Custom Jutsu Submission - IV

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Mudo

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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.
(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 only when the target is within the confines of a short ranged vicinity, much like the original Iado technique; this technique's speed is otherwise equivalent to that of a normal ranged attack once it reaches a mid to long ranged distance, and can be perceived as such.

Approved

(Bushidō: Hogo; Setsunai Akogare) - Way of the Warrior: Protection; Wistful Longing
Rank:
S
Type: Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: Setsunai Akogare is an alternative extension to the Bushido mode technique only to be initiated during one of the five turns in which it is active. This imparts a more pacifistic and defensive approach, choosing to forgo all damage and speed boosts associated with the mode as a means of fortifying their defenses even further. The resulting action bolsters the defensive capabilities of the samurai's armor to shield against 80 points of damage from incoming techniques, alongside preventing S rank and below genjutsu from affecting them during the turn in which this is employed. If the samurai's armor were to take the equivalent or above the threshold of 80 points of damage, this would cause Setsunai Akogare, and by extension, the Bushido mode to end. The samurai incurs all restrictions associated with the Bushido mode ending after using this technique.
Restrictions:
Note:
Can only be used once per usage of Bushido, ending the mode prematurely at the end of turn in which this is used.
Note: Activation of this is instantaneous in nature, taking up a move slot, and can be used within the same timeframe as Bushido's initial activation on the first turn.

Declined, sorry but this cannot be approved; besides doubling the damage shaving which wouldn’t be allowed either way, this also has far few restrictions/trade offs to justify such an attempt. Not only does it boost your durability to Yang levels, it also grants S ranked Gen and lower immunity. This can’t work, DNR.
 
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(Revunanto) - Revenant
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: As represented merely as a common folklore to most people of the Ninja World few have ever encountered one and lived to tell the tale. They are representatives of darkness, but ironically carries no attributes associated with it. Instead, a Revenant gains it's unique traits thanks to their bloodline of Shikotusmyaku and the powers of Yang. In order to begin their life as Revenant, regular wielders of the bloodline had to devote several years into combat and devour blood from slain opponents, making them stronger and stronger. It was, however, with the awakening of Yang release that these individuals would reach their infamous strengths. It is already commonly known that the bloodline of those who inherited the powers of Kaguya herself possesses the means to regenerate wounds, broken bones etc through their manipulation of calcium yet they all face backlash in order to heal from specific types of wounds such as burns from fire or lightning.
By an infusion of Yang permanently built into their passive healing or a trait better known as Sunblood the regenerative effects and passive damage resistances stretches out to all types of damage (bar spiritual, as it's restricted to Utu) while retaining it's normal value of 30 (except for Taijutsu as it is a higher amount) as well as its regenerative purposes can now also passively regenerate damage dealt by poisons or any other lingering physically damaging effects that may be bestowed upon the body of a Revenant and slightly raised (15hp/turn instead of traditional 10). While this is just simply basic apparitions that are gained by this Kinjutsu, a Revenants core strength is in it's skeleton and blood, having it infused with Yang gives a permanent alteration of a certain degree of sentience inside of their blood and skeletal structures. This means, portions of the Revenants actual lifeforce is bound by their blood and the whole point of that is to gain this psuedo immortality to cheat death in certain cases whereas normal humans would die due to the consequences of certain wounds such as being cut in half, decapitation or electrocution. Unless the body of a Revenant is entirely destroyed or at least their blood has ceased to be, they can survive the most certain deaths having their blood sew together their lost limbs or attachments back together. While this can be done, no actual health points are being restored whatsoever and when a revenants Health Pool reaches zero they still die even if their blood is not entirely destroyed as they will have suffered enough damage and knocked their sentient blood cells out cold.

As a consequence of their devotion of infusing their blood and bones permanently with Yang, a Revenants appearance may become permanently affected as well. Their skin fades into almost absolute snowy white, their eyes turn black and red (effecting the colors of dojutsu too but not its pattern). Wounds that cut open their skin will cause a fading glow as their entire body is radiating with Yang energy permanently.

Note: Requires Yang, Shikotsumyaku and Kinjutsu
Note: If body parts are spread further than mid-range away they cannot be retrieved and resewn together.

Declined: This is literally Riker's Phantom Blood Yang Kinjutsu custom. - Daemon
 
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Anbu Kirito

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Ameton/Raiton: Mugen No Arashi | Rain/Lightning Release: Infinite Storm
Rank:
Forbidden
Type: Supplementary
Range: Short - Long
Chakra: 100 (20 Per Turn)
Damage: N/A (+30 To All Ameton and Raiton Techniques, -20 to the user)
Description: Infinite Storm is a two-part technique which exists to create exactly what the title indicates; an endless source for weather-borne techniques. First, the user makes three handseals (Tiger->Snake->Ram), and forces a truly immense amount of Ameton chakra up from their body into the skies above them. This creates an enormous amount of hyper-dense condensation, which causes dark gray rain clouds to appear, initiating the fall of exceedingly heavy rain. Following this, the user makes another handseal (Horse), forcing a similarly massive amount of Raiton chakra upwards into the rain clouds, causing thunder and lightning strikes visible across an entire landmark. The sheer size and force of this storm makes it unfathomably difficult to disperse, requiring a Wind-Release technique of Forbidden-rank strength with a similarly wide range to cancel it out. While the storm is active, the user can call upon it to enhance the power of their Ameton techniques by +30 damage due to the absurd amount of rain present. Similarly, Raiton techniques experience the same boost, in this case through the harnessing of natural lightning with chakra to enhance their attacking power. Lastly, due to the absurd volume of the user's chakra present in the environment at the time of the technique's usage, non-visual Sensory techniques will be able to feel the user's chakra literally everywhere in the immediate vicinity, meaning that they cannot pinpoint the user's location with Sensory abilities alone while Infinite Storm is active. The maintenance of Infinite Storm is incredibly taxing, both on a user's chakra pool and their physical body.
Notes:
- Can only be used once.
- The user cannot use any elemental ninjutsu other than Raiton and Ameton while the technique is active.
- The technique lasts 6 turns or can be ended at any time voluntarily.
- Upon ending (manually or through the time limit, not through dispersal via Fuuton), the rain will continue to fall, however its density will be reduced and the bonuses applied to both Ameton and Raiton will vanish.
- When the technique ends, the user is unable to use Suiton, Ameton or Raiton above A-Rank for two turns.
- The bonuses to Raiton and Ameton apply to everybody within the same landmark as the user, and the storm covers the entirety of the landmark; it is visible from a landmark away as well.

-Declined- Again the "similarly wide range" part is not gonna fly and neither is the "non visual sensory" there are lots of kinds of sensory that would work completely fine in this situation, just say chakra sensory, also quote the last submission when you post resubmissions in future or it's a auto decline.

Ameton: Kowareta Tengoku | Rain Release: Broken Heaven
Rank:
Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90 (-10 to the user)
Description: Broken Heaven is the pinnacle of the offensive usage of Rain Release, designed to end a battle with a single, tremendous blow. First, the user must bite their thumb, drawing blood. Following this, the user makes three handseals (Hare -> Monkey -> Dragon) while infusing their chakra into the rain around their target. This causes all of the rain within a column that starts on the ground and reaches up to the rain source (10 meter radius with the target as the center) surrounding the target to stop falling in place, suspending itself in mid-air. There are an average 100-1000 raindrops falling through a cubic meter of space every second during rain, and the average rain cloud forms at 4000 meters in altitude; this means at a minimum, there would be 126 MILLION raindrops present within this column at any given moment. These raindrops each possess an average weight of 34 milligrams, which results in the total weight of this column's contents averaging out to approximately 9500 pounds of rainwater. These raindrops all condense inwards upon the target at a tremendously fast speed, surrounding them in a very thick skintight layer of rainwater which completely restricts any movement due to its immense mass. The user then clenches their fist, causing the rainwater around the target to condense further and further until it combusts in an enormous pressure explosion with an explosive yield of roughly 5 tons, roughly enough to completely annihilate a large office building. The technique is named as such because after its usage, the displacement of so much of a cloud's rainwater causes a gaping hole to appear in the cloud, allowing sunlight to shine through onto the target's position.
Notes:
-
Can only be used once
- User cannot use any other Ameton techniques during the same turn a this technique.
- The user cannot use Ameton techniques above S-Rank for the next turn.
- The user must possess some Ameton-related specialty to learn and use this technique (Handseal Specialist, Elementalist, or Rainman).
-
It must be raining to use this technique.

-Declined- the hell are you specifying the number of rain drops this isn't custom elements in 2011 drop all that copy paste scientific fluff, also this needs a extra restriction honestly. Probably something like ending any ongoing rainfall after use.


