Custom Jutsu Submission - IV

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Kooljay

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Mastered Swift Training

(Jinton: Supīdo Fōsu) - Swift Release: Speed Force
Type:
Supplementary
Rank: Forbidden
Range: N/a
Chakra: 50 (10 per turn)
Damage: (+20 to swift/taijutsu/kenjutsu techniques) (-10 to user per turn) (-5 per taijutsu attack)
Description: Speed Force is the pinnacle of Swift Release. The user supercharges their body with a gargantuan amount of Jinton chakra and is able to maintain it up to 4 turns. In doing so, the user is in a constant state of Swift Release allowing them to move at 3x their base speed. All other swift release, taijutsu, kenjutsu, and freeform versions of the latter receive 20+ damage boost. In appearance, the technique causes the user's body to vibrate, making them look blurry and their voice distorted.

The technique is a forbidden trump card due to the extreme strain placed upon the body. The gargantuan amount of swift chakra causes the heart to experience tachycardia which results in 10 damage to the user per turn. While the speed of the user increases and thus the force of their attacks, their defense does not meaning their body cannot withstand the force of striking a foe. The user’s body takes 5 damage for each taijutsu technique. Since using the technique requires the user to maintain a high production and usage of Jinton chakra, the user is only able to use Swift Release, Wind Release, Lightning Release, basic Ninjutsu, Taijutsu, and Kenjutsu. After the jutsu has ended, the user’s base speed and tracking are halved for 3 turns and swift release only provides a +7 speed boost for 3 turns as their body recovers. If the user however chooses to use this technique a second time in battle, upon ending the technique the strain on the heart will cause the user to go into cardiac arrest and die.

Note: Can only be used twice per battle with a 3 turn cooldown
Note: Can only be used by bios who can use Swift Release
Note: Can only be used by those taught by Kooljay.

-Declined- this doesn't really work how you want it to, you should rework this to work around the shadowless flight technique and honestly probably decrease the drawbacks, also this won't be allowed to boost freeform damage only techniques.
(Jinton: Supīdo Fōsu) - Swift Release: Speed Force
Type:
Supplementary
Rank: Forbidden
Range: N/a
Chakra: 50 (10 per turn)
Damage: (+20 to swift techniques) (- 10 to user )
Description
: Speed Force is the pinnacle of Swift Release. The user supercharges their body with a gargantuan amount of Jinton chakra and is able to maintain it up to 4 turns. In doing so, the user is in a constant state of Swift Release allowing their Swift Release techniques to temporarily boost their speed by 3x when used. The user's Swift Release techniques receive a +20 boost in damage due to the increased acceleration. In appearance, the technique causes the user's body to vibrate, making them look blurry and their voice distorted.

The technique is a forbidden trump card due to the extreme strain placed upon the body. Since using the technique requires the user to maintain a high production and usage of Jinton chakra, the user is only able to use Swift Release, Wind Release, Lightning Release, basic Ninjutsu, Taijutsu, and Kenjutsu. After the jutsu has ended swift release only provides a +7 speed boost for 3 turns as their body recovers.

Note: Can only be used once per battle
Note: Can only be used by bios who can use Swift Release
Note: Can only be used by those taught by Kooljay.

-Approved- I edited the usage restriction, it's a forbidden technique generally that's a one and done.
 
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Urda

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(Yōton Rabāmassurumasu) - Lava Style: Rubber Muscle Mass
Rank: S
Type: Offensive, Defensive, Supplementary
Chakra: 40
Damage: 80
Description: Yōton Rabāmassurumasu is a ninjutsu that utilizes the Lava Element to enhance the physical brawn of one's body by transforming their body into rubber. Kneading lava chakra inside the body and then unleashed it all at once, the rubber begins to wrap around the outer surface of the user's body like armor. The rubber enveloping the user's skin appears like muscle fiber - albeit in stages.

Niō Form
In the first stage called "Niō" Form," the user is clad in a rubber exoskeleton pumping chakra into the Jutsu to sustain it, costly burning the user chakra reserves [consumes -20 Chakra Points per Turn]. As it was constructed using rubber, its properties allow for immense durability, damage/high resistance, and elasticity. Those applications unique to rubber makes Tajutsu of [C-rank and Below] having no impact and resisted against [C-rank and Below] Fire, Earth, Wind and Water Style Jutsu - unharmed by the flames, not impacted by the earth, not carried away by the weight/pressure of water, and not affected by the cutting power of the wind. Due to its more polished and thinner look, the body is modified to be made lighter allowing for the user to show off its elastic capabilities allowing for the speed of their Taijutsu movements to accelerate, multiplying their base speed by [x2]. Despite its speed increased, the body is coated in rubber allowing for more devasting blows, increasing the user's Taijutsu strength by [+5]. While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].

Kongōrikishi Form
The second stage called "Kongōrikishi" Form, or also name Hercules, is the "Ultimate Defense" with the user wrapped in rubber shaped like a thousand layers of bamboo. After clapping their palms together, the body of the user appears bulky and massive in size covering the entire body. This heighten strength becomes taxing on the chakra [consuming -30 Chakra Points per Turn] yet retaining its [+5] strength to all Taijutsu strikes, however, at the expense of the user's speed being slow.
Immense Strength, immense durability, and enhance resistance are all boost, raising the human limits to the max. Its strength taking to extreme levels, the massive arm(s) is propelled with the application of the elasticity delivering [A-rank] Damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into [A-rank and Below] Earth Style Jutsu; An incredibly powerful punch produces an A-rank shockwave that spans up to mid-range in unidirectional when the user strikes, sending the opponent flying. The shockwave can counter against [C-Rank and Below] Wind, Water, Lightning Style Jutsu. (Counts as a Move per the Three Jutsu Turn Limit)

Naming it the "Ultimate Defense," it is Impregnable to physical harm of [B-rank and Below] Taijutsu and [A-rank and below] Fire, Earth, Wind, and Water Style Jutsu: resistant against flames, earth has no impact, and able to withstand the pressure/weight of water and cutting power of the wind. Its weakness is still Lightning Release, in which the electricity can rip through its defenses. Nevertheless, countering this one weakness, the user can amplify the technique, creating a bundle of rubber that swells into a cocoon that fortifies the whole body from [1 S-rank Lightning Jutsu] attack - leaving the user stationary after taking the brute of the attack. Although, the risk is the Lava Style: Rubber Muscle Mass Jutsu ends as the user takes too much damage. (Usable 1 Time per battle) (Last 5 Turns or until Cancelled by the user) (Counts as a Move per the Three Jutsu Turn Limit)
Note: Only usable by Dodai and Rubber Custom Biography's

~ A 1 Turn Cooldown is a condition before using this technique again.
~ Usable 2 Time per Battle.

Declined: Do you turn your body into rubber or are you simply making a rubber armor you aren't consistent. Also, I don't know why you over restricted and made this practically useless but again I digress.


(Yōton Rabāmassurumasu) - Lava Style: Rubber Muscle Mass
Rank: S
Type: Offensive, Defensive, Supplementary
Chakra: 40
Damage: 80
Description: Yōton Rabāmassurumasu is a ninjutsu that utilizes the Lava Element to create a shield of rubber. Kneading lava chakra inside the body and then unleashing it all at once causes the rubber to instantly wrap around the user's outer surface of their body similar to armor - albeit in stages.

Niō Form
In the first stage, known as "Ni Form," the user is clad in a rubber-like suit, pumping chakra into the Jutsu to sustain it, at the expense of draining the user's chakra reserves [consumes -10 Chakra Points per Turn] or until canceled. Because it was made of rubber, its properties include extreme durability, damage/high resistance, and elasticity. Those rubber-specific applications render Tajutsu of [C-rank and Below] ineffective as it absorbs the impact and resistant to [A-rank and Below] Fire, Earth, Wind and Water Style Jutsu - unharmed by the flames, not impacted by the earth, not carried away by the weight/pressure of water, and not affected by the cutting power of the wind. Due to its more polished and thinner look, the body is modified to be made lighter allowing for the user to show off its elastic capabilities allowing for the speed of their Taijutsu movements to accelerate, increasing their base speed by 1 rank. Despite its speed increased, the body is coated in rubber allowing for more devasting blows as the rubber is compressed making for attacks stronger, increasing the user's Taijutsu strength by [+10].

Kongōrikishi Form
The second stage, known as "Kongrikishi" Form, or Hercules, is the "Ultimate Defense," with the user wrapped in a thousand layers of bamboo-shaped rubber, resembling muscle fibers. The Nio form is strengthened by clapping their palms together, and it passively appears bulky and massive in size, covering the entire body of the user. This heightened strength becomes taxing on the chakra [consuming -20 Chakra Points per Turn] yet boosts [+20] strength to all Taijutsu strikes, however, at the expense of the user's speed reduce by 1 rank. Extreme strength, incredible durability, and enhanced resistance are all increased, pushing the human limits to the limit. With its strength reaching new heights, the massive arm(s) is propelled by the use of elasticity delivering [A-rank] Damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into [A-rank and Below] Earth Style Jutsu. When the user strikes, an incredibly powerful punch produces an A-rank shockwave that spans up to mid-range in unidirectional, sending the opponent flying. The shockwave can counter against [C-Rank and Below] Wind, Water, Lightning Style Jutsu. (Counts towards the 3-move)

Dubbed the "Ultimate Defense," it is Impregnable to physical harm of [B-rank and Below] Taijutsu by absorbing the impact and [A-rank and below] Fire, Earth, Wind, and Water Style Jutsu: resistant against flames, earth has no impact, and able to withstand the pressure/weight of water and cutting power of the wind. Its weakness is still Lightning Release, in which the electricity can rip through its defenses. Nevertheless, countering this one weakness, the user can amplify the technique, creating a bundle of rubber that swells into a cocoon that fortifies the whole body for [1 S-rank Lightning Jutsu] attack - leaving the user stationary after taking the brute of the attack. Although, the risk is the Lava Style: Rubber Muscle Mass Jutsu ends as the user takes too much damage. (Last 5 Turns or until Cancelled by the user) (Counts towards the 3-move)
Note: Only usable by Dodai and Rubber Custom Biography's

~ A 1 Turn Cooldown is a condition before using this technique again.
~ While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].

-Declined- Make the speed values flat numbers not rank based, also that part about defending against S rank lightning has to go, it's ignoring the strengths and weaknesses of the element and this techniques rank.



New Submission:

(Fuuinjutsu Chōjū Giga: Hyakki Yakō) - Sealing Art Super God Imitating Drawing: Night Parade of One Hundred Demons
Rank: A/S
Type: Attack, Defense Supplementary
Range: Short-Long
Chakra: 30/40 (-10 per turn)
Damage: 60/80
Description: A variation of Super God Imitating Drawing, ultimate ink ninjutsu calling forth demonic spawns of hell is created with a stroke of the brush. A hole in the heart or feeling of despair fills the scroll and the horde of demons such as lizardmen, tusk beasts, hybrid animals, insects, etc. are animated on the battlefield. A swarm of unholy creatures swarms the surrounding field, dealing physical damage to the opponent. The technique conceals a sinister ability as sealing power imbues the creations as they approach or make contact with the opponent, secreting them with ink. The creation burst, reverting to ink form and splattering ink on them, sealing the opponent's movements. The battlefield can be painted with ink to also stop the opponent's movements (lasting 1 turn before disappearing) or the user can [passively] reform their bodies to perform other Ink Jutsu. S-rank Version of the technique allows the user to spill a jar of ink that overflows on the battlefield like an ocean. With additional chakra (-20 per turn), the ocean of ink can be manipulated with a wave of the user's hand to ensnare the opponent. A swarm of demons appears with their physical forms made of ink as they gather to surround and envelop the opponent, paralyzing them. Four giant ogre-like monsters carrying club weapons made of ink leap from the ocean of ink to slam into the opponent causing massive damage - leaving a small crater on impact.

~ The technique remains on the battle as long as the user has chakra to fuel it or cancel it.
~ It has a 1 turn cooldown between usage with the A-rank and S-rank counting towards the 3-moves once activated.
~ Cannot perform S-rank techniques while this technique is active.
~ Only Ink Jutsu can be used while performing this technique.

-Declined- Why does this reference sealing opponents and paralyzing them but no real limitations, also you can't passively keep this activated forever and reform the creations forever with no limitations.

Fuuin Yōton: Gom Kinoko Jinja - Sealing Lava Style: Rubber Mushroom Shrine
Rank: A
Range: Short/Mid
Type: Supplementary
Chakra: 30
Damage: 60
Description: When chakra is kneaded into rubber and made contact with the opponent or channeled through the earth, mushroom-shaped rubber appears on the surface of the opponent's skin like hives. It is affixed to the opponent's body and cannot be removed with force. Imbued with sealing powers of absorption, it saps the chakra, causing it to grow faster, blooming into a monster-like mushroom that crushes the opponent's body.

-Declined- What? This is vague as hell lol, definitely no to the "can't be removed with force" part as for the rest, how much chakra? How quickly does it grow?
 
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Zatanna

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Med Tech: (i figure because healing palm could heal up to 100 health per turn, it would be ok to go above the normal chakra limits)
(Hisei-Fu : Yu'lon no Kokyu) - Jade Wind: Breath of Yu'lon
Type:
Defensive/Supplementary
Rank: B-S
Range: Short - Long range
Chakra: 30-60 (5-15 chakra per turn)
Damage: N/A (+15-30 health per turn)
Description:
Combining wind and medical chakra, the user will exhale a breath of green mist capable of being shaped and manipulated by hand gestures. An original cost can be paid with an ongoing cost for each additional turn of the technique being channelled. This technique can affect any number of allies within short range, only 3 allies within mid range and only 1 ally within long range.
Notes:
-This technique can be maintained while performing other techniques, however while being maintained several restrictions are in place.
-While channelling B rank, the user cannot use techniques above S rank
-While channelling A rank, the user cannot use techniques above A rank
-While channelling S rank, the user cannot use techniques above B rank

Declined. Define what the A-Rank value is. Is it 40 or 50 chakra? Is it 20 or 25 healing per turn? Literally could fall anywhere in these ranges. It’s obvious for techniques with clear medians (B-S rank, 40-60 chakra, 80-120 damage - this would be the formula for a basic YY technique. It translates to 40/50/60 and 80/100/120. But because you’ve chosen weird numbers it’s impossible to say.

