Custom Jutsu Submission - IV

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Shady Nurse

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I'm going to resubmit these quoted ones and hot chocolate DOES have caffeine in it. Google it. however I'll admit it isn't a lot so I'm going to rework that bad boy rn.

(Doton: Merīgōraundo ) - Earth Release: Merry-Go-Round
Type: Defensive
Rank: C
Range: Short-Medium
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Merry-Go-Round is a very simple technique where the user focuses their chakra into a large portion of the ground beneath an area. Once done, the portion of earth the chakra is allocated to spins like a merry-go-round at a pace the user chooses to set be it slow or very rapidly. This serves many, many purposes such as redirecting a frontal technique such as a fire technique before it hits you. It can be used to rapidly spin an opponent quickly and disorient them, making them dizzy. This can also be used on the user themselves to help avoid certain attacks and could also be used on a summon for the same purposes. This technique can be sustained indefinitely, but costs 15 chakra to activate and -5 per turn to keep utilizing.

-Declined- How could this spin something above ground like a fireball, if you start spinning the ground against a technique that's not on the ground it wouldn't do anything, even in the circumstance that it's a technique on the ground you couldn't spin it around and redirect it at will cause it just keeps spinning right? You need to reword this.

(Kuchiyose: Hottochokorēto ) Summoning Technique: Hot Chocolate
Type: Offensive/Defensive/Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A
Description: This technique is very simple, but very special to the ones who utilize it. Using the generic summoning signs, the user will then slap their hand, foot, whatever they need to onto the ground so summon a cup of hot chocolate from a famous ramen shop in Konoha. This hot chocolate is useful for many reasons. For one, it is piping hot so from the pain is capable of breaking up to B rank genjutsu from taking a sip of the hot chocolate at a small price of -5 health points. It can be thrown in the eyes of the opponent, temporarily blinding them for the entire following turn. Also, if used to drink, which is its primary use, it is used to gain +15 chakra per sip but also -5 health points is the cost. The cup of hot chocolate is worth six sips, or six usages in general, so it can be used six times any way the user sees fit before it runs out.

Note: Can only be summoned twice per battle.

-Declined- Adachi did this better, hot chocolate doesn't even have caffeine.
(Doton: Merīgōraundo ) - Earth Release: Merry-Go-Round
Type: Defensive
Rank: C
Range: Short-Medium
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Merry-Go-Round is a very simple technique where the user focuses their chakra into a large portion of the ground beneath an area. Once done, the portion of earth the chakra is allocated to spins like a merry-go-round at a pace the user chooses to set be it slow or very rapidly. This serves many, many purposes such as redirecting a frontal technique such as a taijutsu or kenjutsu technique and the likes before it hits you. It can be used to rapidly spin an opponent quickly and disorient them, making them dizzy. This can also be used on the user themselves to help avoid certain attacks and could also be used on a summon for the same purposes. This technique can be sustained indefinitely, but costs 15 chakra to activate and -5 per turn to keep utilizing. If the opponent is caught in this technique, they suffer a speed reduction of -2 until they are out of the technique. Once out, effects last for three turns.

(Kuchiyose: Hottochokorēto ) Summoning Technique: Hot Chocolate
Type: Offensive/Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This technique is very simple, but very special to the ones who utilize it. Using the generic summoning signs, the user will then slap their hand, foot, whatever they need to onto the ground so summon a cup of hot chocolate from a famous ramen shop in Konoha. This hot chocolate is useful for many reasons. For one, it is piping hot so from the pain is capable of breaking up to B rank genjutsu from taking a sip of the hot chocolate at a small price of -5 health points. It can be thrown in the eyes of the opponent, temporarily blinding them for the entire following turn. Also, if used to drink, which is its primary use, the user becomes full of warmth and rejuvenated, boosting their taijutsu by +20 for three turns. Ice stands no chance against it! (Strong to ice release and variants.)

Note: Can only be summoned twice per battle.

New cycle

(Fuuton: Burendā ) Wind Release: Blender
Type: Offensive
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user will focus a funnel of wind around a technique (ex: fire, ninja tools, etc.) and have the blender of wind redirect said technique/objects back to where they came from akin to a tornado forcing an object to do a 180 degree turn. It can also be place in a set location and used to empower the user's fire release techniques by +10 that turn.

-All Auto Declined- You bypassed submission limits
 
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El Alucard

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Resubmitting this update as an armor like it should've been in the first place and not a summoning technique. Not bolded coz pretty much everything is different sorta kinda.

(Kuchiyose: Appugurēdo) - Summoning: The Upgrade
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+10 to Taijutsu)
Description: The user will simply perform a single hand seal, summoning an armor made completely of extremely sharp cardinal beaks over his body. The armor looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armor. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, the armor adds +10 to all Taijutsu the user uses. The beaks are naturally very strong and resilient, able to block damage from up to A-rank Taijutsu, A-rank Ninjutsu and B-Rank Elemental techniques. Since the armor is connected to the cardinals, should there be any Cardinal summon present on the field whilst the user has the armor on, the suit’s true power (The Upgrade) is activated and the suit adapts to the summoning Cardinal on the field.

• The Upgrade (Queen of Flames) - This upgrade is activated when Aphrodite is present on the field. The armor turns red and grants the user the ability to perform all Fire and Wind techniques B-rank and below with a single hand seal. The suit is able to withstand up to S-rank wind techniques, however it also obtains the elemental weaknesses of fire and wind and as such, it can only take two B-rank fire or water techniques before breaking.

Note: Can only use Fire and Wind elements while armor is active.
Note: Cannot use any B-rank and above fire and wind techniques for 2 turns after usage of this armor.

• The Upgrade (The Stormy Sea’s Princess) - This upgrade is activated when Keleano is present on the field. The armor turns blue and grants the user the ability to perform all Water and Lightning techniques B-rank and below with a single hand seal. The suit is able to withstand up to A-rank water and lightning techniques and S-rank Fire, however it also obtains the elemental weaknesses of water and lightning thus it is only able to take two B-rank earth or wind techniques before breaking.

Note: Can only use Water and Lightning while armor is active.
Note: Cannot use any B-rank and above water and lightning techniques for 2 turns after usage of this armor.
Note: Lasts 4 turns after which the beaks fall away.
Note: Can only be used three times per battle, but needs to cool down for 2 turns after the first time used and 4 turns after the second time used.
Note: The beaks that make up the suit are light so they do not remove from the user’s speed

(Hogo no Tsubasa) Wings Of Protection(The Upgrade)
Type:
Armor
Rank: S-rank
Range: Short
Chakra:40(+40 to repair damaged armor)
Damage: N/A (+20 to Taijutsu)
Description: Ever since the previous rendition was deemed near useless the royal cardinals decided to remake it. Stronger, harder in all ways better than the last version and hand it to only the trusted signers’ of the contract. The armor is still a layered spiky suit made of beaks of various shapes and sizes interlocking throughout the suit however, this time the beaks were taken from the remains of fallen cardinal warriors and treated by the wisest of cardinals in order to make them translucent thus making the armor itself translucent. The armor is sealed within a chakra activated pendant given to the user by the Head Cardinal when they are deemed worthy which not only allows them to instantly summon the beaks onto any spot on the body they wish but also grants the user the ability to use cardinal ninjutsu almost as if they were offspring of the cardinals. Unlike the old variant where the user needed to clap their hands to summon the suit, by simply sacrificing a portion of their chakra to the cardinal pendant once the user can summon the beaks wherever, could be just his right arm, both his arms, from his feet to his head, or even having a full body armor; this new change allows the user to be able to summon the suit simultaneous to performing other jutsu. When an enemy makes contact with the beaks or is hit by the user with the armor on it will be as if he were stabbed with many sharp knives, and as such the armor adds +20dmg to all Taijutsu. Although cardinal beaks are naturally very strong and resilient they may break if put under too much stress and in such a case the user would need to sacrifice 40 more chakra to the cardinal pendant to fully repair the armor. The suit is able to take up to 100 damage before breaking and takes 5 turns to fully restore to 100 once more.
One should note that if a part of the armor breaks it will still cost 40 chakra to repair, even if it is as small as just the finger portion, so to avoid wasting chakra the beaks can be moved around to cover broken parts of the armor, but that would leave the opposite side of the same portion exposed. For example the user forming and breaking the armor around their left hand can still form it around their left hand, however their right will now be exposed as the aromor had to take the beaks from somewhere.
Since the armor is connected to the cardinals, it allows for the user to use Cardinal ninjutsu and much like the contract’s secondary nesting ability the armor’s secondary ability (The Upgrade) can (if the user wants) automatically activate without chakra cost adapting either according to the Cardinal present on the field or the ideal weather conditions of any cardinal attached to the contract irregardless of whether they are present on field.

