Custom Jutsu Submission - IV

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Lili-Chwan

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( Fuuinjutsu: Furui no Manmosu ) Sealing Technique: The Tusk of the Lost Mammoth

Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +20 per turn )
Damage Points: N/A
Description: Mammoth is an ancient sealing technique that combines Elemental Ninjutsu with Fuuinjutsu. The user creates a ball of chakra the size of a pea, with the kanji for "Sheer Pressure" inscribed in it's surface. The user is then able of shooting the pea-sized inscription towards any active enemy elemental ninjutsu, which will cause an inscription to encase it wholy and immediately compress it back into a pea-sized black ball of dense elemental chakra. The compressed ball will now show a sealing insignia of with the kanju for "Tusk" which will absorb the user's chakra and allow for the manipulation of the Shape of the elemental ball, which can passively turn into any generic weapon and be safely controlled either remotely or physically by the user, which can then be used to perform Bukijutsu and any fitting Weapon CFS, passively acquiring an elemental edge of the sealed element of +20 damage and rank boost to their technique. The user is capable of performing one freestyle action with the weapon itself, be it a slash, or a parry, or launching an elemental crescent or blast of chakra, with the power and rank of the original technique, per turn, counting towards the jutsu slot per turn. This attack will always follow the main release of the elemental nature, and entails generic and simple attacks like blasts, crescents, slices, parries, cuts, strikes, etc.

Note: This technique can only be used 2 times per battle, while only lasting a maximum of 3 turns, whereupon the Tusk will collapse upon itself harmlessly. It requires the user to wait 2 turns before reusing the technique.

-Declined- You fixed some of the issues, but created more at the same time, I won't allow you to absorb a technique once and then each turn fire off a wave of chakra with the exact same power and rank of the absorbed technique for three turns, it doesn't really make sense that you could somehow multiply the power of what you absorbed thrice over without adding anything of your own. Also the issue is still there in regards to what this can absorb and weaponize, I don't think I could allow it to absorb advanced elements or CE unless you also have said AE or CE both for balancing and the fact that you couldn't really control these elements once you released them if you have no clue how to use them.

(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within their technique. Sealing the thieving ghost inside one’s technique happens within the same timeframe as their sealing technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the source of the initial chakra (the user). From there, the parasite will carry the opponent's chakra signature towards the user, embuing the initial and following techniques with it, increasing the efficiency of sealing techniques used against the opponent (all techniques increase in rank and power by 1 degree (With the exception of the initial technique, which is already applying the Thieving Ghost weakening effects ), while also allowing the user's sealing technique to bypass the enemy's inherent immunities or resistances to foreign chakra, by emulating the opponent's chakra signature. Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Pending- I'll come back to this once I discuss it with the others.
( Fuuinjutsu: Furui no Manmosu ) Sealing Technique: The Tusk of the Lost Mammoth

Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +20 per turn )
Damage Points: N/A
Description: Mammoth is an ancient sealing technique that combines Elemental Ninjutsu with Fuuinjutsu. The user creates a ball of chakra the size of a pea, with the kanji for "Sheer Pressure" inscribed in it's surface. The user is then able of shooting the pea-sized inscription towards any active enemy elemental ninjutsu, which will cause an inscription to encase it wholy and immediately compress it back into a pea-sized black ball of dense elemental chakra. The compressed ball will now show a sealing insignia of with the kanju for "Tusk" which will absorb the user's chakra and allow for the manipulation of the Shape of the walls of the Tusk that compressed the element, which can passively turn into any generic weapon and be safely controlled either remotely or physically by the user, which can then be used to perform Bukijutsu and any fitting Weapon CFS, passively acquiring an elemental edge of the sealed element of +20 damage and rank boost to their technique, as the Tusk assumes the shape of the necessary weapon required to perform it. The user is capable of performing one freestyle action with the weapon itself, be it a slash, or a parry, with the power and rank of the original technique, per turn, counting towards the jutsu slot per turn. This attack will always follow the main release of the elemental nature, and entails generic and simple contact-based attacks like slices, parries, cuts, strikes, etc. Otherwise, the user can also passively expend the elemental chakra inside the Tusk and create simple constructs that detach from the Tusk ball, like blasts, jets, crescents etc, which will expend the chakra that was previously sealed. So if an S ranked technique was used, the user can detach up to 1 S rank construct, 2 A ranks, 4 B ranks, 8 C ranks or 16 D ranks. This can only be used up to Mid-range. Only one contact-based attack or dettach-based attack can be used per turn. Using dettach-based attacks lower the potential rank of any other attack used with with the Tusk.

Note: This technique can only be used 2 times per battle, while only lasting a maximum of 3 turns, whereupon the Tusk will collapse upon itself harmlessly. It requires the user to wait 2 turns before reusing the technique.
Note: Since the user is sealing the enemy technique with Fuuinjutsu, and then manipulating the inscription walls that compressed the enemy element, this is not considered full manipulation of the element, but merely hijacking it. The user is incapable of sealing a liquid water jutsu and turn it into oil-based water jutsu, even if Water Ninjutsu can be used like that. Thus, even when sealing elements that the user does not own, like CE or AE, the user is never manipulating the original element or technique, merely the fuuinjutsu itself.

-Approved- Edits made

(Inton: Onryou no Jutsu) - Yin Release: The Ghost of the Piercing Hedgehog
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Piercing Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to Damage Shaving properties. When using a jutsu with a damage shaving property, the user will form the ram hand seal to seal the Piercing Ghost within their technique. Sealing the Piercing Ghost inside one’s technique happens within the same timeframe as their damage-shaving technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, decreasing it's efficiency by increasing the damage-shaving buff of the host technique by -20 damage against the opposing technique. Once the piercing ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent), reflecting the same amount of damage onto the opponent as it was shaved off in the interaction. Once the Piercing Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. Unlike Hungry Ghost, the effects of the Piercing Ghost aren't turn-based, and are felt only with the first technique that it interacted with, working technique by technique.

Note: In case the host technique overpowers the preyed technique, the effects of the boosted damage shaving buff will not be felt, and the host technique will carry on with the normal damage shaving buff it had before the Piercing Technique.
Note: Can only be used 6 times per battle and cannot be used on the same target more than thrice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Piercing Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Piercing Ghost can only be used on S-rank techniques and below.

-Declined- Having discussed this there are some issues, firstly I don't think this can just buff the damage shaving of things without some kind of stipulation because it's basically double dipping, it'd be the equivalent of using a damage boost on a damage boost and since debuffs already share a limit with damage buffing this would have to follow the same logic, which you may not want. Secondly the instantaneous reflection of damage that can't be "blocked or circumvented" is problematic, that phrasing is only allowed in some canons because generally they either don't do damage, or in the case of eye of the red star the damage caused can be purged, in the case of this technique it reads as though you are doing instant unavoidable damage based on how much damage you have shaved, which can be a considerably high amount given the boost.

(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within their technique. Sealing the thieving ghost inside one’s technique happens within the same timeframe as their sealing technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the source of the initial chakra (the user). From there, the parasite will carry the opponent's chakra signature towards the user, embuing the initial and following techniques with it, increasing the efficiency of sealing techniques used against the opponent (all techniques increase in rank and power by 1 degree (With the exception of the initial technique, which is already applying the Thieving Ghost weakening effects ), while also allowing the user's sealing technique to bypass the enemy's inherent immunities or resistances to foreign chakra, by emulating the opponent's chakra signature. Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Declined- Having discussed this with the others I just don't think this can be allowed, you're lowering the rank of an opposing technique then increasing all of your fuuin by one rank and power. Then afterwards it somehow removes all of their immunities to foreign chakra? It just doesn't make much sense and it's very overpowered.
(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within their technique. Sealing the thieving ghost inside one’s technique happens within the same timeframe as their sealing technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent). From there, the parasite will carry the user's chakra signature towards the opponent, decreasing the efficiency of sealing techniques used against the user (all techniques decrease in rank and power by 1 degree, while also allowing the user's sealing technique to bypass the enemy's fuuinjutsu-related inherent immunities or resistances to foreign chakra, by adding the user's chakra signature to their seals, when in regards to Sealing inscriptions, Body Seals and other Fuuin-Related that are created or activated during the duration of the Thieving Ghost infection by either the user or target . Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Declined- This feels like a bit of a rushed rework with the whole flipping around the effects that way, but the problem is still the removing other peoples immunities, I can't quite get my head around why it would work this way, you're applying your chakra, via the tether to an opponent who is resistant to foreign chakra (like your own) so using your chakra against them to lower their resistance just creates a chicken and egg loop. I guess in theory you could approach this from a spiritual degradation standpoint instead, but using your chakra to make someone whos resistant to your chakra become weak to your chakra just doesn't sound right.
 
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Zatanna

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(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type:
Weapon
Rank: S
Range:
Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.

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Approved: Rank of Weapon dropped, did not need to be F rank at all. - Daemon
updating CW

(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
-In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amount of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
-The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the user each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position. This ability gives the user a bonus of x2 to their tracking, however does not track chakra but an actual physical presence closest to the user.
-At the cost of 10 extra chakra (not counting as a boost), the user can create a harmless chakra barrier when performing shockwave based taijutsu techniques. This barrier allows the user to control and direct their shockwaves that would normally be an omnidirectional sphere around them. By funnelling the chakra into a cone, they are capable or making an attack that can be more precise without worrying about collateral damage. The additional benefit to this, similarly to increase the pressure within a confined space, is that it extends the range of a shockwave attack by 1 range. (eg Short can reach mid, mid can reach Long).The comparison for this would be like when using a hose, covering half the nozzle which causes more pressure to shoot the water further. The trade of for this however is that of course would not be able to target anything outside of the cone. The max able a user could perform this technique would be 170* which would be just under everything in front of them.


-Declined- Keep the original, that whole chakra barrier increasing the range makes very little sense honestly. The hose comparison misses one vital thing, the rubber hose is stronger and more durable than the water being pushed through it, a 10 chakra barrier would be absolutely decimated by almost any taijutsu shockwave it tried to contain.
 
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(Ō Rōnin Seishin Ken no Jutsu) - Great Rōnin Spiritual Blade Technique
Type: Defensive/Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The ultimate form of the Ronin Spiritual Blade Technique; a technique unique to the Rōnin, utilizing similar principles to the Samurai Sabre. The user channels their chakra through their swords and extends the reach and binding ability of the blade. This creates a meter-long spiritual flame effect around the blade, appearing as if the blade was engulfed in a steam like flame with flecks of various colors. Crescent arcs of almost pure spiritual energy are created through the user’s swings. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: Can be used three times and after each use, the user cannot use any Ronin techniques S rank and higher the next turn.
Note: Can only be used by Rōnin biographies.

Approved, made edits.

(Omoikane) - Omoikane
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A Ronin technique that augments their forbidden Kuebiko technique, altering the nature of the spiritual connection forged between the user and the target. The power of Omoikane allows the Ronin to use their spirit to suppress those to whom they are tethered. Whenever Omoikane is activated, all of the opponent's techniques are treated as if they have had a usage expended for the duration of the tether. This means, for example, that a technique that could only be activated once per battle but had yet to be used could not be used while tethered through the effects of Kuebiko. If a technique does not have a usage restriction in place, it is instead placed on a one turn cooldown every time it is used, meaning it cannot be used in consecutive turns.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter. If used alongside Kuebiko this technique does not consume a moveslot.
Note: If the effects of Kuebiko end, then this technique's effects also end. When the tether ends the usage that this technique suppressed is restored, and any cooldowns affected by this technique are immediately refreshed.

Declined, almost completely unrestricted outside off the one usage restriction. There are no limitations when this ends nor real drawbacks that would make this a Forbidden ranked technique. In addition to this, definite no to not consuming a move slot given the actual abilities of this. Needless to say, this requires a tether to first happen for its effects to target those tethered.

(Fukurokuju) - Fukurokuju
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A Ronin technique that augments their forbidden Kuebiko technique, by way of augmenting the technique Omoikane, further altering the spiritual connection forged between the user and the target. The power of Fukurokuji allows the Ronin to use their spirit overwhelm their target. Whenever Fukurokuji is activated, the opponent's allowed number of moves per turn changes from three to two and they may not activate techniques that have passive activations; techniques or effects that they have active that can be deactivated or ended are forced to do so, triggering any relevant effects.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter. If used alongside Kuebiko this technique does not consume a moveslot.
Note: If the effects of Kuebiko end, then this technique's effects also end.

Declined, much like above, this doesn’t have restrictions outside of 1 usage. Forbiddens need to deal recoil damage, restrict the target from future skills/jutsu in some way as well as have lowered usage limits. This only has the latter. In addition, this and the above wont be allowed to coexist at the same time, meaning the debuffing nature/restricting nature of these wont stack and only one will be allowed at any time, including with Kuebiko.

-Pending- Leaving all for @Lord of Kaos
 
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ZK

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Taking the advice of Staff from here: https://animebase.me/threads/custom-fighting-style-submission.764489/page-6#post-22076859

(Soshi Taijutsu) Elemental Taijutsu (for reference)
Type: Attack
Rank: A
Range: Short-Medium
Chakara Cost: 40
Damgae: +15 to all Taijutsu(-5 per turn active)
Description: By focusing on the different elemental chakara's the user is able to manipulate them to fight in hand to hand combat while using their power. This jutsu is considered to be taijutsu and not ninjutsu.
Fire: The user hands and feet become fiery and burn with intense heat, giving the user flaming strikes. And can fire blast of fire opponent.
Wind: The users hands and feet become covered in wind chakara and gain immense cutting power. And can fire wind blasts at the opponent.
Water: The user hands and feet become covered with water and now have cutting power and have the user's hands have the abilty to handle immense heat. And can fire blast of water at the opponent.
Lightning: The user's hands and feet become covered with lightning and can use this to cut stronger, shock the opponent, and can send blast of lightning.
Earth: The user's hands and feet become much harder and give a stronger impact when meeting contact and allow the user to fire needles or rocks of earth at the opponent.
~This jutsu does not have a time limit itself for its not just a jutsu but a method of fighting. It can be activated at any period of time and released at any period of time. As long as its active the user is damaged in small amounts. The user can switch between elements, but the user cannot use jutsus of that element they are controlling~

(Zenryoku no Godai Genkotsu) – All One’s Power of the Five Element Clenched Fist
Type: Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: Zenryoku no Godai Genkotsu (ZGG) represents a passively activated streamlining of Crutch Kaguya’s ‘Soshi Taijutsu’ technique. Using it requires the user to activate Soshi Taijutsu and then posting this technique. In functional terms ZGG extends the characteristics of Soshi Taijutsu, but also narrows the scope of some of its abilities. The permanent aura hereof is no longer corporealized, with elemental chakra and the effects hereof being discharged logically through taijutsu instead. It separates the motions and moves of taijutsu from the elemental infusions, allowing the user discretion in which elemental infusion to apply to the extent that logic allows. Through ZGG the user is able to freely switch between elemental infusions or employ multiple elemental infusions successively through a taijutsu technique. The elemental blasts intrinsic to Soshi Taijutsu are restricted to short range, but also considered intrinsically, physically connected to the user’s taijutsu. ZGG can be utilized through some forms of Kenjutsu, but this cannot be used as a means to artificially extend the range of the style. It is possible for Ying-Yang Masters able to use the technique to employ several elemental infusions simultaneously insofar as the ability allows this. Techniques used in the context of ZGG retain their base properties, but adopt the strengths and weaknesses of their elemental infusions. The damage to the user from Soshi Taijutsu is passivized so as to only apply during turns where the user actively employs the technique. The user is unable to use ninjutsu of any elemental infusion actively utilized, but can use other techniques as normal as described in Soshi Taijutsu.
- The user must know ‘(Soshi Taijutsu) Elemental Taijutsu’ in order to use ZGG.

