 turn cooldown
Declined: Explain if this is something that happens on supplementary/defensive stuff or if this happens only with iron sand lying around. I ask because this won't really work on an offensive technique that already does damage. -Sasori
 
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Sasori

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New Cycle: 08/11/2020 - 08/18/2020

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.
 

Rucken

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Summoning Animal: Mythical Smoke (煙々羅, Enenra)
Scroll Owner: Ikiru Uchiha
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: These Mythical creatures reside in an underground mass grave that resulted in bonfires and, when emerged, they take the form of a situational Smoke Beast (of all Various sizes and forms equal or less to a giant-sized boss summon), initially appearing as a small ghosty-smoke wisp spirit. Enenra is essentially a spiritual personification of the Mythical smoke. It floats about like the wind as it climbs into the air, billowing in with wind, and appearing as fragile as a piece of delicate dark silk dancing in the breeze. It is mesmerizing and relaxing to watch as it’s alluring fumes inhabit the area. The character 羅 in the enenra's name is meant to draw a comparison between the enenra and the lofty characteristics of lightweight cloth.

Enenras are mostly considered to be extinct Mythical creatures of darkness and smoke; legend says that there are two types of enenras, the first and most common type being enenras who are born purely as enenras, whilst the second and more rarely occurring type that once were humans who have died and became transformed into enenras. In some scriptures, the enenra has been mistaken for the Grim Reaper. A creature from afterworld in a place of fire and smoke meet, it has been suggested that instead of the spirit of smoke itself, enenra may actually be the remnants of spirits of the dead. For that reason, enenra only appears before those who are indifferent, nonchalant, and pure of heart.

Abilities: Due to the nature of these creatures closely tied to the similarities of Smoke Ninjutsu. These creatures attain a set of notable perks of that nature, a quite significant connection in-fact-so comes with such drawbacks. Which as such when they’re subjected to encountering elemental weakness also, they too are greatly affected. Due to the smoke gaseous makeup of their bodies (which acts as a passive 'Body of Smoke' jutsu), Enenra’s have immunity to C rank and below physical attacks and -25 damage from up to S rank physical damage. Meanwhile, a passive smoke increase by +20 and +1 rank up with damage to all related Smoke Ninjutsu used by them. However, due to this enhancement, they are also more vulnerable to smoke counters such as some Energy-based attacks, Wind & Earth Ninjutsu; increasing the damage done to Enenras by +20 damage. Fire Ninjutsu is severely reduced by -1 rank and -20 dmg, if directly used against these creatures as they’re a natural counter and a birthing source of it. The Mythical special smoke of their bodies can easily dumber any-type flames, and weaken them or ultimately quell them all-together just by being in a vicinity of them. This special smoke can absorb chakra only to inject it directly back into their opponent (physical contact) which in turn increases their chakra cost by x2, while also decreasing their base speed by -3, due to the toxic influence of mixing it with these summons. This is a rare property of the mythical smoke is what’s known as darkness that makes up their bodies, as it also induces illusionary/ hallucinating effects similar to genjutsu. The summoning of these creatures is tied with the blood of the user, therefore by making contact with their own blood making the seal: 々 and/ tattoo then by slamming the ground they can easily summon a generic C-rank Enenra.

Tattoo:
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Mythical Summoning Ref:

Declined by Imperfect. Notes in spoiler.

Okay, so, basically you've just got way too much going on with these Summons as is. On top of that, having it in one solid block is just not very nice to look at, and makes it hard to tell where one "ability" ends, and the next begins, so my first note is to split the abilities up. Makes it easier to see what's what, and it's less to read in one go. Second, as mentioned, too many abilities. I broke it down, and while you only have two "abilities", the Passive Body of Smoke and what I assume is the "Unique" ability the Flame Quenching Smoke, the number of "abilities" that come from them well exceed what's allowed on any Contract. I counted 4 on the Body of Smoke, and Three on the Unique. It's 3 Standard and one unique for a Mythical, so you'll need to lose a few. I don't know which you'd want to drop either, so I'll list any problems with them, other than the number as that's been covered.

So, with the Passive Body of Smoke, you've got immunity to C-Rank and below physical damage, and -25 to S-Rank and below damage. The only issue with this is that 25 isn't a clean number in the RP, and it's getting close to the Yang Specialty of -30. Drop it to -20, and it's fine. The +20 damage/ +1 Rank to Smoke needs to be worded better, because as is both a +1 Rank and a +20 damage boost are applied, which won't fly. Either or please. Then we've got the Elemental interactions. Frankly you can drop this, both the increased damage from things Smoke's weak to, and the reduction on opposing Fire damage, firstly because you already have a damage shaving ability listed, and second because as far as I'm aware this should apply anyway thanks to the Elemental Interactions rules, specifically weak to Wind, and strong to Fire. So to make it clear, you're really stacking the defensive buffs on these. And that about sums everything you listed, but there is one last problem. What you didn't list. Despite them being Mythical, you didn't specifically state that one of their abilities is the ability to use Smoke Ninjutsu. So specifically state that next update, because otherwise they won't be able to use Smoke Nin.

Now with what I've assumed is the Unique, the Flame-quenching Smoke. That first part, about extinguishing any and all flames they're "near". First give it a Range. Next, make it's effectiveness limited by the Rank of the Summon. They'll only be able to extinguish Jutsu the Summon itself is a higher rank than. For weakening, make it the same rank, and define that i's a -20 or -1 Rank deal. For anything stronger than your Summon, they won't have an effect. The second ability actually comes into conflict with the first. In the first you say Fire Jutsu are extinguished, or some synonym of that, but in the second you say that's it's absorbed so it can be "injected" back into the opponent. Need to be more consistent with this, because if they're extinguished, that means the flames are gone. If they're gone, there's nothing to absorb. Aside from that, the increasing Chakra costs by x2 is a definite no. -3 Speed isn't as bad, as inhaling smoke can lead to breathing problems, coughing fits, etc, making it hard to move. Again you need to list a duration, because otherwise it's going to be 1 turn if you're lucky. Finally, what is that seemingly unranked Passive Genjutsu you added to the end? It's one sentence, and has no further explanation. Which is it? A hallucinogen? An illusion? How close does an Enera need to be to affect someone with this? Can you be affected with this? How long does it last? What does it actually do? Be clear, because I'm not signing off on what basically amounts to an unranked passive Genjutsu that can't be broken, and is a blank check for the user to cash in however they feel like.
Summoning Animal: Mythical Smoke (煙々羅, Enenra)
Scroll Owner: Ikiru Uchiha
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: These Mythical creatures reside in an underground mass grave that resulted in bonfires and, when emerged, they take the form of a situational Smoke Beast (of all Various sizes and forms equal or less to a giant-sized boss summon), initially appearing as a small ghosty-smoke wisp spirit. Enenra is essentially a spiritual personification of the Mythical smoke. It floats about like the wind as it climbs into the air, billowing in with wind, and appearing as fragile as a piece of delicate dark silk dancing in the breeze. It is mesmerizing and relaxing to watch as it’s alluring fumes inhabit the area. The character 羅 in the enenra's name is meant to draw a comparison between the enenra and the lofty characteristics of lightweight cloth.

Enenras are mostly considered to be extinct Mythical creatures of darkness and smoke; legend says that there are two types of enenras, the first and most common type being enenras who are born purely as enenras, whilst the second and more rarely occurring type that once were humans who have died and became transformed into enenras. In some scriptures, the enenra has been mistaken for the Grim Reaper. A creature from afterworld in a place of fire and smoke meet, it has been suggested that instead of the spirit of smoke itself, enenra may actually be the remnants of spirits of the dead. For that reason, enenra only appears before those who are indifferent, nonchalant, and pure of heart.

Abilities:

Standard Ability 1: Due to the smoke gaseous makeup of their bodies, they have the ability to use Smoke Ninjutsu or related elemental augmentations directly from their bodies (which acts as a passive 'Body of Smoke' jutsu), this also a given as Enenra’s have immunity to C rank and below physical attacks and -20 damage from up to S rank physical damage. Consequently they're relatively weak to Futon ninjutsu receiving an additional 20 DMG.

Standard Ability 2 & 3: Inherit Smoke Ninjutsu immunity to gases, toxic fumes, etc. This ability goes to show the link to the smoke advanced ninjutsu, giving the summons the passive perks too, which they're much related to. Furthermore, they possess the ability to sense other sources of smoke and communicate via through it, this means they have the canny ability to know if a place is on fire, or able to phone a friend via campfire, see through it, hear sounds, etc (up to two landmarks away).

Unique ability: This last ability is known as possession, rarely even among the best of their kind, very few of those enenra posses this feat (only S/Forbidden ranked summons). Without having a solid body, these creatures possess another living creature, allowing them to take complete control and utilize the vessel as means to perform their feats along side the vessel's loss of consciousness/ will (optional). Shinobi cannot be selected as vessels, unless as dead bodies, however Edo summons as can act vessels if the user wills it so. Other summons, creatures, even plants are very much a viable source too, which their physical forms can be altered to meet the Enenra. NPC can be utilized as means to being a host for the Enenras summons to use. Note: This will not mean NPC with any-shanobi abilities, only simply those without any form of abilities (if used on NPC with abilities, the result will be the same without abilities). This style of possession cannot be sensed by chakra sensors, as means to tell the difference between the changes, unless the summon uses its own abilities via the host, only then can the chakra sensors tell the difference, this includes Doujutsu users.


Approved: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21040029

(Katon: Shishamasu) — Fire Release: Death's Hands
Rank:A-rank
Type: Offensive, Supplementary, Defensive
Range: Short-Mid
Chakra Cost: 30 (-15 to sustain jutsu per turn)
Damage Points: 60
Description: After forming three handseals, they'll release a surge of katon chakra around any part of their body to create a layer of hot ash or by release it from their own body, and at will they can manipulate existing ash i.e via; ash gourd. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/Supplementary/defensive purposes, even in enormous amounts. This can be combined with other jutsu like Fire related jutsu to give them +1 rank in damage up to S rank within the same timeframe. If combined with another Fire technique, Death's Hands ends.
Note: While Jutsu is sustained (for up to 3 turns), Users can only utilize Katon or related Fire style Ninjutsu only.

Approved with Edits Made: No reason for this to be a multiranked tech and added a restriction - Daemon
(Katon: Shishamasu) — Fire Release: Death's Hands
Rank: A-rank
Type: Offensive, Supplementary, Defensive
Range: Short-Mid
Chakra Cost: 30 (-15 to sustain jutsu per turn)
Damage Points: 60
Description: After forming three handseals, they'll release a surge of katon chakra around any part of their body to create a layer of hot ash or by release it from their own body, and at will they can manipulate existing ash i.e via; ash gourd. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/Supplementary/defensive purposes, even in enormous amounts. This can be combined with other jutsu like Fire related jutsu to give them +1 rank in damage up to S rank within the same timeframe. If combined with another Fire technique/ Fire style jutsu utilizing Advanced Ninjutsu, Death's Hands ends.
Note: While Jutsu is sustained (for up to 3 turns), Users can only utilize Katon or related Fire style jutsu utilizing Advanced Ninjutsu only.
Approved

Curse Mark in inventory

( Ten to Chi Juin: Futekigō ) - Heaven and Earth's Cursed Seal: Transgression
Type: Offensive, Supplementary, Defensive
Rank: S-class
Range: Short-Mid
Chakra Cost: 40 (-15 to sustain)
Damage Point: N/A (-10% of enemies chakra per turn affected)
Description: Aside from the first and second levels of the seal, highly skilled users of the cursed mark seal are able to allow the spreading of the Senjutsu Chakra released by the markings of their curse marks upon shinobi, their chakra, and or objects. Initially done as the user releases their curse marks seals upon their desired body part/ limb, making contact with an enemy or object (as means of spreading the seals directly). They can pass on their CM onto those things, which leaves markings reminiscent of their Cursed Seal spreading across it. Affected shinobi inflicted by the curse marks spread upon them, results in the enzyme within that CM which serves as the basis for user's cursed seals, to begin to feed on their opponent's chakra relaying it directly back to the user, thus increasing their Senjutsu Chakra. This effect is applicable upon summons of their opponents, furthermore the range of effect is manipulated by the user's will. Opponent's under the effect are paralyzed by the seal's harsh pain, but can be released using an equal ranked chakra surge. The seals traverse the terrain/objects equal to the user's speed.

Note: Usable 3 times per match. If user cannot use their CM this Jutsu also cannot be utilized. This jutsu cannot be used, if the user has their second state of the curse mark active. Can only be sustained for 2 turns (on living entities), if used upon weapons/tools (non-living) the user can maintain the seals for 4 turns.

Declined. Curse Marks do not let you directly manipulate Senjutsu itself, which this requires.

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

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

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

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

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

Note: Activating/Deactivating the mask takes 1 move slot

Approved by Sasori
(Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra Cost:
N/A (-5 Per Turn)
Damage Points: N/A
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered, and made only by the Uchiha prodigy. The suit is highly complex and its contemporary superior mechanisms cannot be taught. The skeleton mask contains red translucent lenses (allowing eye contact between individuals). When placed on the user, the rest of the hooded cape appears along with a dark gray, tattered coating. This cloak is created from molten scales of Obi, the personal snake contact summon of the Uchiha. The skull mask immediately draws chakra from the user when worn. The glowing red lends symbolizes the weapon's activation. Additionally, the user suddenly dons a dark optical camouflage mantle coating from head to toe. The coating possesses unique natural scales with an uneven microscopic weave, which allows for a complex camouflage mechanism. The attire is Raiton, Katon, Fuuton resistant (B-rank and below) as the whole attire is quite durable and extremely hard to destroy or damage (30 DMG).

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

Lens — The user will be able to see passively chakra through the red lenses, in what appears to be like chakra infrared vision. They'll be to tell the amount of chakra within that given place in time. Users also, through observation, can make a hypothesis to accurately predict the strength of a jutsu, but cannot differentiate between different chakra natures. These lenses, however, only see chakra as it radiates off of an object, which can be used to track (adding 1.5 to user’s base tracking speed). This means it doesn't allow the user to see through thick exteriors; if for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses, and indicate to user that someone may be carrying a chakra item.

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

Note: Activating the mask takes one move slot.