Also definitely no to sustaining it per turn but also using other techniques.
Sort of completely reworked

(Hisei-Fu : Yu'lon no Kokyu) - Jade Wind: Breath of Yu'lon
Type:
Defensive/Supplementary
Rank: A/S
Range: Short - Long range
Chakra: 60/80 (-15 per turn to sustain A rank)
Damage: N/A (30/40 per turn based on rank)
Description:
Combining wind and medical chakra, the user will exhale a breath of green mist capable of being shaped and manipulated by hand gestures. This technique has two variations, an A rank that costs 60 chakra and an S rank that costs 80 chakra of which only the A rank can be sustained, while the S rank is used once and then it continues without the users input.
Soothing Mist (A Rank)
-After exhaling the first breath, the user will then manipulate with hand gestures while constantly exhaling more chakra every turn to refresh the technique, capable of reaching up to long range of a target. Capable of targeting 1 person, or splitting the technique to two people with 2 hands, the user accurately sends waves of healing mist to envelop the target. Targeting one person will heal them for 30 per turn, while splitting to two people will split the healing, 15 per person.
Rushing Jade Wind (S Rank)
-The S rank application of the technique, the user will exhale a greater amount of chakra, then with a few hand motions, the user will whip up a circling whirlwind with themselves as an eye of the storm making a circling breeze of healing chakra mist. The technique itself can only reach mid range, with a stronger effect being within short range of the user, healing all friendly targets for 40 per turn in short and 30 per turn in mid range. When activated, the technique lasts for 3 turns.
Notes:
-The S rank technique can only be used 3 times with a two turn cool down after it has finished
-A rank technique requires 1 turn cool down after finishing channelling.

Approved
 
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(Dokkōdō: Rokotsuna Uso) - The Alone Way: Blatant Lies
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The ultimate form of the Dokkodo technique Hidden truths, this technique is comparable to the Samurai Saber Technique in both its concept and execution. By channeling Senjutsu into the blade, the user becomes capable of creating crescents of natural energy sharpened to slice through metal and bone effortlessly. These crescents are capable of combating equal ranked Elemental Ninjutsu. Unlike Samurai Saber Technique, however, these cannot create chakra weapons to attack with, instead just creating slashes and strikes following the user's strike motion. They crescents can carry the effects of either form of Senkenjutsu.
Note: Can be used three times and the user cannot use any other Dokkodo techniques S rank and higher that turn and the next turn.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.

(Dokkōdō: Shin Shiraha Nagashi) - The Alone Way: True White Blade Flow
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: After entering Dokkodo, the user will focus Senjutsu enhanced chakra into their blade and charge it, such that the effects of White Blade Flow can be extended to non-Dokkodo Kenjutsu by adding 10 chakra to its cost. Doing so causes the user's sword to leave a glittering trail of glass like shards in the air simply by moving it, and allows the techniques to carry a corroding Senkenjutsu effect: the released chakra quickly corrodes through the obstacle, weakening by exposing the obstacle's "shatter point". This is a point on the technique that the Senjutsu compromises, causing it to shatter in a glow of white glass-like shards, lending to the technique's name. It is capable of destroying solids and liquids of equal chakra or lower while dispersing energy as well.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to non-Dokkodo Kenjutsu techniques.
Note: Can only be used with Dokkodo active.

Both Approved, made some edits. Given the potential of True White Blade Flow and how much it can potentially apply, I restricted it to requiring Dokkodo to be used.

(Shinzui no Satori) - Quintessence Enlightenment
Type: Mode
Rank: Forbidden
Range: Short
Chakra: 50 ( -20 per turn )
Damage: N/A (+40 to Taijutsu / +50 to Kenjutsu fields)
Description: Quintessence Enlightenment, also known as 「 」 (read as "Emptiness" or "Void"), is the ultimate technique of a swordsman, combining The Alone Way with Unfettered Mind. The effect the combination of the cyan, Vizard like armor from The Alone Way and the purple aura from Unfettered Mind results in a multicolored aura that flows off of the swordsman, like flower petals caught in the wind, both off their body and their blade, and a vibrant light in their eyes. This massive infusion combines the power of the respective modes, resulting in an augmented combination of their powers: all incoming spiritual damage is reduced by 50, incoming non-spiritual damage is reduced by 30, and the Rōnin cannot be placed under the influence of any illusionary technique - the effect strengthened by the inclusion of Natural Energy; the user becomes able to access both forms of Senkenjutsu as detailed in The Alone Way mode technique, Dokkodo techniques will now inflict the inability to use certain body parts like Ronin Kenjutsu has, all of their Taijutsu damage is increased by 40, and Kenjutsu damage is increased by 50, as well as gaining a 3x increase to their speed. Due to the flooding of their spirit and body with natural energy and the immense power granted by this, the drawbacks are severe.
Note: Can only be used once and lasts for 5 turns, less than either of its component forms. Can only be used if a usage remains on Unfettered Mind and The Alone Way each, and consumes a usage of both of those techniques.
Note: Upon ending the Rōnin is unable to utilize Iaido, as well as use A rank and above Spiritual Kenjutsu and physical techniques ( Tai/Ken, Jutsu with extended/detailed physical movements, etc ) for three turns and the effects of the 20% Torso Health and Spiritual Health drawbacks each trigger.

Declined, several reasons; the first and greatest of which is this would count as mode stacking and is automatically banned. This counts as using both of these techniques at once which is not allowed via game mechanics, and then combining them into a single technique is a definite DNR. -50 spiritual damage, -30 physical damage, complete immunity to Genjutsu, +40 Tai damage, +50 Ken damage and the only real drawbacks are no Iaido and A rank and above Ken for 3 turns. DNR.

(Inochi no Ibuki) Breath of Life
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: A Ronin will draw upon the ability to channel Senkenjutsu through their blade and use the flowing natural energies to augment their spirit sensing sensitivity. Doing so expands the reach of their ability to sense souls, making them aware of all things, and movements and disturbances in the world. This sharpens their senses, and allows them to apply their Ronin Spirit Sensing tracking modifier to the Doujutsu part of the tracking equation.
Note: Useable four times per battle and last for three turns each use.
Note: Can be activated passively.

Declined, cannot increase spiritual sensory. Outside of this, the logic behind it doesn’t work out; simply channeling natural chakra into your sword wouldn’t enhance your ability to sense spiritual entities. DNR

-Pending- Leaving all for Lok
 
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El Alucard

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(Ninjutsu: Shinin Butoukai) Ninja arts: Corpse Pavane
Type:
Offensive
Rank: S
Chakra: 40
Range: Short-Long
Damage: 80 (+5 each consumption)
Description: During Corpse Pavane the user has a ring of 5 chakra blades appear floating behind them. These blades shoot out at extreme speeds, at random intervals of the user’s choosing all honed in on the opponent from various directions. This of-course is controlled through various body motions of the user, thus allowing for seemless intergration with other ninjutsu, genjutsu (the ones that use movement as a trigger), kenjutsu, taijutsu, and other fighting styles, especially those with fluid motions. Every shot will consume one of the floating blades however the number of blades shot out will increase in number and size as follows.
  • 1st consumption = 3 blades (dagger size)
  • 2nd consumption = 6 blades (short sword size)
  • 3rd consumption = 12 blades (Katana size)
  • 4th consumption = 24 blades ( Long sword size)
  • 5th consumption = 48 blades ( Claymore size)
Note: The user need only sacrifice chakra once.
Note: The blades that shoot out take the nature of whatever the floating blades are (Basic 5, AN, AE, CE, Raw chakra)
Note: Can only be used thrice.

-Declined- So you want a technique that for a single jutsu slot produces 5 separate S ranks of any element including CE, that then gets stronger with every single usage and then also has three usages itself? No obviously.

Resubmitting the Janus Blessing tag now that I finally have advanced Fuuin (a couple of changes made to the entirety of the seal so I didn’t bold anything)



(Yanusu no shukufuku) Janus Blessing
Type:
Supplementary
Rank: S
Chakra: 40
Range: Short
Damage: N/A
Description: Janus blessing is a medical seal that can be infused with different chakra natures in order to bring about a mutation within the user’s body for a short time. This works by placing a natural chakra-infused seal on the user’s body which absorbs foreign chakra. After absorbing foreign chakra, instead of it being added to the user’s chakra pool the absorbed chakra’s nature is infused with the chakra that was focused on the seal. The medical properties of the seal then enforce the spread of the new nature somewhat like a virus in the user’s chakra pathway system thus causing the user’s manipulation of what would be their normal techniques of that specific chakra nature to “mutate” into different variations based on the foreign chakra that was absorbed.

(Genshitekina kemuri no shukufuku)- Blessing of Smoke
Mutation: Dark Smoke

This mutation occurs when the smoke-infused Janus Blessing seal absorbs fire chakra causing it to mutate the user’s regular smoke to an extremely hot, pitch-black, thick, and more detrimental smoke cloud that suffocates, burns, and destroys everything it comes across. The smoke retains all the elemental strengths and weaknesses of regular smoke however it does deal severe burning damage thus translation to +1 rank or +60 damage increase in all smoke techniques.

Mutation: Esoteric Smoke
This mutation occurs when the smoke-infused Janus Blessing seal absorbs water chakra causing the user’s smoke to mutate to a tar-like cloud which is constantly dripping leaving behind a trail of smokey tar-like residue which can also be manipulated by the user. Due to its tar-like nature, Esoteric smoke is extremely hard to move in and although it has the same strengths and weaknesses as regular smoke, opponents are forced to use the same rank techniques to deal with this mutation. Its tar-like nature also means any opponents trapped in esoteric smoke have their speed halved as the strength and required to move in Esoteric smoke will severely fatigue their muscles. Another thing worth mentioning is since this mutation is some pseudo-liquid the opponent is not only subject to suffocation but also to drowning. Inhaling or drinking this mutation is basically like inhaling or drinking carbon dioxide which is toxic, this will cause more fatigue and vomiting as well as dizziness and confusion resulting in a halving of the opponents tracking capabilities as well.

Mutation: Ordinance Smoke
A mutation that occurs when the smoke-infused Janus Blessing seal absorbs raw chakra and energies (Including sage chakra, spiritual or magical chakras, etc.) This causes the user’s smoke to turn to a fast-growing, glowing nimbostratus cloud-like smoke that seems almost sentient due to its extreme hunger to the chakra absorbed by the seal. Ordinance smoke will seek out the specific chakra signature of the person whose chakra was absorbed wherever they may be on the field and be attracted to it like a magnet meaning it is constantly attracted to not only the techniques with that chakra signature but also the source of them aka the opponent. This is targeted to special chakra variants like sage chakra and custom clan chakras and energies etc. It will not be attracted to regular elemental techniques not infused with aforementioned special chakra variations, for example regular basic 5, gen, AN and AE and all other such. Only aiming to engulf the opponent themselves and techniques infused with or using the special chakra variants. Once on the field it will constantly and relentlessly blitz towards the opponent at the same speed as indicated on the speed chart (S-rank AN = 13). It will then attach to the opponent or the source of the chakra, draining them and growing very quickly; engulfing whole techniques, restricting the opponent’s movement, etc. Once all traces of said chakra have been absorbed, the cloud will remain on the dissipate. It is fairly easy yet tricky to get rid of Ordinance smoke as it has the same elemental weaknesses as regular smoke and any technique of those natures are enough to dissipate and as long as it does not attach itself to the source can be avoided, however, it’s love for a certain chakra type makes it hate all other chakra types and as such will be repelled by them or will avoid them making it easy for it to techniques it’s faster than. Opponents would be forced to risk it coming close in order to deal with it. Ordinance smoke interacts differently with techniques and organisms as in, while techniques can be completely engulfed in one move organisms are different; for example let's say the Ordinance smoke attached to an organism's hand (Humanoid size), it would begin draining -10 chakra the first turn quickly growing enough to cover that organisms entire finger. It would then absorb -15 chakra the second turn quickly growing enough to cover the entire hand of said organism thus inhibiting two-handed hand seals or holding stuff with that hand etc. Ordinance smoke will then absorb -20 chakra the third turn quickly growing enough to cover an arm or leg of the organism's body. By the fourth turn, it would take -25 chakra and have covered about a ¼ of the organism's body. By the 5th turn, it would drain -30 chakra and would have covered half of the organism's body, at this point depending on where the smoke latched itself onto most movement would be lost. The 6th turn would see it draining -35 chakra from the organism as well as growth enough to cover half of the remaining half of the organism. By the 7th turn, the entire organism would be covered however the Ordinance smoke would continue draining chakra in +5 increments each turn whilst growing until all chakra has been depleted. Safe to say larger organisms will take double the time to completely cover so large beings or summons will be completely engulfed in about 14 turns. Ordinance smoke has the same S&W as regular smoke.

Note: Each biography may only have two different Janus Blessing seals on them at any given point.

Note: The user cannot simply make up a new seal in every battle. An elemental tag has to be submitted with its mutations for approval if the user wants to use it.

Note: Every elemental tag may only have a maximum of 3 mutations.

Note: The user may not have more than one Janus Blessing seal active at the same time.

Note: The seal can absorb the Basic 5 elements, raw chakra, adv. elements, and adv. ninjutsu. As such things like custom elements cannot be absorbed.

Note: Although it can absorb raw chakra the seal can only alter the Basic 5 elements, Adv. Elements and Adv.Ninjutsu.

Note: The seal cannot absorb mixed natures or elemental combinations.

Note: Effects of the seal last for 5 turns after which the user may not use the altered ability for 3 turns after in order to basically “factory reset the settings” to the element that was altered.

Note: The seal cannot absorb naturally occurring elements unless there is some form of chakra within them; e.g. water from straight from the lake, fire from exploding kunai, lightning from naturally bad weather, regular wind, etc.

Note: The seal itself can be used thrice meaning, each elemental mutation can be used once per battle with a 5 turn cooldown period between usage.