-Declined- After consideration I agree with the initial check in some regards, mostly that this is barely a custom. You're basically taking someone else's custom that you've learned and trying to make it a passive, with some additional buffs by combining multiple elements. I don't think I'd allow something like this personally since it's super generic and built off the backbone of someone else's stuff.

( Kuchiyose no Jutsu: Gedo Mazo Katachi Hafu ) - Summoning Technique: Demonic Statue of the Outer Path Incomplete Form
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 60
Damage: 80 (-10 to user)
Description: Users of the Rinnegan who have achieved the ability to summon the Demonic Statue of the Outer Path and have their Rinnegan activated are capable of calling upon Gedo Mazo’s earthen skeletal structure, such as a ribcage for basic defense or an arm for interacting with the surroundings. This allows them to attack with quick force or to defend just as well, requiring no hand seals to trigger. The user can do this once every three turns and two times in total. Being fundamentally a partial summoning technique this is affected by passive boosts.
Note: Note: Does not count as a full usage of Gedo Mazo. However, if Gedo Mazo has been used and cannot be used again, this cannot be as well.
Note: Can only be taught by ZK.

-Declined- customs based on the outer path are not allowed including the Gedo Mazo

( Shichiseiken: Seishin no Setsudan ) – Seven Star Sword: Spirit Severing
Type: Supplementary/Offensive/
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Seishin no Setsudan takes advantage of the fundamentally spiritual properties of the Shichiseiken. Just as the sword is able to sever parts of a soul from the whole, by infusing the blade with more Yin-dominant chakra the user is able to target several forms of energy and sever their connection to the whole. This ability takes advantage of the intrinsic connection between soul and spiritual energy. Practically, this allows the user to sever a chakra- or spiritual connection between a target and a remote technique or any other connection that share these characteristics. Accurately targeting these is, of course, dependent on the user being able to perceive the connection in some way, lest they simply use the technique blindly. This technique can also be used to attack a target directly, in which case it solely inflicts spiritual damage.
- Can only be used three (3) times per battle and not in consecutive turns.
- Can only be taught by ZK.

-Declined- this really infringes on the ronin niche, the canon ability of the sword already allows for spiritual damage but the more that concept is expanded on with customs the more it will conflict with what ronin are capable of, with that in mind this is a DNR.
 
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Just took out the seal from the original approval

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

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

Approved - Daemon
Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability which it has 100 Health Points and immune against A rank and below attacks.
-Mid range is the limit it can reach

-Declined- If you want it to have a resistance to damage it would need to follow the damage rules, S ranks are not immune to effects of A ranks, also 100 health points would be too high probably given you want it to have innate defense also.

Banjīgamu | Bungee Gum
Type: Supplementary
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Bungee Gum is a fuuin seal that is used by a bubble gum user that is placed on their shoes and gloves. The user activates these seals(one at a time or multiple at once depends on the situation of the technique they want to use) passively and releases out chakra infused bubble gum to use the gum on his glove(s), finger(s) of the gloves, and shoes. This allows the user to use Bubble Gum techniques without having to blow the gum from their mouth and gives them more of an unique way of using Bubble Gum techniques. At this point the user can use their mouth, gloves, and shoes to use Bubble Gum techniques. The user can deactivate the technique passively also.
-Must be posted in bio or at the beginning of the battle.


Approved: no edits.

-Pekoms


Banjīgamu | Bungee Gum
Type: Supplementary
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Bungee Gum is a fuuin seal that is used by a bubble gum user that is placed throughout all the user's clothings(shoes, coat, socks, gloves, hats, etc) and weapons. The user activates these seals(one at a time or multiple at once depends on the situation of the technique they want to use) passively and releases out chakra infused bubble gum(different colors) to use the gum on/from his whichever clothings and/or weapons he or she sees fit. This allows the user to use Bubble Gum techniques without having to blow the gum from their mouth and gives them more of an unique way of using Bubble Gum techniques. At this point the user can use their mouth, clothings, and weapons to use Bubble Gum techniques. The user can deactivate the technique passively also.
-Must be posted in bio or at the beginning of the battle.
-This can be applied to the user's skin if they see fit but that requires the user to have Advanced Fuuinjutsu.

-Approved-
 
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(Yoton: Doragon Sokumen ) Yang Release: Dragon Aspect
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Type: Supplementary
Rank: S
Range: Short
Chakra: 50 (-50 per turn)
Damage: N/A
Description: As the name implies, the Dragon Aspect technique allows the user to take on the an aspect of a dragon. When Dragon Aspect is active through concentration and chakra control, the user is enveloped in vibrant ethereal markings of a dragon that resemble scaled armor with a horned crown. The users eyes will also glow vibrant with ethereal aura. The color of Dragon Aspect is a bright pulsating and flickering mixture of hues; consisting of Blues, Yellows and Oranges. The aspect aura itself is purely cosmetic and only serves as an indicator that the technique is active. The user is only able to enter one aspect at a time and cannot access other Aspects while another is active. There are six aspects to a dragon and through them the user will gain different effects for a short time.​
Soul Aspect: The soul of a dragon is to become pure and focused. Under this Aspect the users Yang energy will constantly flow through their chakra system, providing a constant cleansing and dispelling anything that would otherwise disrupt the users chakra flow and network. This can dispel techniques that consist of 50 chakra or less. The user is able to double this output, dispelling techniques of up to 100 chakra. However this can only be done the first time the Aspect is used, will double the chakra cost per turn and will prevent the user from accessing the Soul Aspect again.​
Strength Aspect: The strength of a dragon is immense. Under this Aspect the users Yang energy will constantly flow through the users muscles, increasing the users physical strength allowing them to deliver powerful Taijutsu blows that deal an additional 40 damage. The user is able to increase this output by an additional 20. However this can only be done the first time the Aspect is used, will double the chakra cost per turn and will prevent the user from accessing the Strength Aspect again.​
Heart Aspect: The heart of a dragon is strong and healthy. Under this Aspect the users Yang energy will constantly flow through the users blood and cells. This not only cleans out toxins the user might be susceptible to but also provides continuous healing factor of 40 per turn. The user is able to double this healing factor. However this can only be done the first time the Aspect is used, will double the chakra cost per turn and will prevent the user from accessing the Heart Aspect again.​
Scale Aspect: The scales of a dragon are thick and tough. Under this Aspect the users Yang energy will constantly flow through the users skin, providing a constant resistance to physical damage resulting in a reduction of 60 damage from any physical clash. The user is able to increase this resistance up to 100. However this can only be done the first time the Aspect is used, will double the chakra cost per turn and will prevent the user from accessing the Scale Aspect again.​
Flight Aspect: The flight of a dragon is to be swift and agile. Under this Aspect the users Yang energy will constantly flow through themselves. This increases the users speed and agility, allowing them to move at three times the users base speed. The user is able to increase this speed, moving at five times the users base speed. However this can only be done the first time the Aspect is used, will double the chakra cost per turn and will prevent the user from accessing the Flight Aspect again.​
Claw Aspect: The Claws of a dragon are sharp and piercing. Under this Aspect the users Yang energy will constantly flow through the users hands. When they land a hit on an opponent with their hands the Yang energy will pierce into the opponent causing massive pain as it spreads through the targeted area infecting it. This will result in a constant "bleeding" effect that deals 20 extra damage per turn for two turns after the strike. The user is able to increase this bleeding effect to 30. However this can only be done the first time the Aspect is used, will cost double the chakra cost per turn and will prevent the user from accessing the Claw Aspect again.​
Notes:


-Can only be used by biographies with Yang Specialty
-Each Aspect can only be used twice per battle
-Can only access one Aspect at a time
-Only Lasts three turns per activation
-Cannot use Yin Release while active
-Requires a two turn cooldown
-Can only be used by Serpent

Declined on request

(Amenosubaruboshinomikoto: Ryūgū) - Heavenly Thread Wave of Shooting Stars of Fate: Dragon Palace
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 120 (-10 to user)
Description: An enhancement over the parent technique, the user extends an open palm outward towards the target. Releasing a massive 7 meter purple burst of energy, the user then creates a giant demonic serpent to attack with after the ball of energy is created. This energy, while being quite powerful, is not without limit. These blasts are powerful enough to rival Tailed Beast Bombs and as such, have dire consequences upon use.
Note: Can only be used by Urashiki Otsutsuki.
Note: Useable twice a battle, these blasts can only be used after the user has successfully used Chakra Edible Creation. After use, the user cannot make use again for 3 turns.

(Ameyotonshikoto: Taiyōjin) Heavenly Yang Shooting Stars of Fate: Sun God
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140
Description: An enhanced variant of "Amenosubaruboshinomikoto: Ryūgū". The user extends an open palm outward towards the target. Focusing and condensing a bright sphere of white blistering energy that can illuminate the night sky but isn't blinding to look at. The user will then release this energy as it rapidly forms into massive white serpent that seemingly acts of it's own accord. This semi sentience akin to it's Yang nature will allow the serpent to move around obstacles and follow an intended target making evasion difficult. Once upon a target it will crush and detonate releasing a blast of massive force in the direction of a target as the yang energy seeps into them and invades their being. Not only cause massive pain but also innating debilitating effects on the target. This method will cause the target to be in massive pain for two consecutive turns as their ability to move becomes restricted, only being able to move at half speed during this time.
Note:
-Can only be used by biographies with Yang Specialty
-Can only be used by Urashiki Otsutsuki
-Cannot use Yang Release next turn
-Can only be used twice per battle
-Requires a three turn cooldown
-Can only be used by Serpent

Declined, the speed debuff is randomly placed and doesn’t fit the mechanics or usage of this technique. Alongside this, the massive force alluded to needs to be clarified and explained more; how big is this explosion, what happens when the Yang chakra “seeps into their being”? Being a Yang technique, this would also have actual sentience and not semi sentience or you’d be actively fueling it and unable to act while it’s in use. This also should be Forbidden rank, given the parent technique is already S and this enhances it via Yang. Lastly, I’m not a fan of the Yang Specialty requirement as it’s meaningless in the long run and is a filler restriction. Despite the canon tech not requiring seals, I’m hesitant to allow this without something similar because I can see the “it has no seals so its almost instant in use” arguments now.

(Ameintonshikoto: Tsukijin) Heavenly Yin Shooting Stars of Fate: Moon Goddess
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 70
Damage: 140
Description: An enhanced variant of "Amenosubaruboshinomikoto: Ryūgū". The user extends an open palm outward towards the target. Releasing a massive black translucent serpent of energy that seemingly darkens the sky momentarily. This serpent advances forward in a linear fashion and although it can be seen by the naked eye, does not interact with non spiritual objects but instead passes through them unhindered. If a technique is enhanced with Senjutsu then the serpent will interact with them as normal. Upon contact with a target they will feel a severe ache and massive pain throughout their body. While this serpent doesn't deal physical damage it does deal spiritual damage, limiting an opponent from using spiritual based techniques for two turns after being struck.
Note:
-Can only be used by biographies with Yang Specialty
-Can only be used by Urashiki Otsutsuki
-Cannot use Yin Release next turn
-Can only be used twice per battle
-Requires a three turn cooldown
-Can only be used by Serpent

Declined, why is there a Yang Specialty requirement for a Yin technique? Similar concerns to the last tech in regards to rank increase and Handseal potential. Change the effect done as well; preventing the use of all spiritual techniques may be too much when coupled with the high damage done. These also need further restriction than they have; the canons will always have more usages and variability than custom variants and this should reflect that.

( Chakra Shokuyō Sōzō ) - Chakra Edible Creation
Type: Supplementary
Rank: S
Range: Short
Chakra: 80
Damage: N/A
Description: By using his Rinnegan the user is capable of creating Chakra Edibles that he can consume. When eaten, they will transform into a demonic-like being, and will have access to all of the target's abilities. These Chakra Edibles are gained one of two ways: the first being at the start of an Arc or battle, the user is able to randomize the available lists of Advanced Elements and Kekkei Genkei ( Barring Hashirama Level Wood, Dust, and Dojutsu ) to have stored as Chakra Edibles. Through this method, he is only able to start with 1 KG or AE. These options are randomized via the Official RP Discord Server. The second option is to directly steal chakra from the opponent and with it, the ability to use their Element or Kekkei Genkei of their Clan, canon or Custom. This is achieved via direct contact or, in the case of Urashiki, his Chakra Rod. and making direct contact with a foe or his Chakra Rod, the user is able to absorb the abilities of his target for his own use. The user then turns the stolen chakra into chakra-filled edibles which have similar shape to Chakra Fruit, which grants him their abilities upon being consumed Both uses transform their physical appearance and augment their powers, granting them a significant speed increase and damage boost to their Jutsu, increasing by +30 as well as having 3 Golden Rinnegan. Despite seeming all-powerful, the jutsu has it's limitations and weaknesses; this cannot absorb a target, only their ability to utilize specific fields of Ninjutsu. The user can only absorb other Tier 4 and lower Kekkei Genkai or Advanced Element of up to three different ninja at one time, meaning he can have at most 3 other KG or AEs. The user cannot absorb Hidden Abilities nor abilities such as Sage Mode, Eight Inner Gates, or other taught abilities. If the user starts with a KG/AE, then he can only absorb one other via the battle/arc. Three can be obtained if the user goes the route of obtaining each via battle.
Note: Can only be used successfully once against a ninja and attempted three times per ninja.
Note: Requires a full turn of direct contact for Momoshiki and the user to have stolen at least one ninja's chakra for Urashiki.
Note: Can only be used by Momoshiki and Urashiki Otsutsuki.
Note: KGs and AE stolen last up to 2 additional arcs after acquiring, allowing the user to keep up to 2 other abilities at any point. Should he acquire an additional KG/AE, he must choose which 2 are kept beyond the arc and which is kept for just that arc. He is unable to start via randomization under this route.

(Chakra Shokuyō Sōzō: Butaiseme no Jutsu) - Chakra Edible Creation: Elemental Offense Technique
Type: Offensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80 (-10 to the user)
Description: Developed by Otsutsuki that use "Chakra Edible Creation" to acquire a new element. This technique was designed to expand the limited usage of that element to make it more effective during battle. Given the Otsutsuki's limited knowledge and in the field acquired this technique was developed as a universal method to compensate for their lack of skill in that elemental field, creating a simple technique that can be applied across a plethora of elements that uses raw power over shape manipulation and training. The user will make use of the elemental chakra gained though the "Chakra Edible Creation" technique by making three handseals and releasing an unfocused blast of that elemental nature. The user can release this blast forward as it spreads out high and wide out to long range or release the blast around them in an omni-directional wave that only reaches Mid-range. This technique's power is dependent on the amount of chakra fueled into it. A result of the element being forced out violently this technique causes slight damage to the user.
Notes:
-Can only be used by Momoshiki or Urashiki Otsutsuki after Chakra Edible Creation has been used
-Can be used for AE or KG that are elemental in nature and acquired via Chakra Edible Creation
-Can only use S-rank variant three times per battle, requiring a two turn cooldown
-This technique follows the S/W of the element used
-Can only be taught by Serpent

(Chakra Shokuyō Sōzō: Butaichou no Jutsu) Chakra Edible Creation: Elemental Defense Technique
Type: Defensive
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: N/A (-10 to the user)
Description: Similar to it's sister technique, this technique was designed by Otsutsuki that use "Chakra Edible Creation" to acquire a new element. This technique was designed to expand on the limited knowledge of that element to make it more effective during battle. The user will make use of the elemental chakra by making three handseals and this time use chakra manipulation to form a barricade of that elemental nature. This barricade can be used to block techniques of equal power. With the limited skill in the acquired element, this chakra is also forced out of the user in a violent way, causing slight damage to them as they then manipulate the chakra to form the barrier, either as a forward facing wall or dome around them. The power behind this technique is dependent on the amount of chakra fueled into it and has a limited range.
Notes:
-Can only be used by Momoshiki or Urashiki Otsutsuki after Chakra Edible Creation has been used
-Can be used for AE or KG that are elemental in nature and acquired via Chakra Edible Creation
-Can only use S-rank variant three times per battle, requiring a two turn cooldown
-This technique follows the S/W of the element used
-Can only be taught by Serpent

Both Declined, toolbox techniques like this or variants won’t be approved for Chakra Edible Creation.
 