Declined. Keep the original
 
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Shady Doctor

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Status
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( Seibu rivu~aiasan no Hakai ) | Destruction of the Western Leviathan
Type:
Offensive | Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 70 (-15 per turn)
Damage: 80
Description: Destruction of the Western Leviathan is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Destruction focuses on the more attack side of sealing. The user would begin by releasing chakra chains from their back similarly to the original chakra chains technique but on a much more massive scale. The abundance of chains would instantly begin to tunnel into the ground while converging into groups of gathered chains; Creating large tentacle-like structures that begin to erupt across the battle field, aiming to attack/defend as the user needs. These chains would hold a decent amount of power but even greater versatility when it comes to range and mobility, though their real power comes from their sealing abilities. With sealing scripts of each basic element etched into the chains by nature, these chains become able to seal away elements within them of equal chakra or lower to use them immediately after. Once an element is sealed away, they'd instantly be unsealed in the form of skin tight barrier around the chains, being the color of the originally sealed element. This barrier would hold the same damage output as the sealed technique's rank but would also have the same strength and weaknesses of said element. The chains would be able to be maintained for up to 3 turns, though coming with a chakra cost each turn.
Note: Can only be used twice with a 3 turn cool down.
Note: After using the user can't use any S-rank or higher fuuin for a turn
Note: Can be used to seal AE Or CE but would reduce the maintainability of the technique to two turns.
Note: Can only be used by Adv. Uzumaki Bios
Declined: I was with you until I got to the notes section. What do you mean this can be used on AE or CE when this has the scripts of the base five etched on them? Besides, the inability to seal AE or CE gave this a more viable way to be stopped.

( Kōdona Uzumaki Fuuinjutsu: Tsubame no gyakuten ) – Advanced Uzumaki Sealing Technique: Body Of Teach!
Type:
Defensive | Supplementary
Rank: S-rank
Range: Short (Mid)
Chakra: 70
Damage: N/A (+30 to taijutsu)
Description: Body Of Teach is a simple sealing technique only passed down to the head of the Uzumaki clan of each generation. The seal would come in the form of small vertical straight lines across the body that are not noticeable by the naked eye while dormant. Each line would be small written kanji of each basic element over and over in a row, forming the straight line. The kanji is so small, even those capable of seeing the lining on the body wouldn't notice they are actually kanji writing unless they had some sort of vision allowing to see such small writing. The seal would come into effect when the user wills it to, actively sealing an elemental technique that would have come into contact with the users body; Allowing them to seal the element into the lining, causing the lining to glow a color similar to the element sealed (Yellow = Lightning, Blue = Water, Brown = Earth etc.). Once the element is sealed, within the next 2 turns (including the turn the element is sealed) the user can release the element passively next to any taijutsu performed; Not only giving the attack a heavy damage boost, but also causing an outward shockwave in the direction of the attack, which would expand the damage out to mid range. Once the element is added to the taijutsu attack, the kanji for the specific element would disappear from the lines on the body altogether. In case of AE or CE being sealed, the kanji for every element that makes that element up would disappear Also. Of course this means once an element is sealed once, that specific element that disappeared can't be sealed and used as a boost again. Being an advanced Uzumaki seal, it can seal techniques with chakra up to 70 or below. Anything beyond that would be unsealable.
Note: Only usable 3x with a 2 turn cool down between uses.
Note: Can only have a single technique sealed away at a time.
Note: Once used, the user can't use any S-rank or higher sealing techniques for a turn.
Note: Can only be used by Adv. Uzumaki Bios
Declined: Even with Advanced Fuin +30 boosts aren't going to be just given out without some real restrictions.

( Kōdona Uzumaki Fuuinjutsu: Rinrin no hōyō ) – Advanced Uzumaki Sealing Technique: Embrace Of LinLin
Type:
Defensive | Offensive
Rank: S-rank
Range: Short - Mid
Chakra: 100 (-50 per turn)
Damage: 120
Description: Embrace Of LinLin is a secret sealing technique forged by an Uzumaki to protect himself from spiritual based attacks that had physical existence yet still couldn't be perceived (i.e. Limbo, Hands of sloth etc.). The seal would come in the form of a red smiley face that is placed anywhere upon the body. Sealed within the smiley face is a spiritual creation of Yin chakra directly similar to hands of sloth but with a semi sentience directly similar to the great phantom dragons. Once a spiritual/Yin based technique comes within close range of the seal, the chakra would be released. This Yin chakra would be in the shape of a grotesque woman in a polka dot dress and a huge smile on her face, being about half the size of the great stone golem technique; LinLin. LinLin would instantly defend against or attack whatever spiritual based/Yin based technique that had activated the seal, aiming to completely destroy it. Something unique about LinLin is she has the same properties as hands of sloth, being inconceivable bar specific ways of sensing and would change her state to phase through anything besides what she originally aimed to attack. If LinLin successfully defeats what she originally was released for, she would be capable of staying released for 2 additional turns to be used at the users whim, unless destroyed/canceled before then.
Note: Only usable twice with a two turn cool down.
Note: Once ended, no Yin techniques can be used for a turn.
Note: Can only be used by Adv. Uzumaki Bios

Declined. Remove any mention of 'instantly' performing an action. List specifically what ways this spirit can be perceived. Remove the last portion as well, this is a body seal that reacts to something. It won't stay released longer than necessary.

( Kōdona Uzumaki Fuuinjutsu: Kaidō no Uroko ) – Advanced Uzumaki Sealing Technique: Scales Of Kaido
Type:
Offensive | Defensive
Rank: S-rank
Range: Short - Mid
Chakra: 100 (-50 per turn)
Damage: 120
Description: Scales Of Kaido is a secret sealing technique forged by an Uzumaki to protect himself from a specific skill set that he himself had access to as a Yang master. The seal would come in the form of scales tattooed on any portion of the users body, ranging from having a few scales on the neck, an entire arm covered in scales or even the entire body. Sealed within the scales would be pure Yang energy directly similar to 8 Branched Giant Snake and White Tiger techniques. This seal is triggered whenever an outside source of chakra bends/warps space and/or time within close range of the seal, similar to techniques such as Toyokumono or the flying thunder god barrier. In reactions to this, the scales would release the stored Yang energy in the form of a massive eastern dragon that would scale to the size of the great stone golem technique. This dragon would be a white wispy energy that had an abundance of steam leaking off of it. The dragon would be directly released around the user in a way to converge of the warp in space, attacking/defending whatever is brought forth from the space. This allows the user to actually defend himself from attacks that would in most cases have a 100% chance of hitting him. If the dragon successfully defends from what it was released for, it would still be able to stay active for two additional turns, though at a specific chakra rate per turn, unless destroyed or cancelled. Like most yang techniques, this dragon would hold full sentience and be able to think for itself in order to carry out the users whims.
Note: Only usable twice with a two turn cool down.
Note: Once ended, no Yang techniques can be used for 2 turns
Note: Can only be used by Adv. Uzumaki Bios[/B]
 
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Strix

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Bukijutsu: Irohari | Weapon technique: Prismatic Lense
Type:
Offensive | Supplementary
Rank: B
Range: N/A
Chakra: N/A (+15)
Damage: +20
Description:
A weapon scroll technique, the user creates special summoning scrolls for their bukijutsu techniques by creating the paper roll out of specialised Chakra paper. This unique paper allows a ninja to run an elemental current through the paper, causing the paper itself to take on an elemental property. When combined with a weapon summoning technique, such as (Sōgu: Tenkosai) - Manipulated Tools: Heavenly Steel Disaster, the user can choose to channel an elemental chakra into the scroll, causing the tools when summoned to be coated as they fly out, in the elemental chakra. This can allow the user to attack with flaming, Electrical, Wind coated etc tools. Users with Advanced Elements can also apply this but not to Custom Elements or Advanced ninjutsus. This happens in the same time frame as the technique being used.
Notes:

-Can only be applied to weapon tool summonings, eg summoning weapons from seals.
- Has a 1 turn cool down between uses and can only be used four times in total.
-prestige custom

Approved: Made edits

Doton/Hotaru/Yoton: Numachiton | Earth/Firefly/Yang Release: Swamp Arts
Type:
Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: N/A
Description:
The woman that dresses in black roaming the lands, known as the Swamp witch has created a technique in which she performs 5 handseals and combines her mastery with Earth to change into mud, and when combined with Yang gives life and vitality to the mud which allow the user to manipulate it with hand movements, to create an enormous Swamp capable of covering an entire landmark and react to her commands. The Swamp itself is a huge mud pit that is difficult to move around in, reducing all base movement within it by 2. Within the swamp are pillars of earth that jut out like stalagmites. Using the Swamp as a beacon, over 3 turns fireflies begin spawning within the swamp, first covering short range, then after 1 turn, mid range, then after 2 turns up to long range. Should they be destroyed or killed, as long as the swamp is present, it still act like a beacon for the fireflies refilling and summoning them at the same rate. When other Swamp Art techniques are used (Swamp Art CJ to follow) the swamp itself follows Strix' movements to attack and defend to her whim.
As a base technique, this is a core behind Swamp Arts that allows Strix to perform the rest of her Swamp Arts. While the swamp itself can attack, it doesnt do physical damage, but simply stick to any opponents that are struck by its mud. If caught by the mud and dragged underneath, the opponent will pass out after 1 turn.
Notes:
-Counts as 2 of the users move in a turn
-Can only be used 3 times with a 3 turn cooldown inbetween
-Can be used to initiate the 'Swamp Arts' style
-Fireflies will contantly be spawned to the Swamp, however if all fireflies are destroyed, it will take 1 turn before they come back to surround the user in Short range
-Prestige Custom
^unchecked^

Nomachiton: Huolon no Kyoku | Swamp Arts: Breath of Huolon
Type:
Supplementary/Offensive/Defensive
Rank: B
Range: N/A
Chakra: +20
Damage: (-20 per turn)
Description:
By using the users affinity for slugs, they release a sticky tooth acid while creating the Swamp, to add an acidic element to their creation. The swamp itself begins to bubble and steam from the acid being infused into the earth, causing damage upon contact. The mud itself as a sticky substance with the help of the acid continues to eat away, causing an additional -20 damage per turn to the target(s), similarly to the technique Sticky Tooth Acid.
Notes:
-Can only be used 3 times
-prestige custom

Declined. Parent technique declined.

Namekuji Ninpou: Kaminari no shōten | Slug Arts: Thunder Focus
Type: Supplementary/Offensive/Defensive
Rank: C
Range: N/A
Chakra: +15
Damage: 30 (-20 per turn)
Description:
Manipulating their abilities to mimic a slug, the user infuses their earth or water technique with sticky tooth acid, the slug ability. By either coating or giving it a core of acid, the user can add acidic properties to their water or earth. By coating the technique in the acid, the element itself then becomes neutral to other elements, the same as Slug acid, or by creating a core of acid withing the technique, it retains its strengths and weaknesses.
Notes:
-Requires a 1 turn cool-down in between each use
-prestige custom

Declined. As an infusion this makes no sense. You give it 30 damage, but what does that even mean in the context of this technique as assn infusion? And this is two techniques in one; you're changing an element (what I assume you mean by calling it the 'core') into acid, but also able to coat it? That's two distinct things in one technique.


Mythical contract animal
Summoning Animal:

Treant

Scroll Owner:
Strix
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:
You must be registered for see images

"You remember the Old Forest? On the borders of Buckland? Folks used to say that there was something in the water that made the trees grow tall, and come alive. Trees that could whisper, talk to each other. Even move. "​
Treants, Ents, Treekin, Nymphs, Bowtruckles, many names but one creature that has been spoken about generation to generation, trees that have come alive, that move and have spirit. These creatures, mostly dormant until forced awake have been in many tales of forests that are alive.
Standard Ability 1: Being made of Wood, they have a natural affinity to wood release, capable of using the Advanced element with no handseals, as well as Earth and Water the elements that make up the AE. If a summon is capable of using other elements that require handseals, they will perform the element without handseals but will still take the time it takes to perform the handseals.
Standard Ability 2: The Treeants are in tune with nature and the energy that flows in the world, and as such all Treeant attacks are infused with Natural Energy, being on par with Sage mode, excluding the bonus though.
Standard Ability 3: Treeants are hearty strong creatures, comprised entirely of wood and oak, strong ancient beings that have lived for ages. They are strong with the natural energy running through them, having a passive -20 damage to incoming damage. However similarly to Wood, Treeants also have a weakness to lightning, and as such, the damage shaving is not applied to the element.
Unique ability: The Treeants, being one of the original creations of the world when it was made, are comprised of wood, and as such know how to manipulate it with ages and generations of knowledge. As a result, they are capable of using wood on the same level as Hashirama, using all techniques he is able to, without the need the need to be in Wood Sage Mode.

Declined: Advanced Elements haven't been allowed on Summons for a while now. I believe the only "recent" exception would be Korra's Xenomorphs, but they don't inherently possess an AE on their own as I understand it. Even without that example, having Wood on all Summons of a given Contract, on top of whatever the individual Summons themselves do might be too much. This gets worse since you're trying to get Hashirama level Wood, which is a 20k purchase, on all Summons of an entire Contract. That simply won't happen. On top of that, the Senjutsu passive ability probably won't be allowed either, because I see it as a way of saying anything your Summons do is able to compete with Y/Y, which I'm skeptic about because there's a number of ways that neutrality can be abused in individual summons. The only part that can work is the Passive Damage shaving, because it's basically a Bio Specialty, and not as high as say Yang, which has 30 damage shaving.


I'm not entirely sure how to help guide you to improve this, or make it more approval, but my primary note would be that you simply can't have Hashi level Wood as a Unique. At best, you might be able to get Basic Wood as a Unique, and even then, you're best consulting LoK on that one, because like I said, AE's aren't allowed on Summons any more, and it's made worse by the fact you're trying it for an entire Contract. Instead of going for Wood Release, you could give them the ability to manipulate their own bodies on the same level, but it'd need to be clearly defined and restricted in regards to damage, usage, range, interaction with other things, etc. It seems like splitting hairs, but AE's aren't allowed on things like Summons anymore, because it basically invalidates the need to make something that exists on the scale of a biography. Having it as something your Treeants can biologically do though doesn't give you access to the Wood Release list, and thus doesn't conflict with that rule.
Mythical contract animal
Summoning Animal:

Treant

Scroll Owner:
Strix
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:
You must be registered for see images

"You remember the Old Forest? On the borders of Buckland? Folks used to say that there was something in the water that made the trees grow tall, and come alive. Trees that could whisper, talk to each other. Even move. "​
Treants, Ents, Treekin, Nymphs, Bowtruckles, many names but one creature that has been spoken about generation to generation, trees that have come alive, that move and have spirit. These creatures, mostly dormant until forced awake have been in many tales of forests that are alive.

Standard Ability 1: The Treeants are one with nature, and those that have an affinity for Earth and Water release are capable of using it to a greater extent, receiving a passive rank up upon techniques, up to A rank, or S-ranks receiving a +20 boost to damage or defensive properties.