Note: Can only be taught by El Alucard

-Declined- this is extremely excessive, you've put so many different abilities in a single CJ and a bunch of them are completely over the top like putting +60 damage, tone it down remove some of the abilities from this compendium
(Yanusu no shukufuku) Janus Blessing
Type:
Supplementary
Rank: S
Chakra: 40
Range: Short
Damage: (+10 to all jutsu used)
Description: Janus blessing is a medical seal that can be infused with different chakra natures in order to bring about a mutation within the user’s body for a short time allowing for interesting variation. This works by placing a natural chakra-infused seal on the user’s body which absorbs foreign chakra. After absorbing foreign chakra, instead of it being added to the user’s chakra pool the absorbed chakra’s nature is infused with the chakra that was focused on the seal. The medical properties of the seal then enforce the spread of the new nature somewhat like a virus in the user’s chakra pathway system thus causing the user’s nature manipulation of what would be their normal techniques of that chakra nature to “mutate” into different variations based on the foreign chakra that was absorbed. If the user’s seal were to absorb fire chakra the whatever elements they use from then on would have any one property of fire. Example the user tries to use a water technique after absorption of fire chakra. They’re water manipulation will mutate to create either hot water or water that has a plasma like state instead of a liquid one for example. Or when absorbing special chakra from CC for example, the user absorbs katsuryoku chakra, all of the user’s Basic 5,AN, AE might have spiritual properties similar to genki etc.
The mutations may vary from move to move,using the fire/water example. The user could take the heat property of fire in one move but take the plasma property in the next but all mutations will have to take from the properties of the absorbed chakra nature.

Note: Mutations last for 5 turns
Note: Can be used thrice with a 5 turn cooldown
Note: The seal can absorb the Basic 5 elements, raw chakra (including cc, bijuu and sage), adv. elements, and adv. ninjutsu. As such things like custom elements cannot be absorbed.
Note: Although it can absorb raw chakra the seal can only mutate the Basic 5 elements, Adv. Elements and Adv.Ninjutsu.
Note: The seal cannot absorb mixed natures or elemental combinations.
Note: The seal cannot absorb naturally occurring elements unless there is some form of chakra within them; e.g. water from straight from the lake, fire from exploding kunai, lightning from naturally bad weather, regular wind, etc.
Note: Must be taught by El Alucard

-Declined- DNR this is just a seal to produce pseudo CE/AE/HA/CCJ
 
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Skorm

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(Kinjutsu/Yin-Yang: Sanguine)
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Through the usage of the Forbidden arts and Yin/Yang, the user of the Sanguine technique is able to shape the soul of a devoured target such as an edo tensei into their Creation of All Things creature. The ritual requires two things, the users creation and an acquired soul which is either a bought Edo Tensei vessel or a capture from an official fight that has been used in the ritual to become a summon able vessel. However, instead of resurrecting the captured soul into a captured human body it is instead transferred into the users creation to enhance their capabilities and become stronger at the cost of being unable to use the soul for an immortal edo tensei vessel or using the technique in or outside battle whatsoever. A total of two souls can be devoured by the users Creation and doing so will increase their paths to some extent. Sanguine has three paths to it's devouring of the soul of the Creation of All Things;

Atronach; The creation becomes able to utilize two basic elements of the captured soul to full extent or one advanced element of the captured soul. No character restricted can be used however and only customs of said elements that the user of the Creation can be used by the Creation. If devouring two souls, three basic elements or two advanced elements can achieved from either souls captured (one from each or two from one).

Hemomorph; The creation becomes able to utilize a Kekkei Genkai of the captured soul to it's full extent or an advanced field such as fuinjutsu (not advanced, unless the captured soul had advanced upon capture) or Kinjutsu. This does not include any sort of Dojutsu unless two souls are captured carrying the same dojutsu.

Arcane: The creation becomes able to utilize a mode that the captured soul has, however since some modes are of different tiers, two souls are required to be devoured for achieving Eight Inner Gates while one soul will only let them activate up to the 6th gate. Atavistic Flame cannot be consumed since the creature is obviously not human.

The ritual can take place at anytime after the requirements are met. The usage of Edo Tensei becomes impossible using Sanguine on the users Creation of All Things no matter how many souls are devoured or what path is taken to do so.

Note: Requires Yin/Yang
Note: Requires Kinjutsu (Custom)
Note: Only one path can be taken, no matter how many souls are devoured
Note: A soul cannot be captured from the same bio twice
Note: Akin to Edo Tensei, souls that are devoured are bio-bound and cannot be transferred between bios

Declined, DNR. We're not allowing Creations to become Chimeras.
 
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Kooljay

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(Ranton: Raiu no Sōsei-ki) - Storm Release: Thunderstorm Genesis
Type:
Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: N/a
Description: The user weaves 3 handseals and molds pure Storm Release chakra into an orb before sending it into the sky. The Storm Release orb then dissipates into the sky and creates a ravaging thunderstorm that covers an entire landmark for 3 turns. The user is then able to call forth storm release and lightning release techniques, including those that use natural lightning, from the thunderstorm.

Note: Can only be taught by Kooljay
Note: Lasts 3 turns.
Note: Can only be used 2 times per battle.
Note: Natural Lightning techniques like Kirin cause the storm to dissipate after usage.

-Declined- Sending storm chakra in to the air that creates a thunderstorm wouldn't be a natural thunderstorm, preventing the use of Kirin because the lightning isn't natural to begin with it's created with chakra.

(Ranton: Sutādasuto Fōru) - Storm Release: Stardust Fall
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (-10 to user)
Description: Stardust fall is a more powerful version of Laser Circus which typically creates about ten or so beams. After weaving 5 handseals that user gathers a large amount of Storm Release chakra in its beam variant form. The user then uses that chakra to shoot out hundreds of beams of electricity from the users hands that covers an area roughly the size of Gamabunta. The jutsu must be used while the user is airborne or else most of the attack will hit the ground.
You must be registered for see images

Note: Can only be taught by Kooljay
Note: Can only be used once
Note: The user cannot use Storm, Lightning, and Water techniques S rank and above for 1 turn after using this technique.

-Declined- this needs better restrictions or just don't make it forbidden ranked


This jutsu is the extra submission allowed for this cycle. In addtion with my custom summoning submissions, this makes 5 basic field submissions.

(Ranton: Sutōmudoragon no Jutsu) - Storm Release: Storm Dragon Technique
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After weaving 3 handseals, that gathers and molds Storm style chakra in its thundercloud variant within their body. The user then releases that chakra from their hand in the form of a thundercloud dragon towards their target. The Storm Dragon is capable of absorbing chakra from ninjutsu up to A rank, S rank if the opposing ninjutsu is at an elemental disagvantage to Storm Release, or up to B rank if the opposing ninjutsu has an advantage over Storm release and adding half of its power, in the form of damage, to its own.

Note: Can only be used 3 times.
Note: User must wait 1 turn before using again.
Note: Can only be used by those taught by Kooljay.

-Declined- You were fine till you tried to say it adds half the damage. The highest boost I'd allow is +30 and that would need more restrictions than just a one turn cooldown, or you can have a lower boost with less restrictions.
 
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jagged

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(Soma no Ko: Kiseichū kansen)- Soma no ko: Parasitic infection
Type:
Offensive
Rank: B-A
Range: Close
Chakra: 20-30
Damage: 40-60
Description: Upon physical contact with either the first or secondary body the user will quickly and wholly merge with the opponent utilizing his Kekkai Genkai. Merging with an opponent not of the Kekkai Genkai bloodline results in a volatile and immediate breakdown of an opponents body resulting in damage correlating to the rank of the technique per turn.

Note: Must make physical contact with opponent
Note: Must have SnK
Note: Can only be taught by Jagged

-Declined- You need to add in conditions for them to release this and you can't fully merge with someone they always retain some bodily control.

_________________________________

(Soma no Ko: Fukai nemuri) - Soma no ko: Deep Sleep
Type:
Supplementary
Rank: B -A
Range: Self
Chakra: 20-30
Damage: N/A
Description: While both body's are merged together one of them will go to sleep while the other pilots the body allowing the user to repair damage done to his self, channeling his chakra into his skin and other extremities increasing his natural regeneration and healing him by +15 health per turn at A rank and +10 health per turn at B rank.

Note: Must be merged to activate technique.
Note: Must have SnK
Note: One of the two bodies must remain asleep for the technique to continue.

-Approved- I made edits to lower total healing, it shouldn't be as strong as Hashi cells
--------------------------------------

Weapon arts: Lazer hound
Type
: Offensive/Defensive
Rank: D-A
Range: Short - Long range
Chakra: 10-30 Chakra (-10 per turn)
Damage: 20-60
Description: While wielding his sword the user performs two hand signs before running storm nature chakra through it's edge, swinging it in a horizontal or vertical ark aimed towards the opponent or an opposing technique. As the sword completes the swing a Lazer beam in the form of the sword slash rockets forward towards it's target, maintaining a -10 chakra cost allowing the user to redirect the slashes towards the opponents new position should he choose to dodge.

Note:
-A ranks can only be used twice per battle. B ranks can only be used 4 times

Note:"The move only lasts 2 turns with a 1 turn cool down".

-Update approved-

_________________________________


Bōfūu no hōshutsu:Bakuhatsu-sei rēzā ) - Storm Release: Explosive laser
Type:
Offensive/Defensive
Rank: A
Range:
Short
Chakra: 30 Chakra
Damage: 60
Description: With three hand signs the user manifests a Lazer big enough to encompass a human, using it to attack the opponent. Once contact is made between the Lazer and any solid material an explosion occurs due to the extreme amounts of energy inside the Lazer creating a fission effect, this explosion reaches a 5 meter radius and deals half the original damage of the technique.

Note:
-A ranks can only be used twice per battle.
-When contact is made with solid material an explosion occurs.

-Declined- this would essentially allow you to double dip on damage with the laser causing half again, it doesn't really work like this unless you make the damage of the initial attack lower, like Amaterasu for example.
 
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Yin

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Yamiamatsukami
Type:
Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Yamiamatsukami is one of Baiken’s favorite weapons and her primary weapon of choice. Yamiamatsukami is the katana located on Baiken’s hip and a sword that has tasted the blood of a thousand opponents due to its ever so sharp blade. The reason this sword is one of Baiken’s favorites is because it makes up in ability where she, herself, lacks. Elemental usage. For example, when Baiken uses Yamiamatsukami with any kenjutsu/bladed bukijutsu related ability, whether spiritual, physical, etc., it can infuse said technique with unique, dark purple flames. This is essentially katon but has spiritual effects instead of physical which is perhaps why the flames are dark purple (cosmetic). However, Yamiamatsukami does not just spout this spiritual katon for the sake of it. It can infuse the kenjutsu technique in play with the spiritual katon and not have it show until the katon releases from the technique itself, containing and controlling it until impact or otherwise (ex: a crescent chakra blade stemming from the swing of a sword in the user’s possession that is fueled by Yami looks like just that, until it lands on the opponent or something else in which the flames then expose themselves and spread all over the target or object on impact. Same with just a regular sword swing. Hidden in the sword until the sword itself makes contact with the likes of another sword. Not to be confused, this cannot be done freeform. Must be utilized with an actual technique). This makes kenjutsu attacks and bladed bukijutsu attacks able to be done by sword more tricky and harder to defend against as the flames are hidden until broken open, basically. Techniques that hide Yamiamatsukami’s flames are boosted by +20 damage as well as the technique itself taking on the elemental weaknesses and strengths of fire release/katon, regardless of the source or base function of the kenjutsu technique. It will now bolster both the S/W of katon (so even a spiritual kenjutsu attack boosted by Yami can be stopped with something such as water given its change in properties). It is to be noted that these flames, although dealing spiritual damage and are quite painful to the touch, does not actually burn the target/victim nor physically hinder them but instead they suffer direct spiritual effects/debuffs as opposed to actually physically burning. This can be applied passively to one technique of the user’s choice every other turn at the expense of 10 chakra added to said technique. The technique in play does not have to come from this sword specifically but the sword must be in the hand of the user for said occurrences to happen which would limit the likes of handseals. Furthermore, Yamiamatsukami can use these dark purple flames to where when Baiken swings her sword, the flames protrude out of the blade up to med range and are capable of actively sealing and sapping up to 80 chakra from a technique and giving it to Baiken herself, restoring chakra. This can be done every two turns and does not bolster any harm to anything around the technique. It is solely to sap the chakra of oncoming techniques. Yamiamatsukami, of course, is also naturally very sharp and said to be one of the sharpest swords in existence. It is one of the primary reasons Baiken is known to be the Samurai Slasher. This means that it can cut through any and all earth, earth-based elements, and solid elements, cutting them in half with ease without any side effects such as corrosion or breakage of the sword and essentially protecting Baiken from the blunt damage earthen/solid attacks may carry, such as boulders flying her way or the punch of something like a rock golem. This also includes any elemental technique that includes the word “solid” or “solidified” in the description or words implying such things or a technique that was changed/converted to be as such. So even things such as hardened lightning or wind (in which subsiding effects would be negligible). However this does not protect from outlining effects of an earth-based element or elements meant for subsiding effects if it carries things such as radiation, heat that causes dehydration, etc. It’s said that Yamiamatsukami can cut through even the bones of a Kaguya clan member, which is a testament to its intimidating sharpness (can also be done at the expense of a technique used in that turn). This can be done as many times as necessary at the expense of a technique used in your turn.

Can be given to others by Baiken/Mergo
Sapping chakra is exclusive to Ronin

-Declined- This is basically ripping the 2 tails fire with a infinite advantage against solids, so no obviously.

Urielle’s Essence
Type:
Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Urielle’s Essence is a nigh unbreakable Zhanmadao (katana-like greatsword with a longer handle, and longer and larger blade than a standard katana) forged from an unknown source on an unknown world (to humans) at the dawn of the age of man. At some point early on after the sword’s creation and detachment from its original owner, it was in the hands of an interdimensional tyrant said to be a demon that escaped from the lowest depths of hell or the likes to wreak havoc on humanity as it thought humanity to be the reason for its fall from grace. However, this sword was never meant to be in the hands of the likes of this creature… The creature was said to have even slain a handful of Otsutsuki family members both on Earth and the Moon with ease, mistaking them for humans which is a testament to the demon’s raw and vicious power. With the combined, sheer willpower of all mankind, at the time, the demon was eventually stopped at the cost of many, many casualties. Nonetheless, it was indeed stopped and the sword was seized by humanity at a great price. The sword, once seized, was tampered with by a legendary blacksmith specifically to use the sword for humanity against any opposition that threatened mankind. The sword is extremely powerful and was last known to be in the hands of a legendary Ronin named Baiken who surprisingly enough was one of the seven humans with a strong enough spirit to wield it. Case in point being that the sword perhaps was not meant to be used by a human in the first place or at least not the average human. However, the sword had not been known to be seen by the human eye in centuries.