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(Inton: Onryou no Jutsu) - Yin Release: The Ghost of the Piercing Hedgehog
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Piercing Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to Damage Shaving properties. When using a jutsu with a damage shaving property, the user will form the ram hand seal to seal the Piercing Ghost within their technique. Sealing the Piercing Ghost inside one’s technique happens within the same timeframe as their damage-shaving technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, decreasing it's efficiency by increasing the damage-shaving buff of the host technique by -20 damage against the opposing technique. Once the piercing ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent), reflecting the same amount of damage onto the opponent as it was shaved off in the interaction. Once the Piercing Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. Unlike Hungry Ghost, the effects of the Piercing Ghost aren't turn-based, and are felt only with the first technique that it interacted with, working technique by technique.

Note: In case the host technique overpowers the preyed technique, the effects of the boosted damage shaving buff will not be felt, and the host technique will carry on with the normal damage shaving buff it had before the Piercing Technique.
Note: Can only be used 6 times per battle and cannot be used on the same target more than thrice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Piercing Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Piercing Ghost can only be used on S-rank techniques and below.

-Declined- Having discussed this there are some issues, firstly I don't think this can just buff the damage shaving of things without some kind of stipulation because it's basically double dipping, it'd be the equivalent of using a damage boost on a damage boost and since debuffs already share a limit with damage buffing this would have to follow the same logic, which you may not want. Secondly the instantaneous reflection of damage that can't be "blocked or circumvented" is problematic, that phrasing is only allowed in some canons because generally they either don't do damage, or in the case of eye of the red star the damage caused can be purged, in the case of this technique it reads as though you are doing instant unavoidable damage based on how much damage you have shaved, which can be a considerably high amount given the boost.



(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within their technique. Sealing the thieving ghost inside one’s technique happens within the same timeframe as their sealing technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent). From there, the parasite will carry the user's chakra signature towards the opponent, decreasing the efficiency of sealing techniques used against the user (all techniques decrease in rank and power by 1 degree, while also allowing the user's sealing technique to bypass the enemy's fuuinjutsu-related inherent immunities or resistances to foreign chakra, by adding the user's chakra signature to their seals, when in regards to Sealing inscriptions, Body Seals and other Fuuin-Related that are created or activated during the duration of the Thieving Ghost infection by either the user or target . Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Declined- This feels like a bit of a rushed rework with the whole flipping around the effects that way, but the problem is still the removing other peoples immunities, I can't quite get my head around why it would work this way, you're applying your chakra, via the tether to an opponent who is resistant to foreign chakra (like your own) so using your chakra against them to lower their resistance just creates a chicken and egg loop. I guess in theory you could approach this from a spiritual degradation standpoint instead, but using your chakra to make someone whos resistant to your chakra become weak to your chakra just doesn't sound right.
(Inton: Onryou no Jutsu) - Yin Release: The Ghost of the Piercing Hedgehog
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Piercing Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to Damage Shaving properties. When using a jutsu with a damage shaving property, the user will form the ram hand seal to seal the Piercing Ghost within their technique. Sealing the Piercing Ghost inside one’s technique happens within the same timeframe as their damage-shaving technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, decreasing it's efficiency by increasing the damage-shaving buff of the host technique by -20 damage against the opposing technique. Once the piercing ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent), reflecting the same amount of damage onto the opponent as it was shaved off in the interaction, graded as spiritual damage. Once the Piercing Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means, but will be affected by damage shaving abilities inherent to the character, such as damage shaving specialities. Unlike Hungry Ghost, the effects of the Piercing Ghost aren't turn-based, and are felt only with the first technique that it interacted with, working technique by technique.

Note: Although Piercing Ghost boosts the damage debuff of a technique, and this increases one of two boosts applied to the technique, it will also revoke it's damage dealing properties, changing an Offensive technique into a Supplementary. This will also nullify any damage boosting buffs the technique has, though the user can add one aditional Damage Shaving or Chakra/Rank/Efficiency buff to complete the pair, if capable.
Note: In case the host technique overpowers the preyed technique, the effects of the boosted damage shaving buff will not be felt, and the host technique will carry on with the normal damage shaving buff it had before the Piercing Technique. Thus, in order to successfully reflect the damage according to the damage debuff, the host technique needs to be capable of neutralizing or overpowering the preyed technique, adding another difficulty to the usage of the technique.
Note: Can only be used 6 times per battle and cannot be used on the same target more than thrice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Piercing Ghost, preventing the user from perfoming them throughout the duration of this technique. Thus, techniques embued with any of these natures can't have their damage reflected.
Note: Piercing Ghost can only be used on S-rank techniques and below.

-Declined- This still suffers from some issues, namely this whole thing about immediate damage once it absorbs a technique, offering no chance to counter and even saying that it can't be broken or prevented by normal means. This is just a yin technique but you've given it the same note as the sea of life canon.

(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within their technique. Sealing the thieving ghost inside one’s technique happens within the same timeframe as their sealing technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent). From there, the parasite will carry the user's chakra signature towards the opponent, decreasing the efficiency of sealing techniques used against the user (all techniques decrease in rank and power by 1 degree, while also allowing the user's sealing technique to bypass the enemy's fuuinjutsu-related inherent immunities or resistances to foreign chakra, by adding the user's chakra signature to their seals, when in regards to Sealing inscriptions, Body Seals and other Fuuin-Related that are created or activated during the duration of the Thieving Ghost infection by either the user or target .

Thieving Ghost's effects work on two levels, the first, being Yin Based, creates a degree of spiritual degradation that weakens the chakra and abilities of the preyed target, not unlike Hungry Ghost, where the parasite eats away at the opponent's spiritual chakra and turns the efficiency and power of their Fuuinjutsu techniques down. The second level is Fuuinjutsu related, as the Thieving Ghost carries with it the chakra of the user and applies it within the inscription of opposing Fuuinjutsu, behaving as a backlog key within a spiritually degraded technique, where the Thieving Ghost forcefully attaches the key-signature composed of the user's chakra to the decoding process of enemy Fuuinjutsu inscriptions, making it recognize the user's chakra to with the same restriction as applied to the chakra-signature of the target, like having the passcode bypassed by a hacking machine. This enables a situation like a box that is sealed by an inscription that can only be unlocked by a technique carrying the signature of the person that created it, thus preventing the usage of an Unsealing technique by an opponent. Affected by the Thieving Ghost, the user can unlock it using a Generic Unsealing technique, and as the Thieving Ghost will modulate the user chakra and the inscription of the seal in order to accept it as if it was the original chakra signature.

Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Declined- After discussing I came to the conclusion that you're just trying too much, over stuffing these techniques with bastardized uniques from other fields and abilities.

(Inton: Netamashii no Ude ) Yin Release: The Hands of the Envious Vyper

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Envy) -50 per turn
Damage: 120
Description: Also known as Hands of Envy, this technique gets its name from one of the deadliest sins, Envy, and is a variant of Hands of Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “Properties of Envy” to the hands which are Covetousness, Depredation and Desecration.

Covetousness is honing of awereness into one's valuables, translated in causing the target's will and spirit to become enticing to the user. This causes the target's spirituality and will to become a beacon to the hands and the user's perception and awareness ( through their inherent Yin-based spiritual sensory ). Be it their techniques, familiars, summons or other entities that stem from them, even if composed of a nature like Natural Energy, which are normally undetectable by non practicioners, all are embued with the target's will, which becomes highlighted by the hands and the user's envy.

Depredation is the stealing of valuables, which is translated to a spiritual drainage of the target's chakra. The hands will continuously absorb the target's chakra at a rate of 50 chakra per hand, upon direct contact with a chakra-possesing entity, be it the opponents themselves, familiars or chakra-costing technique ( which can be drained of the same amount of chakra as it was used to produce it ). The effects of depredation are hand-based, each hand being able to drain chakra on contact once per turn. The chakra is plundered from the entity that contains it ( be it a technique, familiar or the opponent ) and does not travel to any entity that created it or that it stems from ( Draining a technique's chakra will not drain the caster ).

Desecration is an envy-driven eradication of the object of envy, which is translated into an decreasing resistance to chakra drainage. Upon being marked by the hand's envy, the target will be succeedingly more permeable to chakra drainage, until they are completly devoid of their chakra. Desecreation doubles the effect of Depredation with each touch, plundering the target off of more and more chakra with each touch. The effects of Desecration are turn based, regardless of the number of hands that actually touch a target. Desecration is a spiritual degradation mark that is applied to the original chakra entity, similar to Covetousness, thus touching a technique once and then touching the opponent in the following turn will drain the same amount as if the opponent is being touched a second time

Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.

Note: The properties of envy are spiritually draining properties. The more a victim interacts with the hands the worse they become. When touched by any of the hands once, the victim is marked by Covetousness and becomes unable escape the user's awareness. Subsquent touches induce Depredation and chakra is drained out of any entity in direct contact with. When touched thrice, the victim will be stacked with Desecration, increasing the drainage that the hands are capable of, stacking idefinately until the target is devoid of chakra. The properties of envy can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.

Note: Yin-Yang users can resist the properties of envy through the use of counter techniques or Yin Release techniques like Yin State.

Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

-Declined- Lili come on with these numbers man lmao, this is just the canon technique but with some insane abilities tacked on. Eight hands and you want each one to absorb 50 a turn? Shaking my head at this.
 
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Alyx

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Black Lightning On Mirabelle Nariyuki via Harmonic Ninja Tool.

(Kuroi Kaminari : Akui Hikari) Black Lightning: Baleful Light

Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( - 10 Per Turn)
Damage Points: N/A
Description: Baleful Light is a unique technique designed to enhance other elemental natures with the assistance of Black Lightning. Upon making a two hand seals, the user will surge their black lightning chakra throughout their body. This energy is then molded and shaped into a unique ring of lightning. This ring has unique sphere like formations that connect among the ring, appearing vaguely like the drums of Raijin with symbols within them. However they are, for the most part harmless to the touch at least for the user. This ring is self sustaining after it's creation, simply drawing in on the user's chakra to sustain itself. What it actually is designed for however is in order to release discharges of the element into techniques being used by the user. In other words, as the user releases techniques, the drums would in turn respond to the chakra and release the pitch black electricity into the technique. This in itself serves as a power increase, providing the technique in question an additional +1 Rank Increase for A Ranks and below, while providing a +20 DMG increase for S Rank and above. These discharges can be crafted from anywhere up to long range; as the ring would continuously release harmless discharges as it remains active, latching onto the user's technique once created. It should be noted that the discharges cannot latch onto techniques that logically cannot be conducted i.e Wood Release. Elements possibly weak to it can also be discharged as well, creating unique combinations i.e Earth Release piercing a target but shocking on impact akin to Lightning Release: Four-Pillar Bind having stone structures infused with lightning. In the case of other energy based elements, it would be a simple combination of both elements in one such as Lightning and Fire causing a combined shocking and burning explosion etc. it however cannot be used with Wind Release nor Wind AE/CE whatsoever should it's form primarily be composed of it. This can only be used twice per battle, lasting four turns each time. Once deactivated, it cannot be used again for three turns while being unable to use Black Lightning above A Rank in the same turn. Discharges can only be done twice per turn, not costing a move slot in order to trigger but requiring 20 Chakra to be spent each time in order to do so. Baleful Light can be activated in the same timeframe as another technique, applied to the technique instantly.
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-Declined- this needs some changes in terms of usage, it's already pretty weird that you're trying to keep this active over so many turns but look at the maths overall, twice per battle, four turn duration, two usages allowed per turn so you want to have a +20 boost that can apply to 16 jutsu overall? Cut back on that. Also you should probably mention that multiple drums won't stack buffs on top of each other cause that would make this a pseudo +40 buff if you tried to apply multiple drums to a single technique.

Permission granted from @Drackos to make a similar seal to one of his own.
Sunlight Forger Reference: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22022416

(Fūinjutsu: Kakei Rinku) Sealing Technique: Kindred Link
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Kindred Link is a unique technique that’s purpose is initially derived from Mirabelle’s desire to preserve the memories and emotions of her creations. These creations are normally crafted from her use of her “Yang Release: Sunlight Forger” technique. Utilizing a similar method to how Kushina and Minato sealed imprints of themselves within Naruto, it’s relatively the same for these familiars. As they are given life; the seal is passively branded onto the familiars’ body. Once the familiar is defeated or dismissed willingly – the seal automatically triggers, sealing all the memories, emotions and experiences that the creation has gone through. It is then stored into the user’s own memories as well. This allows them to then access these experiences themselves – due to the creations being byproducts of their own chakra therefore are also simply extensions of their own will to an extent. All applications of this seal are purely aesthetic, though some use of this such as for recon missions to gain information without actually being present is possible. Once the seal is reapplied to a familiar once again, they will regain the memories once more and thus can continuously add onto the experience, thus having a pseudo form of immortality so to speak. Can only be used by Mirai, with all applications being passively done. Requires Advance Fuinjutsu in order to be utilized. Can have up to three creation's/familiar's memories stored and must be mentioned in bio.

-Approved-
(Kuroi Kaminari : Akui Aenchou ) Black Lightning: Baleful Omen
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( - 10 Per Turn)
Damage Points: N/A
Description: Baleful Omen is a unique technique designed to enhance other elemental natures with the assistance of Black Lightning. Upon making a two hand seals, the user will surge their black lightning chakra throughout their body. This energy is then molded and shaped into a unique ring of lightning. This ring has unique sphere like formations that connect among the ring, appearing vaguely like the drums of Raijin. However they are, for the most part harmless to the touch at least for the user. This ring is self sustaining after it's creation, simply drawing in on the user's chakra to sustain itself. What it actually is designed for however is in order to release discharges of the element into techniques being used by the user. In other words, as the user releases techniques, the drums would in turn respond to the chakra and release the pitch black electricity into the technique. This in itself serves as a power increase, providing the technique in question an additional +1 Rank Increase for A Ranks and below, while providing a +20 DMG increase for S Rank and above. These discharges can be crafted from anywhere up to long range; as the ring would continuously release harmless discharges as it remains active, latching onto the user's technique once created. It should be noted that the discharges cannot latch onto techniques that logically cannot be conducted i.e Wood Release. Elements possibly weak to it can also be discharged as well, creating unique combinations i.e Earth Release piercing a target but shocking on impact akin to Lightning Release: Four-Pillar Bind having stone structures infused with lightning. In the case of other energy based elements, it would be a simple combination of both elements in one such as Lightning and Fire causing a combined shocking and burning explosion etc. it however cannot be used with Wind Release nor Wind AE/CE whatsoever should it's form primarily be composed of it. This can only be used twice per battle, lasting four turns each time. Once deactivated, it cannot be used again for three turns while being unable to use Black Lightning above S Rank in the same turn. Discharges can only be done once per turn, not costing a move slot in order to trigger but requiring 20 Chakra to be spent each time in order to do so. Baleful Light can be activated in the same timeframe as another technique, applied to the technique instantly.
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-Declined- Even at once per turn that's still a boost that lasts four turns, twice per battle so a total of 8 techniques boosted at no move cost over 8 turns bar the initial cost. Also that restriction is straight up filler, no black lightning specifically and above S rank? There is a path for approval however so at least you have that.