Standard Ability 2: Treant's also possess a very acute Sensory ability, much like regular trees, and are capable of sensing atmospheric disturbances, granting them an acute sensory awareness within the same Landmark, and when in combat a x2 tracking speed boost.

Standard Ability 3: Treekin also have very unique biologies. Depending on the type of Treant, they can either utilize a healing sap or a poisonous pollen, which are declared individually on each Summon, which will have usages in, and overall be defined within CSCJ.

Unique ability: Finally, due to their bodies being made from it, Treekin are able to use Wood Release techniques (up to Yamato/ Custom Senju level Wood), by shaping and manipulating their own body to grow and change into the specific technique that is created.


Approved by Imperfect, with edits.
 
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(Genjutsu: Abusaromo no Iwari) — Illusionary Technique: Absalom’s End
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly impaled from behind by one or several blades, this will prevent the opponent from moving as the blades are all curved and hooked to prevent mobility. Once this has happened figure/figures will step in front of the victim holding the blades, these figures can either be simply visually similar to creations of the sea of life, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage caused by the blades.
Note: While the victims can't run or walk they can make handseals, so it's not a full body paralysis.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.
Approved

(Genjutsu: Karaku Natta Kagami) — Illusionary Technique: Blackened Mirror
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be trapped in a genjutsu completely, the user however will also be cast in the illusion trapping them both, inside the illusion the user will take on the form of the opponent, however they will have dark grey chitinous skin, red eyes and red lines across their body. Inside the illusion the user is free to attack the paralysed opponent and no matter what the opponent does inside the illusion they will be entirely unable to avoid damage, with the exception of breaking it of course.
Note: Any attacks done inside the illusion by the user are done via freeform but the opponent will only take the mental damage of the illusion each turn, each individual attack doesn't inflict it.
Note: Can only be used twice.
Declined: Why are you also placing yourself in this illusion? Why not just state your opponent sees an illusion of yourself in the Genjutsu? Also, state what exactly will be damaging the opponent in this gen.

(Seimei No Umi: Hokubu Keiji) — Sea Of Life: Hokubu Revelations
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Releasing the sea of life from the soles of their feet, the user will pump huge amounts of the mud like substance in to the earth, the heat and power of the sea of life will hollow out the earth, however the earth won’t be visibly cracked on the surface level initially. After a set amount of time however the ground under the user and all around the area up to long range will become the sea of life, at which point the user can cause it to crack and erupt forth with a handseal, depending on the time that the user spends before triggering the eruption will determine how much of the area is converted. Impact damage will be caused to anyone touched by the sea of life who isn’t immune to it. Two turns after the user has triggered the cracking earth, they will be able to summon forth familiars from the swamp, these familiars will be formed from the sea of life made from bugs that rest in the earth they can appear as demonic beetles or worms, they carry the amino-geis but cause no damage, relying on latching on to other living beings to convert them.
Note: The technique will start at short range and each turn will add a range, at four turns the user can convert an entire landmark in to the sea of life, but doing this will count as two usages of the technique.
Note: The technique carries the Amino-Geis and can convert life that comes in to contact with it, which allows the user to create the familiars.
Note: The familiars cause no damage, up to 4 can be made and can be commanded with freeform description at no move cost.
Note: Can only be used twice, once every two turns.

Approved. Made edits.

(Seimei No Umi: Han'ei) — Sea Of Life: Prosperity
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: While standing in the sea of life, the user can activate this technique. Making use of the genetic material carried in the sea of life, the user will begin to heal for 40 damage per turn for as long as they remain inside the sea of life source. This ability won't allow the user to go above their maximum health points however. While standing in the sea of life with this ability activated the users skin will turn grey and cracked and they will be able to shave away twenty damage from any incoming physical damage. This ability causes all the sea of life the user is standing in to take on this property for beings of the sea, meaning any creations of the sea are also healed such as the users creations or slaves.
Note: The technique will last until contact with the sea of life is broken.
Note: The technique consumes no timeframe being an instant activation.
Note: Can only be used twice.

Declined. This needs to have a maximum duration, instead of just indefinite healing as long as one is in the Sea of Life. Especially since the technique shaves damage. The other issue is that the wording of the timeframe bit makes it seem like you can do things simultaneously as activating the technique. That isn't going to be the case. This will take a slot in the timeframe in the same sense of a Doujutsu being activated without being done passively.
(Genjutsu: Karaku Natta Kagami) — Illusionary Technique: Blackened Mirror
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be trapped in a genjutsu completely, the user however will not be cast in the illusion trapping the opponent, inside the illusion the user will take on the form of the opponent, however they will have dark grey chitinous skin, red eyes and red lines across their body. This corrupt version of the opponent will then attack them, grasping them around the waist in a bear hug and lifting them off the floor immobilizing them and attempting to crush them.
Note:
Prior to the bear hug the opponent is not paralysed inside the illusion however the bear hug will immobilize them
Note:
Can only be used twice.
Note: No Gen above A-rank next turn.
Approved


(Seimei No Umi: Han'ei) — Sea Of Life: Prosperity
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: While standing in the sea of life, the user can activate this technique. Making use of the genetic material carried in the sea of life, the user will begin to heal for 40 damage per turn for as long as they remain inside the sea of life source. However each turn the sea of life source is drained back in to the users body to repair them, for each range of sea of life this lasts an additional turn, with short range being a single turn duration and long range being a three turn duration. This ability won't allow the user to go above their maximum health points however. While standing in the sea of life with this ability activated the users skin will turn grey and cracked and they will be able to shave away thirty damage from any incoming physical damage. This ability causes all the sea of life the user is standing in to take on this property for beings of the sea, meaning any creations of the sea are also healed such as the users creations or slaves.
Note: The technique will last until contact with the sea of life is broken.
Note: Can only be used twice.

Approved.

(Seimei No Umi: Karamiau) — Sea Of Life: Intertwine
Type:
Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their natural abilities with the sea of life in to techniques of other natures, enhancing them with the amino-geis and increasing their damage. Functioning primarily on liquids and solids, specifically ones that are expelled from the users body in some format since they need to have the sea of life added to them. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of the sea of life, making it behave on neutral terms with everything. Additionally by carrying the amino-geis victims of this empowered technique can find themselves enslaved to the will of the user following the same rubric as the normal amino-geis rules.
Note: May only be used thrice per battle
Note: Techniques affected by this will not simply disperse but will instead create a short ranged pool of the sea of life wherever they strike
Note: While the technique works primarily on liquids and solids it can work on energy elements like fire however it will only increase their damage by twenty.

Declined. This won't work on energy-based elements; I'll only allow it to work on solids and liquids. The Sea of Life being left behind is fine but because the technique itself is neutralized it won't actually have any ranked durability or strength.

(Seimei No Umi: Neltharionu No Ken) — Sea Of Life: Neltharion's Fist
Type:
Offensive
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Utilizing the sea of life, the user will form a gigantic ball of the corrupted material from their body, launching it skywards, the ball will then crash down upon a targeted location with incredible force, spreading the sea of life long range in every direction from the focal point and harming anyone hit by it, with the exception of Children of Tiamat, creations of children, or those afflicted by the Amino-Geis, which the attack carries. Optionally the user can fire the ball so high in the air that it descends over multiple turns, up to three full turns, including the one in which it was fired. Each additional turn the technique spends falling increases it's kinetic energy upon landing, increasing the damage by 10 each turn, counting as one of the possible damage boosts that can be applied.
Note: May only be used twice per battle

Declined. Restrictions?
 
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Gutsy

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(Sējiāto: Tōitsu shūgeki) Sage art: Unison raid
Type: Offensive
Rank: Forbidden Rank
Range: Short- Long
Chakra: 50
Damage: 90
Description: Unlike many jutsu, Unison Raid requires two to perform being a combination jutsu, and is mostly used between team members or in conjunction with a summon. This is based on a unique trait of the toad contract which allows the user or toad summons you produce and control a flammable oil. As we have seen in the series Jiraiya tried to teach Naruto how to combine an attack with a toad but failed in many cases, where as Jiraiya was quite capable with Gamabunta with combinations such and the oil/fire combo of big flame bullet. What this technique does is requires two shinobi or a shinobi and summon to be next to each other and hold out both their hands, in the process, one will create an orb of concentrated flammable oil, while the other focuses one of their basic elements into the orb, creating a perfect balance between the two, and then they will release the chosen element forwards with the oil which will shoot out with explosive force wiping out everything in front of the user up to long range in a cone shape. What essentially is happening is both parties are using S rank power and balancing them in unison for a greater striking potential. Combining the oil with each element will have a different effect:

Katon: This will be combining fire chakra with the oil and releasing it in the form of a spiraling liquid blast. When fire ignites the oil as it's shot forwards it will add a destructive and explosive force that will cause devastation to all in it's path. Unlike normal fire based jutsu this would be neutral against water due to the combination of oil.

Suiton: The oil will combine with the water making it more destructive as the density will have increased, not only this but if their was a spark to ignite the oil within the water, it would create a mid range explosion as oil that is on fire explodes when coming into contact with water. Not only this but due to the increased density of the water thanks to the oil it will play on par with earth release techniques.

Fuuton: The oil will be carried by the wind in a spiraling vortex of wind with destructive and cutting force like the pressure damage technique, due to the added oil to the wind it would cause the wind to play on equal terms with fire element as fire would only ignite the oil giving more power to the striking force. The vortex takes the form of a double corkscrew with half being the light brown colored oil and half being a greenish hue compressed wind release drill.

Doton: The oil will be used in this form to drench and soak an enormous earthen slab roughly the same size as Gamabunta which is hurled at an opponent, while the slab can still be destroyed by lightning release the spark from lightning jutsu will cause it to violently detonate launching debris at dangerous velocities in a 360 degree radius up to mid range, making both the user and opponent vulnerable if they are in these ranges. It's akin to a grenade detonation spewing shrapnel across the field. With the earthen chunks being sharp and on fire.

Raiton: Combining the oil with lightning is by far the most volatile combination of the technique and will immediately cause the oil to explode but via careful chakra control the explosion will be contained within the coiled lightning, creating a two part drilling technique of liquid fire and focused lightning capable of destroying most defenses or substances it comes in to contact with. Behaving in a neutral way to wind release thanks to the fire.

Note: May only be used once per battle
Note: If used with a clone, the clone will disperse afterwards due to backlash from the jutsu, the backlash causes 30 damage split evenly between participants. Which may also cause some summons to poof away if they're weaker summoning creatures.
Note: Biographies capable of using toad oil freely such as Jiraiya may use the version linked with their primary elemental affinity with no partner and will take a reduced 20 damage of backlash.

(Hikigaeru no Zō) Toad Statue
Rank: S-rank
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This is a powerful toad summoning which varies in difference, that the summoning does not summon an actual toad, however it summons a massive toad statue which is in truth one of the fallen people whom attempted to learn Sage Mode. These statues weigh an incredible amount and are the size of 30 meters tall and 20 meters wide, and are made of solid rock. The difference between these statues and regular old statues are that these inherently infused with a massive amount of natural energy. When a single statue is summoned to the field it becomes a sentient being of solid rock and natural energy which flows through and around it. When summoned to the field they are summoned either beneath the user or in the vicinity of short range. These massive toads can resist a force of a single S-rank technique due to it being of solid rock and natural energy flows through it. The abilities of this statue range into three different powers. The statue is capable of using oil based techniques from the toad contract to combat an enemy or use in combination with the user. Furthermore, the second ability of this statue is its ability to release portions of its natural energy to surround and shield the user like an orb anywhere on the field within a moment’s notice, from any technique, as the natural energy surrounds and revolves around the user releasing a powerful current of power and energy which obliterates anything in its path (The ability is known as Natures Protection). The final ability of the toad statue is its inherently dangerous ability to when touching an animal or a person it can either release a large quantity of natural energy into that person or it can remove natural energy from a being and thus if a person is in Sage Mode or the likes it may remove them from the heightened state.
Note:
- Any toad oil ability used by the Toad Statue counts towards the move count
- The second ability, Natures Protection, is an A-ranked ability which protects the user from all elements, including CE, KG or Clan power of equal rank
- The second ability counts towards the move count and can only be used three times
- The third and final ability is an S-rank ability which can remove a person from Sage Mode or any state which is heightened by natural energy, however it can also be used to release a powerful burst of natural energy through a person or animal resulting in a quick turn to stone
- The third ability counts towards the move count and can only be used once
- The toad statue can remain on the field for a maximum of 5 turns
- The summoning does not require the user to be in Sage Mode

(Toddo Manipyurēshon Iryūjon) Toads Manipulative Illusion
Rank: S-rank
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The toads manipulative powers through illusion comes from an ancient group of venomous toads whom developed a very powerful illusion affected through their inherited venom. The user being influenced and taught by the toads have been able to through intensive practice create a similar illusion that these toads possessed. The user will perform one hand seal to initiate the illusion, where after 4 toads would be summoned right around the target. These special toads will secrete venom from their bodies and spew venom hitting the target anywhere on the body. This venom would seem to corrode clothing and act as a sort of venom absorbed through the skin. However instead of being deadly, this venom would cause severe dizziness and balance problems for the target hit, and even worse would happen the more the venom would continue to be inside the target. These effects would be more severe after each turn.

After the first turn after being exposed to the illusion for one turn, the target would experience dizziness and numbness in their body, causing difficulty in control their balance and focus and a severe extent.

After the second turn the target would not only feel dizzy as well as their body slowly going numb, they would also begin to hallucinate, seeing strange things all around them and the landscape and people and creatures around them would morph into creatures of nightmare.

After the third turn after exposure the opponent will experience their body slowly becoming numb, starting with the areas hit which are the legs and arms, making them useless after the second turn of exposure.

After the fourth turn target would become paralyzed by the venom making their body completely useless while their mind is becoming lost in all of their hallucinations and dizziness.

Note:
- can only be used twice per battle
- No genjutsu above A-rank in the following turn
- Need to wait two turns between each usage
- must be master of toads

Second CW:

(Senshi no Burashi) - Warrior’s Brush
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: An infamous katana said to have been wielded by a master calligrapher. Those who have seen it in action say that it is like watching a master calligrapher’s brush stroke, written in blood. The blade is said to have been imbued with the life force of the legendary calligrapher Hayanari Tachibana and the element of Yang, giving it its sentience. The blade and the “spirit” that resides within the katana, creates an everlasting bond with the one who wields it, allowing the blade to monitor the wielder's chakra and any type of imbalance that may occur, as well as react on its own. The Katana rests within its silvery scabbard, with a light purple, white dotted, scarf tied around it.