• The Upgrade (Queen of Flames) - This upgrade will activate when Aphrodite is present on the field or when her environmental requirements are met. The armor turns red with golden accents on the edges of each interlocking beak and grants the user the +20 damage to Fire and Wind techniques (as they are Aphrodite’s affinities). It is also now able to withstand up to B-rank wind and fire techniques.

Note: Queen of Flames stays active for as long as the requirement for the upgrade are met.

• The Upgrade (The Stormy Sea’s Princess) - This upgrade can be activated when Keleano is present on the field. The armor turns to a sky blue color with chrome accents on the edges of every interlocking beak and a +20 damage to Water and Lightning techniques. It is also now able to withstand up to B-rank water and lightning techniques.

Note: The Stormy Sea’s Princess stays active for as long as the requirement for the upgrade are met.

-Declined- This should probably be in custom summoning or tools tbh, though I'd be inclined to say you can't make summoning contract armor period. That aside these numbers are way over the top the 100 defense the regeneration this is just like a skin tight susanoo.
 
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jagged

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

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

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

_________________________________

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

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

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

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

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

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

-Update approved-

_________________________________


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

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

-Declined- this would essentially allow you to double dip on damage with the laser causing half again, it doesn't really work like this unless you make the damage of the initial attack lower, like Amaterasu for example.
(Soma no Ko: Kiseichū kansen)- Soma no ko: Parasitic infection
Type:
Offensive
Rank: B-A
Range: Close
Chakra: 20-30
Damage: 40-60
Description: Upon physical contact with either the first or secondary body the user will quickly merge with the opponent utilizing his Kekkai Genkai. Merging with an opponent not of the Kekkai Genkai bloodline results in a volatile and immediate breakdown of an opponents body resulting in damage correlating to the rank of the technique per turn.

Note: Must make physical contact with opponent
Note: Must have SnK
Note: Can only be taught by Jagged
Note: The opponent can break out of the technique with an equal rank Surge jutsu.
Note: Opponent still retains mobile use of their body.

-Declined- you need to bold changes
_____________________________________________

Lazer Explosion
Type:
Offensive
Rank: D
Range: Medium
Chakra: 10
Damage: Varies
Description: Performing three hand Seals the user will create a large Explosion of storm release lazer beams utilizing a pre existing storm construct to detonate all of it's existing and held chakra into flowing lazer that target the opponent.

Note: Can only be taught by Jagged
Note: User converts chakra used to make the construct into Lazer beams that target the opponent, 10 max
Note: Damage done is based on the rank of the storm construct used as well as any additional chakra it mayhold

-Declined- this isn't how techniques function here you can't make variable damage explosions either make it a rank and damage that is fixed or don't make it at all
 
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Ańbu Juniør

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Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22052517
- Removed mention of High Breeds specifically since canon ninken exist now

Fenriru No Busō | Fenrir's Armament
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical-based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Ninken that have their fur damaged by elemental attacks blocked through the use of this technique will be able to quickly grow their hair back to completely restore the strength of the armor when it is damaged by passively sacrificing 30 chakra, requiring the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.

Resubmitting Dread Wolf under the Beast Beneath The Moonlight name.
- https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22095553
- Removed Quadruped Form and replaced it with a partial transformation
- Removed the boosts to multiple fields

Declined by Imperfect.


Passive regeneration? Not even Susano'o gets that. You're not allowed to be better than Susano'o.

(Jinjū Konbi Henge: Tsukiakari No Shita No Kemono) Human Beast Combination Transformation: Beast Beneath The Moonlight
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 80 (-20 per turn)
Damage: N/A
Description: This technique makes use of the combination transformation ability of an Inuzuka and their Ninken in addition to the incorporation of Yang energy. While merged with at least a single Ninken, the user infuses their body with Yang energy in order to completely fuse into a single entity and transform his body to a lesser extent by way of partial transformation or to a greater extent by taking on the form of a bipedal wolf that stands at nine feet tall. The copious amount of Yang energy in the user’s body or limbs serves to increase their physical capabilities depending on the transformation used.

Partial Transformation

The Partial Transformation has the user transform a pair of limbs of their choosing. Partially transforming their hands grants the user an additional +20 to their hand-related taijutsu, while transforming the feet allows the user to move at twice their base speed. The benefit of this transformation is that the user is still able to make use of other fields.

Bipedal Transformation


The Bipedal Transformation has the user take the form of a bipedal wolf with thick short fur and well-toned muscles. In this form, the user is capable of using only taijutsu, kenjutsu, and other physical fields alongside their Inuzuka techniques but gains an addition of +30 to their physical attacks. The user also becomes able to make use of Ninken-specific techniques and is unable to use Spiritual techniques or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu not applied prior to entering the mode).

Notes:
- Regardless of the transformation use, this technique can only be used twice per battle and lasts for up to four turns, requiring a three-turn cooldown between uses.
- This technique can only be used when Fenrir's Lesser Oblige is active and merged with at least one ninken.
- Regardless of the form chosen the user retains their body seals

Approved by Imperfect.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22109484
- Making it so that the technique can be when under the effects of any physically augmenting techniques

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

Notes:
- This technique can only be used while under the effects of physically empowering techniques such as Chakra Enhanced Strength or Power of the Sun.
- The A-rank can be used four times per battle with a single-turn cooldown, while the S-rank can be used twice and requires a two-turn cool down between each use.

Update Declined: Making this compatible with more than CES makes this too generic. To be honest, this probably wouldn't even be able to benefit from the boosts provided by CES or PotS, since its use requires those techniques to be active first. Same principle as Senjutsu techniques not getting the +20/30 from SM.

New Submission

(Inton: Kokū no Zantō - Arufarupi) Yin Release: Remnants of the Void - Alpha Lupi
Type: Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 70 (-20 per turn)
Damage: N/A
Description: Alpha Lupi is a technique created by Kōtetsu Inuzuka primarily in order to protect himself and his ninken from harmful chakra tethers such as Hungry Ghost and techniques that target spiritual energies. Through direct physical contact, he reinforces the target's body with a spiritual wolf entity known as the Inugami that serves as a full-body surge intended to bite through and sever the chakra tether or other spiritually debilitating techniques. When the target's techniques are threatened by chakra tether parasites or spiritual auxiliary effects, it will activate, prematurely ending their own technique, even if it originally had the ability to be maintained across multiple turns or sustained through chakra, but will also prevent any auxiliary effects from latching on to the user and those possessed by the spiritual entity. This will still allow both techniques to clash fully, before prematurely ending the user's technique. The Inugami can be maintained for 3 turns, preventing the usage of A-rank and above Spiritual techniques such as Yin or Genjutsu.