Ameton: Maboroshi No Genshi Yari | Rain Release: Phantom Atom Spear
Rank:
C-S
Type: Offensive
Range: Short-Long (Targeted Raindrop Must Be At Least 10M Above Opponent)
Chakra: 15-40
Damage: 30-80
Description: Phantom Atom Spear is a high-grade assassination technique which is named as such due to its ability to weaponize a single, minuscule raindrop, turning it into a miniature spear with tremendous piercing capabilities. To perform the technique, user first raises a single finger, pointing subtly towards a space at least ten meters above the target. They then infuse a variable amount of chakra into a single raindrop present within that space. This causes the raindrop to sharpen and increase in density, carrying more weight, and thus falling faster (speed determined by rank). The damaging potential of this technique varies tremendously based on the amount of chakra placed into the raindrop. A C-Rank Phantom Atom Spear will strike the target with the force of a strong punch, lacking the piercing ability to break through many substances. A B-Rank version of the technique fairs better against defenses, but still lacks lethality against most opponents. As for A-Rank and S-Rank usages of the technique, lethality is greatly amplified, with the sheer speed and piercing power of the Spear making it easily lethal to most opponents, especially if it strikes a vital area. At this level, the Phantom Atom Spear is capable of drilling through solid bone, and only the strongest defenses or most rapid evasion will suffice to counter the technique.
Notes:
-
A-Rank can be used five times, S-Rank can be used two times with one turn in between uses.
- It must be raining to use this technique.

-Declined- this is just a canon technique that you've upscaled DNR
 
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Atavistic Flame Training:
(Kaen Kakkusei Iden: Netsui no Animaruria) Atavistic Flame: Fervency of Animalia
Rank:
D
Type: Supplementary
Range: Short
Chakra: N/A
Damage: N/A
Description: Fervency of Animalia is a particular technique designed by a specific group of Atavistic Flame users, prompting a personal moral of a human soul being akin to an animal’s in some aspect. This allows one to channel that notion into their spirit, accepting the ideal and as such, becomes capable of imprinting that ideal when utilizing their respective “Will to Survive”. Upon the mode being triggered, the user will manipulate the aura produced passively, addding an additional layer of their flames and molding it more to that of an animal’s shape. This gives off an illusion of said animal features appearing in the shroud, such as fox tails trailing behind the user made of the Atavistic Flames, cat ears etc. This is just an aesthetic choice, not harboring any sort of detrimental effects (such as draining additional health points) as its simply a passive manipulation of the Will to Survive’s aura/Atavistic Flame. This doesn’t take up a move slot, while needing to be mentioned in the user’s bio or at the start of battle, detailing the animalistic traits of their shroud.
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Declined: The basic level of Atavistic Flame does not allow manipulation on this level. It allows very basic manipulation of the flame. I'm pretty sure Rexii went over this with you in the training. - Daemon
 
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Updating Fugu to the new rules

( Fugu ) Blowfish

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area.

#1: Needle Shooting - The Main purpose of the Fugu stick is to be a blowgun weapon. The user is capable of loading it with Needles or perform Needle Bukijutsu or Ninjutsu through it. This can be done chakralessly, by physically loading the hollow tube with ammunition and then blow through it or spin the tube, which can launch the needle up to mid-range with great speed and accuracy, or it can be shot through the assistance of chakra, which pertains to a 10 chakra investment related to a +20 damage boost to the needle shot, increasing range up to Long-Range. Chakralessly, it can be considered a freestyle shot, dealing 5 damage per needle, whereas through the assistance of chakra it spends a move slot to produce damage or a boost to any Needle Bukijutsu or Ninjutsu shot through it.

Note: Needle Shooting can be done passively without using a move slot by spending no chakra, limited to shooting up to 4 basic needles ( 20 damage max ) or shooting one Needle Technique per turn ( Refering to the technique used ). These needles do not carry effects beyond damage and aren’t augmented by Ninjutsu or other abilities. It can also be done actively by spending a move slot, shooting up to 5 boosted needles ( dealing 80 damage collectively, equivalent to Raw Ninjutsu in terms of S&W ), or shooting one boosted Needle Technique ( +10 chakra, +20 damage ) per turn. A rank equivalent usages can only be done with a 1 turn cooldown, up to 5 times, S rank can only be done up to 3 times.
Note: Chakra Needle Shooting can be done remotely through the usage of 1 handseal, re-orienting the blowgun to the target.

#2: Needle Materialization - The user can pour chakra into the Fugu or other substances and then use the adhesion and cohesion properties of chakra in order to produce ammunition to then shoot the opponent. This can range from the user's own elemental nature to form needles from scratch, to pouring substances or stealing them from opposing techniques. This is considered a D to S rank technique, whereas the user invests 10 to 40 chakra in order to acquire damage worth of 20 to 80. Needle Materialization allows for a wide variety of skills to be done, like pouring blood in order to produce remote Summoning techniques on contact, curling Sealing/Explosive tags in order to give range to their effects or actually defend from opposing techniques and drain them of their strength, as the Materialization ability counters it with it's own chakra and a debuff of -10 chakra and -20 damage when applicable, neutralizing the opposive technique by chakra tier and condensing it's properties into a needle. For clashing purposes, it has the S&W of Raw Ninjutsu. For example, opposing an A rank Fire technique ( 30 chakra, 60 damage ) can be done with an A rank Materialization ( 30 chakra, -10 chakra and -20 damage debuff which accounts for Fire's elemental superiority ) in order to produce B ranked Needles ( 20 chakra, 40 damage ), which can then be shot as a B ranked Fire elemental attack.

Note: This ability costs a move slot in the turn, and can only be used once per turn. It can be attached in the same turn with the Needle Shooting Ability, both combined accounting for a single move slot, or done in different turns, each spending one move slot. Needle Shooting will always expend the full stock of ammunitions, regardless of how many needles are shot.
Note: B rank and above can be used with a 1 turn cooldown. A rank can only be done 5 times, S rank can only be done 3 times.

#3: Form Manipulation - The user is able to change the form, density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. More drastic changes will be ranked accordingly, from D ( Double the size ) to S rank ( 10 times the size ), with B rank being able to change the actual shape of the Fugu stick into a different weapon, taking the shape of generic weapons through which the user can perform other categories of Bukijutsu, such as Kenjutsu for a sword or 9 Verses of Shakujo for the homonymous weapon. Loosing the hollow tube will revoke the access to the #1 and #2 abilities, but the ranked form change can be embued into attacks of defenses using the weapon itself, acquiring the S&W of Neutrality to Tai/Ken and Elemental Ninjutsu.

Note: Form Manipulation can be actively used once per turn. B rank usage and above require a 1 turn cooldown. A rank can be used 6 times, S rank can be used 4 times per battle.

-Pending- Leaving all for LoK
( Fugu ) Blowfish

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed 1.5 meter long wooden stick, made with the Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user can shoot out Chakra-materialized thread needles, which gain substance and properties based on the technique used. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area.

#1: Needle Shooting - The Main purpose of the Fugu stick is to be a blowgun weapon. The user is capable of loading it with Needles or performing Needle-based Bukijutsu or Ninjutsu through it. This can be done chakralessly, by physically loading the hollow tube with ammunition and then blowing through it or spinning the tube, which can launch the needle up to mid-range with great speed and accuracy. Once per turn, the user is capable of passively infusing 10 chakra into the Fugu stick, to boost the needle's damage and range by one tier ( +20 damage, +1 Range ). This is done in the same time frame as the technique used.

#2: Needle Materialization - Through the user's Fuuinjutsu mastery, the user is capable of performing Jutsu through the Fugu Stick, which will then materialize the jutsu with all its properties and damage into the shape of a threaded needle. This Ability does not bypass handseal requirements or range restrictions, such as turning a Rasengan or a shield Jutsu that goes up to short range into a raw chakra-style thread needle that can be shot up to short-range, to deal damage or release itself in the original shape. Similarly, one can create a chakra needle from a Genjutsu technique, and that will also be bound by the range that the Genjutsu had originally. The needle can then be used to pierce a target and deal the damage and auxiliary effects of the original technique. Alternatively, it can unseal the technique back into its original shape, expanding to full size and dealing the damage that way. Another example would be turning the Summoning Technique into a needle to summon the desired animal in the spot pierced by the needle. This ability is done by performing hand seals interwoven with the Fugu. A rank techniques can only be turned into needles 5 times per battle, and S ranks can only be turned into needles 3 times per battle. Forbidden Ranked techniques can't be turned into needles. After S ranked usage, this ability cannot be used for two turns.

#3: Form Manipulation - The user can change the form, density, and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. The user is able to change the size of the Fugu stick up to 3 times it’s original size and even able to change it’s form into that of a different weapon, albeit limitedly, taking the shape of generic weapons through which the user can perform other categories of Bukijutsu, such as Kenjutsu for a sword or 9 Verses of Shakujo for the homonymous weapon. Losing the hollow tube will revoke the access to the #1 and #2 abilities, but the ranked form change can be embued into attacks of defenses using the weapon itself, acquiring the S&W of Neutrality to Tai/Ken and Elemental Ninjutsu. Form Manipulation can be actively used once per turn. This ability can collectively be used 5 times a battle and costs 30 chakra to perform, burning a cost of 5 chakra per turn to sustain. To transform into a different weapon altogether, the user must expend 40 chakra and these changes last up to 3 turns each with a cooldown time of the same length.