The Warrior’s Brush with its sentience has a constant flow of nature around it and within it, as it draws in the natural energy. Through this constant flow, it grants the blade with unprecedented cuttin prowess [+20 to Kenjutsu techniques]. In addition to that, the flow also creates an invisible extension of the blade, which reaches half a meter further than the actual blade, however it does not increase the range of a Kenjutsu technique.

The constant flow and intake of natural energy [50 chakra/natural energy per turn, for a total of 800], gives the Warrior’s Brush the possibility of causing the users intake of natural energy to spike and ultimately increase the amount of chakra that will be converted within the user, when entering Sage Mode. As such, when the wielder enters Perfect Sage Mode, the amount of chakra that is converted into Senjutsu is higher than regularly, as the Warrior's Brush will release the built up chakra into the user, effectively increasing the amount of Senjutsu chakra within the user, instantaneously.

Declined. You can't passively increase the amount of Natural Energy you would have during or before use of Perfect Sage Mode. Natural Energy also does not, as a skill, pair very well with Yin or Yang Release.
 
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Updating Hellhound Contract to conform to normal rules and the normal template
Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is its ability to be in contact with souls. This allows the hellhounds to not only can see but their fire is capable of injuring souls and spirits (Only their fire, nothing else).

¤ Approved ¤
Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell, this allows most hellhounds to be coated in hellfire, in which the summon can control the heat. A wide variety of ominous or hellish supernatural dogs occur in mythologies around the world said to be very rare with only three contracts in the whole world. Features that have been attributed to hellhounds include mangled black fur, glowing red eyes, super strength and speed, ghostly or phantom characteristics, and a foul odor. Each hell hound is able to speak with only five hellhound summonings overall. The Hellhounds range in size from a puppy size dog that can stand on their shoulder from a summon thats three times the size of the human.

Basic Abilities:

  • Each Hellhound has access to fire from hell, making their fire slightly more powerful than and hotter than normal fire, giving +1 Rank (+20 for S-rank) to their fire jutsus without needing handseals using it through their mouth.
  • Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark.
  • While also due to the mass amount of fire surging through and around them, with their homes being "hell", they are immune to Fire release techniques of the same rank and lower.
Unique Abilities

  • The unique thing about this summoning contract is its ability to be in contact with souls. This allows the hellhounds to not only can see, speak and hear but their fire is capable of injuring souls and spirits (Only their fire, nothing else).
Update Approved by Imperfect.

(Makairyouken : Debiruzusupitto) Hellhound Art: Devils Spit
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: Devils Spit is a technique passed on and learned from the Sage Of Hellhounds, Residing in the land of hell itself. This technique allows for the user to draw fourth the chakra of the flames residing in hell. With an extra handseal added to a fire jutsu, or one handseal towards a handsealess jutsu, will mix hell flames fire into regular fire jutsus. This increase the damage potency and the heat from the fire. Causing the fire technique to emit heat that would render anybody who has trained or signed the hell hound contract, unconscious within a turn of exposure, within short range of techniques. Overall this technique gives a boost to fire, by +1 Rank, or +25 To Fire techniques. This also allows for them to stack this with an existing boost for fire techniques as a whole.

Note: Can use a max of two turns per battle
Note: Technique stays active as long as the fire jutsu its used on last
Note: Technique is passive but requires a move slot.

Pending: Will check soon.

Contract Approved For Anubis
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-21#post-22014707

(Kinjutsu: Unmei No Akai Ito) Forbidden Technique: Red Thread of Fate
Type:
Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (-200 Per Activation)
Damage: N/A (-10 due to extreme chakra exhaustion)
Description: Red Thread of fate is a technique created by a shinobi who was desperate to save the lives of others. By normal means he wasnt able to find a way so he decided to go deeper into the arts of jutsu... the darker and forbidden side. By doing this, the shinobi was able to find a way to alter reality but at a heavy price. By doing a set of four handseals the user creates a cat from red thread that forms on the users shoulders. By simply touching a target, the cat can change the outcome of an event to something more favorable for the user, making the cat the gateway of altering reality. This can not directly affect the opponent only the actions. An example would be if the opponent shot an lightning arrow at the user, the technique would make it seem as if the lightning arrow randomly distorted missing the user. However, the cat only protects those about whom the user cares for meaning it cant be used on an enemy or anything. The cat also only reacts to direct attacks so the user and their allies can be transported, restrained, or indirectly attacked while the spell is active. Though the technique is simple, it is a very draining jutsu, dangerously draining. The moment this technique activates, it drains a huge portion of the users chakra.

Note: Can use the technique once and last for two turns
Note: Each Activation drains 200 Chakra per usage
Note: The technique cant be used to redirect or directly attack or harm the opponent
Note: Upon using the technique due to the major drain the user speed drop by 3 and jutsus take a -10 damage for three turns after usage. If used a second the user is limited to two turns for three turns and speed drops by 4 and jutsus take a -15 Damage for three turns
Note: The cat cant be sealed, hurt, or took away.
Declined: I don't see custom kin in your inventory.

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(Kinjutsu: Sekki Jidai) Forbidden Technique: Stone Age
Type:
Offensive / Supplementary
Rank: Forbidden
Range: Long
Chakra: 100
Damage: XX (Death to user)
Description: Stone age is a extremely forbidden technique, passed down generations to those who mastered the art of kinjutsu. Though in most cases this technique results in death for the user. This technique was used to sacrifice the life of the users to stop a village or rather seal them. The user begins by doing four handseals as they slam their hands on the ground erupting the chakra all across the landmark causing the ground to rumble like an earth shake and move, invoking the technique. Stone Age is a technique that uses the spirit and the physical body of the user to turn anything with a life force into stone gradually over several seconds. This includes humans, nature (Trees) and animals all the same. It is virtually unbreakable as it is not made of just typical earth. It channels the user's body into the form of earth, destroying their body in the process. The Caster is not "dead" but alive in the form of the earth. Due to this, normal means to break or undo it would prove useless. Upon casting the technique the users body will stay in place. This technique even though hard to avoid or break away from, outside sources are able to reverse the effects of the technique with appropriate yin or yang techniques. Those who get turned into stone take a statue like appearance and like all statues if fall over or damage, will break.
Note: Technique can only be used once at the cost of the users life
Note: Technique takes one turn to fully invoke.

Declined: I don't see custom kin in your inventory.

(Anubisu Kuchiyose: Bamyūda) Anubis Summoning : Bermuda
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Bermuda is one of the Anubis trio of the Anubis summoning. Bermuda is also the only male and physically the strongest. Bermuda sits roughly eight feet high and very muscular. Have three sets of wing making a total of 6 individual wings. Two sets of wings resembling bug wings while the other set resemble bird like wings, in which he is able to take flight. He wears typical pharoah clothing with bandages with human like legs and animal type feet with very sharp claws. Normally all Anubis has staff due to their nature of necromancer but bermuda has a dual side weapon that resembles the edge of an axe on both sides in which he holds in the middle. This weapon is extremely heavy, weighing well over 500 lbs. Bermuda unlike his other trio master fully in the art of brute force. Using his weapon he is able to cut through any and everything being it energy, spiritually, or physically up to S rank and can do this one per battle with Forbidden Rank techniques. He masters the art of taijutsu and kenjutsu giving him a passive and freeform damage of A rank, while being able to use all taijutsu and kenjutsu related techniques that their master know. Once per battle, Bermuda will utilize his necromancer skills over the deal. He will slam his weapon into the ground controlling the dead through the soil and earth on the ground. By doing this, he will cause the ground to cave in, sinking in the opponent(s). This is not an Earth technique so lightning will not negate this technique. Upon being sunk into the ground, the opponent will eventually suffocate and be dragged into the core of the earth by the dead that resides in the soil.

Note: Can only summon once per battle
Note: The Necromancer ability has a range of Short-Long and takes on full turn to fully submerge the opponent.
Note: Due to his physical nature, he has S rank durability
Note: The Necromancer ability counts as a turn and any other Kenjutsu or Taijutsu technique (Excluding Freeform) counts as a move.
Note: Last a max of four turns on the field

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Declined: CSC Approval link?
(Kinjutsu: Unmei No Akai Ito) Forbidden Technique: Red Thread of Fate
Type:
Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (-200 Per Activation)
Damage: N/A (-10 due to extreme chakra exhaustion)
Description: Red Thread of fate is a technique created by a shinobi who was desperate to save the lives of others. By normal means he wasnt able to find a way so he decided to go deeper into the arts of jutsu... the darker and forbidden side. By doing this, the shinobi was able to find a way to alter reality but at a heavy price. By doing a set of four handseals the user creates a cat from red thread that forms on the users shoulders. By simply touching a target, the cat can change the outcome of an event to something more favorable for the user, making the cat the gateway of altering reality. This can not directly affect the opponent only the actions. An example would be if the opponent shot an lightning arrow at the user, the technique would make it seem as if the lightning arrow randomly distorted missing the user. However, the cat only protects those about whom the user cares for meaning it cant be used on an enemy or anything. The cat also only reacts to direct attacks so the user and their allies can be transported, restrained, or indirectly attacked while the spell is active. Though the technique is simple, it is a very draining jutsu, dangerously draining. The moment this technique activates, it drains a huge portion of the users chakra.

Note: Can use the technique once and last for two turns
Note: Each Activation drains 200 Chakra per usage
Note: The technique cant be used to redirect or directly attack or harm the opponent
Note: Upon using the technique due to the major drain the user speed drop by 3 and jutsus take a -10 damage for three turns after usage. If used a second the user is limited to two turns for three turns and speed drops by 4 and jutsus take a -15 Damage for three turns
Note: The cat cant be sealed, hurt, or took away.

Declined: You still don't have custom kin-Sasori
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(Kinjutsu: Sekki Jidai) Forbidden Technique: Stone Age
Type:
Offensive / Supplementary
Rank: Forbidden
Range: Long
Chakra: 100
Damage: XX (Death to user)
Description: Stone age is a extremely forbidden technique, passed down generations to those who mastered the art of kinjutsu. Though in most cases this technique results in death for the user. This technique was used to sacrifice the life of the users to stop a village or rather seal them. The user begins by doing four handseals as they slam their hands on the ground erupting the chakra all across the landmark causing the ground to rumble like an earth shake and move, invoking the technique. Stone Age is a technique that uses the spirit and the physical body of the user to turn anything with a life force into stone gradually over several seconds. This includes humans, nature (Trees) and animals all the same. It is virtually unbreakable as it is not made of just typical earth. It channels the user's body into the form of earth, destroying their body in the process. The Caster is not "dead" but alive in the form of the earth. Due to this, normal means to break or undo it would prove useless. Upon casting the technique the users body will stay in place. This technique even though hard to avoid or break away from, outside sources are able to reverse the effects of the technique with appropriate yin or yang techniques. Those who get turned into stone take a statue like appearance and like all statues if fall over or damage, will break.
Note: Technique can only be used once at the cost of the users life
Note: Technique takes one turn to fully invoke.

Declined: You still dont have custom kin. -Sasori

(Anubisu Kuchiyose: Bamyūda) Anubis Summoning : Bermuda
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Bermuda is one of the Anubis trio of the Anubis summoning. Bermuda is also the only male and physically the strongest. Bermuda sits roughly eight feet high and very muscular. Have three sets of wing making a total of 6 individual wings. Two sets of wings resembling bug wings while the other set resemble bird like wings, in which he is able to take flight. He wears typical pharaoh clothing with bandages with human like legs and animal type feet with very sharp claws. Normally all Anubis has staff due to their nature of necromancer but Bermuda has a dual side weapon that resembles the edge of an axe on both sides in which he holds in the middle. This weapon is extremely heavy, weighing well over 500 lbs. Bermuda, unlike his other trio, has mastered the art of brute force. Using his weapon he is able to cut through almost any and everything be it energy, spiritual, or physical up to S rank, and can do this once per battle at Forbidden Rank. The cutting ability itself has a range of Short - Mid, counts as one of the user's 3 Jutsu per turn, and has a 1 turn cooldown. He is a master of Taijutsu and Kenjutsu and is able to use all Taijutsu and Kenjutsu related techniques that their master knows. Once per battle, Bermuda will utilize his Necromancer skill, slamming his weapon into the ground controlling the dead through the soil and earth on the ground. By doing this, he will cause the ground to cave in, sinking in the opponent(s). This is not an Earth technique so lightning will not negate this technique. Upon being sunk into the ground, the opponent will eventually suffocate and be dragged into the core of the earth by the dead that resides in the soil, which takes one full turn to achieve. This ability is S-Rank in strength, counts as one of the user's 3 Jutsu per turn, can affect an area up to Long Range away from Bermuda himself, and has a radius of 5m.

Note: Can only summon once per battle
Note: Due to his physical nature, he has S rank durability
Note: Last a max of four turns on the field

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Approved with highlighted edits, for clarity and defined restrictions. Contact me on Discord if you want the changes reverted, and to resubmit the Summon. Additionally, as per our discussion on Discord, you're aware of the boundaries of what your Anubis' cutting ability can and can't cut regarding "spiritual" techniques.
 
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(Doruido-Mokuton: Ma ni bara) Druidic-Wood Release: A Rose Between
Type:
Offensive
Rank: B
Range: Short - Long
Chakra: N/A (+10 Chakra to Wood Techniques)
Damage: N/A (+20 Damage to Wood Techniques)
Description:
The user applies this technique to other Wood Release instantaneously and within the same timeframe. Sharp Thorns litter the surface of Wood Techniques increasing their deadliness allowing them to saw through opposing techniques and tear them apart with more efficiency. This Technique also turns Defensive and Supplementary Wood Techniques into that of Offensive ones giving them damage values equal to their rank. This technique can be applied to S-Rank techniques four times.

Declined: I'm not allowing them on defensive/supplementary techniques if they don't come from your body.

(Doruido-Mokuton: Marusorushioan) Druidic-Wood Release: Marsoluciouan
Type:
Offensive / Defensive
Rank: S
Range: Short (- Long)
Chakra: 40 (+10 Chakra per turn)
Damage: 80
Description:
The user performs three hands seals and has two spherical gemstones of any colour that they’ll channel chakra into and toss in front of them. Wood Erupts from the ground and catches the two gems forming a Large Elk with highly developed antlers - the eyeballs of the elk being the gemstones. Because of the Elk’s build it is capable of running at higher speed than average shinobi, 2x that of a Jounin’s base. Upon creation the Elk can just charge at a target and impale the opponent on it's horns, from then on using a move per turn the Elk can charge and/or attack with the horns. The Elk travels with the user, capable of being rode upon and can act independently from them.