The sword has two functions, one offensive and one defensive/supplementary as well as one passive ability. The passive ability, of course, is that any and all kenjutsu/sword-based techniques or bukijutsu in general requiring a sword or that can be done with a sword are boosted by +20 damage passively when performed with this sword. This counts as one of the two boosts the user is allotted. It’s offensive active ability is that once per turn, every two turns, Urielle’s Essence is able to summon and boost Atavistic Flame techniques by 40 damage at the cost of 20 health and 20 spirit. This can be done a total of 4 times per battle by the user channeling their sheer will and spirit into Urielle’s Essence, making Atavistic Flame techniques evermore devastating. This can be paired with a kenjutsu/combat boost as the techniques themselves will be summoned from the sword itself to draw the actual power from the sword as the medium between user and technique. The cost to do this for a human is great so it must be done in moderation as this could cost the user irreversible physical damage, spiritual drain to the point of sheer lack of determination and hope, or worse. Death. The second ability of Urielle’s Essence is the ability to shroud the user in a constant flame of Atavistic Flame. This can be activated (actively) upon the user’s will, so it takes up an allotted technique slot that turn and can be turned off passively at the user’s will. However, between it’s on and off stages, it requires a two turn cool down. Mind you, this is not free… Utilizing this veil costs the user 5 spirit for every turn the veil is active. Moving on, these flames serve to be neutral to elemental (basic 5) and raw chakra-based techniques (including tailed beast chakra) up to F rank. Once the flames surrounding the user are contacted by an outside source of the mentioned fields, the spiritual (yin) side of the technique is immediately overloaded tenfold and cease to exist due to the flames’ being fueled by the user’s spirit, essentially flooding the oncoming technique with the user’s spirit itself which is a beautiful method of defense in its own right. This leaves the user completely unharmed by the mentioned fields regardless of the size or force of the technique, even if taken headon. This also includes protection from subsiding effects of said fields such as heat from oncoming fire techniques, getting wet from water techniques, etc. It is an absolute defense against mentioned fields.

Atavistic Flame must be on the bio this sword is mentioned on

If the offensive active technique is used the maximum of four times, the sword is rendered drained for the rest of the battle and can only be used as a regular sword. This includes its damage boosts not being able to be applied to future techniques for the rest of the battle.

The user suffers zero drawbacks from the sword if Pinnacle of Mankind is their specialty in the form of the drawback selection. However, cooldowns and usages still apply as well as an additional one turn cooldown to all abilities are added if this specialty is in effect.

Requires the use of both hands in battle unless a combat speciality is chosen for that bio in the form of: increased damage resistance, increased combat specialist, kenjutsu specialist, weapons specialist, advanced damage resistance, advanced combat specialist, advanced kenjutsu specialist, apex damage resistance, apex warrior specialist or apex kenjutsu specialist.

Can be given to others by Baiken/Mergo
Resubmitting with changes in bold:

Yamiamatsukami
Type:
Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Yamiamatsukami is one of Baiken’s favorite weapons and her primary weapon of choice. Yamiamatsukami is the katana located on Baiken’s hip and a sword that has tasted the blood of a thousand opponents due to its ever so sharp blade. The reason this sword is one of Baiken’s favorites is because it makes up in ability where she, herself, lacks. Elemental usage. For example, when Baiken uses Yamiamatsukami with any kenjutsu/bladed bukijutsu related ability, whether spiritual, physical, etc., it can infuse said technique with unique, dark purple flames. This is essentially katon but has spiritual effects instead of physical which is perhaps why the flames are dark purple (cosmetic). When a kenjutsu or weapon-related technique is performed with Yamiamatsukami, it automatically assumes the dark purple flames.(ex: a crescent chakra blade stemming from the swing of the sword in the user’s possession that is fueled by Yami would take on previously mentioned form of the flames in that same arc). Techniques performed by Yamiamatsukami are boosted by +20 damage as well as the technique itself taking on the elemental weaknesses and strengths of fire release/katon, regardless of the source or base function of the kenjutsu technique (ex: a chakra blade coming from Yamiamatsukami is no longer raw chakra-based but fire-based in terms of S/W). It will now bolster both the S/W of katon (so even a spiritual kenjutsu attack boosted by Yami can be stopped with something such as water given its change in properties). It is to be noted that these flames, although dealing spiritual damage and are quite painful to the touch, does not actually burn the target/victim nor physically hinder them but instead they suffer direct spiritual effects/debuffs as opposed to actually physically burning. This can be applied passively to one technique of the user’s choice every other turn at the expense of 10 chakra added to said technique. The technique in play does not have to come from this sword specifically but the sword must be in the hand of the user for said occurrences to happen which would limit the likes of handseals. Furthermore, Yamiamatsukami can use these dark purple flames to where when Baiken swings her sword, the flames protrude out of the blade up to med range and are capable of actively sealing and sapping up to 80 chakra from a technique and giving it to Baiken herself, restoring chakra. This can be done every two turns and does not bolster any harm to anything around the technique. It is solely to sap the chakra of oncoming techniques. Yamiamatsukami, of course, is also naturally very sharp and said to be one of the sharpest swords in existence. It is one of the primary reasons Baiken is known to be the Samurai Slasher. This means that it can cut through any solid earth technique. It’s said that Yamiamatsukami can cut through even the bones of a Kaguya clan member, which is a testament to its intimidating sharpness. This can be done as many times as necessary at the expense of a technique used in your turn.

Can be given to others by Baiken/Mergo
Sapping chakra is exclusive to Ronin

Note to checker: Took out the advantage against all solids and limited it to just basic earth
Note to checker: Took out the part about the flames hiding in a technique in exchange for the technique itself being composed of the flames and taking on said properties in its place.


Urielle’s Essence
Type:
Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Urielle’s Essence is a nigh unbreakable Zhanmadao (katana-like greatsword with a longer handle, and longer and larger blade than a standard katana) forged from an unknown source on an unknown world (to humans) at the dawn of the age of man. At some point early on after the sword’s creation and detachment from its original owner, it was in the hands of an interdimensional tyrant said to be a demon that escaped from the lowest depths of hell or the likes to wreak havoc on humanity as it thought humanity to be the reason for its fall from grace. However, this sword was never meant to be in the hands of the likes of this creature… The creature was said to have even slain a handful of Otsutsuki family members both on Earth and the Moon with ease, mistaking them for humans which is a testament to the demon’s raw and vicious power. With the combined, sheer willpower of all mankind, at the time, the demon was eventually stopped at the cost of many, many casualties. Nonetheless, it was indeed stopped and the sword was seized by humanity at a great price. The sword, once seized, was tampered with by a legendary blacksmith specifically to use the sword for humanity against any opposition that threatened mankind. The sword is extremely powerful and was last known to be in the hands of a legendary Ronin named Baiken who surprisingly enough was one of the seven humans with a strong enough spirit to wield it. Case in point being that the sword perhaps was not meant to be used by a human in the first place or at least not the average human. However, the sword had not been known to be seen by the human eye in centuries.


The sword has two functions, one offensive and one defensive/supplementary as well as one passive ability. The passive ability, of course, is that any and all kenjutsu/sword-based techniques or bukijutsu in general requiring a sword or that can be done with a sword are boosted by +20 damage passively when performed with this sword. This counts as one of the two boosts the user is allotted. It’s offensive active ability is that once per turn, every two turns, Urielle’s Essence is able to summon and boost Atavistic Flame techniques by +20 damage at the cost of 10 health and 10 spirit (20 total health). This can be done a total of 4 times per battle by the user channeling their sheer will and spirit into Urielle’s Essence, making Atavistic Flame techniques evermore devastating. This can be paired with a kenjutsu/combat boost as the techniques themselves will be summoned from the sword itself to draw the actual power from the sword as the medium between user and technique. The cost to do this for a human is great so it must be done in moderation as this could cost the user irreversible physical damage, spiritual drain to the point of sheer lack of determination and hope, or worse. Death. The second ability of Urielle’s Essence is the ability to shroud the user in a constant flame of Atavistic Flame. This can be activated (actively) upon the user’s will, so it takes up an allotted technique slot that turn and can be turned off passively at the user’s will. However, between it’s on and off stages, it requires a two turn cool down. Mind you, this is not free… Utilizing this veil costs the user 5 spirit for every turn the veil is active. Moving on, these flames serve to be neutral to physical attacks and raw chakra-based techniques up to S rank (including tailed beast chakra). Once the flames surrounding the user are contacted by an outside source of the mentioned fields, the spiritual (yin) side of the technique or user is immediately overloaded tenfold and cease to exist due to the flames’ being fueled by the user’s spirit, essentially flooding the oncoming technique with the user’s spirit itself which is a beautiful method of defense in its own right and in which case would drain the spirit of an opponent by 20 if a physical attack were to ensue and this would obviously protect the user from the physical damage of something taijutsu-based. This leaves the user completely unharmed by the mentioned fields regardless of the size or force of the technique, even if taken head-on.

Atavistic Flame must be on the bio this sword is mentioned on

If the offensive active technique is used the maximum of four times, the sword is rendered drained for the rest of the battle and can only be used as a regular sword. This includes its damage boosts not being able to be applied to future techniques for the rest of the battle.

The user suffers zero drawbacks from the sword if Pinnacle of Mankind is their specialty in the form of the drawback selection. However, cooldowns and usages still apply as well as an additional one turn cooldown to all abilities are added if this specialty is in effect.

Requires the use of both hands in battle unless a combat speciality is chosen for that bio in the form of: increased damage resistance, increased combat specialist, kenjutsu specialist, weapons specialist, advanced damage resistance, advanced combat specialist, advanced kenjutsu specialist, apex damage resistance, apex warrior specialist or apex kenjutsu specialist.

Can be given to others by Baiken/Mergo

Note to checker: Lowered the boosts
Note to checker: Clarified debuffs a little better
Note to checker: Nerfed the flame defense by a very fair margin

New submission:

(Mahōnojūtan) - Magic Carpet
Type:
Offensive/Defensive
Rank: A-S
Range: Short
Chakra: N/A
Damage: 60-80
Description: Magic Carpet is a specialty Taijutsu technique invented by Baiken and taught to few others. The move is based around the user using their absolute leg strength and thrusting their foot down. The outcome is one of two things. If done on solid ground, this erupts a carpet-like section of the ground the size of a tall narrow wall from the earth or whatever surface the user is on (even concrete) and forces it to come up and flip towards the opponent. This can be used to defend from something oncoming or to have the tile or "carpet" slam down on the opponent, flattening and pinning them down under the material and ultimately damaging them. The second form of this can be done in the air and in the same manner, the user will thrust their foot downwards, creating a wall of wind in the same exact fashion with the wind stemming from their sheer force of motion and physical ability. This can be used in numerous ways. Of course, it can be used the two ways in which the grounded version is used, but this can also be used to boost the user further into the air after airborne from something, even the likes of a freeform jump. So in this case it would serve as an evasion, air maneuverability (think of a double jump in a video game), defensive, as well as offensive. All depending on how the user wills it. This technique is neutral to all elements of its rank considering these doings are non-chakra based and strictly stems from taijutsu, so there is no clash of chakra or anything of the likes. If this technique clashes with an oncoming A rank elemental technique, both techniques are canceled. If hit with a B rank or below, it carries on, etc., etc. If used by a leg weight wielder and their weights are off, this technique is able to be boosted by +20 damage and becomes S rank, if the user so chooses.

Note: S rank version is usable 3 times per battle with two turn cooldown.

Reference:
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Tenchō no yoake | Zenith Daybreak
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: 40 for sword slash
Description: "By the light of the Sun, the world is beheld." A sword and shield combo crafted and created by the fine smiths of the Iron Peninsular it was made for Celestine with themes of the Sun and Valkyries. This weapon combo is in line with Celestines style of fighting where she is a defender of people and will always jump to their aid when needed. While crafted as a sword and shield combo, the main focus of these weapons is the shield, which is the only one of the two that has abilities. The shield itself is stury and strong with the ability to let chakra be funnelled through it, much like chakra blades (Asuma knives) or Hungurian ore.
Divine Shield - A Rank
By spending a move per turn, with zero chakra cost, the user can brace themselves with the shield, reducing incoming damage by 60. This damage reduction applies to all forms of physical damage whether its energy or solid matter, however will not stop secondary effects, (paralysis, poison etc). The cost however as well as using a move per turn is that while blocking the user cannot form 2 handed seal while holding this.
Shield of the Righteous - S Rank
Enhancing the former ability, the user channels chakra through the shield coating it to increase its protection by 20 damage. This is a cost of a move plus 40 chakra, however at the cost of an additional 10 chakra the user can change the nature of the chakra to become elemental. This allows the user to change its element that covers the shield to any of the basic 5, any of the users CE or if they hold an AE. This technique can only be used 4 times.
Devotion Aura - S rank
At the cost of a move per turn, the user can activate the shield, replicating it to form a chakra made version of it in front of those within mid range of the user. However the damage shaving is only half of what the shield has. This technique only lasts for the turn it is used in. This technique can only be used every alternate turn/every 2nd turn.

-Declined- If the shield works like Asuma's knives how does the A rank variant require no chakra, unless you're saying that bracing yourself is enough to stop a A ranked attack? Which wouldn't make sense when you say it also works against energy, like you can't brace yourself against a bolt of lightning it's conducting regardless. Also I'm not gonna allow this to channel any CE the user has because it's bypassing the limits on CEJ by doing so.

(Shakuton: Consecration) Scorch Release: Consecration
Type: Defensive/Offensive
Rank: A rank
Range: Short (Short-Long)
Chakra cost: 30 ( - 10 Per Turn)
Damage Points: 60
Description: The user forms 3 seals while channelling Scorch chakra around their body then stomping down to release it all into the ground around them. The ground becomes extremely hot burning away the top layer and everything within short range of the ground (barring the user and allies). This technique dries up all moisture within the ground creating a barren burnt dirt look. This technique lasts for 5 turns, dealing damage to all allies on the ground or within short range of the ground. However the user can extend the range of the technique at the cost of 1 turn duration, meaning that to reach mid range would reduce it to 4 turns and then to increase it to long range would reduce it to 3 turns. Although the length of the technique can be increased, the damage will never be higher than short range from the ground.
Notes:
-Can only be used 3 times
-Lasts for 5 turns unless moves used to extend its range
-Only will ever be extended short range above the ground.