Still leaving for LoK - Daemon

Approved, note the changes; Needle Materalization can only be used with Raw Nin and Genjutsu and nothing else. The ability to use this. Removed the passive use by infusing chakra through contact; if it uses handseals to trigger it can’t be passive as it’s an active action and materializing needles wont be passively done. This doesn’t mean using the ability takes a slot in the timeframe but use of it (i.e. creating a needle of a rasengan ) counts as a 1 Jutsu used (not 1 for both the materialization and the rasengan). Jutsu limit was drastically reduced, no CW is getting 10 uses of an A rank and 5 of an use for any ability ) as well as a cooldown applied. Last ability had heavy changes; first a set size was given to the CW and a reasonable size increase was applied (a 10x increase is not reasonable when you could have a weapon potentially 2 meters in starting size ). Changing of form costs a move per turn and it needs to be sustained via chakra drain per turn. This also changed from a multi ranked technique to a single ranked one as the multi ranked use was excessive and made actual limitations harder to apply and lastly a real usage limit was applied. As the CW’s true form and nature is a needle blower, it’s ability to change it’s form to another weapon cannot be limitless.
 
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Zatanna

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(Cycle 1: 3/5)
(Arukana: To) - Arcana: Tower
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description:
The Tower Arcana is a Bukijutsu technique where the user will summon either an overly large Magatama or Demon Windmill Shuriken or a Spear, both kinds enhanced by an elemental chakra. The Magatama/Shuriken can be thrown and upon confrontation seal activation, produce a short ranged explosion of the element they have been infused with, such as a fireball, lightning exsplosion, blast of wind, shards of earth or explosion of water pressure. Capable of summoning 2 at once, Magatama beyond the first increases the techniques damage by 20 (eg summoning 2 Shuriken is considered an S rank technique). The Spear weapon technique however is more an anchor type technique, allowing the user to throw or place multiple Spears around the battle without them being activated within that turn if they choose. The spears can be charged and activated with elemental chakra like the shuriken, however they will produce a larger mid range explosion of the element, considered S rank.
Notes:
A rank technique can be used every alternate turn
S rank technique can only be used 4 times per battle, every 2nd turn.

-Declined- It may seem pedantic but this is a fuuinjutsu technique not a bukijutsu one and you'd need to have limitations on what items you've got stored and that would need to be in line with lightning blade creation, also if you're infusing them with elemental chakra that's a ninjutsu aspect, you would have to separate the damage caused by the tool being thrown (that's the bukijutsu) and the explosion (that's ninjutsu). Think of it like a grenade, if I throw it really hard at your face the force of the throw might break your nose, but that doesn't make the following explosion any bigger or smaller.

(Arukana: Gusha) - Arcana: Fool

Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description:
When performing a Taijutsu, Bukijutsu or Kenjutsu technique, the user can perform the Fool Arcana technique, whereby the user will create a secondary copy of themselves, similar to a clone technique, however without the full details of their clothes, colour, etc, effectively becoming a dummy made of chakra. This copy with then perform the exact technique that the user performed on the next turn. The copy will not receive any boosts or infusions that the original technique inherited, however it can replicate the weaponry or tools needed to perform the technique. If an elemental technique was used, such as a wind kenjutsu slash, lightning punch etc, the user will send forth the same wave of chakra, but without the element, making a raw wave of chakra instead.
Notes:
- Technique can only be performed 2 times per battle at S rank and 3 at A rank.

-Approved- edits made

(Arukana: Keishisha) - Arcana: Hanged Man

Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description: A technique favoured by the close quarters fighter, the Hanged Man is the anticipation of a counter attack via parry to effectively perform a parry break. By thrusting the users body forward, they put themselves directly in body to body contact with the target with causes the incoming parry to unable to be performed because the target is unable to generate any power or get an angle to strike the user. A simple but effective counter, this prevents the user from being surprised by a parrying attack an positioning themselves closer to the target to strike with momentum.
Notes:
-Can only be used 4 times, every alternate turn.

-Declined- DNR we're not gonna go down this path of parry, parries. It'll just become some never ending shit fest and half the RP already sucks at timeframe without shrinking it further.
 
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Xylon

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-Healing ration reduced to 25%, maximum healing capped at 50 per turn
-Weapon now properly highlights interactions with damage-dealing genjutsu
-Removed the ability the transfer aura to another technique
-Added chakra cost to the technique, feel free to adjust the number if insufficient.

Shinokawa (River of Death)
Rank:
S
Type: Weapon
Range: Short-Long
Chakra cost: 20/turn this weapon is used (Not counting towards any damage boosts or chakra expenditure caps)
Damage Points: 80 (if the weapon is used to perform a physical attack/costs a move per turn)
Descriptions: Shi no kawa is a blade held by Mugetsu. The weapon was retrieved unknowingly along with Mugetsu when he was brought back from the ‘Golden River’ after losing control of his abilities and erasing himself. Reborn Hayabusa rescued Mugetsu where Reborn witnessed a golden river of infinite creation. From Mugetsu’s perspective, however, He spent an eternity being tortured in a dark river of infinite death. Mugetsu had to cross a river swarmed with snakes every night. After 10,000 cold nights, Mugetsu found a sword stuck in the middle of the river, Its blade against the river's flow cutting through the currents, and any serpents caught against its edge. The blade is both formless and capable of taking any weapon form Mugetsu requires. It is a manifestation of Mugetsu and his powers as well as the place the weapon was conceived in, as such it is part of Mugetsu’s being. Similarly, Mugetsu does not have to manifest the blade to use its abilities because Mugetsu is the blade.
The blade governs the flow and conversion of energies through Yin-Yang release. Its effects represent the duality between the Golden river and the river of death in the fact that the weapon takes and it gives. The weapon’s first ability is that it tithes on destruction: Being part of the user, the sword empowers any technique they use and siphons energy from the destruction it has caused. This energy has a restorative effect on the user, thus by causing destruction around him the user is able to rejuvenate himself. The sword tithes at 25% efficiency, meaning it gives back a smaller amount relative to the destruction the user causes. For example, If the user destroys or neutralizes an enemy technique through a damage-dealing technique of his own. The sword would tithe 25% of the technique's damage, meaning a technique with 80 damage would recover (25% x 80) 20 health for the user. The ability similarly works with defensive or other techniques that include a damage value. Similarly, In the case of Genjutsu or spiritual attacks that deal damage, the sword only tithes damage should the technique actually do some damage(i.e. If any enemy breaks out of a damage-dealing genjutsu before reaching the part of technique where they take damage, no destruction would tithe). This skill is on par with Yang healing and recovers physical or spiritual damage for the user although in very small quantities. It would not recover a lost limb or heal damages the likes of Eight Inner Gates. As such, this ability is not fit to heal grave injuries and for the most part, a Yang technique or Medical Ninjutsu would be far more effective being able to instantly heal much greater amounts using a single technique (And by comparison, the average mode passively heals for at least 20 damage with no other requirement). However, the ability is beneficial because it does so passively in synergy with users' own attacks. This skill activates if the user deals any kind of damage to an enemy technique, object, summon/animal partner/familiar/etc or the enemy themselves. However, should the enemy technique win an interaction, this technique will only heal for the damage it is able to deal. I.e. After a clash between two techniques an enemy technique that originally dealt 80 damage moves towards the user with 60 damage (shaving away 20). The skill would only heal for a meager (25%*20) 5 health.
If the user is completely healthy (at full health). All healing past the cap is transformed into an energy that begins to spill and radiate around the user forming a visible black aura. This energy is measured as Jin, derived from the practice of Neijing (Harnessing force/power from life force/Ki/Qi). The more Jin the user gains, the denser this aura gets. This is the secondary ability of this weapon. The aura primarily has a defensive effect, acting as an intermediary between an enemy attack (or the user's own recoil) and the user, shaving away damage of equal value. I.e. If the user has an aura worth 24 Jin, he will take 24 less damage upon incursion. The downside of this ability is that it is only active when the user is fully healthy.

Note: The maximum capacity for Jin is 25% of users max health. I.e. A Jonin-ranked individual could hold a total of 40 Jin.
-All skills passively activate only when requirements are met as stated in the technique.
-The user could heal for a maximum of 50/turn using this weapon’s healing skill.

Permission gained from Drackos over discord for spiritual healing.

Approved. Edits made. Will observe for any issues that might come up with how its used or future techniques related to it.

Blood-Moon Heaven Piercer (Tsuketsu Tensho)
Rank:
S
Type: Offensive
Range: Short-Long
Cost: 10/20/30/40/50 Jin
Damage: 60/80/90/100/140
Description: Tsuketsu Tensho is an Offensive technique usable by Rivers of Death. Tsuketsu Tensho is a chakraless energy attack that employs Jin, an energy River of Death creates when the weapon deals damage while the user has full health. The technique can be used while holding River of Death in any of its shapes or via the swing of an arm by Mugetsu. The technique begins by igniting the weapon (or an arm, the user is unharmed) with Jin (visible as black flames and with red outlines), with a swing of the weapon, excess Jin around the user is condensed and released in the form of an energy wave that is neutral to other forms of energy. The user has control over how precise or wide the attack is, encompassing a variety of shapes such as a crescent of black energy or a piercing pillar of black flames released through a thrust forward. Tsuketsu Tensho is a simple and versatile attack, its core advantage is the lack of chakra. The technique uses Jin in increments of 10 and does progressively more damage, but only truly shines as an offensive technique when used with maximum Jin. The technique has some inherent drawbacks: It requires the use of Jin, which can only be created by using other techniques, while the user has a full health pool. Charging maximum Jin may take multiple turns and the user is incentivized to hold on for maximum potential. Furthermore, by using Jin, the user forgoes a safety barrier that protects them from incoming attacks. It also inherently restricts how often this technique could be used.