Alternatively, this technique can be used in a similar manner to Hungry Ghost, infusing a chakra-based technique with +50 chakra (Counting as a +10 chakra increase). Upon contact with foreign chakra, it will shave off 20 damage and instantly follow the chakra tether towards the origin, prematurely ending every technique below 50 chakra that the target has active or attempts to activate within the same turn of usage, lasting for 3 turns. This will allow the target to perform techniques and keep previously activated techniques within a single turn, but they will vanish as the turn ends, even if they were meant to span across multiple turns or sustained by chakra, regardless of their nature ( with the exception of techniques that would purge the Inugami ). The user is unable to perform A rank and above Spiritual techniques such as Yin or Genjutsu in the same and next turn after usage. Techniques above 50 chakra ( in neutral S&W interactions ) will be unaffected by the Inugami, and barriers or surges of sufficiently ranked Yin, Yang, or Anutu techniques can prevent the tethering altogether.

Notes:
- This technique can be used 3 times per battle and requires a two-turn cooldown between uses
- The tether can only be placed on the same target twice.

-Declined- "Alternatively, this technique can be used in a similar manner to Hungry Ghost, infusing a chakra-based technique with +50 chakra (Counting as a +10 chakra increase). Upon contact with foreign chakra, it will shave off 20 damage and instantly follow the chakra tether towards the origin, prematurely ending every technique below 50 chakra that the target has active or attempts to activate within the same turn of usage, lasting for 3 turns." what the **** are you thinking AJ

(Kaen Kakkusei Iden: Nekkyō Kaen) – Atavistic Flame: Frenzied Flame
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: N/A
Damage: 80 (110)
Description: Frenzied Flame is a powerful Taijutsu-centered Atavistic Flame technique developed to be used in conjunction with the Inuzuka clan’s rotational abilities. The technique is activated by focusing the Atavistic Flame and drawing upon the user’s spirit, focusing it throughout their body as they spin in the form of a drill or buzzsaw, enveloping them in an intense flame that is searing to the touch. Activation of this technique requires the user to expend 30 spiritual Health Points. They will heal themselves for 10 spiritual Health Points over three turns, 10 per turn. Grandmaster applications increase the damage of this technique by an additional 30, not counting as a boost.

Notes:
- This technique can be used 3 times per battle and requires a two-turn cooldown between uses.
- After usage, the user is unable to use Atavistic Flame techniques above A-Rank for a single turn.

-Declined- you are not able to submit focused things like this until you complete master AF traning since it's a advanced shape manipulation assuming you intend to use it the same as the inuzuka rotation where you can redirect and move around.
 
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Zatanna

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Fuinototon: Kinu no uta | Sealing Sound Technique: Song of Silk
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A hindering sound technique initiated by clapping ones hands together, and infusing the sound with chakra. The affected targets then have the sound affecting their chakra network, limiting their access to complex chakra interactions by the sound frequency creating low frequency waves that prevent multiple techniques being performed together. Song of Silk prevents opponents from performing A rank (30) and above techniques within the same timeframe, preventing infusions and other power up techniques A rank and above. Power up techniques that inadvertently already power up, such as modes and states are not affect or prevented (EG Power of Sun, EIG, etc).
Notes:
-Can only be used twice
-Lasts 4 turns
-Required 2 turn cooldown once finished

-Declined- this doesn't make sense? How would you hit their chakra network with sound like a hyuuga, this wouldn't be possible in general as it's pretty overpowered.

Ionian nekkyō | Ionian Fervor
Type:
Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: A technique developed by observing the manipulation of the body via hindering sound techniques through vibrations, Ionian Fervor is a secret technique developed to manipulate weapons and tools without holding onto the actual weapons itself. By a combination of sound from both the user and the weapons from simple things like graceful steps to a clash of weapons and tools with opposing tools, the user can freely manipulate their weapons and tools up to mid range. This technique, passive in nature can be sustained indefinitely by simply fuelling the weapons with chakra per turn. This technique allows the user to perform weapon techniques such as Kenjutsu, Bukijutsu, etc anything requiring weapons and/or tools up to mid range by performing the logical movement with the dance. The kenjutsu/bukijutsu/weapon techniques themselves still require the appropriate chakra cost and requirements such as nature and access to skill etc, however they can all now be performed at mid range from the user.
Notes:
-A passive technique, can either be placed on the user bio or posted at the start of a battle
-Multiple tools/weapons can be manipulated at once by paying an extra cost per turn (eg 1cw is 5 per turn, 2 cw is 10 per turn)
-When manipulating a technique that requires multiple tools (such as 7 swords dance, or a buki jutsu that requires 5 kunai etc), the cost is per technique, as in 5 chakra per turn for the 7 swords, plus 5 chakra per turn for a single cw, 5 chakra per turn for 5 kunai, totalling 15 chakra per turn draining.

-Declined- this is more like a CFS but that aside a lot of this doesn't make sense hindering sound waves bouncing multiple weapons around and using techniques through them, which wouldn't receive any boosts obviously.

Ototon: Aphorism | Sound Release: Aphorism
Type: Supplementary
Rank: B-F
Range: N/A
Chakra: 20-50
Damage: N/A (-15 for F rank)
Description: A technique developed by Irelia, based on the idea of "Know Thyself" by manipulating hindering sounds targeting the chakra network through sound ninjutsu through-out the users own body. Never stopping a dance once initiated, the user passively understands their own rhythm and sound through their own footsteps and internal chakra network. As regular as a heartbeat, the concept of ones own rhythm is the idea that we all march to the beat of our own drum. As a result, Irelia has naturally developed a system method to reject any foreign chakra injections up to 50 chakra by synching her own chakra network to her own sound tempo. By manipulating ones own chakra network via hindering sound ninjutsu frequency, the user is capable of flushing Foreign chakra within their system up to 50 points worth once per turn via frequency vibrations with the users own techniques. This system is capable of being used within the same timeframe as any other technique the user performs, as creating sound can never be stopped from the user, such as the heart beat, breathing, speaking all manipulate sound which affects the users own sound tempo and thus chakra network.
Notes:
-This technique is constant, however can only be used once per turn to flush out genjutsu of the users system, up to 50 chakra worth.
-If triggered, this will be instant and take a moveslot within the user turn however can be performed in the same timeframe as any other technique the user performs.

Declined by Imperfect.

My first question is why does this flush out foreign Chakra? Further complications aside, why does adding Sound Chakra to your Chakra Network remove Chakra? What does "marching to the beat of your own drum" actually mean? Next, you do know that sending high frequency vibrations throughout your Chakra Network isn't healthy, right? Like, that would absolutely wreak havoc on your body, because like we see with the Gentle Fist, harming them damages organs and stuff?
 
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(Kenjutsu: Mumyō Sandan-dzuki) - Sword Technique: Lightless, Three-Stage Thrust
Type: Offensive
Rank: B-S
Range: Short (Short-Long)
Chakra Cost: N/A
Damage: 40-80
Description: A powerful Kenjutsu technique composed of three steps, where the blade is held in a stance parrallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Each step taken closes a single range tier and provides the opportunity to adjust course, making the technique incredibly difficult to dodge; upon arrival, the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear, capable of shattering stone and armor all the same. There are actually three strikes delivered in rapid succession, delivered with blinding speed upon the same exact point, with the hope of piercing through even the thickest defenses, but only exceptionally skilled close-combat master's would be able to discern that there was even more than one blow delivered.
Note: S Rank version is usable three times; A rank version is usable 6 times.

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

Declined, the heavy issue with this is you’re taking three steps and covering 15 meters or 50 feet (this could potentially be even further as long range has no upper limit and you could use it to cross further than the edge of mid - long range ) , ignoring normal traveling distances or speeds as it would occur within 3 steps despite your actual speed. If you argue it’s done at your speed, then making note of it being 3 steps means each step covers 5 meters, or around 15 feet at base speed. This can’t be approved.
(Kenjutsu: Kage no Ōi Isogu) - Sword Technique: Shadowrush
Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A powerful Kenjutsu technique where the blade is held in a stance parallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Leaping forward the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear capable of shattering stone and armor all the same. At the end of the thrust the user can vault off of their landing point, allowing them to quickly reposition to a more favorable position either via retreating in the direction they came from, or to better position for a follow up, all at their maximum level of speed available to them.
Note: S Rank version is usable three times; A rank version is usable 6 times.