-Declined- this can't do it's full damage for five turns after being created. You need to specify a lower amount that standing on the ground will cause.

(Shikei Hanketsu) Execution Sentence

Type: Defensive/Offensive
Rank: A rank
Range: Short- Long
Chakra cost: N/A
Damage Points: 60
Description: Requiring a weapon to use, the user will jump up into the air and then throw their weapon down towards the target with a wire trailing back and held in the hand or tied to the users hand. After the weapon has struck the target or the ground, the user will pull themselves towards the weapon, launching themselves at the target or ground and create a short range explosion around them of debris.
Notes:
-Can only be used every alternate turn
-Must have a weapon equipped

-Declined- any usage limits? Also are you saying the damage splits between the throw and the explosion, are you trying to say both cause 60? Specify.
 
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(Chi no Megami) - Goddess of Blood
Type: Weapon
Rank: F
Range: Short
Chakra: N/A
Damage: N/A
Description: Goddess of Blood is a specialized sword of unknown origin. It is a sleek and sharp, faded golden longsword with a slight curve to it, reminiscent of a long, thin scimitar. The handle, which is also bladed, is wrapped in black ribbons which flow from it elegantly. The blade and hilt have a circular carving in between them, suggesting it is used for “unordinary” techniques as well as an attachment which allows it to run along the user's arm, concealing it at a frontal view until whipped forward and revealed... It is not necessarily sentient, but “loyal” to its wielder in the sense that it can sense foreign chakra within short range of it in which is not the wielder's and it will start to vibrate, warning the user of potential thieves looking to steal Chi no Megami away. The Goddess of Blood is quite the unique weapon, as its primary function is to cause bleed to a target equivalent to 20% of the target's health upon a successful attack landed with this weapon which would be a bleed burst with a flat bleed rate resulting in -5 damage every turn the bleed effect is not healed. Obviously incredibly sharp, it goes without saying this sword is capable of cutting through even the sturdiest of metal, able to cut through any solidified element once per turn freely or even the sturdiest of armor without yielding. Secondly, this sword is able to slice the user from the hilt by the hilt being bladed itself, causing -20 damage to the user, as well as -5 damage to the user for three subsequent turns, able to boost the user’s kenjutsu-related or weapon-based techniques by +30 damage, but only for those four turns which would be the turn of activation and the three subsequent turns. This can be done two times per battle, with a one turn cooldown in between usages but can be done passively when the user wills it, posting the sword as a reference upon activation. When the sword comes into contact with foreign chakra, such as someone else’s grasp, the bladed handle will begin to fully protrude through the ribbon wrapping however with no benefit to be seen. This will cause 80 damage to be done to the victim as well as -20 damage per turn that this wound goes untreated. This is where the Goddess of Blood would seek to kill thieves and those seeking to separate the sword from the master. Besides its bleed effect, this is generally where the sword got its name. This sword is unable to be sealed by normal means, due to its pulsating chakra effect which would scramble any encryption necessary to seal the weapon unless it is an advanced fuuinjutsu technique or an Uzumaki (advanced) to be sealing the weapon away. The weapon is not indestructible by any means as it can be overloaded with chakra and broken, left as just a normal sword and it also cannot defend against other elements outside of earth as it would not break, but would not stop or defend the user from the oncoming technique. Chi no Megami is naturally neutral to raw chakra and raw chakra-based techniques due to its natural properties with chakra and foreign chakra but when defending against such things, costs a technique used in that turn and can only be done once per turn. If the user chooses to use the secondary ability of Chi no Megami for a second time (the damage boosting ability), the user themselves will suffer continuous drawbacks and continue to bleed for -5 damage for the rest of the match until the match is concluded or the user dies. This bleed cannot be negated or withdrawn, even if healed as the user will still suffer -5 damage per turn. The user of Chi no Megami is able to stack a blood burst and a bleed if the bleed happens to go untreated, however this would inherently cap at 40% of the target's health and -10 damage per turn (a total of two uses of the primary function on top of each other) and of course requires a successful hit with an appropriate technique utilizing Chi no Megami. After this, the user must wait until the opponent is fully healed from the bleed effect to be able to bleed burst or bleed the opponent again, regardless if the user is still attacking with Chi no Megami. Once the target is fully healed, the bleed burst and bleed effect is reset and able to be applied up to two times again after meeting said criteria.

-Declined- the numbers you've tried to put on this are ridiculous but that aside I'm not gonna approve anything that bypasses the health system to such a degree.

(Gurētāōgumentēshon) - Greater Augmentation
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Greater Augmentation is a secret technique used amongst samurai to augment their samurai sabre technique even further but with an element. That being said, when this technique is used, one of the basic five elements can be applied to the samurai sabre once it is active, taking on that element's strengths and weaknesses. This does not require chakra to activate, however this cannot be done passively. The augmentation can last for as long as the user wishes, however if it is to get turned off at the will of the user, it has a two turn cooldown before it can get activated again. When Greater Augmentation is at play, the samurai sabre, when used, takes on the obvious appearance of the element chosen (which is to be clearly stated during activation). So, if fire is chosen, you will have a large, flaming samurai sabre. If water is chosen, you will have a flowing blade of water, so on and so forth.

Note: Must be a samurai to use.

-Declined- I'm not allowing a limitless elemental application with no cost, this also exists as a custom already in a different form, but yours is close enough that it's just a copy tbh.

(Haretsu) - Rupture
Type:
Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will channel elemental chakra through their blade and swing it amongst the ground, creating a thin, elemental blade from the user to their target. Besides its cutting potential from the thin elemental blade, especially based on the element, elemental chakra, upon making contact with the ground, embeds itself within the ground itself in which it will then erupt akin to a volcano (but not nearly as massive) at the set location. The eruption would be whatever element the user chose which is to be stated during the use of the technique. How the eruption acts depends on the element. If fire is chosen, when the technique erupts, it will create a molten earth underneath that location and erupt fire, burning and slowly swallowing anything in its wake. If water is chosen, it will create a marsh-like swamp with quicksand capabilities which would seek to swallow anything above it, making grounded summons and clones disperse and immobilize the opponent(s) from the waist down. If lightning is chosen, it will create a small lightning storm among the ground, shocking any grounded target and rendering their legs immobile and unusable. If earth is chosen, large spike pillars will erupt from the ground, impaling anything in the immediate area from the eruption. If wind is chosen, a tornado will arise from the ground up, lifting anything in the immediate area off of the ground and dropping them down to the ground fiercely, doing an additional 10 damage to the target(s). Even though the user can choose where the eruption happens (short-long range), the eruption itself takes place in a short range vicinity, not throughout the entire strike or area. However, the entire downward swing itself is short-long range so its slicing potential does indeed adhere to the range of the technique.

Note: Usable twice times per battle.

-Declined- This is just a elemental AOE masquerading as kenjutsu and it's super generic. Idk why so many of you pick samurai then try to turn it in to a bootleg ninja.

(Kuranburu) - Crumble
Type:
Defensive
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: This is specifically a technique in which is used to counter a taijutsu or kenjutsu attack. The user will counterbalance an oncoming attack that is requiring the opponent to move forward and thus the user will shift their weight backwards, grabbing their opponent by the wrist on their way back and pulling the opponent to the user's side as the user also moves aside which would cause the opponent to slam into the ground face first behind the user. Now although this does not do damage, this immediately crumbles the defense of the opponent, allowing for a quick follow-up attack while the opponent is face down, ass up. This can be done to two opponent's at once with both of the user's arms, as long as the requirements of forward moment on the opponent(s)'s behalf is met. This technique is usable against techniques meeting said requirements up to S rank. This same thing can be done with the dull side of a blade or weapon in the same fashion, redirecting the frontal attack however the technique was not meant for this, so this would only be able to be done to counter up to A rank techniques instead of the normal S rank techniques.

Note: Requires a one turn cooldown in between uses and is usable three times per battle.

-Declined- While the concept is possible, as others including myself have techniques that allow stuff like this, this particular usage makes no sense visually. If someone is slashing you with a sword, you reaching to grab their wrist is usually gonna end pretty poorly for you. Taijutsu can allow for a lot of questionable stuff to work but this flat out reads like a BJJ move and just wouldn't work against 90% of weapons with a better reach than your arm.
 
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Trying something with a "branched path" technique. If this is too much for a single technique, I apologize.

(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-Forbidden
Range: Short
Chakra Cost: N/A
Damage: 40-90
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.

(Ninten Ichiryu: Ittoryudan) - Two Heavens as One Style: To Take Decisive Action: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to mid range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. Ittoryudan means both "To Take Decicive Action" and "To Split in two with a Single Stroke." It plays neutrally with all elements. A-F Rank, Short (Mid) Range, 30-50 Chakra, 60-90 Damage.

(Kurai Taiyō-Ryu: Shoutenshou) - Dark Sun Style: Lesser Celestial Blade: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra and utilizing it as a Ronin Spiritual Kenjutsu technique. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to long range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. It plays neutrally with all elements. The use as a Ronin Spiritual Kenjutsu technique allows it to completely dispel techniques it matches or overpowers, and inflict Spiritual Damage. It can dispel techniques based off of chakra instead of damage. A-F Rank, Short (Long) Range, 30-50 Chakra, 60-90 Damage.

(Dokkōdō: Shoutenshou) - The Alone Way: Lesser Celestial Blade: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra and utilizing it as a Dokkodo technique. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to long range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. It plays neutrally with all elements. The use as a Dokkodo technique allows it to completely dispel techniques it matches or overpowers, and carries the second form (corrosive) of Senkenjutsu. A-F Rank, Short (Long) Range, 30-50 Chakra, 60-90 Damage.

(Chaldea-Ryu: Daitenshou) Chaldea Style: Greater Celestial Blade: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra and utilizing it as both a Ronin Spiritual Kenjutsu and Dokkodo technique. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to long range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. It plays neutrally with all elements. The use as a combination Ronin Spiritual Kenjutsu and Dokkodo technique allows it to completely dispel techniques it matches or overpowers, and carries the second form (corrosive) of Senkenjutsu, and to inflict Spiritual Damage. It can dispel techniques based off of chakra instead of damage. S-F Rank, Short (Long) Range, 40-50 Chakra, 80-90 Damage.

Note: Any Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

Declined, a few reasons; the first and main issue is these cannot be allowed as one technique with 4 different usages. Each of the usages also comes with their own issues; the first ability of each, besides being one of the Kenjutsu Specialties in disguise, is simply a chakra enhanced strike that is elementally neutral. Done countless times. Without the extended strikes, the second and third abilities are simply blades of Dokkodo or Spiritual energy that strike opposing techniques, far too simple to allow like this. Only the 4th ability actually is doable and would require this to function as both a Dokkodo and Ronin tech, likely taking two jutsu slot per turn. The extended range ability will not be allowed.
(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-Forbidden
Range: Short
Chakra Cost: N/A
Damage: 40-90
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.
Note: Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

-Declined- So I probably should've mentioned this when we discussed bukijutsu. But much like Taijutsu, without any mitigating factors like CES or a mode or something augmenting your human physical force, the ranks are inherently capped. Taijutsu is at A for the most part and Bukijutsu is at S. Originally it was gonna be capped at A rank but I did some negotiation. But techniques like this that just go up to forbidden rank on a slider won't be possible without something being added.

(Kenjutsu: Daigo-zei) - Sword Technique: Fifth Force

Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: A powerful Kenjutsu technique devised by Musashi Miyamoto, where one breaks their normal Kenjutsu conventions. One's mind is calmed and pours every ounce of their heart, body, and soul into their next strike. Fifth Force allows the user to increase the power of their next Kenjutsu attack by a multiplicative amount equal to the number of moveslots they sacrifice (effectively having a technique consume more than one move per turn). Using only a single moveslot has the technique do normal damage (x1), using two moveslots doubles its damage (x2), and using all moveslots triples its damage (x3).
Note: Useable three times per battle.
Note: Activation of (Kenjutsu: Daigo-zei ) - Sword Technique: Fifth Force is passive and does not consume a moveslot.
Note: The damage boost from (Kenjutsu: Daigo-zei ) - Sword Technique: Fifth Force is limit-breaking, applying after all other boosts to a used Kenjutsu technique, as the power is increased based on how many moveslots the user wants the technique to occupy.
Note: Despite filling multiple moveslots, the empowered Kenjutsu technique still only occupies one place in the timeframe.

-Declined- as you mentioned multiplications are a no go, that's pretty much a straight up immutable rule, if you want to increase the damage by sacrificing move slots the highest multiplier would still be +30, though that is still plenty potent if you combine it with a passive increase.

I'm aware multiplicative bonuses are generally a no-go, but it was the cleanest method I could figure out for this technique. I am more than open to adjusting it, I just want it to be appropriate for allowing a technique to fill multiple moveslots.