( Kuro Kaminari Hijutsu: Musou Shinsetsu) Black Lightning Secret Art: One Slash With No Conception
Rank: F Rank
Type: Mode
Range: Short - Long
Chakra Cost: 50 ( -30 PerTurn)
Damage Points: N/A
Description: Musou Shinsetsu is a unique combination of one’s skill with Black Lightning and Kenjutsu combined into one. The process of activation is rather simple, with the user charging the blade with an immense amount of energy, causing the blade to become pitch blade in coloration as the black current surges through it. While this is occurring – the user’s body would become energized as well, increasing their mobility by x2 while this is active. The true nature of this state is to become one with lightning, namely black lightning as the superior form of Lightning Release. The user’s kenjutsu techniques are affected by this – causing them to gain the elemental typing of Black Lightning, gaining an additional increase in damage of +20 and lastly, capable of causing paralysis that persists on struck targets for two turns. The elemental typing change applies to both physical slashes but also projectiles the user is capable of release, instead turning it into black lightning projectiles being released though this should be noted to apply to other elemental sword-based techniques. An example of this would be someone igniting their sword in flames, stabbing it into the ground to release the flames in all directions. In this case, the lightning will be spread from the blade instead of flames, allowing one to truly embrace the elemental nature of the Musou Shinsetsu. Uniquely to this technique as well, the user can – once per turn at the cost of a move, can stab the sword into the ground, release a surge of energy that causes the area around them to become elevated akin to the “insert technique name”. The effected solids would then be guided with a mental command to pursuit the opponent with the intent of causing immense damage. This deals 90 DMG, carrying the same elemental S&W of Black Lightning. While active, the user is incapable of utilizing elemental natures aside from Black Lightning and Lightning Release, while retaining the ability to utilize non elemental abilities as normal. This can only be active for four turns, draining -30 chakra per turn in order to sustain. When naturally ending or prematurely, the user loses the ability to utilize Black Lightning for three turns, regardless of rank while also being able to use this technique once per battle. They are also incapable of utilizing Black Lightning above A Rank in the initial turn of activation. It also causes - 10 HP towards the user on the initial turn due the overcharge of chakra within the user's body.
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-Declined- I don't think it'd be right or proper to make this apply to every elemental kenjutsu technique, that's just super broad and potentially problematic. Also you left a part of the draft in this "insert technique name" that'll need fixing if you're actually referencing something.

(Kurokiba Ninken) Black Fang Ninja Dog
Type: Offensive/Defensive/Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Kurokiba are unique species of Inuzuka Ninken, considered an almost extinct linage of ninken. This is due to clan’s lack of interest in them, some of them deeming them simply “useless” in favor of the regular breeds. However, among the few that retained them, they would learn that these ninken are extremely talented and power. In terms of looks, these ninken appear similar to that of foxes; as opposed to other ninken’s wolf like appearances. They are range from about the size of Akamaru in Part 1 as puppies but can grow up to six to seven feet tall naturally. The Kurokiba are genetically enhanced, with years of cross breeding allowing them to finally reached the desired mold for their Inuzuka partners. What makes these ninken more powerful than normal, are their ability to mold and utilize chakra to a higher degree, having a more innate control over it. This enables the Kurokiba the ability to utilize elemental ninjutsu on par with their Inuzuka partner – though there are some limitations to this, as the ninken is still subpar in this field of power. The Kurokiba are capable of utilizing these techniques; but they are inherently one rank weaker than normal due to their lack of elemental control in comparison to their human partner. However, they are still capable of fully utilizing their Inuzuka Clan Techniques with ease and not underpowered. They have 100 HP, capable of moving at 13 Base Speed and has x2 Tracking which can sniff out scents up to two landmarks away. They are capable of human speech; capable of exhibiting critical thinking and other intelligent feats. Due to their scarce distribution – only so few exist left in the world, which allows an Inuzuka to only have one Kurokiba Breed partner. The element they can utilize must be mentioned within the user’s bio though however, they aren’t able to utilize Advanced Elements, but can utilize a Custom Element that their Inuzuka partner knows of but cannot use the component elements. This is a passive technique, meant to describe the Ninken, and does not entail a sort of manipulation.

Declined: At best this breed could utilise specific elements in a way that augments their Inuzuka Taijutsu. The ability to manipulate chakra in a way that's comparable to a ninja just makes this a Shadow Clone, and superior to custom summonings. It's a no on CE usage as well.
(Mori no Kodomo-tachi) Children of the Forest
Type: Offensive/Defensive/Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Mori no Kodomo-tachi are unique species of Inuzuka Ninken, considered an almost extinct linage of ninken. This is due to clan’s lack of interest in them, some of them deeming them simply “useless” in favor of the regular breeds. However, among the few that retained them, they would learn that these ninken are extremely talented and power. In terms of looks, these ninken appear similar to that of wolves; as opposed to other ninken’s wolf like appearances. They are range from about the size of Akamaru in Part 1 as puppies but can grow up to six to seven feet tall naturally. The Mori no Kodomo-tachi are genetically enhanced, with years of cross breeding allowing them to finally reached the desired mold for their Inuzuka partners. What makes these ninken more useful than ordinary ninken is the ability to utilize close quarter combat skills more easily. This enables the Mori no Kodomo-tachi the ability to utilize Taijutsu or Kenjutsu or a Custom Fighting Style on par with their Inuzuka partner – though there are some limitations to this, as the ninken cannot utilize skills that require use of Genjutsu or Elemental Natures. They utilize their claws with chakra in order substitute as swords in the case of kenjutsu. They are still capable of fully utilizing their Inuzuka Clan Techniques clan techniques as well. They have 100 HP, capable of moving at 13 Base Speed and has x2 Tracking which can sniff out scents up to two landmarks away. They are capable of human speech; capable of exhibiting critical thinking and other intelligent feats. Due to their scarce distribution – only so few exist left in the world, which allows an Inuzuka to only have one Mori no Kodomo-tachi Breed partner. The element they can utilize must be mentioned within the user’s bio though however, they it must be mentioned which skill the Ninken is capable of utilizing in the bio, this only being access to one set of skill outside of Inuzuka Hiden. This is a passive technique, meant to describe the Ninken, and does not entail a sort of manipulation.

Declined: There's a lot of contradicting clauses and conditions in this technique. Like being unable to use elements, but then also listing usable elements in the biography. Fix those. How are these dogs capable of using Taijutsu and Kenjutsu on a level equal to the user? Anatomically it just isn't feasible. And like with CE, the usage of CFS won't be permitted.
 
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The_Empire

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Bakuton: Kyōka no Bakuhatsu | Blast Release: Blast of Enhancements
Type:
Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (+10 to their Bakuton, Taijutsu/Kenjutsu, or Bubblegum techniques)
Damage Points: N/A (Additional one rank to A rank and below Bakuton, Taijutsu/Kenjutsu, or Bubblegum techniques and +20 to S rank techniques)
Description: The user would passively activate this technique which can be used in the same time frame as another jutsu. The first application is it enhances their Bakuton techniques by applying the +10 chakra to their techniques and increases the rank of their A rank and below techniques by one. When it comes to S rank techniques it doesn't increase the rank but it does increase the damage and/or defenses by +20. The second application of the technique is enhancing their Taijutsu/Kenjutsu by the same rules and regulations by adding Bakuton nature it their Taijutsu. The third application of this technique is unique is because it can be combined with Bubblegum Ninjutsu by adding their Bakuton nature chakra to it. What this does is add more destructive power to it like it does their Bakuton, Taijutsu, and Kenjutsu techniques with the additional rank to A rank and below and +20 damage to S rank techniques of theirs. The Taijutsu/Kenjutsu that can use this technique can't have any other element chakra into it besides Bakuton, Bubblegum Ninjutsu, or Raw Chakra. When used with their Taijutsu/Kenjutsu it still goes by Blast Release: Landmine First with the blast minimizes the potential repercussions and recoil is completely negated.

-Declined- this needs drawbacks and limitations. Also its a little iffy that this adds chakra, it'll need a better reason than just "more chakra" at this point cause that's been done a lot.

Bakuton No Jutsu | Blast Release Technique
Type:
Offensive | Defensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user channels their Bakuton nature chakra in parts of their body to released an explosion. This explosion can range from theirselves up to long range. When the user uses this for defensive purposes the defensive can come from one angle up to surrounding the user 360 degrees. Another thing is the defense is only short range maximum. The user can just make a suit that just surrounds the user's body. Offensive ranges from one large explosion that height and width can be at max fifteen meters to scatter shots of explosions or even just a small explosion in their hand. The use has open desire to shape each and every explosion they create. The explosions follow the same principles as Landmine Fist with the blast minimizes the potential repercussions and recoil is completely negated.
Note: S rank can only be used every other turn and only be used four times a battle

-Declined- at users request

Attempting to combined and update Infusion Blast and Infusion Part Two to make them more useable.

Blast Release: Infusion Blast (Bakuton: Chūnyū Burasuto)
Rank: D-S
Type: Supplementary/Offense
Range: Short(infusion)-Long(length of thrown)
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user infuses thier Blast chakra into an object. The infused object hits anything explodes and the recoil is sent outward instead of blowing back but it is the same as Blast Release: Landmine Fist with the blast minimizes the potential repercussions and recoil is completely negated. The user can not use any kind of copy jutsu to copy the object or anything similar to expand the object. The user can throw the object they are holding or in the case of something like a shield hold it and protect themselves. The user can infuse something and can command it to explode whenever they see fit within reason which means when something hits said object it doesn't go off. The object that is infused does let off a crimson, burnt orange or orange color depending on the user.
-Cannot infuse living things
-Infusion requires direct contact with the object
Note: S rank can only be used every other turn and only be used three times a match

-Approved- edits made

Bakuton/Bubblegum Bio
 
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Lili-Chwan

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( Inton: Blood Moeagaru ) - Yin Release: The Flame of the Blood Mamba

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140 ( -40 to user )
Description: Similar to Onyx Chidori, Blood Moeagaru works by using Yin Release and combining it with her Fire release, Isabella surges yin through her body that generates natural fire with the appearance of a blood crimson Flame that she is able to fire off in an omnidirectional maelstrom of flames, direct it as burning stream of fire or focus it onto her hand to sear someone with it acting as a melee weapon. What differs between this and normal Fire variants however is the lack of chakra within it; due to Yin's ability to give form to imagination, it allows the Fire Release created to become natural Fire and devoid of chakra, the only chakra used is during the process of creation. Despite causing high damage, this does not kill the opponent; due to the Yin influence, the Fire is able to sear through the target's spiritual chakra, causing direct damage to their spirit while leaving the body undamaged. This causes an attack that leaves no noticeable wounds but causes undeniable burning on the inside and injures the spiritual energy of the opponent, wreaking havoc on their chakra paths, reducing their ability to use higher than A ranked jutsu for two turns and prevents Yang based jutsu such as Taijutsu, Water and Earth releases to be used for 3 turns.

Blood Moeagaru allows for a lesser variation, called Searing Blood Flame: Lesser Blood Moeagaru follows the same principle of Blood Moeagaru, whereas the Isabella produces blood-colored flames from her Yin nature. The lesser variant is not devoid of chakra, behaving similar to Yin Change into Heaven, and thus deal tremendous amount of physical damage. The Yin-charged Blood-flame of Lesser Blood Moeagaru messes with healing and regenerative skills, as the burn tears down the target's ability to shave damage off it, particularily in techniques like Medical Technique: Cellular regeneration. Against Yang-based damage shaving, it's efficiency is lowered to half, thus the target is able to shave half the amount of damage as they would have when battling against Lesser Blood Moeagaru. This variant can only be used twice per battle, requiring one to wait 3 turns before re-use. It is considered S rank, spending 60 chakra to deal 120 physical damage. The damage dealt by Lesser Blood Moeagaru can be healed at 50% efficiency by Yin, Med and other base level Healing, and at 75% efficiency by Yang and Natural Energy-based Healing. It does not have the restricting properties of Blood Moeagaru.

Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: After using Blood Moeagaru, the user cannot use any Yin-Yang based jutsu or any of it's components for 2 turns. The user is also restricted to just two jutsu per turn the next two turns.
Note: After either Blood Moeagaru or it's lesser version, the user cannot use any S rank or higher Fire jutsu next turn.

-Declined- the whole natural fire thing doesn't make much sense here, especially when its natural fire thats also attacking the victims spirit. It doesn't help that these are properties of two separate Canon bios, kashin koji and the two tails.

(Inton: Onryou no Jutsu) - Yin Release: The Ghost of the Piercing Hedgehog
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Piercing Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to Damage Shaving properties. When using a jutsu with a damage shaving property, the user will form the ram hand seal to seal the Piercing Ghost within their technique. Sealing the Piercing Ghost inside one’s technique happens within the same timeframe as their damage-shaving technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, decreasing it's efficiency by increasing the damage-shaving buff of the host technique by -20 damage against the opposing technique. Once the piercing ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent), reflecting the same amount of damage onto the opponent as it was shaved off in the interaction, graded as spiritual damage. Once the Piercing Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means, but will be affected by damage shaving abilities inherent to the character, such as damage shaving specialities. Unlike Hungry Ghost, the effects of the Piercing Ghost aren't turn-based, and are felt only with the first technique that it interacted with, working technique by technique.

Note: Although Piercing Ghost boosts the damage debuff of a technique, and this increases one of two boosts applied to the technique, it will also revoke it's damage dealing properties, changing an Offensive technique into a Supplementary. This will also nullify any damage boosting buffs the technique has, though the user can add one aditional Damage Shaving or Chakra/Rank/Efficiency buff to complete the pair, if capable.
Note: In case the host technique overpowers the preyed technique, the effects of the boosted damage shaving buff will not be felt, and the host technique will carry on with the normal damage shaving buff it had before the Piercing Technique. Thus, in order to successfully reflect the damage according to the damage debuff, the host technique needs to be capable of neutralizing or overpowering the preyed technique, adding another difficulty to the usage of the technique.
Note: Can only be used 6 times per battle and cannot be used on the same target more than thrice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Piercing Ghost, preventing the user from perfoming them throughout the duration of this technique. Thus, techniques embued with any of these natures can't have their damage reflected.
Note: Piercing Ghost can only be used on S-rank techniques and below.

-Declined- This still suffers from some issues, namely this whole thing about immediate damage once it absorbs a technique, offering no chance to counter and even saying that it can't be broken or prevented by normal means. This is just a yin technique but you've given it the same note as the sea of life canon.
(Inton: Onryou no Jutsu) - Yin Release: The Ghost of the Piercing Hedgehog
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Piercing Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to Damage Shaving properties. When using a jutsu with a damage shaving property, the user will form the ram hand seal to seal the Piercing Ghost within their technique. Sealing the Piercing Ghost inside one’s technique happens within the same timeframe as their damage-shaving technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, decreasing it's efficiency by increasing the damage-shaving buff of the host technique by -20 damage against the opposing technique. Once the piercing ghost consumes foreign chakra it is released and immediately attaches itself to the source of the chakra (the opponent), reflecting the same amount of damage onto the opponent as it was shaved off in the interaction, graded as spiritual damage. Once the Piercing Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means, but will be affected by damage shaving abilities inherent to the character, such as damage shaving specialities. Other means to counter the reflected damage include techniques used simultaneously or in the instant that follows the clash that deployed the Piercing Ghost, namely Yang, Yin or Senjutsu based full-body surges with more than 50 chakra worth of power ( Yang requires 50 or more ). This will behave like a clashing interaction, whereas the reflected damage worth x damage points will interact with the atempted damage of the protecting technique based on the damage interaction rules, weakening a minimum of -20 damage worth of power ( -10 damage minimum for Yang techniques ), which means 1 rank lost in efficiency for the protecting technique after overpowering the reflected damage ( Less for Yang techniques ). ( Ex: Piercing Ghost worth 80 damage is akin to an S rank technique, vs an S rank Yin surge worth 80 damage. It lowers the Yin surge which shoots out of the target body weakened -30 damage as per the technique interaction rules, but the target takes no reflective damage to his health. If the Yin S rank technique was worth 120 damage or more, it would be weakened -20, as per the Piercing Ghost properties, but only -10 for a Yang protective surge, the target would have no health drop to their HP. If the Piercing Ghost damage is worth 100, and the protective technique is worth 80, then the piercing damage would be lowered, partially blocked by the protective technique, as per the technique interaction rules, and would deal 100 - 20 = 80 damage to the target HP. ). The reflected damage is also split between any clones of the user currently in place, such as Shadow Clones or other Elemental Clones, YY creations or Limbo Clones, allowing the target to dampen the damage with a clone technique used previously, in the same or next instant after the clash ( Split Damage means a Piercing Ghost carrying a reflection worth 60 damage will deal 30 damage to the target and 30 damage to the one clone he activates, for example, and each entitity can be protected as described before ). Unlike Hungry Ghost, the effects of the Piercing Ghost aren't turn-based, and are felt only with the first technique that it interacted with, working technique by technique.