Declined, this needs proper limitations and chakra/damage scaling; given this is an S ranked Yin-Yang based ability, the damage and chakra used need to scale appropriately. There’s no way it’ll be approved with the varying scale listed even with the mechanics for it’s usage. Regardless of intentions, techniques have to follow the rules and this needs a proper usage limit, as well as drawbacks after each use.

P.S. I could not use this technique often if i wanted, given time frame interruptions, how long the average fight lasts and that it'll only be usable when in full health. But if its a point of concern, by all means add an appropriate usage limit. My intentions with this tech is a simple straightforward damage-dealing move.
 
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Kooljay

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(Jiton: Satetsu Manto no Jutsu) - Magnet Release: Iron Sand Cloak Technique
Rank
: S
Type: Supplementary/Defensive
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/a
Description: The Iron Sand Cloak Technique is a jutsu created with the intention of giving the user quick and convient access to their Sand as well as access. The jutsu works by the user weaving a handseal and using their Magnet Release chakra to condense a bunch of Iron Sand around themselves in the form of a cloak. The cloak will not weigh down the user as it is actually hovering around the user and not physically attached to them. The cloak can be used as a source of Iron Sand jutsu up to S rank and is capable of withstanding up to 80 damage. Jiton specialists can passively use the jutsu.

Note: Can only be used by those taught by Kooljay
Note: Specialists can have this jutsu already activated if posted in their bio as apart of their attire.

-Declined- You can't come in to a battle with a jutsu already active like this or make it passive, not if it's offering a 80 defense shield




(Ranton: Sutādasutokyanon) - Storm Release: Stardust Cannon
Type
: Offensive
Rank: A/S
Range: Mid - Long
Chakra: 30/40
Damage: 60/80
Description: The Stardust Cannon is formed when cupped hands are drawn to the user's side and laser variant storm chakra is concentrated into a single point (between their cupped hands). The hands are then thrust forward to shoot out a streaming, powerful beam of Ranton chakra. The Kamehameha is capable of bending and flowing like water according to the users will into up to mid range.

The S rank variant is called the Super Stardust Cannon. The fundamentals for this technique are no different from a regular Stardust Cannon. The only defining traits of the Super Stardust Cannon are the greater ranton chakra generation and higher tier of power. This often causes the build-up of Chakra to shine brightly and push apart the user's hands slightly during charging. The bulbous portion of the beam near the user's hands is much larger when fired, and the beam itself is bigger than normal, often over two times the size of the user. This variant can be launched into long range, is capable of bending, and flowing like water according to the users will into long range.

Note: Can only be used by those taught by Kooljay
Note: Super Stardust Cannon can only be used three times.

-Approved-




(Ranton - Ryūsei-gun) - Storm Release: Meteor Shower
Rank
: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user weaves three handseals before gather Ranton chakra into an orb. The user will then send that orb into the sky before it disperses. The chakra will then fall back down onto the battle field as thousands of streaks of beam variant storm chakra. The user has the ability to control the jutsu so that the streams of Ranton chakra avoids him.

Note: Can only be used by those taught by Kooljay
Note: Can only be used 3 times.
Note: Can only be used once every 2 turns.

-Approved-
 
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Troi

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(Yoton/Fuuinjutsu: Shinobiyoru Insutansu) Yang Release/Fuuinjutsu: Creeping Instance
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: N/A (+15 to fuuinjutsu)
Damage: N/A
Description: The user will use their yang energy to breathe life into a kanji meant for a fuuinjutsu technique. This will allow the kanji to become lively and sentient and freely move about, moving at the user’s base speed. This means it can move anywhere from short-long range and place itself where need be and have the technique take place where it lies. This technique is able to be passively applied to whatever fuuinjutsu technique is being utilized at the time as well as can split into multiple kanji that can take the place of needing clones or other shinobi to erect a barrier of those kinds that need multiple people to be present.

Usable twice per battle

-Declined- DNR you can't bring fuuinjutsu to life and have them move about that isn't at all how yang release works

(Katon/Doton: Kamigami no Daraku) Fire Release/Earth Release: Fall of Gods
Type:
Offensive
Rank: F
Range: Short-Med
Chakra: 70
Damage: 90
Description: The user will weave two handseals and exert their fire chakra in front of them while raising their hand in front of them, creating an extremely large wall of fire in front of them which is about 50 meters wide and two stories tall that takes up short to middle range from the user. After this, they will exert their doton chakra behind them and place their arm and hand behind them and then swing it forward as if they were throwing something. This will rip up the earth and terrain behind them, summoning numerous large boulders to come forth from behind them and through the wall of fire, essentially catapulting giant flaming boulders towards the enemy. Upon contact with another solid, the boulders will split and multiply into even morefiery boulders, just causing more damage and chaos in that targeted area and essentially making them even more deadly. Upon landing, the boulders create large holes in the ground and causes impact fractures along the battlefield, unevening the terrain as well as leaving large patches of fire where they land. The technique itself is all around chaotic.

No Doton or Katon techniques above A rank for the next two turns

-Declined- This has no real restrictions and a ridiculous chakra value for no real reason
 
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Zatanna

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(Cycle 2: 3/5)
(Arukana: Chikara ) - Arcana: Strength
Type:
Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Mid
Chakra: 30-40
Damage: 60-80
Description:
A nintaijutsu move of strength, the Arcana for Strength causes the user to gather Wind chakra around their fist or fists and form either 1 seal or 3 seals. With the next move the user will punch forth using shape manipulation on the wind tied to their fists to create a large fist or two fists to strike out towards the opponent. The size of the fists fired are at max 3 times the size of the user's fist. The fists will drag along the ground carving through the earth picking up shards of rock and earth to deal cutting and blunt damage as they strike the opponent with one or two blows. A rank is one fight striking, while S rank is both fists Striking. Should the user choose, they can substitute fists for feet, performing kick moves instead. The wind itself is effectively a large form and extension of the users body, just extending and increasing their reach.
Notes:
-A rank requires 1 seal while S rank requires 3
- A rank can be used three times per battle with a 1 turn cool down in between usages. While S rank can only be used two times with a 2 turn cool down

Approved with Edits Made - Daemon

(Arukana: Sessei) - Arcana: Temperence
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid (Short-Long)
Chakra: N/A (30)
Damage: 60
Description:
The Arcana: Temperence technique is an taijutsu based move, where the user will strike the ground, creating a shockwave from themselves ripping up the ground. This will trip the opponent(s) up, causing them to lose footing and bounce upwards unable to move or touch the ground. The user will then dash and appear below the target, concentrating their strength to the strike the opponent with a punch or kick sending them flying upwards. If this move is performed with Chakra enhanced strength, it can then reach up to long range. However, should the user wish to use long range without chakra enhanced strength, then they can pay the chakra cost to increase the distance of the shockwave to reach long range.
Notes:
-Can only be used 5 times
-Can only be used every alternate turn

Declined: You are not ripping up or shaking the earth without at least manipulating the earth first through an earth chakra or chakra enhanced strength itself. Trying to do this with raw strength is wild on its own, also this is not reaching mid range raw. Make the chakra enhanced strength version reach mid range. - Daemon

(Arukana: Sensha) - Arcana: Chariot
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
Performing within the same time as a taijutsu or close quarters combat move, the user controls the wind to pull the opponent closer towards them creating a suction effect towards the user and a blowing from behind to the opponent. Effectively this allows the user to perform taijutsu/close combat moves on an opponent beyond the scope of short range, pulling the target into a close quarters fight. This move can be performed within the same timeframe a regular chakra taijutsu moves or CQC, or wind based Taijutsu CQC. It cannot be used within the same timeframe as other elemental nintaijutsu
Notes:
-Can only be used every alternate turn

Declined: For one, using air currents, wind, or the like to suction an opponent into an attack is what Olga's Attraction does from Eight Deva Guardians. Second no I won't allow you to use this in the same time frame as another Taijutsu attack for obvious reasons. This is also grossly under restricted for what you are trying to accomplish with your arsenal. - Daemon
 
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Bonus Cycle Submissions prior to the Tournament
(Yawarakai-Te Masamune) Tender Hands Masamune
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A beautiful katana forged by the master swordsmith, Masamune. The blade has a suguha style hamon with brilliant, light colored steel, polished to a mirror finish; the handle wrappings are white, surrounding a wooden handle of mahogany, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in serenity by swordsmith who had achieved Zen, Yawkarakai-Te is flushed with natural energy, augmenting natural energy, and Dokkōdō techniques for those who can use them.