(Kenjutsu: Mumyō Sandan-dzuki) - Sword Technique: Lightless, Three-Stage Thrust
Type: Offensive
Rank: B-Forbidden
Range: Short (Short-Long)
Chakra Cost: N/A
Damage: 40-90
Description: A powerful Kenjutsu technique composed of three steps, where the blade is held in a stance parrallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Each step taken closes a single range tier and provides the opportunity to adjust course, making the technique incredibly difficult to dodge; upon arrival, the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear, capable of shattering stone and armor all the same. There are actually three strikes delivered in rapid succession, delivered with blinding speed upon the same exact point, with the hope of piercing through even the thickest defenses, but only exceptionally skilled close-combat master's would be able to discern that there was even more than one blow delivered.
Note: Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

(Kenjutsu: Amakakeru Ryū ga Gotoku ) - Sword Technique: Like a Soaring Dragon
Type: Offensive/Defensive
Rank: B-Forbidden
Range: Short
Chakra Cost: N/A
Damage: 40-90
Description: A powerful mulit-hit Kenjutsu technique that emulates a dragon's coiling body soaring throug the skies. Starting from a low stance, the user will sweep their blade upward in a concentric arc before cutting back down in the opposite arc. Following this, the user will do a low sweeping slash, and end with a spiraling thrust forward, able to adjust course during these movements to attempt to keep the enemy under pressure. The rapid movements of this technique make it an excellent way to weave attack and defense together, allowing one to avoid incoming blows and provide pressure at the same moment, emulating the fluidity of a dragon's coil.
Note: Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

-Both declined- See Straight Line
 
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Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22089053

(Jūjin Taijutsu Ougi: Konton Saikuron) Beast Human Martial Art: Chaotic Cyclone
Type:
Offensive/Defensive
Rank: B - S
Range:
Short
Chakra: N/A - 40
Damage: 40 - 80
Description:
Created primarily as a means of counter-attacking an opponent in short-range, Konton Saikuron makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with a technique that targets a specific part of the body, the user will rotate their body in a clockwise or counterclockwise manner to dodge or deflect the blow, and as they come around the user will strike the opponent with a claw strike directed at vital parts of the body such as the eyes, throat, armpits, or thighs. When these areas are struck they not only cause bleeding that causes the opponent to lose -15 health per turn, but has the potential to either blind the opponent, make them unable to speak or use techniques above B-rank from the mouth, or prevent the movement of a targeted limb. When used with the aid of chakra (A - S rank), the rotational force created from the user’s spin not only adds more power to their strike but will also create a suction effect that pulls the opponent forward and leaves them open to attack by throwing them off balance.

Notes:
- The bleeding effect lasts for four turns.
- The A-ranked version of this technique can only be used four times per battle and requires a single turn cooldown between uses, while the S rank can be used twice and requires two turns between use.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22089053\
- Fixed a typo on the damage value

-Approved-

(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type:
Offensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: N/A
Damage: 40 - 80
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.

-Approved-

Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22095553

(Jinjū Konbi Henge: Osoroshī Ōkami) Human Beast Combination Transformation: Dread Wolf
Type:
State
Rank:
S
Range: Short
Chakra: 100 (-30 per turn)
Damage: N/A
Description: This technique makes use of the combination transformation ability of an Inuzuka and their Ninken in addition to the incorporation of Yang energy. While merged with at least a single Ninken, the user infuses their body with Yang energy in order to completely fuse into a single entity and transform into a monstrous wolf with the innate ability to freely shift their size between that similar to a tailed beast or slightly larger than seven feet tall. The copious amount of Yang energy in the user’s body serves to tremendously increase their physical capabilities, resulting in an increase of their base speed by 3x, the ability to heal 30 physical damage per turn and shave 40 damage from incoming attacks to the resilience of the user’s compact muscles and thick fur. Through this technique, the user is capable of taking two forms.

Quadruped Form

The first form is that of a quadruped wolf with thick, flowing fur, and when adopted the user loses the ability to use regular taijutsu techniques but is instead able to attack and defend with their bodies without worrying about being harmed unless overpowered. This is achieved through the constant passive release of minute amounts of Yang energy for the body that clashes with incoming attacks first that also serves to burn away Yin energy with chakra equal to or less than this technique. When utilizing their body the user is capable of dealing or defending against 80 damage at the cost of a move as a means of replacing their taijutsu damage. For more powerful attacks, the user is able to gather Yang energy into their mouth and release it in the form of a beam of projectile that can reach up to long-range. This costs 50 chakra, deals 100 base damage, and can only be used twice per transformation. The blast can be empowered to deal 120 damage at the cost 60 chakra

Bipedal Form


The second form is that of a bipedal wolf with thick short fur and well-toned muscles. In this form, the user is capable of using all taijutsu techniques and gain an addition of +40 to their physical attacks, though in return they lose the ability to make use of any technique requiring handseals.

Notes:

- This technique can only be used when Fenrir's Lesser Oblige is active and merged with at least one ninken.
- This technique can be used twice per battle, lasts for four turns, and requires a three-turn cooldown between uses.
- After ending, the user cannot use any S rank or higher Inuzuka techniques for three turns. and their speed is reduced by -2 base speed levels for two turns.

- Regardless of the form chosen the user retains their body seals and their ability to use Inuzuka clan techniques, with the addition of Ninken specific techniques.
- Due to the infusion of Yang energy, the user becomes unable to use Yin techniques, genjutsu, or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu).

-Declined- no to the +40 and no to the empowered damage.

New Submissions:

(Bukijutsu/Kenjutsu: Kunō No Nagare) Weapon Art/Sword Art: Stream Of Anguish
Type:
Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80
Description: Inspired by his Gathering Clouds technique’s ability to create shockwaves of air pressure, Kunō No Nagare is a technique created by Kōtetsu Inuzuka. Unlike its predecessor that is used for defensive purposes, this technique is purely offensive in nature. The user will prime their weapon before swinging in any direction of their choosing with such violent force that it produces a shockwave of slicing air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. By holding their weapon perpendicular to their body and rotating the user is also able to release an omnidirectional attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra-based technique.

Notes:
- The A rank can be used four times per battle with a single turn cooldown, while S rank can be used twice and requires a two turn cooldown between each use.

-Declined- I've got two issues with this, one is it comes a little close to Daemon's CFS and the second being the general idea that you're releasing a purely physical omnidirectional slash up to mid range with just base strength, if it required CES active or something maybe.

(Iryo Fuuinjutsu: Shūkaku Tsuki) Medical Sealing Art: Harvest Moon
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra: 60 (- 15 per turn)
Damage: N/A
Description: The user performs three handseals and deploys a complex translucent crimson chain-like barrier erected from their body that can be connected to either an enemy or an ally in the form of a tether that can reach up to mid-range. In a similar fashion to the Chakra Link technique, Shūkaku Tsuki serves a unique purpose that causes damage to be split and shared equally among those tethered. If connected to an enemy, then damage done to either will be split and shared between them and the user, as is the case when connected to an ally. The user can only connect this tether to a maximum of two targets, but it can be broken by leaving its effective range and cannot be re-established once broken.

Notes:
- This technique lasts for three turns and can be used three times per battle, requiring a three-turn cooldown after each use.
- This technique requires Advanced Fuuinjutsu to use.

-Declined- connecting this to an enemy to share damage conflicts with Jashinism and is at minimum gonna require kinjutsu and a condition to tether it.
Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22100789

(Bukijutsu/Kenjutsu: Kunō No Nagare) Weapon Art/Sword Art: Stream Of Anguish
Type:[/B] Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80
Description: Inspired by his Gathering Clouds technique’s ability to create shockwaves of air pressure, Kunō No Nagare is a technique created by Kōtetsu Inuzuka. Unlike its predecessor that is used for defensive purposes, this technique is purely offensive in nature and incorporates the usage of Chakra Enhanced Strength. The user makes use of their refined chakra control to increase their strength and swings their weapon in any direction of their choosing with such violent force that it produces a shockwave of slicing air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. By holding their weapon perpendicular to their body and rotating the user is also able to release an omnidirectional attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra-based technique.

Notes:
- This technique can only be used while Chakra Enhanced Strength is Active.
- The A rank can be used four times per battle with a single turn cooldown, while S rank can be used twice and requires a two turn cool down between each use.

-Approved-
 
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(Bushidō: Yabura Reta Yakusoku) - Way of the Warrior: Broken Promise
Rank:
S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
Description: Broken Promise carries the inherent traits of Iaijutsu and applies chakra into the shinken to temporarily deconstruct the blade as a means for providing range extension and spontaneity in their attacks. After fueling chakra into the sword and performing the equivalent of an S-ranked Iado attack, the Iaidoka will permeate the chakra into the blade and effectively shatter their blade into fragments tethered together through chakra. These fragments can be used for the following three turns to utilize the weapon as a whip-like construct, or to shoot sections of the blade off into unorthodox angles as a means of catching the target off guard. After three turns, the weapon reassembles and returns to its original state of being. The practitioner can choose to end the technique earlier, if they so choose.
Restrictions:
Note:
Can only be used twice per battle.
Note: Can prevent more than two hand seals from being completed when initiated, much like the original Iado technique.

-Declined- The issue with this is that it completely removes the drawback of Iaido, which is being close. Being able to perform a attack at the speed of Iaido but from long range potentially is a no go.
 
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Vayne

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Removed the multiple traits for physical and made it one unique one.



(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate

Type: Supplementary

Rank: N/A

Range: Short - Long

Chakra: +50 (20 per turn)

Damage: N/A

Description: Crafted around the lack or restrictions of shadows in some cases, Apate is passive technique that is based on the principles of Yin Release to allow the user to create shadows out of nothing with increased effects, both in 'shadow' and physical forms. As they are no longer tied to a singular source, but rather essentially willed into existence, shadows would be eligible to be created at increased ranges, in the sky, and similar none conventional areas. Naturally, they can't be created within short range of an opponent unless the user is within that range. Physical techniques would become capable of interacting with spiritual attacks, such as Ronin Ken, while their damage in regards to non-spiritual based attacks would remain physical. Shadow techniques created via Apate, can have an aesthetic colouration depending on the user. Techniques that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques of the same of the shadow techniques'. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.



-Declined- man the first line of my last check was no to sourceless shadows. You also are still saying you can just grab enemy techniques with a shadow and stop them completely on apparently no metric? You just can?
Just built different

(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: +50 (20 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is passive technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. Physical techniques would become capable of interacting with spiritual attacks, such as Ronin Ken, while their damage in regards to non-spiritual based attacks would remain physical. Shadow techniques created via Apate, can have an aesthetic colouration depending on the user. Techniques that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques of the same rank or strength and below of the shadow techniques'. The shadow's size and that of the target technique play a role as well in said interaction, wherein techniques that have shadows more than 3x the size of the user's own can not be manipulated, but merely have their speed lowered by 2 levels should their shadow travel across that of the Apate infused. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.

-Declined- I don't think this can work on rank vs rank, mostly because we don't do that since the great fuuin nerf of 2016, but thinking of that made me decide so lucky you. You can make this like fuuin where it interacts based on a chakra vs chakra metric, or you can make it on damage vs damage, one or the other not both. As for that size thing you may as well remove it cause that's a kinda worthless multiplication, instead if a technique is stronger (or has more chakra depending on what route you go) you can say Apate slows it instead of stopping.
 
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(Kaen Kakkusei Iden: Honoo no Tsurugi) – Atavistic Flame: Blazing Sword
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Focusing the willpower of humanity and shaping it through the minds eye allows the user of this technique to manifest a blade of atavistic flame with a tangible solid form that can be held and used in one or two hands. The blade is roughly the length of the average longsword usually, but can be increased in size to be comparable to a larger greatsword. Wielding this blade will drain the users spiritual HP every time it is used, reducing it by 5 with every single usage, the blade can be used as a medium for the human principle technique and it's more powerful variants along with blaze of glory and conflagrate. A usage is defined as an offensive action. It's freeform damage, when swung offensively, or defensively, without a technique is normal freeform. When using these techniques the blazing sword will increase their damage by ten points, additionally kenjutsu and bukijutsu can be performed using the Blazing Sword and these attacks will be enhanced by ten damage points. Simply holding the blade will burn away the users spiritual HP along with using it, making it a dangerous ability to use for a long period of time, however when in any level of will to survive the blades spiritual hp drain will be removed, instead it will drain from the users atavistic flame reserves at twice the rate that it would have drained HP, for example each usage will drain twenty from reserves instead of ten spiritual hp.
Note: This weapon can be destroyed with S rank damage but can't be used to defend unless via a suitable technique.
Note: May be used twice per battle and persists as long as the user continues to fuel it at a cost of 5 spiritual HP per turn.
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Approved. Made edits.

(Kaen Kakkusei Iden: Hadoumeppuu) – Atavistic Flame: Incineration Wave
Type: Offensive
Rank: S
Range: N/A
Chakra: N/A
Damage: 100
Description: Considered to be a ultimate attack of the Blazing Sword, the user will channel excessive amounts of atavistic flame in to the blade, before swinging the weapon in a wide arc unleashing a wave of atavistic flame so condensed that it makes the normally gaseous flame almost appear as a liquid wave that covers enormous dimensions comparable to the great fire majestic annihilation technique in scope, this wave will spread quickly across the entire field consuming anything it comes in to contact with, Upon creation however the user is able to designate allies, following Atavistic Flame’s rules, and render them immune, along with the user, to the damage inflicted by Incineration Wave. When used this technique will cause 40 spiritual damage to the user, 30 damage will be recovered over the next three turns at a rate of ten per turn. This technique will benefit from the bonus values of Blazing sword, however using this technique will cause the Blazing sword to be destroyed.
Note: May only be twice per battle.
Note:: Usable only by Grandmasters.
Note: When used during Will to Survive this technique will not consume spiritual health, instead consuming the modes resource at double the health cost.

Approved. Made edits.

(Kaen Kakkusei Iden: Hoshi E) – Atavistic Flame: To the Stars
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A (+20)
Description: Similar to the technique Thrust of Life this is a Atavistic technique used to enhance the user’s attack speed, this ability occurs in the same timeframe as the technique it is combined with. Behaving as an augmentation to physical techniques such as but not limited to Taijutsu and Bukijutsu, this technique will release a gout of atavistic flame aimed in the opposite direction as the momentum being generated by the attack, causing the users limb to be greatly accelerated. This increases the speed of the attack by 3x and increases it's damage by 20 points, however it only affects that particular attack and the boost to speed is lost immediately upon the technique ending and does not increase movement speed during it's usage, only the attacks speed. Inflicts 20 spiritual damage upon the user, healed at a rate of 10 per turn for two turns thereafter.
Note: May only be used thrice per battle

Approved. Made edits.
 