Note: Although Piercing Ghost boosts the damage debuff of a technique, and this increases one of two boosts applied to the technique, it will also revoke it's damage dealing properties, changing an Offensive technique into a Supplementary. This will also nullify any damage boosting buffs the technique has, though the user can add one aditional Damage Shaving or Chakra/Rank/Efficiency buff to complete the pair, if capable.
Note: In case the host technique overpowers the preyed technique, the effects of the boosted damage shaving buff will not be felt, and the host technique will carry on with the normal damage shaving buff it had before the Piercing Technique. Thus, in order to successfully reflect the damage according to the damage debuff, the host technique needs to be capable of neutralizing or overpowering the preyed technique, adding another difficulty to the usage of the technique.
Note: Can only be used 6 times per battle and cannot be used on the same target more than thrice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Piercing Ghost, preventing the user from perfoming them throughout the duration of this technique. Thus, techniques embued with any of these natures can't have their damage reflected.
Note: Piercing Ghost can only be used on S-rank techniques and below.

-Declined- the edit doesn't really change much when you're still saying the tether is immediate.

(Inton: Netamashii no Ude ) Yin Release: The Hands of the Envious Vyper

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Envy) -50 per turn
Damage: 120
Description: Also known as Hands of Envy, this technique gets its name from one of the deadliest sins, Envy, and is a variant of Hands of Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “Properties of Envy” to the hands which are Covetousness, Depredation and Desecration.

Covetousness is honing of awereness into one's valuables, translated in causing the target's will and spirit to become enticing to the user. This causes the target's spirituality and will to become a beacon to the hands and the user's perception and awareness ( through their inherent Yin-based spiritual sensory ). Be it their techniques, familiars, summons or other entities that stem from them, even if composed of a nature like Natural Energy, which are normally undetectable by non practicioners, all are embued with the target's will, which becomes highlighted by the hands and the user's envy.

Depredation is the stealing of valuables, which is translated to a spiritual drainage of the target's chakra. The hands will continuously absorb the target's chakra at a rate of 50 chakra per hand, upon direct contact with a chakra-possesing entity, be it the opponents themselves, familiars or chakra-costing technique ( which can be drained of the same amount of chakra as it was used to produce it ). The effects of depredation are hand-based, each hand being able to drain chakra on contact once per turn. The chakra is plundered from the entity that contains it ( be it a technique, familiar or the opponent ) and does not travel to any entity that created it or that it stems from ( Draining a technique's chakra will not drain the caster ).

Desecration is an envy-driven eradication of the object of envy, which is translated into an decreasing resistance to chakra drainage. Upon being marked by the hand's envy, the target will be succeedingly more permeable to chakra drainage, until they are completly devoid of their chakra. Desecreation doubles the effect of Depredation with each touch, plundering the target off of more and more chakra with each touch. The effects of Desecration are turn based, regardless of the number of hands that actually touch a target. Desecration is a spiritual degradation mark that is applied to the original chakra entity, similar to Covetousness, thus touching a technique once and then touching the opponent in the following turn will drain the same amount as if the opponent is being touched a second time

Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.

Note: The properties of envy are spiritually draining properties. The more a victim interacts with the hands the worse they become. When touched by any of the hands once, the victim is marked by Covetousness and becomes unable escape the user's awareness. Subsquent touches induce Depredation and chakra is drained out of any entity in direct contact with. When touched thrice, the victim will be stacked with Desecration, increasing the drainage that the hands are capable of, stacking idefinately until the target is devoid of chakra. The properties of envy can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.

Note: Yin-Yang users can resist the properties of envy through the use of counter techniques or Yin Release techniques like Yin State.

Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

-Declined- Lili come on with these numbers man lmao, this is just the canon technique but with some insane abilities tacked on. Eight hands and you want each one to absorb 50 a turn? Shaking my head at this.
(Inton: Netamashii no Ude ) Yin Release: The Hands of the Envious Vyper

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Envy) -50 per turn
Damage: 120
Description: Also known as Hands of Envy, this technique gets its name from one of the deadliest sins, Envy, and is a variant of Hands of Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “Properties of Envy” to the hands which are Covetousness, Depredation and Desecration.

Covetousness is honing of awereness into one's valuables, translated in causing the target's will and spirit to become enticing to the user. This causes the target's spirituality and will to become a beacon to the hands and the user's perception and awareness ( through their inherent Yin-based spiritual sensory ). Be it their techniques, familiars, summons or other entities that stem from them, even if composed of a nature like Natural Energy, which are normally undetectable by non practicioners, all are embued with the target's will, which becomes highlighted by the hands and the user's envy through their own spirit's manifestation, rather than the user's increased sensory. The initial touch does not drain chakra.

Depredation is the stealing of valuables, which is translated to a spiritual drainage of the target's chakra. The hands will continuously absorb the target's chakra at a rate of 50 chakra per hand, upon direct contact with a chakra-possesing entity, be it the opponents themselves, familiars or chakra-costing technique ( which can be drained of the same amount of chakra as it was used to produce it ). The effects of depredation are hand-based, each hand being able to drain chakra on contact once per turn. The chakra is plundered from the entity that contains it ( be it a technique, familiar or the opponent ) and does not travel to any entity that created it or that it stems from ( Draining a technique's chakra will not drain the caster ). This can happen up to a maximum of 100 chakra per turn ( 2 hands ), or 150 chakra per turn ( 3 hands ) if the user is in Yin Mode. These restrictions are target-specific, and include every entity that belogs to that target, including clones, creations, edo, etc. Meaning against 2 separate ninja, the user can engage with more hands, up to the maximum of 8 hands ( thus 4 diferent ninja maximum, or 3 in Yin Mode ). While this drainage can happen in the initial turn of creation, it requires two consecutive touches to a target..

Desecration is an envy-driven eradication of the object of envy, which is translated into an decreasing resistance to chakra drainage. Upon being marked by the hand's envy, the target will be succeedingly more permeable to chakra drainage, until they are completly devoid of their chakra. Desecreation doubles the effect of Depredation with each touch, plundering the target off of more and more chakra with each touch. The effects of Desecration are turn based, regardless of the number of hands that actually touch a target. Desecration is a spiritual degradation mark that is applied to the original chakra entity, similar to Covetousness, thus touching a technique once and then touching the opponent in the following turn will drain the same amount as if the opponent is being touched a second time. While this increases the chakra drainage dealt by each hand, the user is still restricted to using only 2 hands against any independant target ( or 3 in Yin Mode ). This increased drainage happens on the second turn after creation, and can only be used on targets that have been touched twice in previous turns, after Covetousness and Depredation.

Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity, whereas the hands acquire sentience and independance.
Note: The properties of envy are spiritually draining properties. The more a victim interacts with the hands the worse they become. When touched by any of the hands once, the victim is marked by Covetousness and becomes unable escape the user's awareness. Subsequent touches induce Depredation and chakra is drained out of any entity in direct contact with. When touched thrice, the victim will be stacked with Desecration, increasing the drainage that the hands are capable of, stacking idefinately until the target is devoid of chakra. The properties of envy can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Yin-Yang users can resist the properties of envy through the use of counter techniques or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

-Declined- I'm happy you changed the chakra drain but all in all this is still way too much. You're adding so many different abilities this doesn't even read like a cj rather a compendium of unique effects you've seen around.

(Senken no Hijutsu: O-Ryuuko Kachuu Okibi ) Secret Sage Ninja Arts: The Flame of the Albino Bengal

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 50
Damage Points: 100
Description: As a fire specialist, Isabella Uchiha channeled her Yin and Fire element to give shape to a completely white flame, holding upon it all the colors of fire. Upon this bright white flame, she channels the properties of any Fire-based element she has, pinpointing special properties and attaching them to the construct, akin a Fire-based version of Yin Change into Heaven, and, similarily, it will behave Neutral to other elements in terms of S&W. The user may give the Albino Flame the properties of canon techniques like Mist Blaze Dance Technique, producing a Flamable Gaseous White Flame; Great Blaze Ball, producing Solid White Flames ; Ash Pile Burning, producing White Searing Ash; Fire Tiger Explosion, producing Explosive White Flame; Raven's Purge, producing Highly Selective White Flames; Blaze Release, producing the Undying Black flames of Amateratus; or other Fire-Presenting Elements and their specific techniques, as long as the user is able to use them.

The Albino Flame is manifested through their body in a surge of yin that then converges as a giant flame atop the user's body, which can then assume the shape of a flamethrower that follows Fire's travel speed, which can then be shot towards a target, or split into several flame projectiles, with 2 projectiles holding 40 chakra power worth and 80 damage, 4 projectiles worth 30 chakra and 60 damage, 8 projectiles worth 20 chakra and 40 damage, and henceforth. Because of this property, the user is able of spending 50 chakra to produce a white flame, but then keep it sustaining itself until it fully expends, across multiple turns. After expelling a projectile from the Albino Flame, the user is unable to control it or call it back, it will follow a linear path until it expires or strikes the target. The Original White Flame, prior to releasing a projectile, will always be ranked at the same tier as the split, so the user can split the flame in two, one stays behind within their control, and the other shots out to damage a target. When the flame splits, different projectiles can have different properties.

Yin masters will be able to achieve a honing effect onto a specific spiritual or chakra signature, through their Yin sensory, but other than that it behaves like a normal fireball would. Fire specialists will be able to retain Fire's S&W, or those of the flame element that they are using properties from, so, for example, instead of acquiring a Neutrality to all elemental releases, it acquires Fire S&W, regardless of the property it entails, meaning it will always be weak to Water, strong to Wind, and any advanced element that fall into those categories, regardless of temperature, energy, etc. If the user is using properties of elements with contradicting properties, the user must pick the S&W of one of them to affect the whole construct, which has to be stated upon usage, like having a Blaze property along side the solid fire property, and picking Blaze S&W for the White Flame.

Isabella Uchiha, as a Yin and Fire specialist, is able to acquire the boon from either of them, Honing or S&W, but not both at the same time.
Albino Flame can only be used 3 times per battle, can only last 3 turns at maximum. While the Original Albino Flame is active, it counts as a jutsu per turn, until it is expended or released, leaving the user with just 2 techniques left throughout the duration of Albino Flame.
The user is unable to use techniques above S rank as long as the Albino Flame is active, and in the turn after it ends. After using Albino flame, the user's Water techniques became weaker, along any element that contains Water and not Fire ( Like Mushroom ). This translates in a decrease of 30 damage after usage, throughout and 2 turns afterwards. The user must wait 3 turns between usages.

-Declined- this is basically just turning all fire jutsu in to stronger colored fire, pretty sure white fire is already a ce. DNR
 
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McRazor

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Link to old CW. Revamping because I've dropped sound so the weapon is unusable. Advanced fuuinjutsu pending addition to inventory, although training is completed long time ago.

Osoroshī no Hakui | Horrible's Lab Coat
Type: Custom Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-10)
Damage: N/A
Description: Horrible's lab coat is a special form of medical equipment used by certified Medical Ninja with Advanced Fuuinjutsu knowledge. It is a white doctors coat that fits tightly around Barney, with a row of buttons on the right shoulder, which are used to tighten the coat properly and to avoid it from being taken down or ripped off during battle. A chest pocket can be found on the left side with the symbol of Caduceus, which is the Staff of Hermes that features two snakes winding around the winged staff often associated with trade, liars, thieves, eloquence, negotiation, alchemy and wisdom. The coat is made from a light, elastic, tear and ignition resistant fabric that is imbued with a powerful advanced seal that manifests through the chest pocket which glows the symbol of Caduceus when used. Using his medical knowledge, Barney has imbued the coat with a chakra circulatory system, which was made to replicate his own. This has been achieved through experimentation with Medical Technique: Rebuilding Chakra Pathways during the period of isolation that Barney spent in his laboratory, deep in the heart of Yume Island. The end result was a coat that has the same chakra circulatory system like Barney, yet independent from his own. To use the coat, Barney has to spend 10 chakra per turn in order to fuel that independent chakra system, which can be filled up to 100 chakra points and every battle the count starts at 0 and as such can't be filled before a battle. There are two distinguished active abilities and one passive that Barney can utilize while wearing the coat and fueling it with his own chakra. While wearing the coat, Barney's mind starts getting overtaken by his alter ego known as Dr. Horrible, which is as his name suggests the dark side of Barney.

Juiced Boost (Passive) - Willingly, Barney can channel chakra for sealing techniques and his primary elemental affinity through the chakra circulatory system of the coat to siphon back the expended 10 chakra per turn in order to empower said techniques by the same +10 chakra. Performing techniques this way can only be achieved once per turn due to the siphoning effect requiring the chakra to be spent beforehand to fuel the coat. This is achieved passively in the same timeframe as the technique as it is directly channeled through the coat.

Slouch Pouch (Active) - The imbued advanced seal only manifests itself in the chest pocket that the coat has, and it has the ability to seal anything put into it, at the cost of 20 chakra, be it from Barney or the coat itself. For example, if Barney puts living tissue, organic matter, etc into it, the chest pocket will recognize its composition and seal it into a container within the proper medium required to prevent it from decaying and deteriorating. Once an object is sealed through the chest pocket, the coat has the ability to store the sealed object until Barney has a need for it. Visually, from the inside of the coat, the stored objects can be seen as drawn objects with their appropriate sealing formulae surrounding them. Essentially, it acts as a warehouse status and a library, allowing Barney to know all the objects that are sealed within the coat and containing a variety of sealing scrolls for a multitude of purposes. Once the need arises, only Barney can call forth of the sealed objects in the form of simple sealing scrolls that will slide through his sleeves and into his hands. Furthermore, this way the coat removes the need to carry pouches for various other ninja tools and weapons, which can be stored within the coat and slid through the sleeves without a cost of a move. Sealing anything through the chest pocket, however, does count as a move per turn and activating any sealing scroll counts as a move as well, depending on the technique that the scroll is used for. As such, techniques for scrolls would have to be posted separately, for reference.

Pocket Lock-it (Active) - Using the chest pocket found on the coat, Barney can erect from it, a generic translucent barrier that spans up to half of short range around himself in each direction, forming a short ranged half dome and is programmed to absorb and seal away chakra on contact. To exert the barrier, Barney has to expend up to 70 chakra, be it his own or stored from the coat, based on the technique being absorbed. Once the chakra from the technique has been absorbed, it gets pulled into the chest pocket and can be stored into the coat up to its limit. From there chakra can be released in the form of a foreign chakra infusion into Barney's own chakra system in order to replenish his chakra pool. This ability counts as one of the moves per turn and can only be utilized twice per conflict.

Note: Only McRazor can use this

-Declined- this needs some drawbacks, especially the pocket lock it part, adv fuuin can seal up to 70 but the drawbacks are more severe when doing so.