The real use of this technique is when in combat the Elk's size can drastically increase to about 5 meters in height (to the shoulder of the Elk) and 7 meters in length. The Elf can whip their horned head as manipulation commands to summon creations of wood release from the ground, large roots of wood intertwined together to create walls that can capture targets or defend against oncoming attacks - these can be circular walls that surround targets or just ordinary flat ones that reach 10 meters high and however long of S-Rank Strength and Damage. This lasts for four turns, when it's over it shrinks back to the size of a normal Adult Male Elk.

Marsoluciouan's wood abilities and horns is covered in Vines and Plant life, flowers and passively wherever it walks can leave a trail of Grass and flowers if upon barren earth or dirt; upon other grassy terrain it will further thicken the grass and add additional flowers/vegetation. Marsoluciouan Technique can only be used two times, with a two turn cooldown.

Note: Lasts four turns at most.
Note: No Wood Above A-rank after it ends.

Approved: Made edits.

Advanced Fuuinjutsu in Inventory : x

(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together
Type:
Supplementary
Rank: N/A
Range: Self
Chakra Cost: N/A (+10 Per Heart)
Damage Points: N/A
Description:
A Body Seal developed by the Jiongu Creature; Lena.This Jutsu was created to provide a more cosmetically pleasing look to Lena’s form as well as aid her. The idea is when the Jiongu user takes their opponent’s heart they also plant a seal on it in the same instance they kill their prey. This seals a segment of the victim into their heart. These seals allow the user to passively (no time frame or move slot) to release the hearts in their bodies onto the battlefield without the need to use the “Earth Grudge Fear: Dark Threads” Technique, spending 10 chakra on each heart that they want to separate. These entities are immune to Freeform damage.

Cosmetically Instead of having masks interwoven on her back and or body she will instead have them replaced with Sealing Tattoo’s and art representing each element. These seals will move around the skin depending on how she manipulates her earth grudge fear for relevant Techniques; for example, if a Technique requires a mask to be on her shoulder, the Tattoo will move from her back to her shoulder instead. The user still has her thread stitching over her body, the seals only replace the masks on her back - the stitching all leads to the seals. When the user chooses to release the heart from their body it will not take the form of a big dark threaded mass entity, it will instead morph into the form of the victim that the heart belongs to (this will be described in the user’s biography) meaning they look human but aren’t and are made up completely of dark threads within and have stitches and threaded scars like the user’s - this entity is called the User’s Issho. These new Issho entities can speak, have the personality of the victim they resemble and think for themselves; but are under the complete command of the user and can only use Earth Grudge Fear and Elemental techniques tied to the heart they are bound to with hand seal capabilities in these new forms and don’t have to rely on performing techniques through the mouth of the masks a they have a full “body” to work with. This is all tied to the seal on the heart and back.
  • If the user wishes when they release their hearts onto the battlefield, they may have the masks on their face as an actual Mask for cosmetic purposes. The Mask can be removed from the Issho’s face to reveal their look like an ANBU mask. The mask will disperse if separated from the Issho and they return to the user’s body.
  • This is an advanced fuuinjutsu body seal, which must be posted on the user’s biography.
Declined: Yeah no. At least to the second part of the technique, thats kinjutsu. And if you are placing your hearts with seals containing your hearts, how does it interact when lets say someone stabs you where the seal is. Do the hearts still die? - Daemon
Advanced Fuuinjutsu and Custom Kinjutsu in inventory: Here

(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together
Type:
Supplementary
Rank: N/A
Range: Self
Chakra Cost: N/A (+10 Per Heart)
Damage Points: N/A
Description:
A Body Seal developed by the Jiongu Creature; Lena. Initially created to change the look of Lena's form, this seal also aids the user inherently. Each of the user's hearts has a seal placed upon them which has sealed a segment of the victim into their respective heart, their personality and their look. Firstly this changes the user by instead of having the porcelain masks interwoven on her back she will instead have seals tattooed onto her skin representing each elemental heart; the hearts still remain in her Threaded body and she still remain stitched, but there is no longer bulky masks on her back. These seals will move around the skin depending on how she manipulates her Earth Grudge Fear for relevant techniques; example is if a Mask originally required to move to her shoulder, the Tattoo will go there instead.

These seals allow the user to passively (no timeframe or move slot) to release the hearts in their bodies onto the battlefield without the need to use "Earth Grudge Fear: Dark Threads", spending 10 chakra for each heart they want to separate. Upon being released they do not take the form of the usual weightless entity, it will instead morph into the form of the victim that the heart belonged to (described in the user's biography) meaning they look like humans, but really they aren't being made completely of dark threads within and have stitches threaded over their skin. These entities are referred to as Issho; they can speak, think and have the personality of the victim yet still remain under the complete command of the user. Because they have bodies they can use any technique under the element they are bound too with hand seals, they can also use Fighting Styles the user knows as long as it's techniques related to the element or Earth Grudge fear they can use.

Though they are different in personality and life, their DNA is shared with the user - each of the Issho gain their own independent body modification benefits off the user if they have any, this includes things that change the user's skin or body like Soft Body Modification, things embedded into their skin or Summoning Contract Tattoos (this does not include the user's Body Seals unless ones specific to the Issho are made). In the case of Lena: the Issho gain Sharingan if Lena activates hers - though only Lena the user's original body) can use Dojutsu still but can use their Issho as a Medium for the techniques.

  • If the user wishes when they release their hearts onto the battlefield, they may have the masks on their face as an actual Mask for cosmetic purposes. The Mask can be removed from the Issho’s face to reveal their look like an ANBU mask. The mask will disperse if separated from the Issho or they return to the user’s body.
  • Issho are still like the remote controlled entities that Kakuzu has in the Manga/Anime, just with a custom personality, look and the benefits of this Jutsu.
  • This is a Custom Kinjutsu and advanced fuuinjutsu body seal, which must be posted on the user’s biography.
Declined: Remove the CFS bit. Also, remove the body modification part or at least the sharigan bit because I'm not allowing sharigan on them.
 
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Satetsu: Kanchō ✦ Iron Sand: Low-Tide
Type:
Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it creating a large controlled wave of iron sand with offensive capabilities. The size of the wave depends on the relative size of of the source, but can never exceed mid.range dimensions, as the wave moves so fluid in motion that it nearly resembles water in terms of properties (flexibility, adaptability, etc). This feat is attributed to the wave of iron sand's lowered density which also allows the mass to easily "absorb" denser objects which sink into the depths of the mass wherein it's offensive capabilities are truly experienced. Within the wave of iron sand the grains are elongated and sharp, like senbon, and constantly stay in high motion within this realm creating a piercing/shredding effect that can easily leave mangled anything that may be taken within the jutsu. Low-Tide lasts for 2 turns or until destroyed, whichever comes first, and can also defy gravity due to the jutsu's/user's magnetic capabilities.
>Can be used 4x per battle
>Has a 1 turn cooldown after use


Satetsu: Michishio ✦ Iron Sand: High-Tide
Type:
Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 chakra per additional turns)
Damage: N/a
Description: Using two hand seals the user takes hold of a pre-existing source of iron sand and manipulates it creating a large controlled wave of iron sand with defensive capabilities. The size of the wave depends on the relative size of of the source, but can never exceed mid.range dimensions, and once triggered can be guided and used to block oncoming attacks. This feat is attributed to the wave of iron sand's high density which allows the wave to be compact and shock absorbent while remaining fluid in motion when in control. Overall this allows the wave of iron sand to effectively take damage and remain strong, and if not completely overpowered can be further manipulated by the user to form into a compact sphere around the target(s) binding and restricting their movement within the high density sand. When further manipulated and used to bind targets the newly formed sphere defies gravity as it levitates in place above the ground, and can be sustained for additional turns at the cost of -10 chakra per turn.
>Can be used 4x per battle
>Has a 1 turn cooldown after use
>Cannot be used again until jutsu is out of play
Declined: The two above customs are declined. You can really just put those two things into one custom.
Satetsu: Shio o kaeru ✦ Iron Sand: Changing Tides
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 chakra per additional turns)
Damage: N/a (60 if used Offensively)
Description: Using a hand seal the user takes hold of a pre-existing source of iron sand and manipulates it, creating a large controlled wave of iron sand with offensive or defensive capabilities. The size of the wave depends on the relative size of the source, but can never exceed mid.range dimensions, as the wave moves with such fluidity in motion that it nearly resembles water in terms of properties (flexibility, adaptability, etc). Dependent on the user's choice upon activation, Changing Tides can be used for either offensive or defensive usage with the jutsu's main feature changing depending on the chosen option. If used offensively the wave of iron sand will have a lower density that allows the mass to easily "absorb" denser objects which sink into the depths of the source wherein the objects absorbed face the pain of piercing/shredding as elongated and sharp grains of iron sand constantly stay within high motion within this realm, easily mangling anything that may be taken within the jutsu. If used defensively the wave of iron sand will have a higher density which grants the wave shock absorbent as well as compact properties while remaining fluid in motion. This attribute allows the wave to effectively take damage and remain strong, and if not completely overpowered, can be further manipulated by the user to form into a compact sphere around the target(s) binding and restricting their movement within the high density sand. This jutsu is able to levitate regardless of the user being in control and can be sustained for additional turns at the cost of chakra, but only in the case of the defensive usage this jutsu becomes independent when targets are bonded.
>Can be used 4x per battle
>When being controlled this jutsu lasts a total of 3 turns, but def. bonded targets lasts as long as user fuels
>Has a 1 turn cooldown after use
>Cannot be used again until jutsu is out of play
Approved


Satetsu: Jiryoku ✦ Iron Sand: Magnetic Force
Type:
Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: A jutsu initiated by closing one's fist towards the targeted source, Magnetic Force is a jutsu that manipulates the magnetic field within a source of iron sand making various sections polar opposites, thus causing the source to explode within. The process is fairly swift, and the explosion is triggered when the user opens their closed fist where the iron sand then violently reacts to itself and explodes outwards in various directions within the realm of the targeted source making the jutsu a controlled explosion.
>Can be used 3x per battle
>Has a 2 turn cooldown
Declined: Explain if this is something that happens on supplementary/defensive stuff or if this happens only with iron sand lying around. I ask because this won't really work on an offensive technique that already does damage. -Sasori
Satetsu: Jiryoku ✦ Iron Sand: Magnetic Force
Type:
Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: A jutsu initiated by performing two hand seals and closing one's fist towards the targeted source, the targeted source being a pre-existing defensive/supplementary iron sand jutsu that has within bonded objects, Magnetic Force is a jutsu that manipulates the magnetic field within said pre-existing jutsu of iron sand for attack. Upon initiation the user makes various sections within a targeted source polar opposites, thus causing the source to explode within. The process is fairly swift, the explosion triggering when the user opens their closed fist, where the iron sand then violently reacts to itself and explodes outwards in various directions while staying within the realm of the targeted source making the jutsu a controlled, shrapnel-like explosion.
>Can be used 3x per battle
>Has a 2 turn cooldown

Approved

Satetsu: Sāpentobaindo ✦ Iron Sand: Serpent's Bind
Type:
Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20 (-10 per additional turn)
Damage: N/a
Description: Serpent's Bind can be described as a, swift capture jutsu, and therefore requires constant concentration over hand seals in order to initiate. Requiring both the user and target to be in contact with a source, whether it be the earth or pre-existing iron sand, the user triggers the jutsu by sacrificing one's free hand which makes contact with the source. Upon being triggered a meter wide stream of iron sand engulfs the user's once free hand while also materializing from the side of the source closer to the target where the stream entangles them, tightly binding them in place. Overall the stream of iron sand connects the user to their bonded target upon forming, making it easier for follow up attacks, and the user is able to capture multiple targets with a single usage as long as they are all within short range of each other. In the case of multiple targets being bonded, the stream splits apart at the target's end to take effect, also splitting in power.
>Can be used 5x per battle
>The user can only use 2 other hand seal-less jutsu per turn while in use
>Lasts a total of 4 turns
Approved


Fuuinjutsu: Zeusu no sokubaku ✦ Sealing Arts: Zeus's Bondage
Type:
Supplementary
Rank: A
Range: N/a
Chakra: 30 (-30 from Target per Turn)
Damage: N/a
Description: Sealing Arts: Zeus's Bondage is a special sealing that uses defensive and/or supplementary iron sand jutsu as a medium to adversely affect bonded targets. Initiated by adding an additional 1 hand seal to the fore mentioned type of iron sand jutsu being used, the seal triggers upon capturing a target where a medium sized white colored kanji for "slave" then appears on the surface of the jutsu in a position to the North, South, East, and West. Upon activation of the seal the target will experience its effects of chakra obstruction with a specialization in lightning, which can be described as the target experiencing -30 chakra drainage per turn while bonded, as well as a limitation on their usage of the lightning element. Bonded targets will be unable to use lightning jutsu equal to A rank or above while under the effects of the seal which only lasts as long as the target is bonded. This sealing works on one iron sand jutsu, but can take effect on multiple target once bonded by the same source.
>Can be used 3x per battle
>Has a 2 turn cool down after usage
Approved
 
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Vayne

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(Kage: Fonoipuresu) - Shadow Arts: Phonoi Press
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (+10 to Technique)
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength, for defensive/supplementary techniques that lack damage, they would instead deal damage equivalent to their rank. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a 10 chakra cost.
-Usable 4 times per battle.
Declined: Keep the original -Sasori
(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.
Approved

(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.

Approved: Made edits.

(Kage Fūinjutsu: Karon No Michi) - Shadow Sealing Arts: Path of Charon
Type: Supplementary
Rank: C - B
Range: Short -Long
Chakra: 15 - 20 (5)
Damage: N/A
Description: Based around the ability of infusing objects with 'shadow chakra' shown in the the Shadow Imitation Shuriken technique, Charon allows the user to imbue physical objects with 'shadow chakra', referred to as Primordial Darkness, granting them traits of the user's shadow techniques. At it's base (C Rank), Path of Charon would grant the object the ability to paralyse opponents if it makes contact with their shadows, lasting for as long as the object remains in contact with shadow. In this variation, the objects own shadow would be the source of it's Primordial Darkness, enabling this technique to be utilised at a range, as long as the chakra was channeled through a source, and the user is aware of the object/shadow. The advanced variation(B Rank) implements Fūinjutsu, wherein a kanji for Primordial (原始 )would be created upon the user's body and shadow, and also on objects infused upon infusion. The seal would serve to store copies of traits of shadow techniques utilised during it's existence without negatively harming said techniques. Once ready, at any point later on, the user would infuse the object with his own Primordial Darkness, granting it the paralysing properties afforded in it's base, alongside with the stored traits (Either all or some). The seal would last for six turns, however it's storage abilities only extend to the fourth turn, meaning that if the user doesn't imbue an object within two turns after that, the traits would be wasted. Primordial Darkness would manifest in the form of a coating of tangible shadow around infused objects (aesthetically changing them), meaning that the traits copied must all be related to tangible shadow techniques. In it's Fūin variation, the user can imbue the effects of shadow techniques in the same timeframe of performing a tangible technique as long as the technique originates from the user's body, or makes contact with his shadow upon creation. For each turn active the seal draws 5 chakra, as do objects infused. The infusion lasts three turns, and the seal variation can only be used four times per battle, with the user only being to infuse two objects per usage (if not all traits were used or additional traits were gained), and it must be separated by a two turn interval between seal activation.