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(Chi no Megami) - Goddess of Blood
Type: Weapon
Rank: F
Range: Short
Chakra: N/A
Damage: N/A
Description: Goddess of Blood is a specialized sword of unknown origin. It is a sleek and sharp, faded golden longsword with a slight curve to it, reminiscent of a long, thin scimitar. The handle, which is also bladed, is wrapped in black ribbons which flow from it elegantly. The blade and hilt have a circular carving in between them, suggesting it is used for “unordinary” techniques as well as an attachment which allows it to run along the user's arm, concealing it at a frontal view until whipped forward and revealed... It is not necessarily sentient, but “loyal” to its wielder in the sense that it can sense foreign chakra within short range of it in which is not the wielder's and it will start to vibrate, warning the user of potential thieves looking to steal Chi no Megami away. The Goddess of Blood is quite the unique weapon, as its primary function is to cause bleed to a target equivalent to 20% of the target's health upon a successful attack landed with this weapon which would be a bleed burst with a flat bleed rate resulting in -5 damage every turn the bleed effect is not healed. Obviously incredibly sharp, it goes without saying this sword is capable of cutting through even the sturdiest of metal, able to cut through any solidified element once per turn freely or even the sturdiest of armor without yielding. Secondly, this sword is able to slice the user from the hilt by the hilt being bladed itself, causing -20 damage to the user, as well as -5 damage to the user for three subsequent turns, able to boost the user’s kenjutsu-related or weapon-based techniques by +30 damage, but only for those four turns which would be the turn of activation and the three subsequent turns. This can be done two times per battle, with a one turn cooldown in between usages but can be done passively when the user wills it, posting the sword as a reference upon activation. When the sword comes into contact with foreign chakra, such as someone else’s grasp, the bladed handle will begin to fully protrude through the ribbon wrapping however with no benefit to be seen. This will cause 80 damage to be done to the victim as well as -20 damage per turn that this wound goes untreated. This is where the Goddess of Blood would seek to kill thieves and those seeking to separate the sword from the master. Besides its bleed effect, this is generally where the sword got its name. This sword is unable to be sealed by normal means, due to its pulsating chakra effect which would scramble any encryption necessary to seal the weapon unless it is an advanced fuuinjutsu technique or an Uzumaki (advanced) to be sealing the weapon away. The weapon is not indestructible by any means as it can be overloaded with chakra and broken, left as just a normal sword and it also cannot defend against other elements outside of earth as it would not break, but would not stop or defend the user from the oncoming technique. Chi no Megami is naturally neutral to raw chakra and raw chakra-based techniques due to its natural properties with chakra and foreign chakra but when defending against such things, costs a technique used in that turn and can only be done once per turn. If the user chooses to use the secondary ability of Chi no Megami for a second time (the damage boosting ability), the user themselves will suffer continuous drawbacks and continue to bleed for -5 damage for the rest of the match until the match is concluded or the user dies. This bleed cannot be negated or withdrawn, even if healed as the user will still suffer -5 damage per turn. The user of Chi no Megami is able to stack a blood burst and a bleed if the bleed happens to go untreated, however this would inherently cap at 40% of the target's health and -10 damage per turn (a total of two uses of the primary function on top of each other) and of course requires a successful hit with an appropriate technique utilizing Chi no Megami. After this, the user must wait until the opponent is fully healed from the bleed effect to be able to bleed burst or bleed the opponent again, regardless if the user is still attacking with Chi no Megami. Once the target is fully healed, the bleed burst and bleed effect is reset and able to be applied up to two times again after meeting said criteria.

-Declined- the numbers you've tried to put on this are ridiculous but that aside I'm not gonna approve anything that bypasses the health system to such a degree.

(Kuranburu) - Crumble
Type:
Defensive
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: This is specifically a technique in which is used to counter a taijutsu or kenjutsu attack. The user will counterbalance an oncoming attack that is requiring the opponent to move forward and thus the user will shift their weight backwards, grabbing their opponent by the wrist on their way back and pulling the opponent to the user's side as the user also moves aside which would cause the opponent to slam into the ground face first behind the user. Now although this does not do damage, this immediately crumbles the defense of the opponent, allowing for a quick follow-up attack while the opponent is face down, ass up. This can be done to two opponent's at once with both of the user's arms, as long as the requirements of forward moment on the opponent(s)'s behalf is met. This technique is usable against techniques meeting said requirements up to S rank. This same thing can be done with the dull side of a blade or weapon in the same fashion, redirecting the frontal attack however the technique was not meant for this, so this would only be able to be done to counter up to A rank techniques instead of the normal S rank techniques.

Note: Requires a one turn cooldown in between uses and is usable three times per battle.

-Declined- While the concept is possible, as others including myself have techniques that allow stuff like this, this particular usage makes no sense visually. If someone is slashing you with a sword, you reaching to grab their wrist is usually gonna end pretty poorly for you. Taijutsu can allow for a lot of questionable stuff to work but this flat out reads like a BJJ move and just wouldn't work against 90% of weapons with a better reach than your arm.
Resubbing quoted techs:

(Chi no Megami) - Goddess of Blood
Type: Weapon
Rank: F
Range: Short
Chakra: N/A
Damage: N/A
Description: Goddess of Blood is a specialized sword of unknown origin. It is a sleek and sharp, faded golden longsword with a slight curve to it, reminiscent of a long, thin scimitar. The handle, which is also bladed, is wrapped in black ribbons which flow from it elegantly. The blade and hilt have a circular carving in between them, suggesting it is used for “unordinary” techniques as well as an attachment which allows it to run along the user's arm, concealing it at a frontal view until whipped forward and revealed... It is not necessarily sentient, but “loyal” to its wielder in the sense that it can sense foreign chakra within short range of it in which is not the wielder's and it will start to vibrate, warning the user of potential thieves looking to steal Chi no Megami away. The Goddess of Blood is quite the unique weapon, as its primary function is to cause bleed to a target equivalent to 10% of the target's health upon a successful attack landed with this weapon which would be a bleed burst with a flat bleed rate resulting in -5 damage every turn the bleed effect is not healed. Obviously incredibly sharp, it goes without saying this sword is capable of cutting through even the sturdiest of metal, able to cut through any solidified element once per turn freely or even the sturdiest of armor without yielding. Secondly, this sword is able to slice the user from the hilt by the hilt being bladed itself, causing -20 damage to the user, as well as -5 damage to the user for three subsequent turns, able to boost the user’s kenjutsu-related or weapon-based techniques by +30 damage, but only for those four turns which would be the turn of activation and the three subsequent turns. This can be done two times per battle, with a one turn cooldown in between usages but can be done passively when the user wills it, posting the sword as a reference upon activation. When the sword comes into contact with foreign chakra, such as someone else’s grasp, the bladed handle will begin to fully protrude through the ribbon wrapping however with no benefit to be seen. This will cause 80 damage to be done to the victim as well as -20 damage per turn that this wound goes untreated. This is where the Goddess of Blood would seek to kill thieves and those seeking to separate the sword from the master. Besides its bleed effect, this is generally where the sword got its name. This sword is unable to be sealed by normal means, due to its pulsating chakra effect which would scramble any encryption necessary to seal the weapon unless it is an advanced fuuinjutsu technique or an Uzumaki (advanced) to be sealing the weapon away. The weapon is not indestructible by any means as it can be overloaded with chakra and broken, left as just a normal sword and it also cannot defend against other elements outside of earth as it would not break, but would not stop or defend the user from the oncoming technique. Chi no Megami is naturally neutral to raw chakra and raw chakra-based techniques due to its natural properties with chakra and foreign chakra but when defending against such things, costs a technique used in that turn and can only be done once per turn. If the user chooses to use the secondary ability of Chi no Megami for a second time (the damage boosting ability), the user themselves will suffer continuous drawbacks and continue to bleed for -5 damage for the rest of the match until the match is concluded or the user dies. This bleed cannot be negated or withdrawn, even if healed as the user will still suffer -5 damage per turn. The user of Chi no Megami is able to stack a blood burst and a bleed if the bleed happens to go untreated, however this would inherently cap at 20% of the target's health and -5 damage per turn (a total of two uses of the primary function on top of each other) and of course requires a successful hit with an appropriate technique utilizing Chi no Megami. After this, the user must wait until the opponent is fully healed from the bleed effect to be able to bleed burst or bleed the opponent again, regardless if the user is still attacking with Chi no Megami. Once the target is fully healed, the bleed burst and bleed effect is reset and able to be applied up to two times again after meeting said criteria.

-Declined- Honestly I just don't think this is gonna work, the whole flat burst damage from elden ring only works in elden ring because of the inherently high health values and limited healing, it doesn't translate well to this game even with the reduced numbers, also idk why you're saying it can't be negated or withdrawn, that's a odd choice of wording but assuming you mean it can't be healed that's a no in general.

Dialed the bleed effects waaaay down.

(Kuranburu) - Crumble
Type:
Defensive
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: This is specifically a technique in which is used to counter a taijutsu attack. The user will counterbalance an oncoming attack that is requiring the opponent to move forward and thus the user will shift their weight backwards, grabbing their opponent by the wrist on their way back and pulling the opponent to the user's side as the user also moves aside which would cause the opponent to slam into the ground face first behind the user. Now although this does not do damage, this immediately crumbles the defense of the opponent, allowing for a quick follow-up attack while the opponent is face down, ass up. This can be done to two opponent's at once with both of the user's arms, as long as the requirements of forward moment on the opponent(s)'s behalf is met. This technique is usable against techniques meeting said requirements up to S rank.

Note: Requires a one turn cooldown in between uses and is usable three times per battle.

-Declined- On further consideration the rank of this is to high for what it is, it should probably be B rank unless you make it a more complex taijutsu. Given how big the alteration is I won't edit for approval you can instead make the decision to either increase it's complexity to be more in line with S rank effects or lower it's rank

Took out the bit of it working against weapons and limited it to tai only counters

New Submissions:

(Bōkun no Geijutsu) Tyrant Art
Type:
Offensive/Defensive
Rank: A-S
Range: Short-Mid
Chakra: 40-60
Damage: +10/+20
Description: Using their gunbai, the user will focus their chakra into their weapon and fan already existing flames, making them stay in place for one turn longer as well as increasing their damage by +10 (A) or +20 (S) and giving them a rank higher base towards their strength and weakness given the sheer boost in strength and chakra the swing of the gunbai will give the flames. This can be done in the same turn to simply boost a fire technique as well however they will dissipate the next turn or as stated in the description rather than keep them in play for an extra turn. This technique's S rank usage can also be used to passively put out oncoming flames from the opponent by using the focus of chakra to completely fan away the flames (S rank or lower). Neither application works on flames long range from the user.

Note: Both offensive and defensive S rank usages usable three times per battle collectively, not separately

-Pending- Leaving for @lok

Declined, I’m not sure how the flames stay present an extra turn or what you mean by “a rank higher base towards their strength and weakness”; the first line says it boosts it as well as extends duration, the very next line says doing that will make the technique end instead of last an extra turn so which is it? Also, the last ability will not be passive. Passive means it does not count towards the 3 jutsu used; an ability to put out an S ranked jutsu will definitely count as a jutsu per turn.

(Yoton: En'i Wāpu) Yang Release: Distal Warp
Type:
Offensive
Rank: F
Range: Short
Chakra: 90
Damage: +30 to technique (-30 to user)
Description: Passively applying this technique to a taijutsu attack, the user will focus their Yang chakra into the taijutsu attack of their choice and upon landing the attack, the target will suffer the growth of extra fingers, limbs, etc. for two turns which would essentially debuff them in terms of not being able to properly weave handseals, needing an additional two seals to perform seal related jutsu and suffer a -2 to their base speed. Because their Yang energy and Yin energy would then be so off balance, the target will become extra susceptible to genjutsu and spiritual techniques, suffering an extra -10 damage from any spiritual techniques casted in those two turns that the target is debuffed. This technique is usable twice per battle with a three turn cooldown. After the two turns, the target turns completely back to normal, with no additional side effects.

Declined: I don't think this needs to be F-Rank. If you were to separate and describe the effects in the manner of Ring of Hell, this would be very close to approval. That being said, drop the +30 boost this would provide to a Taijutsu technique, the mention of it being passive, and the heightened susceptibility to spiritual fields and techniques.
 
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Ańbu Juniør

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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22101933
- Removed the +40 and reworded bits.
- Removed mention of anti-divinity as that’s intrinsic to AF techniques.

(Kaen Kakkusei Iden: Nokoribi no Hosuto) – Atavistic Flame: Host of Embers
Type:
Offensive/Supplementary
Rank: B - A
Range:
N/A
Chakra: N/A
Damage: N/A (+20/30)
Description: Host of Embers is an Atavistic Flame technique that augments the user’s chakraless attacks such as Kenjutsu, Bukijutsu, or Taijutsu. The user will focus the Atavistic Flame into their body and/or weapon that manifests as a dimly glowing yellowish-orange aura that appears as cracks in the skin and/or on the weapon and makes them searing to the touch. At the Initiate level (B-rank), this technique augments the user’s attacks by +20 and is capable of lasting up to four turns by consuming 20 spiritual Health Points, with the user regenerating 5 every other turn while active. At the Master level and above (A-rank), this technique augments the user’s attacks by +30 and is capable of lasting up to three turns by consuming 30 spiritual Health Points, with the user regenerating 10 every other turn while active.

Notes:
- Upon expiring the user is unable to use Atavistic Flame techniques above A-Rank for a single turn
- The Initiate level can be used three times per battle, requiring a two-turn cooldown between uses. The Master level can be used twice per battle and requires a three-turn cooldown between uses.

-Declined- Spoke about these with drackos to pick up some guidelines on them, so there are no +30 boosts allowed unless you have GM, also this needs real restrictions, saying it requires a three turn cooldown when it lasts for three turns is fluff that means absolutely nothing.

New Submission:

(Kaen Kakkusei Iden: Kama Saisho no Honō) – Atavistic Flame: Kiln of the First Flame
Type:
Offensive/Defensive/Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: 60 - 80 (90 - 110)
Description: A primarily defensive application of the Atavistic Flame that is activated by drawing upon the user’s spirit, this technique manifests itself as a shroud of fire around their person that burns away anything it comes into contact with. This aura is capable of warding off physical attacks of equal strength and can dispel spiritual impairments that require surges such as those caused by abilities like Yin release or Anutu and its subfields. Activating Kiln of the First Flame requires the user to expend 20 spiritual Health Points at A rank and 30 at S rank, with the user regenerating 10/15 spiritual Health Points in the following two turns. Initiates are capable of using only the A-ranked version of this technique three times per battle, while Masters can use up to the S-ranked version twice per battle. Grandmasters can use this technique with an additional 30 damage, not counting as a boost.

Notes:
- This technique lasts for three turns.
- Regardless of the level used, this technique requires a two-turn cooldown between uses.