(Seichō) Growth - Yawarakai-Te enhances the power of Natural Energy that flows across the blade, such that Dokkodo techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Shizukesa) Tranquility - Yawarakai-Te is heavily attuned to natural energies, and passively draws natural energy into itself. While not to the level of those who practice Senjutsu, this offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Yawarakai-Te, allowing them to be treated as Dokkodo techniques for the purposes of effects that affect or modify Dokkodo techniques, by adding 10 chakra to the cost of the technique to do so. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized as a Dokkodo technique.

Note: Yawarakai-Te's abilities that affect Dokkodo techniques only function if its wielder is capable of using said field and wielding the blade.

-Removed World completely to comply with the last check.

(Juuchi Yosamu Muramasa) Ten-thousand Cold Nights Muramasa
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An exquisite katana forged by the master swordsmith, Muramasa. The blade has a midare style hamon with dark, black colored steel, polished to an inky finish; the handle wrappings are black, surrounding a wooden handle of white oak, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in feverish dedication by swordsmith who strove to forge a sword capable of cutting god, Juuchi Yosamu is highly attuned to the soul, and augments Ronin Spiritual Kenjutsu techniques for those who can use them.

(Shigeki) Stimulation - Juuchi Yosamu's highly spirit sensitive blade, crafted in such a manner that it sought to cut god, augments the cutting power of Spiritual Kenjutsu techniques such that Spiritual Kenjutsu techniques used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Teitai) Stagnation - Juuchi Yosamu's spirit seeped blade has a heavy presence, which offers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Juuchi Yosamu, allowing them to be treated as Spiritual Kenjutsu techniques for the purposes of effects that affect or modify Spiritual Kenjutsu techniques, by adding 10 chakra to the cost of the technique to do so. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized as a Spiritual Kenjutsu technique.
Note: Juuchi Yosamu's abilities that affect Spiritual Kenjutsu techniques only function if its wielder is capable of using said field and wielding the blade.

-Removed Dedication completely to comply with the last check.

Both Approved, made edits. Removed the note regarding it’s health as it wouldn’t be able to have that much health either way and applied a rank, it’s health reflected by the damage the rank can put out. Also added notes regarding the extra chakra use, noting it to simply be spent during the conversion and does not factor into the effective chakra cost of a technique.
Attempting to consolidate Muramasa and Masamune into one sword, as - with some time to dwell on them - they seem kinda...underwhelming for two separate swords. I just made a sword that was essentially the base of the two swords together, and put "Spiritual Kenjutsu" and "Dokkodo" together.

(Tsukihime) Moon Princess
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A magnificent katana, crafted by the blacksmith Emiya Shiro, forged of broken fragments of the Ten Thousand Cold Nights Muramasa and Tender Hands Masamune. The blade has a gunome style hamon, with pale, light-blue colored steel, polished to a glassy finish; the handle wrappings are a dark purple, surrounding a wooden handle of dark oak, with the tsubasa of the sword depicting a complex pinwheel like pattern. Forged from the fragments of masterwork pieces crafted of the purest materials by master swordsmiths, Emiya Shiro worked the broken blades into marvelous, harmonious whole; the melding of these two blades into one resulted in a blade attuned with "all of creation", in harmony with the pure and impure world; both nature, and the soul. Wielding Tsukihime augments Ronin Spiritual Kenjutsu and Dokkodo for those who can use them.

(Kenshin) Dedication - Tsukihime's hallowed blade, crafted in such a way to reach all of creation, augments the cutting power of Ronin Spiritual Kenjutsu and Dokkodo techniques such that techniques of those categories used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Shizukesa) Serenity - Tsukihime's balanced blade sits wholly in the scheme of the universe, unwavering on the edge of the pure and impure. This confers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Tsukihime, allowing them to be treated as Spiritual Kenjutsu or Dokkodo techniques for the purposes of effects that affect or modify those fields, by adding 10 chakra to the cost of the technique to do so. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized as a Spiritual Kenjutsu or Dokkodo technique.

Note: Tsukihime's abilities that affect Spiritual Kenjutsu and Dokkodo techniques only function if its wielder is capable of using said field and wielding the blade.

Approved

Black Blade Flow referenced here. This technique cannot be approved if Black Blade Flow is not approved (since its based on it).

(Rōnin Seishin Kenjutsu: Shin Kuroiha Nagashi) Ronin Spiritual Kenjutsu: True Black Blade Flow
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: A Ronin technique created as a further extrapolation of the principles found in the Dangerous Strike technique, and based upon the Black Blade Flow technique, a spiritual shockwave that does not interact with other techniques, and passes right through them, unless they are also spiritual in nature. The user can extend this effect to other Ronin Spiritual Kenjutsu techniques by adding 10 chakra its cost. Doing so causes the techniques used to take on an appearance like a calligraphy stroke, thus the name, and even simply moving the sword leaves what appears to be a trail of ink in the air. Highly offensive in nature, this aims to use Ronin Spiritual Kenjutsu techniques to hit through the opponent's defenses and strike at them directly, causing techniques empowered by True Black Blade Flow to do Spiritual Damage to the enemy if they would not normally, instead of physical, if they land.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to Ronin Spiritual Kenjutsu techniques.

Declined, see note on Black Blade Flow.

(Suigetsu) The Moon Reflected on the Water's Surface
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: +20 to Kenjutsu/Bukijutsu Techniques
Description: A mark of a true master swordsman, Suigetsu is referred to as a form of Zen reached by the master swordsman Yagyu Munenori. Swordsmen capable of this skill not only deliver frighteningly devastating strikes, but they are almost impossible to read. This allows the swordsman to perform two chakraless (Zero, N/A, etc) Kenjutsu/Bukijutsu techniques in the same timeframe, as long as they wield two swords, even if a technique would normally require the use of two hands to deliver. This allows the wielder to "hide" one technique within another, like a reflection of the moon hanging beneath the true moon in the sky, on the surface of the water.
Note: This is a passive skill, active at all times.
Note: This allows the user to use two chakraless Kenjutsu/Bukijutsu techniques in one moment of timeframe, though they still consume a moveslot per technique, as per normal.

Declined, this can already be done normally; you’re already able to perform two techniques in one timeframe if they don’t utilize chakra. “Hiding” them in the reflection of one another wouldn’t justify a damage increase either.

(Note, this is not Fifth Force, Daigo-Zei, but a very similarly named technique)

(Daigo-Sei) Fifth Zenith
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: +20 to Kenjutsu/Bukijutsu Techniques
Description: A powerful skill developed by Musashi Miyamoto, known as the one "Unrivaled Under the Sun." Swordsmen capable of this skill can freely intermix their Kenjutsu/Bukijutsu into each other, such that one could combine techniques into a greater whole. This combination extends to only a chakraless (Zero, N/A, etc) Kenjutsu/Bukijutsu technique with another chakraless Kenjutsu/Bukijutsu technique, or a single chakra-costing Kenjutsu/Bukijutsu technique; an example of this would be using the Samurai Sabre Skill in the midst of the Sword Barrage Technique to seamlessly interweave attack and defense, and combine techniques in ways so as to make up for the weakness in one technique with the strengths of another. This reflects the name of Musashi's personal sword style, the Niten Ichiryu, or "Two Heavens as One".
Note: This is a passive skill, active at all times.
Note: This allows the user to mix two chakraless, or one chakraless and one chakra-costing, Kenjutsu/Bukijutsu techniques into each other, allowing for more freedom when using these techniques, to expand on the range of what could be accomplished with one technique alone. The techniques still consume moveslots and timeslots as normal, but allow the techniques to interrupt each other and then resume, to allow the techniques the best chance at landing.

Declined much like above, this can already be done and the justification isn’t enough to warrant a damage increase.
 
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(Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return
Type: Offensive
Rank: A – S
Range: Short
Chakra: N/A – 40
Damage: 60 – 80
Description: Tsubame Gaeshi is the fabled technique of the legendary swordsman, Sasaki Kojirō, who was said to be able to cut down a swallow in mid-flight. A highly lethal sword technique, wherein one strikes at an enemy with great speed. Use of this skill requires one to be an Iaidō user, as the speed and swiftness characteristic of their signature technique is similarly employed here. With one's sword in hand, the user will move at incredible speeds, striking at the enemy from three different directions. It is a threefold application of the Iaidō technique, as the user rapidly strikes at the left flank and redraws their sword, striking directly at the head then redrawing their sword, and finally attacking the right flank (this order can be reversed if one so chooses). The motion of striking and redrawing is performed at such speed that each strike occurs at almost the exact same time, meaning that choosing to block only one strike will result in the others connecting. While this doesn't require chakra to perform (A-Rank), the user can also infuse their raw chakra into the blade, strengthening the attack (S-Rank). Ninja who are able to perform Iaidō can, alternatively, infuse chakra of an energy-based element they know into the weapon when performing the technique. In the case of raw chakra being infused, this technique will behave as elementally neutral in clashes, whilst the S&W of the chosen elemental chakra will take effect in clashes. This technique can be used once per turn and up to three times per battle. The S-Rank variant requires a single turn cooldown before it can be performed again, and its usage prevents the user from using other Iaidō-based/Samurai techniques above A-Rank for the remainder of the turn in which it was used.