Kujaku: Pāpuruiryūjon | Mysterious Peacock Method: Purple Illusions
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Purple Illusions is a passive ability that alows the user to use his star chakra in order to induce genjutsu on his opponents. Due to the star chakra being categorized as strong towards regular chakra, illusions cast through the star chakra would require a rank higher release method than the illusions themselves, unless the release method has a neutral interaction towards the star chakra. Although this technique might seem redundant due to the star chakra already giving a passive +20 damage boost to all of the users chakra based techniques, this is primarily aimed at genjutsu that doesn't deal direct spiritual damage. As such those illusions wouldn't benefit from the damage boost, but instead working on the exact same premise where the star chakra is used to induce the illusions, they would be harder to deal with. However, due to the star chakra being used, illusions cast with this ability would come with a fair drawback. As such, these illusions would have a purple visual hue to them, adding an additional effect of purple vision even to illusions that don't affect the users sense of vision directly. As such, there's a possibility that the illusions would be easier to discern while taking a greater effort to release from. This passive ability can only be utilized three times per conflict and only on a single illusion simultaneously, not having the ability to stack through genjutsu layering rules.

-Declined- cool idea, but star chakra and illusions don't really mix like that, also the rank increase is pretty big and there isn't any drawbacks for doing this.

Kujaku: Inseki Shawā | Mysterious Peacock Method: Meteorite Shower
Type: Defensive/Supplementary
Rank: S rank
Range: Short/Long
Chakra: 40
Damage: N/A
Description: Using his star chakra once the Mysterious Peacock Method has been activated, from the feathers, the user can release blasts of projectiles towards the opponent. These projectiles of star chakra are condensed to such high degrees that their appearance becomes like small meteorites mimicking the appearance of the first meteorite that crashed onto the earth. However these blasts are not aimed to directly harm the opponent but instead fall onto the ground across the battlefield and to emit a short ranged field in every direction from the meteorite, filled with star chakra which is aimed as a defensive layer to overpower foreign chakra that passes through it due to its radiation effect. This is achieved on the same principle upon which the star chakra has been introduced to the first shinobi from the meteorite that emitted that very same star chakra, albeit with added shape manipulation in order to achieve a shield-like appearance with debilitating effects towards regular chakra. This star chakra filled field works as a dampening field, requiring everything that passes through it to expend its strength first in order to overcome its weakness towards the star chakra, upon which it can continue its course albeit weakened, unless the chakra has a neutral interaction towards star chakra. Using this technique, the user can create a maximum of four fields, following the splitting rules. This technique can only be used twice during a single period that the Mysterious Peacock Method is active, with a one turn cooldown between uses. Refreshing the Mysterious Peacock Method for its second usage refreshes the usages of this technique. Once created the fields stay active up to four turns around the meteorites upon which the star chakra dissipates, unless overpowered and destroyed. During their creation, these fields can be stacked on top of each other in order to produce a stronger defensive layer.

-Declined- no to the stacking for sure, other than that you need to specify what this dampening entails, debuffed by how much and on how many jutsu does it work, does it slow them down and weaken them? Elaborate please.

Kujaku: Sutā Kiseichū | Mysterious Peacock Method: Star Parasite
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Star parasite works on the premise of star chakra being superior to regular chakra if the person is trained and knows how to use it. This ability is also based on a similar process to its sister technique, namely Chakra Predation. As such, the user learned to program his star chakra to overload the opponents chakra circulatory system in order to achieve a debilitating effect that puts an additional restriction due to the strain put on the opponents chakra system. This is possible due to the radiation effect that comes from the usage of the star chakra which damages the user for every usage of the Mysterious Peacock Method techniques, applying the same principle onto the opponent when in contact. By being hit with a technique of the user, the star chakra that empowers said technique, latches onto the opponent in the form of a parasitic worm weakening usage of his chakra circulatory system and subsequently his techniques, preventing him from using forbidden ranked techniques after being hit for the first time, for a duration of three turns. On second contact with the star chakra his usage of S ranks becomes restricted, while three times restricts usage of A ranks, and so forth, due to the parasitic worm spreading across the opponents chakra circulatory system, overwhelming it. After the first contact, every subsequent contact has to happen during the three turns that the previous restriction is in play, otherwise simply refreshing the first contact. This ability is passive in nature and it doesn't do damage directly, but instead simply uses the users star chakra which already empowers his own techniques in order to seep out of the said technique upon contact with its target. Visually, the purple hue that envelops the users techniques due to the star chakra is simply shape manipulated into a worm that latches onto the opponents chakra circulatory system at the tenketsu closest to the point of impact. Since the star chakra itself lacks physical properties, clothing and other solid obstacles don't hinder its seeping and latching properties. This manifestation of star chakra doesn't work on other users with the ability to manipulate star chakra due to their knowledge in how to maintain it within their own chakra circulatory systems.

-Declined- nipping this in the bud here, you can't use the "radiation like effects" of star chakra in this way because it infringes on the radiation ce and some other ce that incorporate similar concepts. That and star chakras radiation never actually effected victims iirc, it actually only hurt the users through overuse.
 
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Skorm

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Custom Kinjutsu [x]

(Kinjutsu/Shikotsumyaku: Winashi) – Kinjutsu/Dead Bone Pulse: Winnower
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Throughout history, the Kaguya clan who were descendants of Kaguya Otsotsuki herself became infamous for their abilities to manipulate their bones as well as having bones far stronger than average ones. A select few in this clan would become known as Winnowers and undergo an extremely painful ritual that permanently changed their bone structure within their bodies. On the surface, not much would change except the fact that they would grow horns from their skull (which could be of any aesthetic) as well as a radiant white light protruding from where their veins are located underneath their skin and their eyes would become permanently red (this would turn any dojutsu red as well, without changing anything in how it works but just how it would look). Other than pure aesthetics, the users bones would shift inside of their body and plates would form between their ribs that are perfectly elastic but durable as steel. All joints in their body, hip and even their skull would get enhanced cover for any vital point. Of course, this did not mean that a winnower had an increased mass of skeleton in their body but rather it was "spread out" to cover up all vital areas inside of their body and thus their weight or mass would not change at all. Due to the fact that they were able to do this, a winnower is able to reduce critical damage received upon their bodies in sacrifice of their passive damage reduction gained from their kekkei genkai. Lastly, a winnower can also enhance their passive healing ability by passively input chakra into their body.

A winnower's passive healing is increased to 20 per turn but can heal up to 50 points by spending a move.

Note: A winnower becomes able to reduce critical damage that hits them by 30%.
Note: A winnower loses their passive damage reduction that is intrinsic by their kekkei genkai. Any other damage reduction is unaffected.
Note: Any aesthetical changes are just as they sound, purely aesthetic.

Declined. No to the passive healing increase and certainly not to the 50 points of healing per turn by spending a move. I mean at what point were you thinking that was a good idea? No idea about the crit damage reduction. I'll think about that in the future.
 
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Python

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Name: Chewy Respite
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique is used to form a bubblegum armour this performs as two functions to serve as a sticky armour aiding in close combat capability's and being bursted to shoot out in attack. The first ability due to the stickiness of the armour but durable being able to withstand B rank techs (follow S/W) can be used to bind opponents if one of the user limbs would touch the opponent such as a arm or leg attack. though the user can quickly exit just out the back of this technique leaving the opponent binded. The second function as the user enters short range the technique can be burst mentally by the user and shot outwards in a gooey liquid form, that has a wide range (10 meters) but only being short range that can travel towards the opponent (5 meters). The armour it self will last as long as user sustains it costing 5 charka per turn up to a max of 4 turns.

Note: can be used thrice
Note: 3 turns in between usages

-Approved-

Name: Squidgy Python
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user chews their gum infusing their charka and then spits out whip that is 10 meters in length, that is very flexible and durable (being made of gum) The whip can be used to avoid small ranged attacks and techs within reason using the elastic whip to grab onto surrounding trees, pillars or something the user or opponent formed and moving 10 meters to another direction effectively dodging the technique(must have something to latch to) The whip stays for 3 turns or until destroyed a B rank will suffice this. given the elasticated nature of the whip it accerlerates the user increasing their speed by three levels while in motion


Note: Can be used thrice per battle
Note: four turns in between usages

-Declined- you need to change the range to short-mid also using it to dodge will have to incur the dodge usage after the first turn.

Tazmanian typhoon
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user gathers his typhoon charka gathering it at the lower half of his body, forming a small typhoon that envelops the user legs and torso up to their start of their pecks or breast's this would protect the user from attacks from the ground (following S/W interaction) The second being to increase the user speed with the typhoon rotating at intense speeds this increases the user speed 2x making them more agile around the battlefield. The typhoon can scale walls but needs a medium to travel across. this technique can be undone instantly or last for 3 turns with the user costing 5 charka to sustain it

Note: Can be used thrice per battle
Note: three turns in between usages
-Declined- these type of "use wind to go faster" techs have been done to death, it needs something unique
 
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Kooljay

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(Kuchiyose no Jutsu: Arbok) - Summoning Technique: Arbok
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/a
Description: After gathering their own blood and performing the summoning jutsu, the user will summon the snake known as Arbok. Arbok is an 11 foot muscular purple cobra-like snake with a pattern resembling a face on the inside of its hood. On its actual face, Arbok has pit organs allowing it to see in infrared vision. Thanks to its Jacobson's organ, Arbok has an excellent sense of smell. By flicking its tongue out, it can trap odor particles in the air on its tongue and bring it back into its mouth for its Jacobson Organ to detect. Its additional sensory organs allow from 2x track and for Arbok to track a target up to 2 landmarks away. Arbok can move at speed equal to that of your typical Jonin ninja while in land or water. Offensively Arbok's preferred method of attack is constricting its prey with its muscular body, continually squeezing them making it harder for them to breathe while also breaking bones and biting its prey which take up a moveframe. They are B rank in power. Arbok's signature ability is its ability to cast a B - Rank visual genjutsu with the face on its hood. Upon eye contact with the face on the inside of its hood if within short range, Arbok can cast a paralyzing genjutsu on its prey.
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Note: Can only be summoned once per battle.
Note: Must have signed the snake contract
Note: Can only be summoned by those taught by Kooljay
Note: Arbok's genjutsu is a short range B rank genjutsu requiring the target look at its hood.


-Declined- this should be in custom summoning thread.


(Hebiātsu: Sunēkupitto Jutsu) - Snake Arts: Snake Pit Technique
Type: Supplementary
Rank: B
Range: Short to Mid
Chakra: 20 (10 per turn)
Damage: N/a
Description: The Snake Pit Technique is a secret jutsu only taught to Shinobi who have earned the good graces of the Ryuchi Cave inhabitants. The jutsu grants the user a 6th sense infrared thermal radiation up to mid range just like that of a snake and their pit organs. While the jutsu is active the user can perceive things that are a different temperature from their environment similar to how Snake's hunt their warm blooded prey.

Note: Can only be used by those taught by Kooljay
Note: Must have signed the snake contract

-Declined- Shady already has this i believe, also wrong section. Dnr

Katon: Neppa no Jutsu - Fire Style: Heatwave Technique
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20 (10 per turn)
Damage: 40 (+10)
Description: In order to perform the heatwave technique the user must weave 2 handseals, gather katon chakra throughout their body, and release it directly in the form of heat. The temperatures of the heat are hot enough to cause 3rd degree burns. A dangerous aspect of the jutsu is that the heat in and of itself is barely visible to the human eye. However at short to mid ranges, a person should be able to see the air move. This creates a wavy air visual effect around the user similar to that of air on a scorching hot day or air around a fire.

The jutsu also also heats up thermal conductive materials like metal ninja tools causing them to glow red. This means the jutsu enhances kenjutsu techniques and any other technique based around metal objects that originated from within range of the user.

Note: Can only be used by those taught by Kooljay
Note: While maintaining the jutsu, the user can only perform Katon, taijutsu, and kenjutsu.
Note: The technique only be maintained for 3 turns.

-Approved- Edits made, heat waves are not invisible.
 
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Red-Robin

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Changelog:
  • "Earth Sovereign"
    • Added a multi-rank system to the earth manipulation mechanic.
    • Added a new mechanic of "field sensory," allowing for the user to sense their immediate surroundings so long as contact is made to the earth, specifically.
    • Added a new mechanic of "earth material projection/creation", allowing the use of earth chakra supplied by the user to create earthen projectiles from the spear.
    • Added a 10 chakra/turn charge requirement, as well removed the previous footnote mentioning how this ability couldn't cause damage, now that new mechanics have been implemented that suggest otherwise.
  • "Meteoric Order"
    • Removed any reference of the use of "Space-time portals."
    • Replaced Space-time portals with the utilization of a Summoning, wherein the spear is utilized as the vessel for the housing of the meteor and thus used to release the object in the described manner.



(Kachū Haisha) - Vortex Vanquisher
Type
: Weapon
Rank: S-rank
Range: Short
Chakra: N/A (-50 for "Nagareboshi Kiritsu")
Damage: N/A
Description: "This sharp polearm can seemingly pierce through anything. When swung, one can almost see the rift it tears in the air. "
The Vortex Vanquisher is a polearm crafted by and for Zhongli. It is roughly 2 meters in length from the shaft's end-to-end that
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extends by an additional half meter at it's head where a ornate blade is fixed. The blade of the spearhead is quite unique, it's shine like that of white-hot steel that never cools, yet it is not hot to the touch. The shaft of the spear is capable of retracting into itself until all that is left is the half-meter length of the spearhead, allowing for convenient and easy transportation of the weapon as needed. The polearm was fashioned out of a dense chunk of metal that was located directly next to the Ryūmyaku, or Dragon Vein, that had been harvested from the depths of the Earth's crust. The Ryūmyaku are natural chakra veins that run through the Earth itself, thus the spear contains a signature of natural chakra that perpetually flows in equilibrium throughout it's entire structure. This chakra is dormant and without much effect until the wielder of the spear chooses to form a bond with the Vortex Vanquisher, tethering their chakra reserves to the polearm and causing a steady flow of chakra to infuse into it, allowing for the spear to take on a variety of transformations in it's capable functions:

Tsuchi Shukensha: "Earth Sovereign" takes effect at the moment in which the user forms a bond with the Vortex Vanquisher, stimulating the Ryūmyaku's natural chakra. Afterward, the spear's head will begin to illuminate in a bright light orange saturation. Zhongli will then, at his discretion, have the ability to pierce the head of the spear into the ground. In doing so, the aforementioned chakra infused into the spear will seek out it's former bonds with that of the leylines still present within the earth, rekindling the tether with the Ryūmyaku that it was sourced from. As a result, Zhongli is capable of harnessing the depths of the leylines, utilizing the natural chakra flowing throughout their channels to manipulate the landscape with the Vortex Vanquisher as the catalyst, scaling in rank from D-S, from minor alterations such as flattening the terrain or creating small pillars or walls of earth (D-B Rank), to drastic proportions such as the creation of an imposing mountain of rigid stone (A/S-Rank). The capabilities are quite expansive and is left up to the limitations of the wielder's own imagination. As a result of this connection, the user becomes capable of sensing all that comes into contact with the earth up to short range away from the user's central position. Doubly, the Ryūmyaku chakra infused within the spear is capable of acting as a direct catalyst for earth material projection and creation, functioning similarly to how the user is capable of producing earth-based material from their own body through the use of earth chakra, such as mud. This effect can appear at the user's discretion, most commonly taking form when the user strikes with the spear, allowing for things such as stone spears or mudslides to be formed in tandem to the direction of the spear's attack. These sorts of material creations are considered freeform attacks, costing a move each time to use and will always form as B-rank and are accompanied with all the S/Ws corresponding to the basic earth element.
Note: This effect functions as a charge and counts as one of the user's 3 moves to activate, and requires 10 chakra/turn to maintain. The spear's tether lasts for up to 4 turns, allowing the user to manipulate the terrain in that time before going on a 3 turn cooldown, requiring to be recharged.