Reworked it a bit, to be a more general thrusting move without the range closing aspect. Changed the name.

Declined, with these edits, this is now just a simple sword strike at max speed. This isn’t enough for me to approve it given it’s literally a sword strike and can be done with almost any canon Ken that doesnt create projectiles, shockwaves, etc. The only notable difference is now the stance. The added part is also very vague as it doesn’t say how far you move, just that you move at max speeds and can lead to some misuses/stretches. The shattering armor line is also fluff and should go as it can have implied meanings. This is why I mentioned it can’t be approved as it’s not unique enough nor did the distance covering make sense.

(Chikyūwari) - Earthbreaker
Type: Offensive
Rank: S - Forbidden
Range: Short-Long
Chakra Cost: N/A
Damage: 80 - 90
Description: A technique devised to weaponize the removal of Leg Weights and assume the Leg Weights: Drop status all in one action. The user will perform two kicks in rapid succession, one with each leg, from which they loosen and fling their Leg Weights at the opponent as a projectile, using the incredible mass of the weights to have them act as cannonballs. Due to the massive weight of the Leg Weights and the force needed to launch, the weaponized Leg Weights are easily capable of shattering stone or disrupting incoming attacks; thus the name of the technique. Due to the nature of the technique, being a non-chakra projectile but done with Leg Weights, the speed of this technique is always the User's Speed minus 2.
Note: Can only be used once unless the user retrieves the Leg Weights and puts them back on.
Note: The Forbidden Rank variant can only be used if the user has Advanced Leg Weights on their bio.

Declined, weaponizing LWs won’t be done; this can’t be approved at all. DNR.

(Ebisu) - Ebisu
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: A unique skill among the Ronin, Ebisu invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of their allies. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an allied source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to enhance the ally's spirit with their own. When effected by Ebisu, the Ronin shares their Spirit Sensing and Spiritual Resistance with their allies, as well as the benefits (specifically Speed, Tracking, Damage Resistance, and Damage Buffs - auxiliary effects are not shared) of any State the Ronin is currently benefiting from. This allows the Ronin to bolster the ability of their allies while shouldering the brunt of the burden, as they alone pay the cost and suffer the drawbacks of the Mode. Because of the associated cost, the user loses an additional 5 chakra per turn per being tethered, being able to end this voluntarily. This chakra loss cannot be mitigated, applying after any regenerative abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only three times per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: Ebisu lasts for a maximum four turns if not ended early, or the duration of any active State on the Ronin, whichever is longer. Additionally, when ended, Ebisu bars it’s user from using any Ronin Spiritual Kenjutsu for one turn and inflicts 5% Spiritual Fatigue upon the user regardless of its duration.

Declined, Spirit Mimicry can’t be used to extend durabilities nor buffs to allies or opponents. Variations of this will not be allowed to either. Even if allowed, these restrictions and limitations do nothing to actually restrict nor limit you; 5% health fatigue or 5 additional chakra per turn drained do not justify the sharing of damage buffs, speed increases and durability stacks. This logically wouldn’t be used alongside another Ronin tech either, that addition doesn’t make much sense.

(Rengoku) Purgatory
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An uncanny blade that almost exists more as a concept rather than a physical, individual blade. Normally taking the shape of a long, black blade with a red line running up the hamon, with a golden cross-guardin the shape of compass rose, the ephemeral blade empowers Kenjutsu of all sorts for those who wield it, offering assistance to its wielder on the path to enlightenment.

(Muryō) Vastness - Rengoku's timeless blade holds within it countless eons of experience, imparted to it by its previous wielders. Rengoku shares this experience with its wielder by subtle augmentations of its form and a sort of supernatural mentoring, to best maximize its wielder's abilities. When Rengoku is wielded, all Kenjutsu techniques of any sort are granted +20 Damage as a passive boost. It can also impart +10 Chakra passively to any Kenjutsu technique used while wielded, but the wielder of Rengoku must supply this chakra.

(Muge) Freedom - Rengoku strives to benefit its wielder by being whatever weapon its wielder needs: its form is mutable such that it can always be relied upon, no matter the prefrences of each new hand that holds it. Rengoku's cross-guard can be placed on another weapon, in which case it will meld itself to the new blade and grant the new weapon its abilities, in essence "becoming" Rengoku. In the case that the blade is annihilated and the cross-guard is unavailable, any fragment of Rengoku will do, though the effect takes longer to manifest in this way. When using the cross-guard the effect costs 10 chakra and happens instantly and passively. If using a fragment of Rengoku, it costs 30 chakra a turn and takes 2 turns for the transference to be complete, though it is a passive process. If all of Rengoku is lost, it can be recreated by meditating and spending 300 Chakra over no more than 10 turns, in 30 chakra increments, with each increment taking a moveslot. In any of theses processes, the new weapon can take on the appearance of Rengoku as described above, if the user wishes.

(Muhen) Boundlessness - Rengoku has a unique attack that it grants to it's wielder that has additional effects for each additional form of Kenjutsu the wielder has access to. It is an S-rank Offensive technique (80 Damage, 40 Chakra, Short-Long range, 2-turn cooldown between uses) where the wielder thrusts Rengoku forward and releases a torrent of black light forward. The beam reaches up to long range, though it is only 5m across. Normally dealing physical damage, it will deal half of its damage as Spiritual Damage if the wielder is capable of using Ronin Spiritual Kenjutsu or Yin Kenjutsu; if the wielder can harness Atavistic Flame on at least a Master Level, the beam becomes suffused with Atavistic Flame, and grants it the relevant effects the ability for interacting with Anutu and Divinity; if the wielder is capable of wielding Dokkodo, the beam becomes infused with Natural Energy and can reduce Damage Resistance by half the chakra cost of the beam, or inflict petrification upon the target over a course three turns.

Note: In reference to Freedom, there can only ever be one weapon with Rengoku's abilities at a time. Transferring the abilities of Rengoku to a new weapon causes the previous one to lose Rengoku's abilities.
Note: Rengoku's abilities that affect Spiritual Kenjutsu, Dokkodo techniques, and Atavistic Flame only function if its wielder is capable of using said field and wielding the weapon.

Declined, this is wild. Freedom is a complete no; sharing and extending abilities of a CW to other weapons in this manner, i.e. replication, will not be approved and even your existing Ani custom should not exist for various reasons including bypassing custom weapon limits. Either way, this wont be allowed to do so. Future attempts like this will be bannable as they bypass CW limits and attempt to loophole around that. Boundlessness is also wild because it implies all of these effects occur with one usage at one time. Each of those abilities are enough to stand on their own as individual abilities but to roll them all into one ability for one usage. Converting a technique into half spiritual and half physical is an ability in itself, granting AF S/W augmentations is another and the TWO forms of Dokkodo applied as well is another different ability. This with the Freedom ability is enough to make this DNR as the only part approvable is the +20 damage and +10 chakra part.

As a side note, you’ve been attempting increasingly wilder concepts and submissions. You’re now on the list of custom submitters to watch and possible issue bans as these aren’t one off attempts and start to suggest a pattern or at least conscious attempt at these wild customs.


-Pending- Leaving all for LoK
 
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Excision

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Just making some clarifications on sword,making it a little stronger as well.


(Shōkan) - Redemption
Rank: N/A
Type: Weapon
Range: Short-Mid
Chakra cost: N/A
Damage points: N/A
Description: This is a weapon that can only be used by those who have mastered the Earth Grudge Fear techniques. At it's base, it's a simple sword handle that the user stores within their body, wrapped up in the threads within. The user can have the handle emerge from their body passively or reach into their body to draw it. As it's drawn from the users body, with it, a series of threads form together to create the blade on the handle attached to the handle. The size of the blade is down to the user, reaching a maximum of 1.5m. This can be a thin blade or as think as 10 inches. Drawing and shaping the blade can be done passively, costing 10 chakra, but can be done at the same time as other jutsu. The user can passively control the threats that make up the blade and send them out for attacks or create shapes for defence. This costs 30 chakra and deals up to 60 damage reaching up to mid range.