Approved - Nice technique - Daemon
Resubmitting due to removal of the old specialty that granted ninja bios limited use of Iaido, and adjusting it accordingly. Also rewording it to make it compatible with Ronin and all the basic elements for its S-Rank variant.

(Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return
Type: Offensive
Rank: A – S
Range: Short
Chakra: N/A – 40
Damage: 60 – 80
Description: Tsubame Gaeshi is the fabled technique of the legendary swordsman, Sasaki Kojirō, who was said to be able to cut down a swallow in mid-flight. A highly lethal sword technique, wherein one strikes at an enemy with great speed. Use of this skill requires one to be an Iaidō or Spiritual Kenjutsu user, as the speed and swiftness characteristic of their quickdraw techniques is similarly employed here. With one's sword in hand, the user will move at incredible speeds, striking at the enemy from three different directions. It is a threefold application of the quickdraw technique, as the user rapidly strikes at the left flank and redraws their sword, striking directly at the head then redrawing their sword, and finally attacking the right flank (this order can be reversed if one so chooses). The motion of striking and redrawing is performed at such speed that each strike occurs at almost the exact same time, meaning that choosing to block only one strike will result in the others connecting. While this doesn't require chakra to perform (A-Rank), the user can also infuse their raw chakra into the blade, strengthening the attack (S-Rank). Samurai can infuse chakra of a basic element they know into the weapon when performing the technique. In the case of raw chakra being infused, this technique will behave as elementally neutral in clashes, whilst the S&W of the chosen elemental chakra will take effect in clashes. This technique can be used once per turn and up to three times per battle. The S-Rank variant requires a single turn cooldown before it can be performed again, and its usage prevents the user from using other Iaidō/Spiritual Kenjutsu-based techniques above A-Rank for the remainder of the turn in which it was used.

Update Approved - Daemon
 
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(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.
(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 up to and including the same chakra level. Techniques that are stronger will 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, customs will not be capable of influencing technique speed levels. If this changes, an update regarding it will be noted. Additionally, activation of this wont be passive.
 
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The_Empire

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Bubblegum Bio

Gamu Henkan | Gum Transformation
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+5 Chakra to Bubble Gum Ninjutsu Technique)
Damage: N/A
Description: Gamh Henkan is a technique where the user whenever they perform a Bubblegum technique they change the look of the gum into whatever they desire. The user forms the shape with additional chakra that doesn't do anything besides change the shape of the gum. This is a passive technique and is used in the same time frame as they are performing a Bubblegum technique.
Usable 4 times per battle with a 1 turn cooldown in between usages.

Baburugamu Bōei | Bubblegum Defense

Type: Defensive
Rank: D - S
Range: Short
Chakra: 10 - 40
Damage: N/A
Description: Baburugamu Bōei is a technique where the user surrounds themselves in a bubble of their gum. As we have seen in the anime with Yurui the main user of bubblegum it can be created with the desire to not stick. The inside of the gum isn't sticky at all nor when it pops it's going to stick to a surface it just pops into small pieces where they nor anyone else has to worry about it. This technique also doesn't cause any explosions.
Note: S rank can only be used two times a match with one turn in between. A rank can be used three time as a match.

Hagotae Kōtsūkikan | Chewy Transportation

Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Hagotae Kōtsūkikan is a technique where the user creates a sphere of gum that can be used to transport them or someone else. The user creates these from whatever method they have to create Bubblegum techniques. The user can have the desire to have the gum stick to whatever it's transporting and the user controls the gum on where it's going. The sphere travels at the users speed.
Note: Can be used four times per battle with a 1 turn cool down in between usages.

Sutikkīfīrudo | Sticky Field

Type: Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 -40
Damage: N/A
Description: The user performs three hand seals and either claps or slams their hands on surface. The user summons up a large amount of gum that would form from the surface it's self. The gum forms very similar to Swamp if the Underworld only difference is it's not sinking a thing. The gum can stretch as far as the user desires. The gum once is summoned it sticks to everything but the user of the technique. Everyone else that's caught in the gum speed is slowed down by half. The gum stands roughly a foot and a half from the surface at which it was created on top of.
Note: A rank can only be used four times a match and can only be made up to Mid range.
Note: S rank can only be used two times a match and can be made up to Long range.

Declined: As far as I know, you cannot summon gum like this. It has to be that you chew/spit out the gum from your mouth for it to do its effects. This goes for most if not all gum techniques if I am correct. Yes it applies to the techniques I approved above as well. - Daemon

Rest Approved with Edits made - Daemon

All Declined Per User's request - Daemon
 
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Kooljay

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(Arashi no Ken) - The Sword of Storms
Type: Weapon
Rank: S
Range: N/a
Chakra: 40
Damage: N/a
Description: The Sword of Storms is a legendary 1m Odachi sword made of pure storm chakra. It is said to be created by the storm god Susanoo, himself. Its power can only be wielded by those who have mastered the Storm chakra transformation and in doing so, the sword imbues its wielder with great power. The sword has 3 states.

  • The base mode is the sword’s base mode. In this mode the sword looks like an ordinary Odachi sword. While in this state, the user can cast sourceless Water, Lightning, and Storm jutsu from the sword with a swing of the blade.
  • The second mode is the Thundercloud mode. In this state, the sword’s blade begins to be covered with a dark black thundercloud. Passively secreting from the sword is a chakra based dark thundercloud like mist up to mid-range from the user. This is a double edged sword effect as it can blind both the user, their allies, and their foes. With a swing of the blade, the user can cast sourceless water, lightning, and thundercloud variation jutsu without charging said jutsu. The thundercloud Storm jutsu cast by the sword receive a +20 damage boost and +10 to their chakra cost. In addition to that, the sword may absorb 1 ninjutsu up to S rank per turn.
  • The last state is its Flowing Lightning mode. In this state the sword’s blade will glow in a whitish blue hue and come pure flowing lightning. Being blowing lightning, the sword’s blade can extend into mid range. This can be used to perform what would usually be close quarters ranged kenjutsu attacks from a range while also flowing into different curvatures similar to the Laser Circus jutsu. Due to the sword being in a form of pure flowing Storm variant chakra, the sword is vibrating at high frequencies, making its cutting attacks receive a +10 damage boost. Base chakra kenjutsu attacks, for example the Slicing Crimson Wave technique, performed with the sword in this state now becomes Storm chakra. Lastly in this state, the Sword can cast sourceless water, lightning, and flowing lightning variant storm jutsu with a swing of the blade. The flowing lightning variant Storm jutsu cast with the sword receives a +20 damage boost and 10+ to their chakra cost.
Notes:
Can only used by those taught by Kooljay
Must be stated in the bio or opening post.
The Sword of Storms is by default in its base mode.
The user may passively switch between modes at a cost of 20 chakra once per turn.
The Thundercloud and Flowing Lightning modes cost 10 chakra per turn.
The absorption of a ninjutsu takes up 1 time frame.

Declined, a few issues here; base ability is fine though it counts as an ability of the sword. Thundercloud’s mist/cloud will not extend up to mid range passively and the absorption ability will not be once per turn only, needing proper usage limits. If this ability is kept, then the damage/chakra boost will not be kept with it. Flowing Lightning has far too many abilities stuffed into it to allow. Mid ranged Ken, +10 to Ken, All ken now Storm Ken, Storm jutsu gets +20 boost. That’s 4 different abilities under one “ability”. In total, the sword has 8 abilities listed ( one main one, 3 under Thundercloud). 4 abilities overall is a stretch, 8 in all is definitely a no. Reduce the sub-abilities. Pro tip: you can get mid ranged ken from a specialty and the redundancy of the damage boosts should go.




Monkey Sage Mode Training

(Saru Senpo Magen: Mizaru | Kikazaru | Iwazaru) – Monkey Sage Art Demonic Illusion: See Not | Hear Not | Speak Not
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/a
Description: The Saru Senpo Magen: Mizaru | Kikazaru | Iwazaru technique is a powerful senjutsu three layer genjutsu said to be created by the 3 Wise Sage Monkeys and is passed down by only to the most trusted sages signed to the Monkeys. The user weaves the Monkey handseal three times and holds it before inserting their chakra into their target’s brain. Around the target, they see 3 statues of the 3 Wise Monkeys rise from the ground.

Mizaru: The first statue is the Mizaru aka the See Not Monkey. It covers its eyes with its hands and as it does so, the target loses their vision.

Iwazaru: The second statue is the Iwazaru aka the Hear Not layer. This layer of the genjutsu places the target under a genjutsu in which they lose their ability to hear.

Kikazaru: The third statue is the Kikazaru aka the Speak Not layer. This inflicts upon the target an illusory Aphasia, making them mute and unable to understand any language or form of human communication of ideas with other people.


Note: Can only be used by users taught by Kooljay
Note: Can only be used/maintained by user In Monkey Sage Mode
Note: This technique can twice with a two turn cooldown

Declined, Senjutsu Genjutsu aren’t approved, i.e. Gen empowered by Senjutsu/SM. Also, the way this is written, it seems to be multiple layers which would either fit a jutsu slot per turn or count as gen layering and require the specialty. I’d make it as a normal Genjutsu unrelated to Sage Mode and at A rank as I don’t think it needs to be S rank.