Nagareboshi Kiritsu: "Meteoric Order" takes effect when Zhongli forms a bond with the Vortex Vanquisher by promptly drawing blood across the blade of the spear, then channeling 50 Chakra into it. Upon doing so, Zhongli will then lift the spear in a slashing swipe skyward overhead, which will discharge a heavy shockwave that ripples out in a 5 meter radius around him. This shockwave is purely visual and has no impact on the field or others apart from the visual effect. Once this is done, an immense plume of smoke will appear overhead, roughly 50 meters above the surface point in which the ability was activated. From the drawing blood across the spear, a summoning is performed through the release of what was sealed within the spear, resulting in the appearance of a destructive, bellowing meteorite of Earth varying in geometric protrusions all forming a singular structure will breach the iconic white smoke that had formed, dropping the full length from it's point of conjuring until making impact with a designated point by the user up to long-range, causing devastating damage to the terrain and everything encompassing the impact zone up to medium range in radius, dealing Forbidden-rank 90 damage to anything caught in it's destructive path.
Note: This ability may only be used once per fight/encounter and counts toward one of the user's 3 moves. It may not be activated if Zhongli is currently using "Earth Sovereign," and upon use, all other abilities of Vortex Vanquisher may not be activated for 3 turns afterward.
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Notes:
  • Vortex Vanquisher can only be used by Zhongli
  • Must be an Earth-based specialist to use Vortex Vanquisher
Declined: Just a couple things to fix up before it's approved, all minor. Firstly, there should be size limitations on the constructs you create through Earth Sovereign. I'd say no larger than 30 meters terms of dimensions. Secondly, with the way you've described the spear's ability to project earthen material when attacking with it, it isn't freeform. Freeform means that something that isn't performed through a technique, or otherwise isn't ranked. When something carries a rank and is an offensive ability, it will virtually always cost a move to use because it carries the damage of that rank and not freeform damage. So just remove any mention of freeform in that last sentence of Earth Sovereign.

Changelog:
  • "Earth Sovereign"
    • Added clarification of a 30 meter dimension limitation to the size of possible constructs made this way.
    • Removed reference and misuse of "Freeform" from the final sentence of the technique.
(Kachū Haisha) - Vortex Vanquisher
Type
: Weapon
Rank: S-rank
Range: Short
Chakra: N/A (-50 for "Nagareboshi Kiritsu")
Damage: N/A
Description: "This sharp polearm can seemingly pierce through anything. When swung, one can almost see the rift it tears in the air. "
The Vortex Vanquisher is a polearm crafted by and for Zhongli. It is roughly 2 meters in length from the shaft's end-to-end that extends by an additional half meter at it's head where a ornate blade is fixed. The blade of the spearhead is quite unique, it's shine like that of white-hot steel that never cools, yet it is not hot to the touch. The shaft of the spear is capable of retracting
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into itself until all that is left is the half-meter length of the spearhead, allowing for convenient and easy transportation of the weapon as needed. The polearm was fashioned out of a dense chunk of metal that was located directly next to the Ryūmyaku, or Dragon Vein, that had been harvested from the depths of the Earth's crust. The Ryūmyaku are natural chakra veins that run through the Earth itself, thus the spear contains a signature of natural chakra that perpetually flows in equilibrium throughout it's entire structure. This chakra is dormant and without much effect until the wielder of the spear chooses to form a bond with the Vortex Vanquisher, tethering their chakra reserves to the polearm and causing a steady flow of chakra to infuse into it, allowing for the spear to take on a variety of transformations in it's capable functions:

Tsuchi Shukensha: "Earth Sovereign" takes effect at the moment in which the user forms a bond with the Vortex Vanquisher, stimulating the Ryūmyaku's natural chakra. Afterward, the spear's head will begin to illuminate in a bright light orange saturation. Zhongli will then, at his discretion, have the ability to pierce the head of the spear into the ground. In doing so, the aforementioned chakra infused into the spear will seek out it's former bonds with that of the leylines still present within the earth, rekindling the tether with the Ryūmyaku that it was sourced from. As a result, Zhongli is capable of harnessing the depths of the leylines, utilizing the natural chakra flowing throughout their channels to manipulate the landscape with the Vortex Vanquisher as the catalyst, scaling in rank from D-S, from minor alterations such as flattening the terrain or creating small pillars or walls of earth up to medium-range away from the user (D-B Rank), to drastic proportions such as the creation of an imposing mountain of rigid stone that can be made to a maximum of 30 meters in any direction and take effect as far as long range in distance from the user (A/S-Rank). The capabilities are quite expansive and is left up to the limitations of the wielder's own imagination. As a result of this connection, the user becomes capable of sensing all that comes into contact with the earth up to short range away from the user's central position. Doubly, the Ryūmyaku chakra infused within the spear is capable of acting as a direct catalyst for earth material projection and creation, functioning similarly to how the user is capable of producing earth-based material from their own body through the use of earth chakra, such as mud. This effect can appear at the user's discretion, most commonly taking form when the user strikes with the spear, allowing for things such as stone spears or mudslides to be formed in tandem to the direction of the spear's attack. These sorts of material creations all cost a move each time to use and will always form as B-rank and are accompanied with all the S/Ws corresponding to the basic earth element.
Note: This effect functions as a charge and counts as one of the user's 3 moves to activate, and requires 10 chakra/turn to maintain. The spear's tether lasts for up to 4 turns, allowing the user to manipulate the terrain in that time before going on a 3 turn cooldown, requiring to be recharged.

Nagareboshi Kiritsu: "Meteoric Order" takes effect when Zhongli forms a bond with the Vortex Vanquisher by promptly drawing blood across the blade of the spear, then channeling 50 Chakra into it. Upon doing so, Zhongli will then lift the spear in a slashing swipe skyward overhead, which will discharge a heavy shockwave that ripples out in a 5 meter radius around him. This shockwave is purely visual and has no impact on the field or others apart from the visual effect. Once this is done, an immense plume of smoke will appear overhead, roughly 50 meters above the surface point in which the ability was activated. From the drawing blood across the spear, a summoning is performed through the release of what was sealed within the spear, resulting in the appearance of a destructive, bellowing meteorite of Earth varying in geometric protrusions all forming a singular structure will breach the iconic white smoke that had formed, dropping the full length from it's point of conjuring until making impact with a designated point by the user up to long-range, causing devastating damage to the terrain and everything encompassing the impact zone up to medium range in radius, dealing Forbidden-rank 90 damage to anything caught in it's destructive path.
Note: This ability may only be used once per fight/encounter and counts toward one of the user's 3 moves. It may not be activated if Zhongli is currently using "Earth Sovereign," and upon use, all other abilities of Vortex Vanquisher may not be activated for 3 turns afterward.

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Notes:
  • Vortex Vanquisher can only be used by Zhongli
  • Must be an Earth-based specialist
Declined: There's still things to change here, so I'll make a short list. Remove any mentions of forming a bond with the spear or charge accumulation. They aren't really necessary and honestly make the weapon weaker. Just have the connection between the spear and the earth constant. Secondly, with Earth Sovereign, add in upper limits on the size of elemental constructs for each rank bracket. For example, D and C-Rank constructs can be up to 5x5m in size. Then 10x10m for B, 15x15 for A etc. Now, Meteoric Order. Unfortunately, because you only have normal Fuin, the current strength of this ability means that its component fields, being Earth and Fuin, would each be S-Rank. You cannot submit S-Rank Fuin, or any technique which involves Fuin of S-Rank or higher, without Advanced Fuin. If you want to keep this ability at its current strength, you can just have the spear eject a mass of earthen material, as a kind of offshoot of Earth Sovereign, or you need Advanced Fuin.




(Iryō Ninjutsu: Kaibougaku Saikōsei) 🙞 Medical Technique: Anatomical Reconstruction 🙝
Type
: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: Kaibougaku Saikōsei is fundamentally a specific technique in both application and function, leaving little room for varying utility while simultaneously requiring extensive focus and skill to use properly. With the application of ones advanced control of their chakra and intrinsic understanding of the human body and it's anatomical components by way of extensive study into Medical Ninjutsu, the user of this technique is capable of manipulating their medical chakra into an infusion with that of their very DNA; unraveling the fabric of ones genetic makeup before specifically targeting the structural X/Y chromosomal makeups. In doing so, the user is capable of two possible outcomes: Through the use of their chakra, the user may either extract and replace their Y chromosome with a second X chromosome, OR replicate and insert in place of one of their two X chromosomes with a Y chromosome into the existing makeup of their genetic code, effectively restructuring the very nature of their body on an anatomical level. The "bare bones" of what this implies is in the alteration of the X/Y chromosomes, the body of the user will begin to naturally produce the chemicals necessary to determine hormonal outputs corresponding to alterations made, reflective of the fact that every body is capable of both estrogen and testosterone production, the chromosomal makeup just determines the production output of each to produce the results of the sexually oriented bodily growth. By way of effect, and through the use of ones medical ninjutsu, the user's body will, after it's chromosomal structures have been changed to the desired alternative, will begin to repurpose preexisting organs and tissue through the assisted acceleration of the medical chakra and it's application to mold the user's body into the desired after result, using the acceleratory properties of Medical Ninjutsu to assist in the rebinding process of the user's DNA and the reformation of their body in a seemingly quick and timely manner relative to the procedure, effectively altering the user's body to develop either male or female characteristics in it's truest form.

Notes:
-Due to the complex and advanced nature of this technique, the user is incapable of applying it in battle
-This technique may NOT be used on others
-Other than standard anatomical changes, all forms of aesthetic pertaining to the user remains the same (i.e. if they had blue eyes and black hair, they will still have blue eyes and black hair), but minor changes such as hair length and body height/weight is interchangeable
-These changes are otherwise permanent until this technique is reused and the same measures taken to reverse it's effects
-May only be taught by Red-Robin

-pending- leaving for for someone else
 
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Alyx

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(Yoton : Herarudo no Meirei ) Yang Release: Herald of the Order
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 70 ( - 20 Per Turn)
Damage Points: N/A
Description: Herald of the Order is a technique designed to emphasis on one’s physical and vital energy, converting it into a dauntless barrier of protection. Upon making three hand seals; the user’s body would shimmer a light golden coloration, while the warmth of the Yang Energy surging through them. By turning their own health points into that of energy; a golden barrier would form around the user up to three meters in every direction. This barrier is durable, taking the sacrificed vital and physical energy and manifesting it as a solid and tangible force. The barrier’s health points vary based on how much health the user sacrificed though it can only go up by increments of 10 HP, maxing out at 100 HP. The barrier naturally shaves damage on interaction – reducing damage by -30 per interaction but should the opposing force not be completely shaved; it will instead be blocked with the barrier’s potent nature but will have its HP dropped after interaction. An example of this is when used vs a 100 DMG technique; the barrier would reduce this by – 30 but due to the remaining 70, the barrier loses 70 HP while completely stopping the technique unless it overwhelms the remaining HP, allowing the technique to continue towards the user. The HP used to generate the barrier however cannot be healed unless with a Yang Release natured technique; though using the draining one’s HP will not trigger the HP Drawbacks associated with it. The barrier lasts three turns before naturally subsiding. While in use, the user is unable to utilize Yin Release, Yin – Yang Release though can only use Yang Release up to S Rank while active, while other fields such as Advance Fields can still be utilized. The barrier is self-sustaining as it passively drains chakra after creation and naturally moves with the user. After deactivation, the user cannot utilize Yang Release for two turns above S Rank, while this technique can only be used twice per battle. It also goes on a cool down of three turns after ending.

-Declined- as cool as this is, there are some problems. The whole sacrificing hp to make the barrier thing is weird, feels more like a kinjutsu than a yang technique. The passive shaving is pretty high for no real reason, then the avoiding health drawbacks is a definite no.

(Futton: Akusei Rōzu ) Boil Release: Malignant Rose
Rank: D - S Rank
Type: Offensive, Defensive , Supplementary
Range: Short - Long
Chakra Cost: 10 - 40 ( -10 Per Turn)
Damage Points: 20 - 80
Description: Malignant Rose is basic technique designed to craft one's Boil Release Nature to their desires. These are usually done in differing forms, ranging from bursts, waves, mist or even condensed constructs such as tools, weapons etc of the acidic vapor, capable of causing physical damage but also burning the skin on contact. The acidic vapor is either released from the user's body, usually through the mouth, through erupting through the terrain nearby or even the moisture surrounding the user. However these cannot be created within five meters of the opponent, unless already in short range which in that case cannot be done on direct contact. The constructs from D to C are maxed at five meters, B - A Rank being maxed at ten meters and S rank being up to fifteen meters. B Rank variants of this technique requires at least one seal, with the required amount increasing by increments of one per rank. These constructs when made are capable of naturally persisting; passively draining chakra though can only remain for two turns regardless of rank before naturally fading away. Continuous contact with the acidic vapor causes those affected to suffer half the base damage per turn for their skin melting slowly. S Rank variant of this technique can be used twice per battle, going on cool down for two turns before utilizing again once the construct ends. This also prevents the use of A Rank and above Boil Release in the same turn the S Rank variant is used. A Rank can only be used thrice per battle with a one turn cool down after the structure in question ends. The user is completely immune their own acidic vapor, not suffering any kind of damage from it. Multiple constructs can be made at once if desired, though the damage is split among them evenly.

-Approved- edits made

(Futton: Kyōakuna Ran) Boil Release: Baleful Orchid
Rank: D - S Rank
Type: Offensive, Defensive , Supplementary
Range: Short - Long
Chakra Cost: 10 - 40 ( -10 Per Turn)
Damage Points: 20 - 80
Description: Baleful Orchid is the sister technique to that of Malignant Rose, however instead of crafting constructs the user would create acidic familiars. These familiars are nigh featureless in terms of their aesthetic - simply being condensed white vapor. However because of the complex design added into them, they move and behave intrinsically to their design. Meaning if one was to create a humanoid familiar, it would be capable of walking/running, or if making an avian, it would be capable of flight. The possibilities are endless, as the user can utilize their imagination in order to craft unique formations. These familiars exhibit a rather limited form of sentience, in the sense of being aware of its surroundings, able to tell its creator and his allies apart among other things such as performing Boil Release Techniques up to the Rank of the familiar. The acidic vapor is either released from the user's body, usually through the mouth, through erupting through the terrain nearby or even the moisture surrounding the user. However these cannot be created within five meters of the opponent, unless already in short range which in that case cannot be done on direct contact. The constructs from D to C are maxed at five meters, B - A Rank being maxed at ten meters and S rank being up to fifteen meters. B Rank variants of this technique requires at least one seal, with the required amount increasing by increments of one per rank. These constructs when made are capable of naturally persisting; passively draining chakra though can only remain for two turns regardless of rank before naturally fading away. Continuous contact with the acidic vapor causes those affected to suffer half the base damage per turn for their skin melting slowly. S Rank variant of this technique can be used twice pet battle, going on cool down for two turns before utilizing again once the familiar ends. This also prevents the use of A Rank and above Boil Release in the same turn the S Rank variant is used. A Rank can only be used thrice per battle with a one turn cool down after the structure in question ends. The user is completely immune their own acidic vapor, not suffering any kind of damage from it. These familiars when performing techniques counts to the allotted 3 techniques per turn. Multiple familiars can be made at once if desired, though the damage is split among them evenly.

-Approved-

Permission gained from @Lili-Chwan to include the perfume scent in vapor.

(Aryūru no Otome ) Maiden of Allure
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Maiden of Allure is by all intents and purposes, a purely aesthetic skill. Through Haruna's desire to tinker with the world at large, her own Advanced Element of Boil Release no exception. This was done with an application of Yin Release's ability to change the properties of chakra based on one's own imagination. And so this was the case as Haruna's techniques changed. In literal terms, Haruna's Boil Release is no longer just the typical white coloration when release, but rather she is now capable of producing it in various colors. This can range from red, to blue or any color she desires within the visual spectrum of the human eye. The acidic vapor she releases are all naturally scented, akin to that of a perfume. These scents are all naturally alluring to the nose, varying in scents though is commonly associated to smelling like roses. Lastly, Haruna is naturally capable of releasing harmless vapor from her body, allowing her to smell much like the scented vapor. These changes are all cosmetic, providing any sort of benefit in battle - as the affected Boil Techniques all carry thr natural S/W of the element. This doesn't cost a move slot, simply needing to be posted in one's bio or at the start of a battle.