The unique ability of this sword is, passively, once per battle, when the user draws the handle from their chest, they can drawn one of their/masks (hearts), into the blade, using the threads of the heart to make up the blade. The mask will form on the hilt in a compressed form. With this, the mask will control the blade. The blade is coated in the element of the mask chosen. The mask controls the abilities and techniques used, so the user can do other jutsu in the same time frame. The blade can also release a wave of the element of the chosen mask, reaching up to mid range, doing 60 damage costing 30 chakra. This can be done 4 times per battle, and costs a move slot per use.

-Update Approved-
 
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(Yoton/Fuinjutsu: Tekkai) - Yang/Sealing Arts: Iron Body
Type: Defensive/Supplementary
Rank: S
Range: Self
Chakra: 60
Damage: N/A
Description: Iron Body is a special Yang infused body seal created to aid CQC users in their fights. Basically a way for the user to ignore physical fatigue effects that might halt their action/progression towards the opponent after taking a hit. Upon the user taking damage from a physical force, this seal would passively activate. Surging an amount of Yang energy (60) through out the body. Instead of healing the user from the damage he took, the surge would instead fortified his body and enhance it momentary for the fatigue to not take effect. The momentary body enhancement would also allow the user to not lose any momentum if the force was one that originally would blow him back. Basically making him sturdy enough to hold his ground (Shinra Tensei and variants would still send him back and stop his progression). This seal will not work if the damage takes his HP to 0 for the user will then be knocked out. In cases where the user takes a hit but have some form of damage shaving that would prevent his HP from dropping, this seal will still activate at half chakra cost.

Notes:
-May be place during battle or in bio.
-May only be used 3 times per fight, once per turn with a 1 turn cooldown period.
-The enhancement lasts only until the attack the user 'tanks' is over.
-Requires Advance Fuinjutsu & Yang Release

Declined by Imperfect.

How is this seal's activation preventing you from being knocked back though? Is the Yang energy released into the body making you heavier? Aside from Shinra Tensei and other "absolute" techniques, why aren't you being sent flying by say an F-5 Tornado? Next, that last line is a no. This technique becomes better when you are in less danger?
 
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1. ( Fuinjutsu: Kichijōten) - Sealing Arts: Kichijōten
Type: Offensive/Defensive
Rank: A - S
Range: Short - Mid
Chakra: 50 ( up to 70 )
Damage: 90 ( equal to original technique's base damage )
Description: Based on Benzaiten and Madara Uchiha's trademark gunbai jutsu "Uchiha Return", the user can use his gunbai as a medium and intercept an incoming attack and absorb it into the gunbai, nullifying it's effects. However, this jutsu advances the basic Uchihagaeshi jutsu by allowing a higher amount of chakra to be absorbed at a time. This allows the user to absorb up to 70 chakra at a time, releasing the damage back onto targets in either an 8 meter omnidirectional blast or an aimed blast that extends up to 10 meters away from the user.

Alternatively, the user is capable of using his own chakra to fuel an A ranked variant of this technique, releasing a burst of chakra in a directional manner up to 10 meters away from him. This allows him to release the A ranked version without having to absorb any techniques before using. This is fueled through a seal marked with the Charged kanji, allowing the user to store and funnel chakra directly to the seal, allowing the gunbai to absorb it and release it directly.
Note: A ranked usage can be used up to 5 times with a one turn gap in between usages. S ranked usage can only be used once every 3 turns and up to 3 times in total.
Note: After use of the S ranked variant, the user cannot use any other Fuuinjutsu of S rank and higher the next turn.
Note: Must have Advanced Fuuinjutsu to use.

Approved With Edits Made - Daemon

2. ( Inton Fuinjutsu: Hotei ) - Yin Sealing Arts: Hotei
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: Equal to Chakra Absorbed + 10
Damage: Equal to Technique Absorbed
Description: Based on Amatsumikaboshi, Fukurokuju, and Madara Uchiha’s trademark gunbai jutsu “Uchiha Return”, the user adds Yin chakra to his gunbai and uses his gunbai as a medium to intercept an incoming attack and absorb it into the gunbai, nullifying its effects. However, unlike the canon Uchiha Return, the chakra is not immediately absorbed into the gunbai. Instead, this chakra is stored within a seal with the kanji for “Convert Spirit” marked on it. When inside this seal, the chakra is "purified" or, more specifically, mixed with Yin chakra to cleanse its nature. This allows the technique absorbed and released to now take the form and color of a dark green Tengu shaped blast capable of dealing spiritual damage instead of physical based damage should the user will it. If the technique in question was already a spiritual technique, then this additional infusion of Yin energy will cause this technique to deal an additional 20 damage.
Note: Can only be used 5 times and once every 3 turns.
Note: After use, the user cannot make use of other S rank and higher Yin techniques the next turn.

Approved - Daemon

Referenced techniques:
( Amatsumikaboshi ) - August Star of Heaven
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 10-50
Damage: 20-90
Description: Based on similar principles of the (Uchihagaeshi) Uchiha's Return technique, Madara noticed that the main weaknesses of the jutsu were it's limited range and it's inability to affect solid attacks of the earth and water nature. Deciding to create a ranged variant of it that utilized it's own chakra as a fueling source, Madara discovered a way around this problem while simultaneously making it more powerful. Madara wields his Gunbai Uchiwa and channels Katon chakra through it to intercept a corporeal based attack. Used similarly to the original jutsu, the user is able to now launch the gunbai in order to have it intercept an energy based attack before it can reach the user's short range confines. This method allows the user to use the Uchiwa Gunbai in a ranged variant, no longer having to physically intercept the attack. However, should an attack with corporeal form (i.e. a "solid" attack, such as an earthen based attack or water based or any other solid matter) be released towards the user, while normally being unable to affect these elements, the user instead channels his own chakra (S ranked Katon) into the gunbai, allowing it to fuel the attack instead. This allows the user to remotely activate the gunbai's ability of forceful repulsion and allows the user the ability to combat corporeal attacks. However, since the user has to fuel the technique himself, it will not work in the same exact method as the Uchihagaeshi. For jutsus that are close or slightly larger to the size of the gunbai, the release of the chakra causes the object to burst through the center, causing the rest of the jutsu to either dissipate or to shatter on contact. For attacks significantly larger, it causes the attack to suffer from a direct hit through the middle, causing situational damage (i.e. the S rank earth golem if hit in the head would have a destroyed head and likely unable to continue it's usage while an attack aimed at the Wood Buddha would only cause damage to one or few of the hands). By utilizing it as a throw and then releasing the raw burst of chakra, the recoil of the release would cause damage to the user's arm, traveling through the chain itself to cause a shockwave of pain.
Note: If S ranked or Forbidden ranked chakra is channeled through the gunbai, via absorption of an S or Forbidden ranked energy based attack of the enemy, this jutsu can only be used 2 times.
Note: If the S ranked Katon variant is utilized, the jutsu can only be used 2 times.
Note: Can only be used 3 times at most (following above rules of usage as well).
Note: Can only be used by Madara Uchiha or Obito Uchiha bios.
Note: Arm used in conjunction to the chain is left injured, making arm based taijutsu with said arm more difficult and less fluid and stiffer, making intricate and fast taijutsu movements impossible for two turns as well as A ranked taijutsu and above as well.
Note: Katon jutsus above A rank are not able to be used the next turn.
Note: Gunbai related jutsus cannot be used the next turn

( Fuuinjutsu: Fukurokuju ) - Sealing Arts: Fukurokuju
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40 (+100 chakra points to the user when alternate usage is used)
Attack points: Twice the chakra absorbed per use
Description: Based on similar principles to Jurōjin and Madara's trademark Uchiha Return jutsu, the user erects a 5 meter radius barrier from his gunbai that he uses to absorbs chakra that comes into contact with it. However, unlike the canon Uchiha Return, the chakra is not immediately absorbed into the gunbai. Instead this chakra is contained within the barrier itself, essentially locking it into place. When inside this barrier, the chakra is "purified" or rather mixed with raw chakra to cleanse it's nature and form in order to convert said chakra to a more raw and concentrated form. After this chakra is purified, the user is able to either shape the barrier into a shape that can't exceed five meters and fire it off towards the opponent, dealing damage equal to twice the chakra within the barrier.