Kurama Clan Training

(Kurama Ichizoku Genjutsu: Daningu Kurūgā Kōka no Jutsu) - Kurama Clan Illusion Technique: Dunning–Kruger Effect Technique
Type: Supplementary
Rank: F
Range: Short
Chakra: 50 (15 per turn)
Damage: (-10 to user) (+20 to tai)
Description: The Dunning–Kruger Effect Technique was a jutsu invented by the Kurama Clan to improve their combat prowess for if and when genjutsu was not a viable option. Instead of placing a genjutsu on their target, the user weaves 3 handseals and places a powerful genjutsu on themselves in which they percieve they are more physically capable than they truly are. Within the genjutsu the user’s physical body experiences an increase in muscular power and growth. Due to their kekkei genkai, the user’s body experiences these forced painful physical changes thus improving their physical prowess. Their taijutsu skill are boosted by +20 and their base speed effectively triples as well. After the jutsu ends, the user's body must recover from the strain placed on it by the forced growth. Its weakness if that, the technique is a genjutsu and thus the user must be careful not to experience anything or perform any acts such as chakra surges that may break the genjutsu.

Note: Can only be used by Kurama Clan members
Note: Can only be used by those taught by Kooljay
Note: Can only be used while the Demonic Illusion: Hell on Earth jutsu is activated.
Note: The jutsu lasts 4 turns and can only be used once.
Note: After the jutsu ends, the user can only use taijutsu up to A rank for two turns due to the stress on the body

Declined, can’t be approved; the effects that become real in Kurama Genjutsu are pain related effects, not enhancements. The pain dealt during a Gen would be real when the Id is active but only the pain and not enhancements.
 
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Negative Knight

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(Inton: Shitsurakuen) - Yin Release: Paradise Lost
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their Yin chakra into their next energy-based technique to negate it's damaging effects. To give a few examples: Keigoku will no longer inflict spiritual damage, Prana will not freeze a non-Surgebinder internally, Natural energy will no longer turn an individual into stone. In the case of Prana, the user has the choice of negating the freezing property, the ability to transport or both. This ability occurs in the same time-frame as the jutsu it's applied to. Alternatively, if the energy exists within the user's body, the user can apply an infusion to this ambient energy to erase both it's damaging properties and it's characteristic of rejecting foreign chakra. The energy will be rendered 'inert' in the sense that it will no longer push out, absorb or transport foreign chakra while this technique is sustained. This will allow the user to be healed, benefit from abilities like the Chakra Transfer technique or activate a mode such as the Cursed Mark. This specific application is the only one which requires 10 chakra per turn to maintain while the others render the targeted energy permanently inert unless reversed with the effects of another technique. The user should take care while using this application as it negates the immunity to Genjutsu conferred by abilities such as Prana or Keigoku while it is active but it can be cancelled at any time. This technique can also be applied to energy already on the field to render it inert, but it can never be used on another person's techniques.

Note: Can only be used four times per battle
Note: Cooldown of three turns between each usage

Declined, chakra/restrictions wrong; Y/Y techniques spend much more chakra than normal techniques, shown like the canon techniques. A ranks need to spend at least 50 chakra and spend 15 chakra per turn. If you want the sustained use, I’d prefer an actual turn cap and not a potential indefinite one as the 15 chakra per turn is minimum when you get a bonus 1k from Yang.
 
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Jᴀʏ

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(Hebi Kuchiyose: Iseul) — Snake Summoning: Iseul
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Iseul is the twin sister of Draco, a pure white snake that shares a deep bond with her brother and master. Iseul like her brother is adept at siphoning Nature Energy from the environment and is capable of assisting the user. This assistance enables the user a greater efficiency while in Sage Mode and thus techniques are performed far more efficiently granting -10 Chakra Cost while in Sage Mode, this in no way reduces the power output of techniques. Iseul is also capable of merging with her brother and master at the cost of a move slot. They become one with him, and in doing so the users is granted a greater degree of mastery with Sage Mode. With Draco and Iseul now one with Genji, the users Sage Mode is afforded a greater degree of vitality as well this is expressed as an additional 10 Damage Negation and 10 Healing, the chakra efficiency mentioned earlier is vastly improved as well with Iseul now merged the chakra required to performed techniques is reduced by an additional 10 chakra. (Iseul typically coils along Genji’s waist with Draco). Lastly, Iseul is capable of telepathically communicating with Genji and is a Fuuinjutsu Specialist capable of using Fuuinjutsu Techniques up to S Rank.

Note: Lasts four turns. Can only be taught by Jᴀʏ.

Declined by Imperfect.

First this is the wrong thread for submitting anything Summon related. That aside, as per Custom Submission rules you're only allowed to have one Senjutsu Summon per contract. This is primarily aimed towards CSC, but I believe it extends to Canon's as well, otherwise there's no point in having it as a restriction. Next we don't allow boosts to mitigation or healing, and Sage Mode is already plenty strong as is if you ask me. I'm also almost entirely certain we don't allow Fuinjutsu Summons anymore, as they have been abused in the past. You just need to remake the whole Summon man, I'm sorry.


(Kenjutsu/Yinton/Fuuinjutsu: Ryūdōken) - Sword Art/Yin/Sealing Technique: Flowing Blade
Type:
Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Sword Art: Flowing Blade is a incredibly powerful technique that builds upon the users defensive fighting style when engaged in combat. Due to the innate weakness of Kenjutsu against elemental techniques and or large scale onslaughts, the user has seen fit to equip their blade with a seal. This seal is imbued with the chakra draining properties of Yin Release, and thereby enables the user to interact with physical, elemental, and spiritual entities alike attacking the chakra within. Over the course of the battle each use of a parry, block, or any case of clashing attacks the chakra siphoned from these techniques is stockpiled. The extent at which the user can absorb enemy techniques is simply limited to the potential chakra output of enemy attacks. Should the enemy attack exceed the amount of chakra the user is capable of absorbing through this technique it is overpowered, and any chakra stockpiled throughout the course of the battle is lost. However, should they not exceed the total amount the user can continue to stockpile enemy techniques until this technique ends or a total of four techniques are parried/blocked/clashed with.

Note: This technique is initiated with the Dragon Hand-Seal, and lasts a total of four turns.
Note: No Fuuinjutsu above A Rank, on the turn of activation.

Declined by Imperfect.

Primarily the issue here is wording. You state "The extent at which the user can absorb enemy techniques is simply limited to the potential chakra output of enemy attacks." so the limit on the absorption on this technique is 1600 when you're facing a Jonin, 2000 when you're facing a Sage, etc? There are also no limits on the absorption as a mechanic, as in per turn or what can be absorbed, so you could absorb 3 of your opponents techniques per turn, then on the next absorb one of your own, and you're at max capacity. It's all very lax, and indicates a lack of actual restriction. Speaking of, this is an S-Rank with no usage limit. Fix that.

(Kenjutsu/Yinton/Fuuinjutsu: Jūitsuken) - Sword Art/Yin/Sealing Technique: Overflowing Blade
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40-70
Damage: 80-120
Description: Sword Art: Overflowing Blade is a incredibly powerful technique that utilizes the siphoned chakra absorbed through Sword Art: Flowing Blade. After at-least two successful parries, blocks, or clashes. The chakra siphoned from these techniques are gathered and compressed, an amalgam of different chakra natures reaching an absolute climax. With each technique stockpiled with “Sword Art: Flowing Blade” this techniques speed and power are increased drastically. Starting at x2 the users base speed and 80 damage, every technique absorbed increases the speed by one and the damage by 20. This burst can be released as a ranged attack or with a strike of the sword. This technique is neutral to all affinities and can be shape manipulated at the users behest.

Note: No Kenjutsu above A Rank, on the turn of use.
Note: The user must absorb at-least two techniques with “Sword Art: Flowing Blade” prior to utilizing this technique.

Declined by Imperfect.

Flowing Blade was declined, thus this is auto declined. Also the wording here implies for each of those first two stacks, this technique has those listed values. So with the two stacks, it has 160 damage and moves at x4 your base speed. Fix that too.
 
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Sasori

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(Henkan riron) Sealing Arts: Conversion Theory
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Mid (Expel up to Long-range)
Chakra Cost: 70
Damage Points: N/A
Description: A sealing jutsu designed to seal away elemental based techniques whether thy be solid or incorporeral such as fire and lightning as well as Custom elements based off of these jutsu. When desired the user will perform two hand seals and cause a crimson red barrier to emerge up to fifteen meters around them in a spherical manner covering all directions. Once the attack comes into contact with the barrier the jutsu will be siphoned/sealed away into the barrier. Once the attack is sealed, the user will then release an attack back towards the opponent depending on the technique sealed away. For example, if the technique sealed away was fire based then the user will be able to release in an omnidirectional or pin point expulsion of the sealed away fire technique from anywhere on the barrier but in a different for of energy. This form of energy could be a heat wave or a blinding flare anything is possible if it is a different form of the attack and the user also cannot unseal the same form of attack that was sealed. Another example of this in action would be the user sealing a lightning/electricity into the seal and releasing from it a blinding light. An earth jutsu could possibly be released as a dust storm etc etc. It is possible for this technique to seal away any techniques with chakra equivalent to and below it and the damage of the unsealed attack is equivalent to the one sealed away. The user is free to release an attack that is completely supplementary in nature considering the rank of the sealed technique.