Declined: Yeah I don't know what you trying to do with that Fuin part. You should remove that and keep the C-rank version.
 
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Ignia

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Updating: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-17#post-6076144

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic

Type: Fuuin
Rank: A / S
Range: Short (mid range blast when released)
Chakra: 30 - 70
Damage: Equal to what is absorbed.
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below, Unless the user has advance fuuin, then they can seal any elemental jutsu that contains up to 70 chakra.
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns. Unless it is done in the same turn.
Note: Can only seal one element, not elemental combinations.
Note: Usable 3 times
Declined: The released jutsu will only be equivalent to the rank of the absorbed technique.


Updating: https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/post-2917977

(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user perform a single hand seal as the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind in a chosen direction. They move in a similar manor to the wind blade technique that is hard to see unless in close range. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. The user can reform at any point passively. The user can only move in a linear manor lasting for the turn used.

Note: Should the user be hit by a fire technique in this form they will take an addition 20 damage.
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used thrice per battle
Note: No fire jutsu in the same turn

Update Approved. To be clear, the value of being 'hard to see' is really just cosmetic. Using this also leaves you vulnerable to more than just Fire Release as well. It isn't an intangibility or anything like that.

(Inton: Ēterudoragon no chikara) Yin Release: Power of the ethereal Dragon
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: This is a unique technique where the user will coat parts of their body in Yin chakra. This can only be seen/sensed by those with Yin, Yang or a form of senjutsu. It's a unique technique to be used with taijutsu. Should this make contact with an opponent or their jutsu, the yin chakra will act in a parasitic manor, going to the source, similar to the hungry ghost effect. This applies an effect known as corruption. This remains dormant until the target goes to use a yin or spirit technique, such as yamanaka jutsu, fuuinjutsu, uzumaki chains, Genjutsu etc. When the target goes to use one of these fields the corruption effect will trigger within them overflowing their body with Yin chakra causing them to lose control of their chakra system causing that jutsu to fail. As it does the yin chakra would be release from their body in a purple haze (visual effect). This technique can be used in the same time frame as a taijutsu technique where the yin chakra will protect the users body from the physical interaction. This can be released at any point.

Note: Can only be used twice lasting up to three turns, two turns between uses
Note: No other yin jutsu in the same turn.
Note: While active the user of this technique cannot use yang techniques.

Declined. First off, Fuuinjutsu is not considered a spiritual field. The way this technique is worded doesn't make sense either. If you're using it in conjunction with taijutsu, then the damage of the taijutsu technique would be applied, not the technique (unless you're boosting it). This just lists 80 damage. You're not going to completely cause a technique to fail either, that's a very strong side effect. Hungry Ghost can't achieve that, it only reduces the potency of techniques used.

One of my five yy techs:

(In'yōton, Onmyōton: Azerosu no shinzō) Yin/Yang Release: Heart of Azeroth
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 100
Damage Points: 200
Description: Heart of Azerthoth is a technique that can only be used by one that has mastered Yin/Yang release and has a form of natural energy flowing through their body. The user will perform 5 hand seals releasing a surge of chakra through their entire body that consists of Yin, Yang, Natural energy and all the basic 5 elemental chakras. In doing so their will release this pulse of spiralling chakra out of their all around to long range. This pulse takes on a gold and blue glow pushing out in all directions completely breaking down anything and everything in range. The blast itself is enough to wipe out a landmark in the ninja world. Due to the Yin/yang chakra within the blast it creates a distortion field in the air preventing space/time techniques such as reverse summonings etc. Not only does this have an extreme destructive force, should someone survive the original impact, the yin and yang chakra will flow into their body, aggressively attacking their chakra system breaking it down from the inside. This prevents them from using techniques above A rank (above 30 chakra) and can only be healed by yang release. Though this does not come without cost to the user. The blast itself is semi sentient in the manor that it can pass over someone the user sees as an ally without harming them.

Note: Can only be used once per battle/arc.
Note: After using this the user cannot use jutsu above A rank for 5 turns nor can they make use of yin or yang release techniques for 5 turns.
Note: This can only be blocked by yin or yang based jutsu.

Declined. Natural Energy doesn't really work with Yin-Yang Release, for obvious reasons. I'm not even sure why you mentioned Natural Energy in the technique; it gets one mention and then after that nothing. Why would this create a 'distortion field,' just seems like it's thrown in there randomly. And the blast being 'semi sentient' is just thrown in there for convenience too. Like none of that really makes sense.
 
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Lord of Kaos

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New Cycle: 09/01/2020 - 09/08/2020

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 or contains too much fluff.
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 or via the #custom-grounds channel on Discord.
6. In regards to your 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. Anyone that that resubmits a declined custom without making any changes or is found stealing/ripping customs will receive a ban from this thread .
 

Goetia

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Hashirama in Inventory

(Mokuton: Ryū no Inshi) – Wood Release: Factor of the Dragon
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Factor of the Dragon is a supplementary ability applied to Wood Release techniques, either in the same timeframe as their creation or anytime they are on the field. Principally, it is similar to how the Wood Dragon technique is used to augment the Wood Human technique, but it can be applied to any of the user’s Wood Release jutsu. When applied to a technique, Factor of the Dragon reinforces it by growing additional wood through the infusion of an additional 10 chakra points, strengthening it by +1 Rank, or +20 damage for techniques above S-Rank. Cosmetically, the technique will darken in appearance, the bark changing in shape to resemble scales. In the case of Wood Release techniques which burrow into the ground, or occur from within the ground, techniques which alter the terrain such as Great Moving Earth Core will be unable to take effect, due to the structures of Wood Release holding them in place. This can be overcome if the terrain-altering technique in question possesses higher chakra to the Wood technique it's is faced against. Factor of the Dragon can be used up to four times per battle.

Approved. Made edits.

(Mokuton: Inkyubasugairu) – Wood Release: Incubus’ Guile
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Incubus’ Guile is a supplementary ability, activated passively, that affords the user even greater control of their Wood Release. By infusing a Wood technique with 10 additional chakra points, that technique is granted the ability to merge with other Wood Release structures, including the user themselves, where they can be stored away and used later in battle, or allow other Wood Release techniques to be merged into them. At the user’s behest, without costing a move slot but taking a place in the timeframe, techniques can be released in any manner they choose. Techniques with a duration will last for as long as the technique they are merged with, and in the case of both techniques having a duration, each will last as long as the technique with the greater duration. This technique can be used four times per battle, once per turn.

Approved.
 
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Vayne

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(Kage: Fonoipuresu) - Shadow Arts: Phonoi Press
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (+10 to Technique)
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength, for defensive/supplementary techniques that lack damage, they would instead deal damage equivalent to their rank. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a 10 chakra cost.
-Usable 4 times per battle.
Declined: Keep the original -Sasori
(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.
Approved

(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.

Approved: Made edits.

(Kage Fūinjutsu: Karon No Michi) - Shadow Sealing Arts: Path of Charon
Type: Supplementary
Rank: C - B
Range: Short -Long
Chakra: 15 - 20 (5)
Damage: N/A
Description: Based around the ability of infusing objects with 'shadow chakra' shown in the the Shadow Imitation Shuriken technique, Charon allows the user to imbue physical objects with 'shadow chakra', referred to as Primordial Darkness, granting them traits of the user's shadow techniques. At it's base (C Rank), Path of Charon would grant the object the ability to paralyse opponents if it makes contact with their shadows, lasting for as long as the object remains in contact with shadow. In this variation, the objects own shadow would be the source of it's Primordial Darkness, enabling this technique to be utilised at a range, as long as the chakra was channeled through a source, and the user is aware of the object/shadow. The advanced variation(B Rank) implements Fūinjutsu, wherein a kanji for Primordial (原始 )would be created upon the user's body and shadow, and also on objects infused upon infusion. The seal would serve to store copies of traits of shadow techniques utilised during it's existence without negatively harming said techniques. Once ready, at any point later on, the user would infuse the object with his own Primordial Darkness, granting it the paralysing properties afforded in it's base, alongside with the stored traits (Either all or some). The seal would last for six turns, however it's storage abilities only extend to the fourth turn, meaning that if the user doesn't imbue an object within two turns after that, the traits would be wasted. Primordial Darkness would manifest in the form of a coating of tangible shadow around infused objects (aesthetically changing them), meaning that the traits copied must all be related to tangible shadow techniques. In it's Fūin variation, the user can imbue the effects of shadow techniques in the same timeframe of performing a tangible technique as long as the technique originates from the user's body, or makes contact with his shadow upon creation. For each turn active the seal draws 5 chakra, as do objects infused. The infusion lasts three turns, and the seal variation can only be used four times per battle, with the user only being to infuse two objects per usage (if not all traits were used or additional traits were gained), and it must be separated by a two turn interval between seal activation.

Declined: Yeah I don't know what you trying to do with that Fuin part. You should remove that and keep the C-rank version.
Removed Fuin aspect and made advanced apply for techniques.

(Kage: Karon No Michi) - Shadow Arts: Path of Charon
Type: Supplementary
Rank: C - B
Range: Short -Long
Chakra: 15 - 20 (5)
Damage: N/A
Description: Based around the ability of infusing objects with 'shadow chakra' shown in the the Shadow Imitation Shuriken technique, Charon allows the user to imbue physical objects/techniques with 'shadow chakra', referred to as Primordial Darkness, granting them traits of the user's shadow techniques. At it's base (C Rank), Path of Charon would grant the object the ability to paralyse opponents if it makes contact with their shadows, lasting for as long as the object remains in contact with shadow. In this variation, the objects own shadow would be the source of it's Primordial Darkness, enabling this technique to be utilised at a range, as long as the chakra was channeled through a source, and the user is aware of the object/shadow. Primordial Darkness would manifest in the form of a coating of tangible shadow around infused objects (aesthetically changing them). In it's advanced variation, the user can imbue the effects of shadow techniques in the same timeframe of performing a tangible technique as long as the technique originates from the user's body, or makes contact with his shadow upon creation. For each turn active the technique draws 5 chakra, as do objects infused. The infusion lasts three turns, and the advanced variation can only be used four times per battle, separated by a two turn interval between infusions.
Approved

Second CW
(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of in silver coloring with a tint of purple. In it's partial release, it assumes the shape of that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions, and can occur in the same t/f of other attacks. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the absorbed substances would be infused into the weapon, while either increasing in their lethality by a rank, increasing their resistance to 'cures' by a level, or having their effects reach their next progression stage. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, but should the user have the 'Natural Summoning Specialist' skill, they can add one additional substance per battle, with it being tied to the traits of a summon of the user's choosing. This additional slot should be mentioned either in the user's bio or at the start of a battle.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot, nor does it interfere with the timeframe. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a , or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.

Declined: Go ahead and remove that first colored portion there's no reason for this to be able to be used in the same time frame as something else. Reword the second colored part because I'm confused as to what you are trying to say. I'm confused about this third colored part as well. You say it has a cap of five? What exactly does this mean? Are you saying you can store up to five poisons beforehand or at one time? Either way, you can go ahead and remove that part about the specialty. The next colored part just removes that line. It's not necessary. Everything by default happens in the time frame.
 
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Mirai

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Renamed Weapon and it's design/lore. Made other edits as bolded.

Shūmatsu-yumi - Enki ∞ Enki: Bow of the End
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The "Enki" is a very powerful bow passed down through generations of the Hayabusa Clan. According to legends, it was first given to the first Hayabusa Leader by the Dragon God Priestess, Amaterasu. Its appearance is a pair of golden longswords interlocked together with one another to form a unique bow. It fires specially crafted arrows made of a flexible metal while at it's edging on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Enki has a set of abilities that make it fitting of a gift from a Goddess. On the weapon are three seals that allow almost divine functionality: Hakai no Hoshi, Enpawaamento no Hoshi and Hoshi no Boukyaku. The swords can also detach in order to allow the user to wield them in combat like normal with the overall weapon when combined has a strength of S Rank, needing at least one S Rank to completely break them or two A Ranks. When separated, they are A Rank each and need one A Rank each to break them.

Hakai no Hoshi, Star of Destruction

By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its target. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its target the barrier will explode in a short-ranged, purple maelstrom (A Rank). If it goes against a technique of equal rank though, it will split it apart, but be canceled in the process. The arrow in itself is highly lethal, and it is able to decapitate human-sized targets or even push back medium-sized summons entirely based on the force from which it is loosened from the Enki. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once per turn, four times per battle , with a cooldown of two turns between each use.

Hoshi no Boukyaku, Star of Oblivion
The second seal, which is located directly in the midsection of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames, however, are cosmetic, and cannot harm the user nor anyone who touches the Enki. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead, the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrowhead while still being connected to Enki no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Enki during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A-ranked and can affect techniques of equal and lesser rank. It can only be used once per turn, three times per battle with a cooldown of three turns each nor can it be used on living targets.

The third and final seal called Enpawaamento no Hoshi, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Hoshi no Boukyaku, and initiate an unsealing process. For every technique successfully absorbed, Enpawaamento no Hoshi's damage will be increased by +10 in an act of maximum overkill, however, this caps at +20 Damage. Just like Hakai no Hoshi, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However, this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an A-ranked technique. This allows the barrier created to split apart techniques of A ranked and below and requires a three-turn cooldown each time performed, with it only be able to be used twice per battle. Once performed the absorbed techniques counter resets to zero.

Apart from the activation of these seals, the user is able to release up to three regular arrows a turn that is freeform each but do not count toward the jutsu usage limit i.e free form. The Enki can also be called forth from a fourth, lesser-known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe. When preparing to fire an arrow, golden chakra bowstring is formed passively and is merely cosmetic.
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Approved: Made edits.