Alternately, the user is able to absorb the purified chakra into himself, restoring and healing a flat rate of 100 chakra and damage to himself per usage. For this to take place, the user must absorb at least an A rank jutsu that he purifies each usage. Meaning, to heal 300 chakra and damage, the user must have absorbed at least 3 A rank jutsus and purified them. In order to do this, the user must first use the Uchiha Return jutsu and then purify said chakra with this jutsu and then erects the barrier with the already absorbed chakra inside of it, purifying further and then absorbing into himself.

Note: This can only be used collectively (both primary or alternate usages) a max of 3 times per opponent.
Note: Requires a break of at least 2 turns in between usages.
Note: Requires Gunbai Uchiwa to be performed.
Note: Counts as a move of the user.
Note: The user must use the Uchihagaeshi before using this ability, intercepting an attack of at least A-Rank strength, then, instead of releasing it, use this ability to absorb the chakra into himself for the alternate usage to work.
Note: Chakra absorbed via the primary usage can be absorbed using the alternate release as well, taking the place of two jutsu per turn

Benzaiten ) - Benzaiten
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Based on the Uchiwa Gunbai jutsu, after first absorbing a jutsu, the user then releases it in a omnidirectional wave that spreads out in all directions. Functioning similarly and almost exactly like the parent jutsu, Benzaiten differs from it because of it's wide spread movement. Despite being omnidirectional, the user is left unharmed by the release of the wave as it spreads out. As this redirection occurs both suddenly and unexpectedly, the reflected attack can prove difficult for opponents to evade. However, the technique, while powerful, can only be used against attacks that can be intercepted by the Gunbai and mainly against "energy-like" techniques. The redirected attack is not the technique initially used against the user but rather a raw blunt version from it, weak to elemental ninjutsu. Benzaiten follows the Uchiha Return's restrictions as well as usage rules though S ranked variants ( done with 80 damage ) can only be utilized once every three turns, preventing usage of this in the next turn.
 
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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.
(Inton: Shitsurakuen) - Yin Release: Paradise Lost
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 50 (-15 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 15 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: Sustained use cannot be used by Yang Specialists
Note: No S-Rank or above Yin in the user's next turn

-Leaving for Drackos-


(Meiton/Fuuin: Kishou no Nai) – Sealing/Dark Release: Insignia of the Fallen
Spoiler
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on anything they touch or are already in contact with (e.g. their clothes) without moving. For example, these marks could be applied to a handheld weapon in the user’s grasp or to the soles of the user’s shoes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption.

Note: Can create up to two dark marks per use and have up to four dark marks active at a time
Note: Can only be used five times per battle and must be within mid range of these seals for them to work.
Custom based on the above. Approved

(Meiton: Kuroi Shio) – Dark Release: The Black Tide
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user will focus their chakra into one of their replica dark marks on their body, weapons, attire, etc. The targeted mark will absorb 100 chakra from the user's body, increasing its available supply by that amount. Chakra absorbed in this manner can count as two absorptions (enough to perform 2 S-Rank techniques). If the user has the means to apportion the chakra exactly, it is enough to perform Dark Release jutsu equivalent to 100 chakra (e.g. 2 standard S-Ranks and one B-Rank). An alternative use of this technique is allowing the mark to sap 10 chakra per turn from the user, allowing the chakra to build up over time. This version will last until cancelled and the user will be free to perform other techniques. It should be noted that the user needs to remain in contact with the targeted mark, meaning the mark should ideally be something in their grasp or a part of their attire.

Note: Can only be used once every four turns

-Declined- I feel like this needs to be higher ranked if you're having it absorb 100 chakra from you in a single go and it'll also need a total usage limit. Unlimited usage could be problematic in the NW setting. Especially the infinite passive version since you'd just be presumably pumping dark marks with infinite chakra while wandering around.

(Ototon: Yuukan no Nagaku) – Sound Release: Requiem for Baldr

Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 chakra per turn)
Damage Points: N/A
Description: The user will focus their ototon chakra into their ears to enhance their hearing. The user will become capable of ascertaining the exact frequency of any technique or entity they focus on. This doesn't confer any sensory ability to detect techniques or people, as the user must already be perceiving the entity in question. It merely serves as a supplement to jutsu which require the user to know the exact frequency of an entity. This lasts until deactivated.

-Approved- I feel like you probably should've tied this in to inner sonar or something though, you better hope what you want to make via this is possible lmao
 
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Troi

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Resubbing:

(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
Resubmitting with no edits due to my previous mistake.

(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.

-Leaving for @Drackos-


New Sub:

Eye of Shuma-Gorath
Type:
Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Eye of Shuma-Gorath is a red ring seemingly outlined in green flesh and small red spikes, installed with the eye of an ancient, chaotic being. The ancient creature being far extinct, its eye still very much alive and sentient. The ring, or better yet, the eye shares a mental link with the user at all times. The eye, being extremely perceptive and having an almost 360 degree field of vision due to being able to roll around inside the socket of the ring, is able to notify the user of what it sees as well as able to see one landmark away. Notably perceptive specifically of whatever the user cannot see. It talks to the user in full. The ring is capable of an ability called Sympathetic Magic. The first of its kind seen in the ninja world. It is a very specific sort of magic, and one of its abilities is the capability of altering the user’s “reality”. This comes in the form of the following:


Ability 1: (Sympathy Magic: Projection Conversion) - The Eye of Shuma-Gorath is intelligent and through its link with the user, it is able to notify them that they are in a genjutsu at the expense of a technique used that turn. The eye will then bend the genjutsu into a useful reality for the user, altering it in a way the user can make use of it and then breaking the genjutsu altogether once the user is finished with the use of the fabricated reality. This entire action costs the same amount of chakra of the technique casted on the user +50 so is rather taxing for the user to use. This can be done a total of four times per battle.


Ability 2: (Sympathy Magic: Sympathetic Conversion) - Another use of this Sympathetic Magic is that the ring can generate the touch-based effects of the Ring of Hell upon the user, physically altering them. This would still abide by the Ring of Hell’s limitations in its entirety, sharing the same usage amount, being able to only be used up to two times total and the changes done to the user lasting for three turns. If this ring uses this ability once, then that translates to using Ring of Hell once. Although, this is also a very taxing ability to use. Costing 200 chakra to do so.


The eye of Shuma-Gorath can also verbally speak to those around it, although this is less an ability and more of an aesthetic dialogue building device not used to influence other people and how they operate during battle.

-Declined- Sentient weapons like this are not allowed anymore, it'd infringe on the AI offered by mandalorians. Also why do you keep referencing it's abilities as magic? You can't just randomly make up ability concepts and run with it, also ability one as a concept is kinda infringing on the heaven and earth sharingan genjutsu reversal but then it breaks the illusion? Bit of a waste of time. I have no idea what you're trying to do with the second one but that chakra cost is insane.

Dropping these whether this is approved or not [X].
 