Note: Can only be used three times
Note: No Fuin above A-rank next turn.
Note: Requires Advanced Fuin

Declined by Imperfect.

At first glance this is just Dark Release and even partially Madara's Gunbai, but that aside Fuin seals and unseals stuff in the state it's sealed in. That's what it means to "seal" something. There's nothing in this technique that would allow it to convert say a fireball into a solar flare.

(Junsuina tochi no shukufuku) Sealing Arts: Copycat
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70
Damage: N/A
Description: The user will perform three hand seals and erupt somewhere up to mid-range an emerald colored barrier. This barrier will take a humanoid form but with no inherent physical features. The barrier will appear translucent almost as if one could see their own reflection in it. CopyCat is a barrier that only activates once a technique comes into contact with it. Upon a chakra based technique containing up to 70 chakra points comes into contact with the barrier it will activate and begin to siphon the chakra from said technique via Fuinjutsu. Physically the barrier will utilize it malleable properties and morph itself around the given technique and encase it. Once this is done the CopyCat will then take advantage of its malleable properties and begin to shift its body into the form of whatever technique it just absorbed. This technique, however, is limited to only absorbing elemental based techniques. Once the CopyCat has assumed its new form it will then be able to be controlled at the user’s discretion. For example, if the CopyCat absorbed an earth golem it would take the form of the golem with the same dimension. In the case of a projectile based attack such as a fireball the CopyCat would take that form and be able to launch it at a target. Once a technique has been absorbed the user is capable of utilizing the CopyCats new form up to long range. The CopyCat will assume the damage of the absorbed technique and will be considered neutral to all forms of attacks.

Note: Can only be used twice with a turn cool down
Note: Requires Advanced Fuin
Note: Barrier can be controlled for up to four turns after absorbing an attack.

Declined by Imperfect.

Advanced Fuinjutsu? Actually I think it's quite simple. Jokes aside, this has been done before with just another form. Mirai has one that's similar from what I recall. Also why would this adopting the absorbed techniques damage let it retain any sense of neutrality? That makes zero sense.
 
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Goetia

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Dropping the quoted Custom Weapon, Staff of Selection, and submitting a new technique based on its second ability.

Removed the ability to return Sage Chakra to myself, bolded all edits and additions.




(Sentaku no Sutaffu) – Staff of Selection
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Staff of Selection is a large staff, measuring nearly two meters in length, made from carefully sculpted wood and reinforced with a combination of chakra and unknown materials. It resembles a crook, the head of the staff being carved to create a curved crest resembling a great sprawling root of a tree. The staff is decorated with violet ribbons, which wrap around the shaft, connecting to a sheathe which resembles an otherworldly tower; the Tower of Avalon. The Staff of Selection is an item which presides over the use of Sage Chakra, being a conduit through which it can be channeled. Based on this capability, it can serve offensive, defensive, or supplementary purposes. The Staff of Selection has two main abilities, each revolving around different methods of manipulating Sage Chakra.

Maryoku Hōshutsu – Mana Burst

Mana Burst is the first ability of the Staff of Selection, and deals with manipulating Sage Chakra in its raw form. While it cannot gather Natural Energy for its user on its own, or convert it into Sage Chakra, it can act as a secondary container, separate from the user's reserves. At will, the user is able to passively transfer Sage Chakra they have gathered into the staff, up to a maximum of 40 points per turn. This can be done regardless of whether Sage Mode is active, though transferring Sage Chakra into the staff will obviously shorten the duration of Sage Mode, and transferring their remaining Sage Chakra into the staff whilst Sage Mode is active will automatically deactivate it. When there is Sage Chakra stored in the staff, the user is capable of expending it in the form of generic attacks, e.g. blasts, streams, or waves, which can reach up to long range. The strength of the raw Sage Chakra can vary, from D to S-Rank, carrying the appropriate chakra and damage values for each rank and those in-between. When released, the energy will take on a bright pink colour.

Jinchi Sakusei – Territory Creation

Territory Creation is the second ability of the Staff of Selection, and involves the use of Yang Release. Principally, it is inspired by the mechanics of Sage Art: Inorganic Reanimation and Yang Release: Birth of Nature, combining their functions. Territory Creation allows for the creation of a field of flowers by enhancing the fertility of the surrounding earth with Sage Chakra that has been combined with Yang-favoured energy, performed by tapping the ground with the staff itself. The influence of Yang spurs the growth of flowers, whilst the Natural Energy will increase the scale of the growth itself, creating a field spanning 15 meters in all directions. Upon creation, the flowers will all release a unique form of pollen, which will fill the air around the user and their field of flowers in a dome-like manner. Unlike the pollen of Advent of a World of Flowering Trees, this pollen serves a more defensive purpose. The flowers, altered by the user's Yang-enhanced Sage Chakra, carries the properties of Yang Release: Birth of Nature, and their unique pollen are able to naturally repel incoming techniques possessing 'life'. This encompasses fields such as Yin-Yang and its component Yang Release, and the Sea of Life. Upon interaction with the pollen, the influence of Yang's life-giving properties causes it to spiral out of control, transforming them into harmless flowers possessing no special capabilities or powers. So long as the flowers born through Territory Creation are on the field, they will continue to produce the pollen, making their destruction necessary to the pollen's removal. Due to the presence of Yang-favoured energy in the flowers, they will continue to grow back if they aren't all destroyed in a single blow. In order to perform Territory Creation, at least 30 Sage Chakra is required, and the user must expend 30 chakra from their own normal reserves. This ability is effective on techniques possessing up to 60 chakra points. For each subsequent turn this technique is active, the user must spend 10 Sage Chakra and 10 normal chakra per turn to sustain it. Territory Creation counts as a Wood Release technique, and can be used twice per battle, with a three turn cooldown between uses.

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Approved with Edits Made- Daemon
(Fūin/Yō/Mokuton: Jinchi Sakusei) – Sealing/Yang/Wood Release: Territory Creation
Type: Defensive
Rank: S
Range: Mid
Chakra: 70
Damage: N/A
Description: Territory Creation is principally inspired by Wood Release's ability to create and manipulate wooden structures, and its unique interaction with Yang Release in the form of Birth of Nature. Through the use of chakra that has been moulded to favour physical energy through Yang Release, the user will create a field of flowers spanning 15 meters in all directions. Upon creation, the flowers will all release a unique form of pollen, which will fill the air around the user and their field of flowers in a dome-like manner, akin to a barrier. Unlike the pollen of Advent of a World of Flowering Trees, this pollen serves a more defensive purpose. The flowers, altered by the user's Yang-enhanced chakra, carry the properties of Yang Release: Birth of Nature, able to naturally repel incoming techniques possessing 'life'. This encompasses fields such as Yin-Yang and its component Yang Release, and the Sea of Life. Upon interaction with the pollen, the influence of Yang's life-giving properties causes it to spiral out of control, transforming them into harmless flowers possessing no special capabilities or powers. So long as the flowers born through Territory Creation are on the field, they will continue to produce the pollen, making their destruction necessary to the pollen's removal. Due to the presence of Yang-favoured energy in the flowers, they will continue to grow back if they aren't all destroyed in a single blow. This ability is effective on techniques possessing up to 70 chakra points, and for each subsequent turn this technique is active, it will drain 20 chakra from the user's reserves. This technique can be used twice per battle with a three turn cooldown between uses. Finally the absorption is limited to one technique or 70 Chakra per turn.

Approved by Imperfect with edits.
 
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Troi

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Resubbing:

Resubbing quoted techs:

(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

(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.
(Kuranburu) - Crumble
Type:
Defensive
Rank: B
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 four times per battle.

Reduced the rank to B, however, up'd the usages from 3 to 4 since it is lowered in rank.

(Yoton: En'i Wāpu) Yang Release: Distal Warp
Type:
Offensive
Rank: S
Range: Short
Chakra: 80
Damage: +20 to technique
Description: Applying this technique to a taijutsu attack in the same timeframe, 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. This technique is usable thrice per battle with a two turn cooldown. After the two turns, the target turns completely back to normal, with no additional side effects. This would be considered an offensive version of Ring of Hell placed on the opponent.

Took out gen susceptability, took off F rank, placed S rank values, took of +30 but kept at least +20, since I nerfed a bit and wanted it to empower tai in its entirity, can be used three times, up from two and two turn cool down down from three, since I do not think it is good enough to warrant such waits and usage restrictions however the checker is free to either alter this to make it more acceptable or decline and give me more guidance as I am new to yang customs. Also edited in its alignment to Ring of Hell. Also, changed it from passive to simply applying it the same time you perform a tai tech.

-All Auto Declined- You bypassed submission limits
 
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