-Declined- Discussed in DM's

(Jūjin Taijutsu Ougi: Shūmatsu-ron-tekina Dopperugengāv) Beast Human Martial Art: Apocalyptic Doppelganger
Type:
Offensive/Defensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: Derived from the “Exploding Puppy” Technique, the user will quickly make two hand seals in order to create a “clone” of their ninken in order to rush down at the opponent. The trick to this technique however is a combination of the Transformation Technique in conjunction with elemental chakra. In reality, the “clone” isn’t truly one, but rather a canine elemental familiar masked with a transformation. It would once it makes contact with the opponent or within close range would explode, causing a small omnidirectional burst of the element in question. This causes those caught within its range in order to be struck with it, taking 60 DMG alongside any other residual effects such as fire burning them, wind cutting them etc. The canine familiar is capable of existing outside the user’s concentration, having a rather limited form of sentience – as it can identify the Inuzuka and his/her ninken as allies. Despite this, it can only persist for three turns before naturally exploding. This technique can be utilized three times per battle, with a cooldown of one turn between each use. Can only be utilized by members of the Inuzuka Clan, though not by the ninken.

-Declined- explain the effects of these "residuals" or remove them, I don't like the vagueness
 
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Kubikiri Arashi - Severing Storm
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: 40-80
Description:
A blade forged within the Iron Peninsular, it was gifted to a young student as a graduation present upon completing training as a samurai. Passed down and gifted again, its legacy grew with each user with tales of how warriors wielded a katana marked with a blue hilt, causing massive spiralling winds around them. The katana itself was forged by a blacksmithing master who had the affinity to imbue his weapons with the power of wind, with every strike capable of causing massive storms.
-Gathering Storm
The blade itself is capable of conducting chakra, specifically Wind release natured, honing its edge to an even finer point even when dulled. At the cost of 10 chakra per turn, the user is capable of keeping wind chakra along the blade, causing the Gathering Storm effect to take place. This causes all of the users Kenjutsu and sword related techniques to take on the strengths and weaknesses of Wind Chakra. On top of this, Gathering Storms has a secondary effect allowing the user to Freeform strike at the cost of one move per turn to deal between 40-80 damage. When starting out a battle, the blade has little more than a gust of wind on it, only striking for 40 damage. However every movement adds more wind to the blade causing it to grow in power, adding 20 damage, maxing out after 3 turns at 80 damage. After the 3rd turn, the blade begins to lose power, much like a passing storm, going back down to 60 then 40 respectively. When striking, the chakra contained within the strike will be proportional to the damage dealt (eg 40 damage - 20 chakra, 80 damage - 40 chakra). This cycle repeats.
-Wind Wall
Naturally with an affinity to wind natured chakra, the user can substitute any techniques requiring fans instead to be used with this blade. When holding this blade, a gust of wind begins to circulate the users body, forming a defensive barrier of sorts, reducing incoming damage by 10. Once per turn and only 3 times per fight, the user can gather this wind up into their blade and project it forwards into a 5m by 5m wall. Depending on how long the the user had has the Wind Barrier formed around their body, depends on how strong the barrier is. If the user has the barrier for 1 turn, it can stop 10 chakra, 2 turns -> 20 chakra, this maxes out at 40 chakra. Once this Wind Wall technique is used, the user is left vulnerable and does not have the shaving aspect for 3 turns.
-Last Breath
An extremely taxing technique, this involved the user pushing their wind mastery to the limit, this ability causes the user to increase the damage and chakra threshold of Kubikiri Arashi. At the cost of 50 chakra, the damage output of Kubikiri Arashi is increased by +30 and its chakra output by +10. However without drawbacks, this ability lasts 4 turns, and causes the weapon to become dormant for 4 turns, making nothing more special than an ordinary katana. Akin to a Last Resort technique, this can only be used twice, with the second time causing the user to be unable to use any abilities associated with the weapon for the rest of the match.

-Declined- Last breath needs real restrictions, severe ones for that level of boost.

Goryū - Slipstream
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage: N/A
Description:
As a master of Wind release, the user is capable of taking advantage of the wind they create, propelling them or moving them around. Even when a wind technique is through, a slipstream is created to fill the void of the force that is moved or thrown around. Activated within the same timeframe a wind technique is used, this Slipstream gives the user a passive Base Speed boost, for the cost of only being able to use Wind elemental nature Chakra. When the user performs a wind natured technique, based on the rank used, the user will gain a boost relative to the rank. With S =+3, A=+2, B and below =+1. During the time this is active, the user can only use only Wind natured elemental techniques however can still use regular non elemental fields. Should the user wish to deactivate this technique, they are then unable to use this again for 3 turns.
Notes:
-Last until the user cancels it or uses a non wind natured elemental technique
-Once deactivated cannot be used for 3 turns
-Can only be used twice per match

-Declined- DNR done a million times, clashes with canons like swift release and too many customs to name.
 
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Onii Chan

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(Hikōhan) - Taijutsu: Dragon's Nirvana
Type: Defensive Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The secret technique of ''Hikōhan'', or Dragon's Nirvana (Flying Nirvana) is a taijutsu movement that is specialized by those cocky and sociopathic that finds enjoyment in playing around with their combatant. The user will begin by simply putting their hands aside, either in their pockets or folded crisscross style, then will swiftly dodge a incoming taijutsu offensive directed towards them up to twice amounts then will deliver a immensely powerful headbutt to the forehead that'll stagger the opponent long enough for the user to utilize a additional taijutsu technique against them. This technique can be used against Taijutsu and kenjutsu alike, even weapon/CW offensives if within close range.
- Can only be used 4 times per battle
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(Hikōdoru) - Taijutsu: Dragon's Back Palm
Type: Defensive Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The secret technique of ''Hikōdoru'', or Dragon's Back Palm (Flying Back Palm) is a taijutsu movement to which the user dodges or not a single offensive taijutsu utilized against them to deliver a devastating back palm strike to the abdomen of the opponent that staggers them long enough for the user to use a additional taijutsu technique against them. This technique can be used against Taijutsu and kenjutsu alike, even weapon/CW offensives if within close range.
- Can only be used 4 times per battle
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-Both declined- these are literally free-form taijutsu but you added in some god mod paralysis effect.

(Kyōkazeami) - Wind Release: Intimidating Wind God Technique
Type: Supplementary
Rank: S-rank
Range: N/A
Chakra: 40
Damage: N/A
Description: The ''Kyōkazeami'' or Intimidating Wind God technique is a jutsu that which when forming gigantic masses of wind chakra within their own body and slowly releasing it like a balloon gradually deflating will be utilized in a fashion to increase one's speed x2 fold for a maximum of four turn cycles. This wind can be used to thus be directed anywhere to the person's body almost simultaneously in large gusts to increase their body movement significantly.

Phase I
If directed towards the feet their running speed is increased.
Phase II
If directed towards the hands their physical offensive speed is increased.
Phase III
If directed towards the center of the body both attributes is increased, however the boost is lowered significantly being +5 points to speed instead to both movement and physical speeds alike.

This technique can be used as a beginning passive to any battle to which after the turn limit it can be used again after 3 turns. A final note to this jutsu is that when directing the wind to specific body parts this technique must be mentioned and the phase bolded to clarify which state the user is in at the current time of post.

-Declined- DNR aside from the immediate death you'd experience from blowing yourself up like a balloon, this is super overdone and generic.
 
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ZK

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Second time I've been advised to turn a CFS into a CJ lol

(Jushinki to Hatsushinki) – Receiver and Transmitter
Type: Defensive/Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The signature black chakra receivers are a staple of the Rinnegan. Jushinki to Hatsushinki (JH) allows the user to apply shape manipulation to change the physical properties of the receivers that Rinnegan users can generate. This builds on the principles of Change into Heaven and abides by the same logical transformation restrictions, but is not considered a Yin technique. The metallic receivers can creep on the ground like a shadow, become hot or cold, assume the properties of liquid, become energetic like fire or lightning, or change insofar as logic allows. Black chakra receivers generated in the fashion of this style retain the properties of their standard counterparts, but are imbued with additional properties.
The core function of the black chakra receivers is the free transfer of chakra information between what a receiver is embedded in and the user. A receiver disturbs the equilibrium of other chakra sources and JH expands on this, enabling its advanced receivers to disrupt chakra circulation patterns. When a JH receiver embeds itself in a chakra source it emits high frequency chakra signals that changes the wave function of chakra within said source. In chakra constructs this causes the loss of structural integrity from the point of contact as chakra links are severed while nature and shape manipulation applied hereto is undone. In human beings the effects are more subtle.
Practically, the user is able to launch receivers whose rank corresponds to the rank of chakra constructs it can pierce. The disruptive effects do not clash with the chakra source, but rather unravels the manipulation applied to it no matter the amount so long as a receiver is embedded. However, there must be some measure of structure or viscosity the receivers can be embedded in, making it ineffective against gasses including wind. Furthermore, the effect is not instantaneous and can be avoided, though it will also apply to whatever comes into contact with the receiver. Living things are damaged normally, but cannot mould chakra in the pierced limb until the receiver is removed. Additionally, the user is able to stop a target from moving any limb that is pierced until the receiver is removed. In non-ninjas the user is able to control movement fully, provided they are within the same landmark.
  • B-rank version can be used five times, but has no usage limit when used against living things.
  • The user can use the A-rank version thrice, the S-rank version twice, or one of each version, with the former triggering a one turn cool down and the latter twice that.
  • Can only be taught by ZK.
-Pending- leaving for someone else
 
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jagged

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(Bōfūu no hōshutsu:
Rezafokasu) - Storm Release: Lazer Focus
Type:
Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: +20 Damage
Description: After performing three hand seals the user will coat the whole of their body in Storm chakra granting them immense speed and power in exchange for chakra. Because of the properties of storm chakra the user can move and evade out of the away of attacks with no change to his momentum. This technique costs 10 chakra per turn to maintain

A rank version can only be used 3 times and has a 2 turn cool down in between usages.

  • Speed is doubled when this technique is in use
  • +20 Damage to attacks while in this form
  • requires 10 chakra per turn to maintain
-Declined- This has no duration limit, also dodging attacks freely isn't gonna fly as it subverts the newly added dodge mechanics, but even then it wouldn't have flew before without costing a move slot at minimum bar the turn it's activated. The damage increase seems tacked on especially when it's just a flat +20 to everything.

(Bōfūu no hōshutsu: Fumo no Kumo
) - Storm Release: Barren Clouds
Type:
Supplementary
Rank: B-A
Range: Short - Long range
Chakra: 20-30 Chakra
Damage: -50- 60 chakra
Description: After performing three hand seals the user expel a huge mass of black storm clouds that permeate the entire battlefield. The clouds drain the chakra of non storm or thunder related techniques up to the rank of the technique used, storing them within the clouds themselves which the user can then use to make storm or thunder related techniques. When a technique has its chakra drained it de-ranks that technique based on the chakra taken out if not out right dispersing it(this only happens if all of the chakra is drained) this technique can only hold up to A rank chakra but can be bottomed out with another technique using its chakra. This move costs 10 chakra per turn to maintain

A rank version can only be used 3 times While B rank version can be used 4 times

-Declined- This isn't how chakra absorbing works

(Bōfūu no hōshutsu: Taifu no me
) - Storm Release: Eye of the storm
Type:
Defensive/Supplementary
Rank: A
Range: Short - Long range
Chakra: 30 Chakra
Damage: - 60 chakra
Description: After performing three hand seals the user Inhales deeply, sucking in black clouds in a funnel formation that absorbs chakra and De ranks techniques up to the amount of the chakra absorbed (Out right dispersing them if all chakra is absorbed). This technique drains the chakra and chakra related buffs of the opponent should they be in range of the technique, this debuff follows the same rules specified above.
  • A rank version can only be used 3 times with a 2 turn cool down between each use
  • Opponents and techniques within the funnel have their speed reduced by half for the duration of the technique
-Declined- same as above

(Soma No Ko: Fu Seina Kuminai
) - Soma no Ko: Unholy Union
Type:
Supplementary
Rank: A
Range: Self
Chakra: 30 Chakra
Damage: N/a
Description: After summoning their contract animal the user will meld into their animal becoming one being thanks to the abilities of the Soma no Ko kekkai genkai. Once the fusion is complete the user will gain all abilities of the summoning animal, any summoning based techniques can now be used through the user exclusively. While fused with his brother this fusion can only last 5 turns before the summoning animal is split from the twins, if the twins are separate before the merge then the fusion lasts for the whole battle.

  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • costs 5 chakra per turn
-Declined- SNK fusing with someone other than their partner in the canon was only possible via the cursed mark and it was also fatal not beneficial, they destroyed the body of whatever they fused with when it wasn't their twin. Making this custom unapprovable currently and probably inadvisable even if you do get cursed mark level 2.
G
Bōfūu no hōshutsu: Fumo no Kumo
) - Storm Release: Barren Clouds
Type:
Supplementary
Rank: B-A
Range: Short - Long range
Chakra: 20-30 Chakra
Damage: -20, -30 chakra
Description: After performing three hand seals the user expel a huge mass of black storm clouds that permeate the entire battlefield. The clouds drain the chakra of non storm or thunder related techniques up to the rank of the technique used, storing them within the clouds themselves which the user can then use to make storm or thunder related techniques. When a technique has its chakra drained it de-ranks that technique based on the chakra taken out if not out right dispersing it(this only happens if all of the chakra is drained) this technique can only hold up to A rank chakra but can be bottomed out with another technique using its chakra. This move costs 10 chakra per turn to maintain

A rank version can only be used 3 times While B rank version can be used 4 times

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(Bōfūu no hōshutsu: Taifu no me
) - Storm Release: Eye of the storm
Type:
Defensive/Supplementary
Rank: A
Range: Short - Long range
Chakra: 30 Chakra
Damage: -30 chakra
Description: After performing three hand seals the user Inhales deeply, sucking in black clouds in a funnel formation that absorbs chakra and De ranks techniques up to the amount of the chakra absorbed (Out right dispersing them if all chakra is absorbed). This technique drains the chakra and chakra related buffs of the opponent should they be in range of the technique, this debuff follows the same rules specified above.
  • A rank version can only be used 3 times with a 2 turn cool down between each use
  • Opponents and techniques within the funnel have their speed reduced by half for the duration of the technique
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(Soma No Ko: Fu Seina Kuminai
) - Soma no Ko: Unholy Union
Type:
Supplementary
Rank: A
Range: Self
Chakra: 30 Chakra
Damage: N/a
Description: After summoning their contract animal the user will meld into their animal becoming one being thanks to the abilities of the Soma no Ko kekkai genkai. Once the fusion is complete the user will gain all abilities of the summoning animal, any summoning based techniques can now be used through the user exclusively. While fused with his brother this fusion can only last 5 turns before the summoning animal is split from the twins, if the twins are separate before the merge then the fusion lasts for the whole battle.

  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • costs 5 chakra per turn
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(Soma No Ko: ikre ni E
) - Soma no Ko: Sacrilegious Combat
Type:
Attack/Defence
Rank: B-A
Range: Short range
Chakra: N/A
Damage: 50-60 Damage
Description: With the abilities of his kekkai genkai the user will manifest at least 2 limbs to attack or block incoming damage from any angle around the users body, if the user's limbs make contact with the opponents body he will partially fuse to the opponent in the split second their skin touches resulting in a nullification of all chakra related techniques.
  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • +20 Damage to taijutsu damage
-All Declined- im going to dm you about these because there's too much to cover briefly.
 
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