(Senpō: Doubutsu no Koe ) Sage Art: Voice of Animalia

Rank: S Rank
Type: Supplementary | Defensive
Range: Short – Long
Chakra cost: 40
Damage points: N/A
Damage points: Utilizing’s ones connection to the natural energy around them but also their deep-rooted bond with their animals, the user gains the ability to impose a sort of “fear” into others. It has been seen that those, namely Imperfect Sage Users or some Perfect Sage Modes when entering or having entered Sage Mode exhibit natural animalistic features similar to the contracted animal. Voice of Animalia takes a page from this, utilizing one’s senjutsu to emit an omnidirectional vocal command, resembling a howl, roar, hiss etc depending on the animal. This command takes a psychological grip on those affected, causing their innate animal instincts to enter a “fight or flight” state. This is due to the animal becoming sort of “hypnotized” into believing the user is an apex predator, with the Sage Mode user becoming identified as such. This causes summoning animals to immediately flee from the battle, dispersing from their summoner’s aid (only capable of affecting up to three targets per use). This locks out summons from ever returning to the same fight as well should they have the ability to be summoned multiple times. However, in the case of non-summoning animals such as Inuzuka Ninken, they are also overwhelmed by this technique, simply becoming knocked unconscious for two turns. The speed of which this technique travels rivals a lightning technique, reaching up to Long Range, This can also affect other ninjas who are also in Sage Mode, due to their own animalistic connection – causing them to become paralyzed in place for the duration of two turns; also unwilling to enter short range of the user as while remaining in Sage Mode themselves, however, the effectiveness of paralysis is reduced by one turn pe rank difference they have with the user. This means targets of the same rank are not paralyzed, simply being unwilling to enter short range of the user, one rank difference paralyzed for one turn, and 2 or more difference for two turns. This can only be used twice per battle, with a cooldown of three turns between each use. It also renders the user unable to utilize Senjutsu above A-Rank for three turns as well.
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Declined: You make this affect summonings the way it affects Inuzuka if you want it to affect them.
(Senpō/Fuinjutsu: Gooruden Wairudo Hanto ) Sage Art/Sealing Technique: Golden Wild Hunt

Rank: A-Rank
Type: Supplementary, Defensive
Range: Short – Long
Chakra cost: 30
Damage points: N/A
Damage points: Utilizing’s one's connection to the natural energy around them, the user will create specialized cannons with the existing moisture in the air. Through the formation of two hand seals, the user will formulate two cylinder-shaped cannon composed of existing moisture in the air within the path of an enemy technique. Immediately on contact, the first cylinder near the user has the kanji for "ammunition" written in one of its openings. The kanji, which is the seal itself will immediately open - absorbing the technique in question and immediately seal it within - purifying it and converting it into senjutsu chakra. The second airborne cannon formed somewhere else in the terrain (must at least be formed five meters away from target unless already within short range of them" will have another seal that's connected to the first. After sealing and purifying the chakra in the first cannon, the second cannon immediately fires it afterward - releasing a 180-degree blast of senjutsu chakra moving twice the base speed of the user, traveling up to ten meters. Upon contact with the opponent, they are slowly petrified over time, becoming fully transformed into a statue after four turns have passed, which over time causes certain effects to trigger, with the first turn the opponent cannot make more than four hand seals per technique, second turn being unable to move any more than five meters, with third turn doubling the effect of the previous two (making it unable to make more than two seals nor move past two and a half meters) while the fourth turn is full-body petrification. This, however, can be prevented by surging their body with chakra of the equal rank in order to rid of the senjutsu chakra. An alternative use to this however as well, is used on the user via having the cannon fire at them. The senjutsu is simply fired as at their body, having the converted chakra be added back into their own pool (same amount as original technique), helping as a method of keeping Sage Mode active (only with Imperfect Sage Mode). It can only seal/absorb techniques up to A-Rank or 30 Chakra (unless this technique's or chakra amount is increased). This technique is only capable of being used thrice per battle with a cooldown of two turns after use, while also being unable to use Senjutsu above A-Rank in the same turn or next turn.

Approved

(Inton: Gekkou Otome) Yin Release: Moonlight Maiden
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short to Long
Chakra Cost: 40 - 70 (10, if sustained)
Damage: 80 - 100
Description: Utilizing one's imagination, the user takes an approach with the use of their Yin energy. After performing the appropriate hand seals, the user is able to release, control, and mold their Yin energy into various formations. This can range simply from basic constructs such as tools, shapes but range into more basic formations like omnidirectional bursts, waves, etc. The true limitation is only one's imagination, somewhat of irony for Yin Release. The constructs formed are initially created within the short range of the user through the user can pay additional chakra in order to craft them up to mid-range awe (though must be formed five meters away). These constructs while seemingly basic, are rather dangerous in approach, as simply coming into with them has devastating properties. The first is the high absorbing properties they possess - immediately leeching up 50 chakra from foreign chakra sources or if striking the opponent directly. This allows the constructs created by this technique to drain opposing techniques with ease, though each construct can only absorb one technique per its life span. This absorption ignores the ranking and damage of the technique in question, however, should the opposing technique have more chakra than it, then it simply becomes weakened after an interaction, losing one rank in power. That's not all, however, as these constructs can either be spiritually damaging or physical - similar to Hands of Sloth, however, the user must pick upon creation which of the two states it is in. Once selected, it cannot change without the use of an external technique. This also has its own unique interaction, in which if used spiritually, not only does it drain the target's chakra but it also spiritually impairs them.At B rank, it prevents the opponent from being able to use Yin Release, Spiritual Based Abilities nor sustain techniques for more than three turns due to lack of focus from S Rank and above. A Rank prevents the same however A-Rank and above while S Rank prevents B – Rank and below. The opponent suffers from this naturally over three turns however they are able to purge this by utilizing Yin Release, Yang Release, Yin Yang Release, or Sage Mode Enhanced Surges to remove the effects with equal or more chakra. S-rank can only be used 3x with the need of 4 hand seals, A-rank can be used 4x with the need of 3 hand seals, and B-rank would only need 2 hand seals. Crafting them at mid-range requires an additional +20 chakra, while also these constructs can range from as small as a kunai to as tall as Mountain Smash. These constructs are normally pure black in coloration but can be any color if the user choices, emitting no heat but can still be sensed.

Declined. Allowing such a broad, formation type Yin Release technique isn't really something I'm particularly fond of. I think I've seen this tried before and declined it a year ago, I just can't quite place who submitted it. And I declined it for the same reason: it's just too broad. Not to mention you slap on a horrendously large number of abilities after the fact, like Hands of Sloth and absorption.

Drackos
Dropping CW above if the below is approved and resubmitting Animalia

(Kougou Doragon Yumi ) Empress Dragon Bow
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The Empress Dragon bow, a powerful bow that was handcrafted by Mirabelle Hayabusa. Her desire to create a weapon that suites her combat prowess as an archer allowed her to create this weapon. Through the assistance of her mentor, Paradox, a very cryptic weapons master – she was able to finally establish and create a bow that surpassed any of her previous weaponry. The bow itself is rather basic in design – being a sleek black coloration,having a somewhat glass like finish to it . The quiver associated with the bow rests on her hip usually but can be used in any fashion she desired such as on her back. The bow’s design is strong enough to resist one S rank attack or two A ranks before shattering to another technique afterwards. The bow itself is highly focused with its design of combining fuinjutsu and archery into one. These can be found below, with some of it revolving the bow itself and the quiver tied in.

Empress Dragon’s Armament (N/A) – Considered the most basic ability of the bow, is passive in nature and doesn’t require a move slot. Located on the bow and within the quiver are two seals, modified version of the “Lightning Blade Creation Seal”. Upon the user taking an arrow out from the quiver, it is immediately replaced with another in order to keep the user’s arsenal of arrows continuously filled. This allows the user to summon forth any kind of arrow she has access towards, though the quiver itself utilizes unique arrows as well. These unique arrows are adaptive by nature – meaning that they are capable of transforming into any kind of arrow the user might need in combat. This includes special arrows for custom fighting styles etc those allowing for the user to complete have access to their arsenal to the fullest capacity. This also extends to techniques that create chakra based arrows, causing adaptive arrows to absorb the chakra nature of the user and transforming into the needed arrow while the bow itself acts as the chakra bow if any is needed to be formed. The other seal is located on the bow itself, allowing the user to seal and unseal the bow into the palm if needed or to put away when not in use or to avoid someone trying to steal it. This doesn’t cost a move as well, though most at least be within ten meters of the weapon to do so.

Empress Dragon’s Enhancement Fang (N/A) – The secondary and final passive of the bow, located on the golden accents of the bow. This ability does two things, the first requiring no chakra, causes all techniques that originally wasn’t treated as “Kyujutsu” or Archery to now count as such, allowing for other techniques that influences Kyujutsu to affect them now. The second is the empowerment, with a seal that is passively activated each time the user utilizes a technique or skill from the bow. The seal passively siphons an additional amount of chakra from the user (+10) in order to enhance the strength of the bow and arrow. This acts as a means to increase the damage of these techniques by +1 rank or +20 DMG for techniques S rank and above in power.

Empress Dragon’s Comet (D – S) – The first active ability of the bow, in which utilizes a seal marked “energize”. Upon preparing to fire an arrow, the user can activate this seal – which causes an elemental nature or other nature transformation the user has access towards to be released. The seal then infuses the bow with said elemental nature, creating a coating around it. Once the arrow is released it soars through the skies at the intended target. The coating causes the arrow to gain the elemental properties of the chosen nature, that when striking them will react in a way the element normally does (such as fire burning the opponent, lightning shocking the opponent) etc. This can also be applied to Custom Elements or Advanced Elements. D to B rank can be used any amount of times per battle, while A rank can only be used thrice and S rank twice. A rank causes this technique to go on cooldown for two turns before utilizing it again while S rank causes this same cooldown but for three turns instead. Emperor Dragon’s Empowerment damage increase doesn’t apply to this abiliy. These arrows are fired up to long range, with the coatings being applied at a short range.

Empress Dragon’s Divine Protection (A) - The second active ability of the bow, the user is capable of activating a seal marked as “protection”. By activating the seal, a spherical barrier of chakra will immediately form around the user (up to short range). This barrier is laced with sealing scrip all around it, that once foreign chakra comes into contact with it – the barrier forcefully seals the technique into the seal. Once this is done, the second part of this technique triggers. The user will fire off an arrow, but before firing it will create a seal on the arrow. Once the arrow is within short range of the enemy, the seal will open – forcefully releasing the previously sealed technique. The barrier costs one move in order to utilize as well as the second arrow unless the arrow is released within the same time frame, thus only counting as one move in total. The user can keep the technique sealed afterwards to be utilized later with the arrow, costing a move to do so. This ability can only seal chakra/techniques up to A rank (30 Chakra) but cannot be used on living creatures unless it’s a chakra made familiar. Can only be used thrice per battle, with a cool down of three turns (doesn’t apply to releasing of arrow). Once the arrow is released, this portion goes on cooldown too for two turns as well.

Declined: Yeah you can just remove that Empress Dragon's Divine Protection because it's not about to be approved. The idea of unsealing techniques in this manner isn't about to fly. Then, especially since you state it's an "arrow" it can be any kind of arrow. How in the world could the arrow even be released at the same time as you're activating the barrier? The bolded part of Empress Dragon’s Enhancement Fang doesn't sit well with me either. Remove that.
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(Inton: Hisutoria ) Yin Release: Historia
Type: Supplementary, Defensive
Rank: S Rank
Range: Short - Mid
Chakra Cost: 50 (- 30 per turn)
Damage: N/A
Description: Through the process of four hand seals, the user will cast onto their opponent a Yin Based Illusion. Upon being struck, the opponent is afflicted with a spiritual curse. The illusion doesn't not effect the targets basic five sense but rather it takes a more psychological gripe on their psyche. The sin in itself is represented in the target's mental capacity being "eaten" by the user's yin chakra. As such, the user essentially has the memories of the opponent consumed, temporarily erasing such thing from their mind as though it never existed. This can be described best as forced short term memory loss, which if the subject of "Katon" is consumed, then the opponent is unable to utilize Fire Release at all nor any advanced elements associated with it. The possibilites are endless, with the user capable of even eating the target's ability to perform Taijutsu/Kenutsu etc thought there is limitations to this technique. It cannot prevent the target from forgetting memories that are considered too "complex" such as inability to utilize chakra, basic bodily functions such as breathing etc or anything that would result in the person's death. The user can target up to three subjects (must be outlined in user's turn when performed) per use. The user through roleplaying experiences such as the Ninja World can even have the sin eat the memory of certain events that occured but they themselves must have been present in order to specifically target such a memory (unless the user has a means of reading the target's mind). This illusions lasts four turns per usage, with a usage amount of twice per battle. While active, the user is unable to utilize Yin Release or any spiritual based technique above A rank, while also consuming a move slot per turn to maintain. The chakra of this technique can be purged with the use of Yin. Yang , Yin - Yang or Natural Energy of the same amount. Upon purging it, the target's memories of released back into them though will cause a mental lapse, causing them to use the selected areas at a reduced rank of one for two turns in order to reinstate the memory accordingly. After purging, the user is unable to utilize any Yin, Yang nor Yin Yang technique of B rank and above for three turns.

Declined. Hell no. And you know exactly why.
 
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(Genjutsu: Karaku Natta Kagami) — Illusionary Technique: Blackened Mirror
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be trapped in a genjutsu completely, the user however will not be cast in the illusion trapping the opponent, inside the illusion the user will take on the form of the opponent, however they will have dark grey chitinous skin, red eyes and red lines across their body. This corrupt version of the opponent will then attack them, grasping them around the waist in a bear hug and lifting them off the floor immobilizing them and attempting to crush them.
Note:
Prior to the bear hug the opponent is not paralysed inside the illusion however the bear hug will immobilize them
Note:
Can only be used twice.
Note: No Gen above A-rank next turn.
Approved


(Seimei No Umi: Han'ei) — Sea Of Life: Prosperity
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: While standing in the sea of life, the user can activate this technique. Making use of the genetic material carried in the sea of life, the user will begin to heal for 40 damage per turn for as long as they remain inside the sea of life source. However each turn the sea of life source is drained back in to the users body to repair them, for each range of sea of life this lasts an additional turn, with short range being a single turn duration and long range being a three turn duration. This ability won't allow the user to go above their maximum health points however. While standing in the sea of life with this ability activated the users skin will turn grey and cracked and they will be able to shave away thirty damage from any incoming physical damage. This ability causes all the sea of life the user is standing in to take on this property for beings of the sea, meaning any creations of the sea are also healed such as the users creations or slaves.
Note: The technique will last until contact with the sea of life is broken.
Note: Can only be used twice.

Approved.