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Kooljay

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(Genjutsu: Jibun o utsu no o yame nasai) - Illusory Technique: Stop Hitting Yourself
Type
: Offensive
Rank: B/S
Range: Short - Mid
Chakra: 20/40
Damage: 40/40+
Description: After weaving a handseal, the target will be placed under a genjutsu. In this genjutsu, the target will perceive one of their arms as having a mind of its own. If it is holding anything, that hand will drop it and it will stop doing whatever it was originally doing. In the genjutsu, the user's arm will then begin to repeatedly punch the target in the face causing the target some mental trauma. In reality, the target’s arm isn't actually punching them, but is immobilized. This jutsu is very effective in halting taijutsu and hand seals.

The S ranked version of this genjutsu requires three handseals. On the average person, the jutsu is exactly the same as the weaker B ranked version and does 40 damage. However the S ranked version is capable of replicating a target's enhanced strength and taijutsu boosts if applicable and apply it as boosted additional mental trauma. For example if this were used on a person with chakra enhanced strength and the second gate open, this genjutsu would do 40 mental trauma damage plus additional 25 mental trauma damage from the chakra enhanced strength plus another additional 10 mental trauma damage from the gates for a grand total of 75 mental trauma damage. If logical, the target may perceive greater wounds from the punches. The S ranked version of this technique is only powerful when used against a target of powerful taijutsu prowess. Standard damage boosting rules still apply.

Note: Can only be used by those taught my Kooljay
Note: Can the S rank version may only be used twice with a two turn coodown

-Declined- A illusion can't replicate someone's physical attributes to do more damage and it's spiritual damage not mental trauma. That just won't be allowed at all.




(Magen: Ten no Shinkū no Jutsu) - Demonic Illusion: Heavenly Vacuum Technique
Type
: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After weaving 3 handseals, the user will cast a genjutsu on their target. Once under the genjutsu’s grasp, the target will perceive a powerful tornado around themselves that slings them out of Earth’s orbit and atmosphere. At this stage the target will perceive themselves to be in the vacuum of space, and thus will begin to perceive themselves to experience the vacuum's effects on the human body. The user will perceive all of the air in their body to violently rush out of every orifice in their body, the lack of pressure in the vacuum would cause all of the surface blood vessels in the targets body to break, and the body fluid directly exposed to the vacuum would start to boil. Mainly the user would perceive saliva in their mouth to boil and the water coating their eyes to boil. The boiling of their eyes plus the breakage of the blood vessels in their eyes would lead to blindness. All of this causes the target an excruciating amount of mental trauma.

While in the illusory vacuum the user also loses their ability to hear as there isn’t a medium to transfer sound in the illusory space and they will feel as if nothing is around as they flail their body around. In reality, the user is typically screaming in agony on the ground while remaining physically unharmed if they did not break genjutsu.

Note: Can only be used by those taught by Kooljay
Note: Can only be used two times with a 3 turn cooldown.

-Declined- It feels like you're describing a bunch of effects with the intent of saying this "agony" is preventing them from doing certain things. All in all it has too many "potential" side effects for a S rank paralytic genjutsu. Throwing them in to orbit certainly was comical though. If you intend it to be paralysing then say that clearly, because it'll be restricted according to that fact.




(Magen: Kōmu Moho no Jutsu ) - Demonic Illusion: Skilled Mist Imitation Technique
Type
: Offensive/Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: As its name implies, this is a genjutsu that imitates the Boil Release: Skilled Mist Technique. This genjutsu is merely an illusory imitation of the technique. After weaving a single handseal, the user will cast a genjutsu on their target. The user will then exhale a large amount of illusory corrosive vapor from their mouth that fills the area. The mist is too thick to see through and has strong corrosive properties, burning the target's skin to the point of slowly corroding it. This deals great mental trauma to the target. Since this is an illusion, the mist cannot be blown away as typical physical mist based jutsu can be. Instead the target must realize they're in a genjutsu and break it.

Note: Can only be used three times with a two turn cooldown
Note: Can only be used by those taught by Kooljay

-Declined- we won't be approving any genjutsu that are just a 1:1 copy of canon techniques as it breaks the fundamental rule that all genjutsu must have discernible flaws.
 
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Lili-Chwan

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( Genjutsu: Tsuki Kaen ) Illusion Arts: Moth to a Flame

Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cast an illusion by either performing one handseal or pointing one's chin upwards ( If the targets are visually focusing on one's chin ). Within the illusion, the user's eye will appear where the enemy is focusing their sights, and it will draw out every other detail around it, including the user itself. Everything will be darkened but the massive eye of the user, which will seemingly be burning with fire. A great paralysis will be felt by the targets, down to their eyeballs and eyelids, preventing them from blinking, rolling their eyes or turning their heads, they will feel as if all their organs and limbs are being covered by an all-encompassing gravitational pressure which will feel extremely cold whereas the eye will feel extremely hot. If left unblocked, the pressure will start to freeze burn the target's body, while the eye will start to melt down and burn the target's face and eyes, dealing a great amount of spiritual damage at the end of the turn.

Note: Doujutsu users will see through the visual part of the illusion, but will still have to deal with the paralyzing, locking and temperature effects.
Note: Can only be used 6 times per battle. Requires a cooldown of 1 turn between usages.

Declined, needs proper handseal amounts and not the body movement. Genjutsu itself is mostly fine though It wont be used 6 times and it should be pointed out that seeing your eye will not count as eye count for required techniques nor will it trigger any eye based conditions that require eye contact. This needs to be known because successful use of this won’t mean they are looking at the Shinkaigan and suffer more Sanity drops.

( Suiton: Hiryō ) Water Release: Carabao Fertilizer

Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements, like Wood, in order to nourish and strengthen their body, to produce the same boost. With one handseal, this can be applied to allied techniques in order too boost them, or it can be applied to Fire techniques or other techniques weak to Water in order to shave them back 1 rank ( 10 chakra, 20 damage ), though it might leave the user vulnerable to attacks if the proper defenses aren't in place.

Note: Requires a 1 turn cooldown.

-Declined- You were on to something till you got to the tail end of the custom and started being yourself lmao. This can't work on something as broad as biological elements, but the real problem is saying you can just use it on allied techniques in the same timeframe they're performing it and then the applying it to enemy techniques to debuff them, also in the same timeframe as another technique won't fly. Finally you crazy if you think this is a D rank with nothing but a 1 turn cooldown as a restriction but it's applying +20 damage and +10 chakra.
 
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Zatanna

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Yoton: Takuetsu-sei | Yang Release: Eminence
Type:
Supplementary
Rank: S
Range: N/A
Chakra: +70
Damage: N/A (+30)
Description: An advanced application that takes full advantage of the properties of Yang release to give sentience but also to empower. When combined with an elemental technique this gives not only sentience but additionally infuses the element with extra strength. Performing this technique grants an elemental sentience, a pool of 500 Chakra Points, Health equal to 70+its rank, a +30 damage to its own field, twice its base speed and damage reduction of -20 to all physical damage, while granting -30 to elements its strong against.
Notes:
-Can only be used 3 times with a 4 turn cool down
-Can be performed alongside ninjutsu in the same timeframe.

-Declined- You just took the canon technique to make familiars and put it on crack with like no restrictions.

Yoton: Shunkōra | Yang Release: Spring Sunlight Tiger
Type:
Supplementary
Rank: S
Range: N/A
Chakra: 70/+70
Damage: 120 (+30 cannot be used to boost itself)
Description: This Yang technique is a partial application of the canon Yang Technique, Byako (White Tiger) where by the user creates pseudo sentient white tiger heads around their arms and hands. This version of the technique however instead of creating heads, creates the arms and claws of the White Tiger instead. This version additionally also opts for a more direct physical approach instead of creating an imbalance of chakra in the targets network. These Tiger Paws create a physical barrier between the users hands and any ninjutsu interaction allowing them to punch, kick, and physically interact with any physical ninjutsu regardless of state without taking any damage or harmful effects, 70 chakra and below (excluding Anutu and its derivatives). Additionally, use to the infusion of Yang Energy, any taijutsu strikes are enhanced by 30 damage.
Notes:
-Can only be used 3 times, lasting 4 turns each time
-Cannot be used for 3 turns after ending
-Can be performed in the same time as a chakra taijutsu technique, or on its own for the same cost

-Declined- This has a lot of issues, the using it in the same timeframe as a chakra taijutsu technique is a flat no, you'd be moulding chakra for multiple techniques at the same time for one, also giving it a 120 damage and saying it can boost other taijutsu in the same timeframe is massively double dipping. Then there is the being able to interact with any physical attacks 70 chakra and below without any harmful effects again just a flat no. You need to decide what this technique is meant to be cause right now it's a mess.