-Declined- This one just straight up doesn't work, AF doesn't interact with spiritual techniques like yin tethers, it interacts with anutu. The ability consumes spiritual health to create a physical flame, that flame can't then interact with spiritual yin tethers and the like to dispel them.

(Ototon: Hoshi Ki no Shōten) - Sound Release: Astral Ascension
Type:
Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: A movement technique developed by Kōtetsu Inuzuka, Astral Ascension is a sound-based technique that allows him to levitate and propel himself through the air via the use of both high and low-frequency soundwaves inaudible to the human ear. Designating themselves as the target the user releases low-frequency soundwaves from below to lift off a surface while releasing high-frequency soundwaves from above to hold themselves airborne. By applying additional directional soundwaves the user is capable of moving through the air. The user can apply this technique to other targets up to three meters in diameter to levitate them from a distance. While active the user can only make use of sound release techniques, and using chakra costing techniques of other natures will result in this technique failing.

Notes:
- This technique lasts until deactivated and can be used three times per battle/arc.
- This technique can be used on up to two targets at once.

-Approved- just note this won't work on opponents as it breaks spawning rules.

(Ototon/Inton: Koe) Sound Release/Yin Release: The Voice
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra: 40
Damage: N/A
Description: This technique is a unique combination of sound waves and Yin release that allows the user to deploy an audio-neuro control mechanism that enables the manipulation of speech to achieve momentary control over a receiver. By lacing their voice with spiritual energy and giving basic commands at a particular pitch and tone, the user releases a Yin-infused soundwave that allows the user to subtly influence a target’s subconscious mind through simple hypersonic suggestions akin to genjutsu. What makes this more powerful than a regular illusion is that through the use of Yin energy the user is able to issue commands that force an opponent to act in a certain manner. For example, the user can command a target to drop a weapon they are holding, to stop when running, kneel, or approach them. The only limit to this technique is that the user is unable to give commands that entail having a target commit bodily harm. The effect of The Voice is instant as it is akin to hindering sound in terms of speed but only lasts momentarily as it loses effect once the suggested action has been performed, allowing the target to recover immediately after though leaving them confused. This technique can affect multiple targets, requiring the user to expend an additional +5 chakra per target. As this technique only works when heard, it is ineffective against deaf targets and can even be drowned out by loud noises.

Notes:
- This technique can be used three times per battle, once every two turns
- Repetitive use against the same target will cause them to build immunity, meaning that it can only be used twice on the same target per battle/arc.

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-Declined- emperor eye ass custom, you lucky I like you AJ. DNR
 
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(Rōnin Seishin Kenjutsu: Kuroiha Nagashi) Ronin Spiritual Kenjutsu: Black Blade Flow
Type: Offensive
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60-80
Description: A Ronin technique devised as an offensive counterpart to the Dokkodo technique White Blade Flow. Black Blade Flow utilizes a principle found in the Dangerous Strike technique: the user will focus chakra into their blade and swing, releasing a shockwave like a calligraphy stroke, thus its name. Because of its spirit steeped nature it will not interact with other techniques and will pass right through them, unless they are also spiritual in nature, making it a highly offensive technique; used to hit through the opponent's defenses and strike at them directly, this technique does Spiritual Damage to the enemy if it lands.
Note: S-Rank usage causes a 1-turn cooldown per time it is used (thus using it three times in the same turn would lead to a three-turn cool down).

Declined, A and S ranks need actual usage limits and the Note you have isn’t one we typically approve. It needs an actual usage and cool down limit.
(Rōnin Seishin Kenjutsu: Kuroiha Nagashi) Ronin Spiritual Kenjutsu: Black Blade Flow
Type: Offensive
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60-80
Description: A Ronin technique devised as an offensive counterpart to the Dokkodo technique White Blade Flow. Black Blade Flow utilizes a principle found in the Dangerous Strike technique: the user will focus chakra into their blade and swing, releasing a shockwave like a calligraphy stroke, thus its name. Because of its spirit steeped nature it will not interact with other techniques and will pass right through them, unless they are also spiritual in nature, making it a highly offensive technique; used to hit through the opponent's defenses and strike at them directly, this technique does Spiritual Damage to the enemy if it lands.
Note: S-Rank version can be used three times per battle; A rank version can be used six times.

Adjusted to standard (?) usage restrictions.

Declined, I had to go back and rethink this one. As I pointed out in training before, I’m not fully comfortable allowing techniques that are based on the technique Dangerious Strike because of it’s potential to be abused or exploited. Given this technique as well as the one based on this allows for the potential of several turns of consistent use of the bypassing mechanic, I can’t allow customs to make use of Dangerous Strike’s ability to bypass physical objects.

(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-Forbidden
Range: Short
Chakra Cost: N/A
Damage: 40-90
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.
Note: Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

-Declined- So I probably should've mentioned this when we discussed bukijutsu. But much like Taijutsu, without any mitigating factors like CES or a mode or something augmenting your human physical force, the ranks are inherently capped. Taijutsu is at A for the most part and Bukijutsu is at S. Originally it was gonna be capped at A rank but I did some negotiation. But techniques like this that just go up to forbidden rank on a slider won't be possible without something being added.

(Kenjutsu: Mumyō Sandan-dzuki) - Sword Technique: Lightless, Three-Stage Thrust

Type: Offensive
Rank: B-Forbidden
Range: Short (Short-Long)
Chakra Cost: N/A
Damage: 40-90
Description: A powerful Kenjutsu technique composed of three steps, where the blade is held in a stance parrallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Each step taken closes a single range tier and provides the opportunity to adjust course, making the technique incredibly difficult to dodge; upon arrival, the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear, capable of shattering stone and armor all the same. There are actually three strikes delivered in rapid succession, delivered with blinding speed upon the same exact point, with the hope of piercing through even the thickest defenses, but only exceptionally skilled close-combat master's would be able to discern that there was even more than one blow delivered.
Note: Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

(Kenjutsu: Amakakeru Ryū ga Gotoku ) - Sword Technique: Like a Soaring Dragon
Type: Offensive/Defensive
Rank: B-Forbidden
Range: Short
Chakra Cost: N/A
Damage: 40-90
Description: A powerful mulit-hit Kenjutsu technique that emulates a dragon's coiling body soaring throug the skies. Starting from a low stance, the user will sweep their blade upward in a concentric arc before cutting back down in the opposite arc. Following this, the user will do a low sweeping slash, and end with a spiraling thrust forward, able to adjust course during these movements to attempt to keep the enemy under pressure. The rapid movements of this technique make it an excellent way to weave attack and defense together, allowing one to avoid incoming blows and provide pressure at the same moment, emulating the fluidity of a dragon's coil.
Note: Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

-Both declined- See Straight Line
Shelving Fifth Force until I have time to think on it.

(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.
Note: S Rank version is usable three times; A rank version is usable 6 times.

Approved

Dropped the Forbidden rank branch to make this fit Bukijutsu technique guidelines.

(Kenjutsu: Mumyō Sandan-dzuki) - Sword Technique: Lightless, Three-Stage Thrust
Type: Offensive
Rank: B-S
Range: Short (Short-Long)
Chakra Cost: N/A
Damage: 40-80
Description: A powerful Kenjutsu technique composed of three steps, where the blade is held in a stance parrallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Each step taken closes a single range tier and provides the opportunity to adjust course, making the technique incredibly difficult to dodge; upon arrival, the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear, capable of shattering stone and armor all the same. There are actually three strikes delivered in rapid succession, delivered with blinding speed upon the same exact point, with the hope of piercing through even the thickest defenses, but only exceptionally skilled close-combat master's would be able to discern that there was even more than one blow delivered.
Note: S Rank version is usable three times; A rank version is usable 6 times.

Dropped the Forbidden rank branch to make this fit Bukijutsu technique guidelines.

Declined, the heavy issue with this is you’re taking three steps and covering 15 meters or 50 feet (this could potentially be even further as long range has no upper limit and you could use it to cross further than the edge of mid - long range ) , ignoring normal traveling distances or speeds as it would occur within 3 steps despite your actual speed. If you argue it’s done at your speed, then making note of it being 3 steps means each step covers 5 meters, or around 15 feet at base speed. This can’t be approved.

(Kenjutsu: Amakakeru Ryū ga Gotoku ) - Sword Technique: Like a Soaring Dragon
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A powerful mulit-hit Kenjutsu technique that emulates a dragon's coiling body soaring throug the skies. Starting from a low stance, the user will sweep their blade upward in a concentric arc before cutting back down in the opposite arc. Following this, the user will do a low sweeping slash, and end with a spiraling thrust forward, able to adjust course during these movements to attempt to keep the enemy under pressure. The rapid movements of this technique make it an excellent way to weave attack and defense together, allowing one to avoid incoming blows and provide pressure at the same moment, emulating the fluidity of a dragon's coil.
Note: S Rank version is usable three times; A rank version is usable 6 times.

Approved

Dropped the Forbidden rank branch to make this fit Bukijutsu technique guidelines.
 
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Kooljay

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(Ranton: Sutādasuto Fōru) - Storm Release: Stardust Fall
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (-10 to user)
Description: Stardust fall is a more powerful version of Laser Circus which typically creates about ten or so beams. After weaving 5 handseals that user gathers a large amount of Storm Release chakra in its beam variant form. The user then uses that chakra to shoot out hundreds of beams of electricity from the users hands that covers an area roughly the size of Gamabunta. The jutsu must be used while the user is airborne or else most of the attack will hit the ground.
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Note: Can only be taught by Kooljay
Note: Can only be used once
Note: The user cannot use Storm, Lightning, and Water techniques S rank and above for 1 turn after using this technique.

-Declined- this needs better restrictions or just don't make it forbidden ranked


This jutsu is the extra submission allowed for this cycle. In addtion with my custom summoning submissions, this makes 5 basic field submissions.

(Ranton: Sutōmudoragon no Jutsu) - Storm Release: Storm Dragon Technique
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After weaving 3 handseals, that gathers and molds Storm style chakra in its thundercloud variant within their body. The user then releases that chakra from their hand in the form of a thundercloud dragon towards their target. The Storm Dragon is capable of absorbing chakra from ninjutsu up to A rank, S rank if the opposing ninjutsu is at an elemental disagvantage to Storm Release, or up to B rank if the opposing ninjutsu has an advantage over Storm release and adding half of its power, in the form of damage, to its own.

Note: Can only be used 3 times.
Note: User must wait 1 turn before using again.
Note: Can only be used by those taught by Kooljay.

-Declined- You were fine till you tried to say it adds half the damage. The highest boost I'd allow is +30 and that would need more restrictions than just a one turn cooldown, or you can have a lower boost with less restrictions.

Storm Release: Stardust Fall Changelog:
  1. Changed required amount of handseals from 5 to 6.
  2. Added a new restriction that states that the following turn, the user can only has two time frames.
(Ranton: Sutādasuto Fōru) - Storm Release: Stardust Fall
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (-10 to user)
Description: Stardust fall is a more powerful version of Laser Circus which typically creates about ten or so beams. After weaving 6 handseals that user gathers a large amount of Storm Release chakra in its beam variant form. The user then uses that chakra to shoot out hundreds of beams of electricity from the users hands that covers an area roughly the size of Gamabunta. The jutsu must be used while the user is airborne or else most of the attack will hit the ground.
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Note: Can only be taught by Kooljay
Note: Can only be used once
Note: The user cannot use Storm, Lightning, and Water techniques S rank and above for 1 turn after using this technique.
Note: The following turn the user only has 2 time frames as their chakra system and stamina recovers from using the jutsu.

Approved



Storm Release: Storm Dragon Technique Change-log:
Changed the "half of its power" boost to a +20 boost
Removed "Can only be used 3 times" restriction

(Ranton: Sutōmudoragon no Jutsu) - Storm Release: Storm Dragon Technique
Type
: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After weaving 3 handseals, that gathers and molds Storm style chakra in its thundercloud variant within their body. The user then releases that chakra from their hand in the form of a thundercloud dragon towards their target. The Storm Dragon is capable of absorbing chakra from ninjutsu up to A rank, S rank if the opposing ninjutsu is at an elemental disadvantage to Storm Release, or up to B rank if the opposing ninjutsu has an advantage over Storm release and adding +20 to its power, in the form of damage, to its own.

Note: User must wait 1 turn before using again and is usable thrice per battle.
Note: Can only be used by those taught by Kooljay.

Approved: I added the usage limit back in because only one restriction isn't enough.



(Raiton: Rashirudo) - Lightning Release: Rashield
Rank
: A
Type: Defensive
Range: Short (Original range of reflected attack)
Chakra: 30
Damage: (+20 to reflected technique)
Description: After weaving 1 handseal the user channels their Raiton chakra into the ground to create and carve up two 3m pillars of Earth in a similar way done in the 4 and 16 pillar bind jutsus. Between will release a gargantuan condensed amount of lightning chakra between them to the point that the lightning is effectively solid to form a tall and wide shield to protect from frontal attacks. This shield is capable of blocking and reflecting ninjutsu, within logical reason and respect to elemental interactions, back at its original user. The reflected attack will be electrically charged and carry a +20 to its damage.

Note: Can only be used by those taught by Kooljay
Note: Can only be used once per 2 turns.
Note: Can only reflect up to B rank ninjutsu if Rashield is at an elemental disadvantage and up to S rank if Rashield is at an elemental advantage.

Approved



(Jiton: Suna no Yōsai no Jutsu) - Magnet Release: Sand Fortification Technique
Rank
: A-Rank
Type: Supplementary
Range: N/a
Chakra: 30 (-5 per turn)
Damage: (+20 to Sand techniques)

Description: The Sand Fortification Technique is a unique jutsu only usable by those capable of using both Iron Sand and Regular Sand. After weaving a hand seal, the user will use their Magnet Release to mix their Iron Sand with their regular Sand. This increases the hardness and power of the sand, passively granting the users regular Sand jutsu +20 in damage while this jutsu is active. Since the Sand mixture is less regular sand than originally, the Sand jutsu are less affected by Water and thus become neutral to Water jutsus.

Note: Can only be used by those taught by Kooljay
Note: Can only be used by bios who can use Sand and Iron Sand.

-Declined- This is just Gaara's passive bio ability but with no usage restrictions or limits at all

Mastered Sand Training
Mastered Iron Sand Training
 
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