(Seimei No Umi: Karamiau) — Sea Of Life: Intertwine
Type:
Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their natural abilities with the sea of life in to techniques of other natures, enhancing them with the amino-geis and increasing their damage. Functioning primarily on liquids and solids, specifically ones that are expelled from the users body in some format since they need to have the sea of life added to them. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of the sea of life, making it behave on neutral terms with everything. Additionally by carrying the amino-geis victims of this empowered technique can find themselves enslaved to the will of the user following the same rubric as the normal amino-geis rules.
Note: May only be used thrice per battle
Note: Techniques affected by this will not simply disperse but will instead create a short ranged pool of the sea of life wherever they strike
Note: While the technique works primarily on liquids and solids it can work on energy elements like fire however it will only increase their damage by twenty.

Declined. This won't work on energy-based elements; I'll only allow it to work on solids and liquids. The Sea of Life being left behind is fine but because the technique itself is neutralized it won't actually have any ranked durability or strength.

(Seimei No Umi: Neltharionu No Ken) — Sea Of Life: Neltharion's Fist
Type:
Offensive
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Utilizing the sea of life, the user will form a gigantic ball of the corrupted material from their body, launching it skywards, the ball will then crash down upon a targeted location with incredible force, spreading the sea of life long range in every direction from the focal point and harming anyone hit by it, with the exception of Children of Tiamat, creations of children, or those afflicted by the Amino-Geis, which the attack carries. Optionally the user can fire the ball so high in the air that it descends over multiple turns, up to three full turns, including the one in which it was fired. Each additional turn the technique spends falling increases it's kinetic energy upon landing, increasing the damage by 10 each turn, counting as one of the possible damage boosts that can be applied.
Note: May only be used twice per battle

Declined. Restrictions?
(Seimei No Umi: Karamiau) — Sea Of Life: Intertwine
Type:
Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their natural abilities with the sea of life in to techniques of other natures, enhancing them with the amino-geis and increasing their damage. Functioning primarily on liquids and solids, specifically ones that are expelled from the users body in some format since they need to have the sea of life added to them. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of the sea of life, making it behave on neutral terms with everything. Additionally by carrying the amino-geis victims of this empowered technique can find themselves enslaved to the will of the user following the same rubric as the normal amino-geis rules.
Note: May only be used thrice per battle
Note: Techniques affected by this will not simply disperse but will instead create a short ranged pool of the sea of life wherever they strike
Note: Occurs in the same timeframe as the technique it's comboed with
Note: While the technique works on liquids and solids it can't work on energy elements, though it can work on liquids in a semi gaseous state, such as mist or frost.

Declined. What'd I tell you in training about mists and the Sea of Life? It has to be done through a solid/liquid medium. Energy won't work, and neither do mists (think Vile Haze). Also because you want a +30 boost here, it needs appropriate drawbacks.

(Seimei No Umi: Neltharionu No Ken) — Sea Of Life: Neltharion's Fist
Type:
Offensive
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Utilizing the sea of life, the user will form a gigantic ball of the corrupted material from their body, launching it skywards, the ball will then crash down upon a targeted location with incredible force, spreading the sea of life long range in every direction from the focal point and harming anyone hit by it, with the exception of Children of Tiamat, creations of children, or those afflicted by the Amino-Geis, which the attack carries. Optionally the user can fire the ball so high in the air that it descends over multiple turns, up to three full turns, including the one in which it was fired. Each additional turn the technique spends falling increases it's kinetic energy upon landing, increasing the damage by 10 each turn, counting as one of the possible damage boosts that can be applied.
Note: May only be used twice per battle also incurs a three turn cooldown upon use, meaning it can't be used for three turns.
Note: May not use forbidden rank jutsu in the same turn.

Approved.

(Seimei No Umi: So Ketsugu Suru) — Sea Of Life: Discombobulate
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their natural abilities with the sea of life in to techniques of an illusionary nature, enhancing them with the amino-geis and increasing their damage. Functioning exclusively on illusions this technique enhances the illusion in a fashion similar to the red star technique. This technique will grant the empowered illusion an increase of thirty damage points. Additionally by carrying the amino-geis victims of this empowered technique can find themselves enslaved to the will of the user following the same rubric as the normal amino-geis rules, however the amino-geis effects only take place when the opponent is damaged by the illusion, not the moment it is placed.
Note: May only be used thrice per battle
Note: Genjutsu enhanced by this technique can not be layered with another illusion, with this counting as a layering.
Note: Occurs in the same timeframe as the illusion

Declined, DNR. You can't combine the Sea of Life with Genjutsu. That just doesn't conceptually work. The other issue here is that you're basically trying to just get bootleg Yin with this. Which obviously isn't approvable.
 
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Yursix

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(Yōton: Gomu-gata) - Lava Style: Rubber Mold Technique
Type:
Offensive, Supplementary
Rank: C
Range:Short
Chakra: 15
Damage: 30 (+5 damage increase)
Description: Yōton: Gomu-gata is a ninjutsu the utilize the Lava Element to construct advance melee weapons made of rubber. Rubber is focus at the users hand and shaped into a vary of melee weapons such as a club, hammer, or spear. Instead of having a steel edged for cutting, a mass amount of rubber is pact at the end to deliver maximum damage. These weapons are heavier than normal when wielded.
Note: Only usable by Dodai and Rubber Custom Biography's

Link to Approval:
- Updating
- Change into a Universal technique for Rubber
- Added Trigger


(Yōton: Gomu-gata) - Lava Style: Rubber Mold Technique
Type: Defensive, Offensive, Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This is a Lava Element technique that shows the true emphasis of Change in Chakra Form (Shape Manipulation). Using the Lava Kekkei Genkai, vulcanize rubber is materialize outside the body to generate weapons (such as a tonfa, baton, club, etc.) or the user slams their palm to the ground to make a shield (such as a wall of rubber) or for support (such as a heap of rubber cushion). D - B rank small to meduim tools and constructions are performed in the heat of battle without needing to weave hand signs. More advance like A-rank tools and contructions will require to perform a single hand sign to release (while S-rank will require 3 hand signs). With enough force, these tools can deal blunt damage that would cause physical damage to the target, resulting in truama or soften an attack to minimalized damage. Its physical properties made of rubber allows solid projectile techniques to rebound; become resistant against abrasion of sword or wind-related cutting-like techniques and some nature transformations such as earth, fire and water; and has resislence against C-rank and below physical strikes/Taijutsu.
Note: Only usable by Dodai and Rubber Custom Biography's
Approved: Made edits.


(Yōton: Kyatchāgia) - Lava Style: Catcher's Gear Technique
Type:
Defense
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: Yōton: Kyatchāgia is a ninjutsu that utilize the Lava Element. After performing the Sheep seal, rubber is coated on the chest of that user to serve as protection. Due to rubbers durability, it is able to withstand against Taijutsu attacks (C-rank and below) and for its elasticity, rebound projectiles. However, the technique is incomplete as other areas of the body are expose.
Note: Only usable by Dodai and Custom Rubber Biography

Link to Approval:
- Updating
- Change to a full body armor style technique


(Yōton: Kyatchāgia) - Lava Style: Catcher's Gear Technique
Type: Defense, Offensive
Rank
: A
Range
: Short
Chakra: 30 (-10 to sustain each turn)
Damage
: 60
Description: Yōton: Kyatchāgia is a ninjutsu that utilize the Lava Element that creates a shield of armor made of rubber. After weaving the Sheep hand sign, rubber envelops the body of the user for protection. Appearing smooth over the body, its properties allow for immense durability, damage/high resistance, and elasticity. Those applications unique to rubber makes Tajutsu of [C-rank and Below] having no impact and resisted against [B-rank and Below] Fire, Earth, Wind and Water Style Jutsu - unharmed by the flames, not impacted by the earth, not injured by currents or high pressurized water, and not affected by the cutting power of the wind. It also adds to the ability to rebound projectiles. Due to its polished and thinner look, the body is modified to be made lighter allowing for the user to show off its elastic capabilities. Their feet becomes bouncy which displays the speed of their Taijutsu movements at full acceleration, multiplying their base speed by [x2]. Despite its speed increased, the body is coated in rubber allowing for more devasting blows, increasing the user's Taijutsu strength by [+10]. While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below]. The user can cancel this technique at anytime.
Note: Only usable by Dodai and Rubber Custom Biography's

Approved
 
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Daemon

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Advanced Uzumaki in inventory

Dropping If approved:

(Ningen Seirigaku)- The Human Physiology
Type: Weapon
Rank: S
Range N/A
Chakra Cost: N/A
Damage Points:N/A
Description: The Human Physiology is a custom weapon made by Akasuna no Sasori. The Human Physiology is a sentient core that replaces Sasori's current core. The core is the same size as Sasori's current core but instead of it being exposed like normal the core is covered with a durable material. The durable material can only be destroyed by A rank and above techniques. This means that widespread techniques won't do the job of destroying it properly. The Human Physiology has unique traits that Sasori can only access. The cores aim is to purge any foreign chakra that is present within Sasori's body. Being a puppet, Sasori is not able to feel pain because he lacks a central nervous system but yet he still finds a way to control his body and that is through his core. As long as chakra remains in Sasori's body he can manipulate it as he pleases. The core works by allowing Sasori to feel pain when foreign chakra enters his body and at that point the core will act as its own to purge it. When under the effects of a genjutsu, The Human Physiology will inflict pain onto Sasori that is enough to release him from the genjutsu. After the genjutsu is released, the core will remain dormant again until it is needed again. Once the genjutsu is released, Sasori will again feel nothing and once again become a puppet without emotion. For that brief moment, Sasori gains somatosensory senses before it fades away. However The Human Physiology can only release S rank or lower genjutsu. The core can release Sasori out of genjutsu once per turn. Much like his common core, Sasori can switch this core into other puppets instantly to swap out bodies. Since this is Sasori's Weapon made for Sasori it can only be used by Sasori bios.

Note: This can only be used by Daemon
Takama - High Heaven
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Takama is a legendary weapon wielded by members of the Uzumaki clan or those who have learned their secret Fuuinjutsu. Takama is the sister sword to Tengoku no chōkoku-ka, the legendary sword wielded by masters of the Hyuga Clan. While Tengoku no chōkoku-ka was fabled to have shape the hills and valleys of the afterlife, Takama was noted to be responsible for the boundless sky of the Pure World. The hilt of the weapon is a deep black with silver ornaments adorning its tip, the guard forged to appear the same. The blade itself is a deep grey, silver. Uniquely, this katana is lacks a physical scabbard to preserve the blade. Takama's abilities are closely related to the secrets of technique of the Uzumaki clan, the Chakra chains. In fact, the entire composition of the blade is akin to those very same chains. Much like it's parent technique, Takama can be manifested physically or be manifested within the mental space or consciousness of it's user. The default state of the blade is to manifest itself within the user's consciousness able to be called forth physically or returned back to the user's consciousness on a whim, passively. Therefore, using the user's mind as a "scabbbard". Due to it's innate ability to manifest in both the mental plane and physical plane, Takama's abilities can be divided into two distinct abilities.

While mentally manifested, Takama erects a barrier much like the Chakra Chains Barrier. This barrier acts as a ward to spiritually harmful techniques. This naturally extends to genjutsu techniques as well as spiritual parasites or tethers, Yamanaka techniques etc. Spiritual techniques therefore lose a rank in effectiveness/strength against the user. And the barrier remains active as long as Takama is not physically manifested. Thus, physical manifestation or "unsheathing" of the blade deactivates this barrier. If physically manifested, the user, at the cost of a move, can "sheath" or mentally manifest this blade to immediately break a spiritual tether, parasite, genjutsu etc. Note that this does not compromise the ability to passively sheath and unsheath the sword, as sheathing the sword does not inherently break the spiritual technique. It's only through this usage(using a move in a turn) where mental manifestation of the sword breaks the spiritual technique. This active usage can only be used three times per battle.

While physically manifested, Takama gains the ability to, up to three per battle, manifest the Chakra Chains in conjunction with the kenjutsu technique within the same timeframe. However, the limit on this usage is that the Forbidden Rank usage of Chakra Chains (70;120) cannot be used in this manner. If successfully landed, sealing effects take place which result in the ability to not use Space-Time Techniques, including Summoning techniques for Two turns. At an additional cost of 70 chakra to the technique, the user can go for the full sealing technique seen in the parent technique, Chakra Chains. Thus sealing the opponent's ability to use chakra, however this effect only lasting a singular turn and can only be used twice. Naturally, Takama can be used for sword based techniques such as kenjutsu as well as freeform usages.


Declined: You need to tone this down a bit. So if I understand correctly you can start a battle with this passively mentally manifested therefore causing all spiritual-based techniques to be reduced by one rank indefinitely essentially. Then on top of this by just spending a move you can cancel out essentially any spiritual-based attack. The physical manifestation don't sit well with me how you can just utilize the damage from the chains and any kenjutsu technique you have but I can look past that for the most part. Tone this down a bit.
 
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Geezus

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Updating:

Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
(Last 3 turns)
(Usable 2 times)

Revising this technique to make it more useful and clear as to the intentions behind it.

Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 20 (+5 per turn)
Damage: N/A
Description: While not truly related to sharks or an eye, after performing the two necessary handseals this ninjutsu gives the user a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within mid-range regardless if they cannot be sensed by traditional methods. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other B-rank and above Lightning ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless for one turn. Additionally, the user must constantly channel chakra to maintain this sensory enhancement, though it remains passively active once performed.
Note:

  • Last up to five turns with a two turn cooldown between each use.
  • Usable twice per battle.
Declined: Why you updated this to make it worse is beyond me, but you need to specify the colored part because how can this sense people that cannot be sensed by traditional means but this itself is just a traditional means of sensing.

Raiton/Fuuton| Mabushii Unari (Lightning/Wind Release| Radiant Howl)
Rank: S
Type: Attack/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: The User concentrates a large amount of wind and lightning Chakra in his mouth that when releases sends out massive shockwaves of lightning and wind around that can obliterate whatever is in it path. The rippling wind and lightning creates a deafening howl that is able to drown out all sound and causes the and opponent to be deaf for the turn afterwards.
(No Lightning Or Wind Next Turn)
(Usable 2 times)

Approval
Made this a solitary Wind Technique, removing the Lightning/Wind combination which is not possible.

Fuuton| Mabushii Unari - (Wind Release| Radiant Howl)
Rank: S
Type: Attack/Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: After creating the four necessary handseals the user concentrates a large amount of wind in their mouth that ripples outwards when released and sends out massive shock waves of wind chakra that can obliterate whatever is in its direct path. The rippling winds create a deafening howl that is capable of counteracting Sound Jutsu and causes the opponent to be deaf for the turn afterwards. Those with increased hearing ability suffer an additional +10 damage from this technique and are rendered deaf for an additional turn.
Note:
  • Wind Jutsu above A-rank may not be used in the next turn.
  • Usable twice per battle, with a two turn cooldown.
Approved
 
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