Aka Fuhai:
Ekzykes no ase | Scarlet Rot: Ekzykes Sweat
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: +20
Description: A technique drawing on the users curse of the Scarlet Rot, when performing a water based technique, the user will infused the Scarlet Rot into the technique causing the water to take on a murky red colouration. Additionally the water technique will be strengthened, gaining increased damage while also containing the properties of Scarlet Rot. When the Original technique has finished being cast/used, the water source will additionally be a source of Scarlet Rot causing damage to all enemies that touch it.
Notes:
-Can only be used 4 times
-Requires a turn cool down before use again

Approved, made edits to this. If you do not have the Basmu, don’t include notes of it in the customs.
 
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(Nagareboshi) Shooting Star
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An heirloom sword of masterwork quality, forged by an unknown smith from a foreign land. A katana with a silvery blade, likened to a comet's tail streaking through the night sky, the sword has a suguha style hamon, a mahogany handle, and a octagonal tsubasa that depicts a compass rose or star; the handle wrappings are black in color, and the blade has a rain-guard that depicts constellations of the northern hemisphere. The sword has its namesake from the meteoric iron from which it was forged, and has been long treasured as a family heirloom.

(Negai) Wish - Nagareboshi's treasured blade is meticulously crafted, and its superb balance helps in directing its wielders form to maximize their potential, calling to mind a guiding light handing in the sky. A masterful blade that seeks to continue its legacy, the wielder's Kenjutsu will be granted +20 damage as a passive boost while wielding Nagareboshi.

(Eien) Everlasting - As a sword that has passed through many hands over the years, Nagareboshi holds within it a storied history, and countless years of experience. Wishing to embolden its wielder with the knowledge of those who came before, Nagareboshi can grant the Kenjutsu techniques of its wielder +10 chakra passively, but the wielder must supply this chakra.

(Ryūsei) Falling Star - A silvery orb manifests at the tip of Nagareboshi and can be lobbed away by swinging the blade, where it streaks through the air like a comet. The technique has enough power to shatter stone and interact neutrally with techniques, dispelling and dispersing completely techniques it interacts with upon successful matching or overpowering; the wielder of Nagareboshi can decide if it interacts via damage or chakra upon lobbing the orb. Falling Star can be used once per turn, and is an A-Rank Kenjutsu technique, having 60 damage and 30 chakra cost base, has a range of Short-Mid, and takes a moveslot to cast.

Note: Nagareboshi's abilities to empower Kenjutsu, and the use of Falling Star, are only in effect while wielding the blade.

Declined, the Falling Star ability cannot be done. Choosing between chakra or damage interactions is too powerful to allow via customs. The rest seems fine.

Trying something with a "branched path" technique. If this is too much for a single technique, I apologize.

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

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

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

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

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

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

Declined, a few reasons; the first and main issue is these cannot be allowed as one technique with 4 different usages. Each of the usages also comes with their own issues; the first ability of each, besides being one of the Kenjutsu Specialties in disguise, is simply a chakra enhanced strike that is elementally neutral. Done countless times. Without the extended strikes, the second and third abilities are simply blades of Dokkodo or Spiritual energy that strike opposing techniques, far too simple to allow like this. Only the 4th ability actually is doable and would require this to function as both a Dokkodo and Ronin tech, likely taking two jutsu slot per turn. The extended range ability will not be allowed.
(Chaldea-Ryu: Shou/Daitenshou) Chaldea Style: Lesser/Greater Celestial Blade
Type: Offensive
Rank: S -Forbidden
Range: Short
Chakra Cost: 40-50
Damage: 80-90
Description: A powerful, improvement upon the Kenjutsu technique Ichimonji, delivered in this form as an overhead slash from the Hasso Kendo stance. The user's blade will be cloaked in a veil of chakra that allows the technique to be utilized both as a Ronin Spiritual Kenjutsu and Dokkodo technique. The chakra shrouded blade can easily disperse attacks a normal sword strike would be unable to, such as lightning, and plays neutrally to all elements. The use as a combination Ronin Spiritual Kenjutsu and Dokkodo technique allows it to completely dispel techniques it matches or overpowers, carries the first form (petrification) of Senkenjutsu, and to inflict Spiritual Damage. The petrification effect combined with the unique ability of Ronin Spiritual Kenjutsu will mean that the inability to use the struck body part will not fade after one turn, but only upon successful cleansing of the petrification effect. It can dispel techniques based off of chakra instead of damage if the user wishes, declared upon use.
Note: As a dual Ronin Spiritual Kenjutsu and Dokkodo technique, it requires two jutsu slots to perform.
Note: S rank version ((Chaldea-Ryu: Shoutenshou) Chaldea Style: Lesser Celestial Blade) can be used three times per battle. The Forbidden rank version ((Chaldea-Ryu: Daitenshou) Chaldea Style: Greater Celestial Blade) can only be used once per battle.


Declined, similar to the above technique. The mention to choosing which it works with (chakra or damage clashes) has to go. I’m also going to clean up the petrification effects in the canon technique so custom ones will need to start discussing specifically how long it lasts and what effects they do in techs. I hope to have this out soon, so be sure to keep noting the effects in techs that use it.

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

Adjusted to standard (?) usage restrictions.

Declined, I had to go back and rethink this one. As I pointed out in training before, I’m not fully comfortable allowing techniques that are based on the technique Dangerious Strike because of it’s potential to be abused or exploited. Given this technique as well as the one based on this allows for the potential of several turns of consistent use of the bypassing mechanic, I can’t allow customs to make use of Dangerous Strike’s ability to bypass physical objects.
(Rōnin Seishin Kenjutsu: Kuroiha Nagashi) Ronin Spiritual Kenjutsu: Black Blade Flow
Type: Offensive
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60-80
Description: A Ronin technique devised as an offensive counterpart to the Dokkodo technique White Blade Flow. Black Blade Flow utilizes a principle found in the Dangerous Strike technique: the user will focus chakra into their blade and swing, releasing a shockwave like a calligraphy stroke, thus its name. Because of its spirit steeped nature, this technique does Spiritual Damage to the enemy if it lands.
Note: S-Rank version can be used three times per battle; A rank version can be used six times.

Approved

Removed the ability to not interact with physical objects, and made it focus on the Spiritual Damage part of the Dangerous Strike inspiration, since the standard Ronin Spiritual Blade technique doesn't specify that it does spiritual damage.

(Ebisu) - Ebisu
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: A unique skill among the Ronin, Ebisu invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of their allies. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an allied source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to enhance the ally's spirit with their own. When effected by Ebisu, the Ronin shares their Spirit Sensing and Spiritual Resistance with their allies, as well as the benefits (specifically Speed, Tracking, Damage Resistance, and Damage Buffs - auxiliary effects are not shared) of any State the Ronin is currently benefiting from. This allows the Ronin to bolster the ability of their allies while shouldering the brunt of the burden, as they alone pay the cost and suffer the drawbacks of the Mode. Because of the associated cost, the user loses an additional 5 chakra per turn per being tethered, being able to end this voluntarily. This chakra loss cannot be mitigated, applying after any regenerative abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only three times per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: Ebisu lasts for a maximum four turns if not ended early, or the duration of any active State on the Ronin, whichever is longer. Additionally, when ended, Ebisu bars it’s user from using any Ronin Spiritual Kenjutsu for one turn and inflicts 5% Spiritual Fatigue upon the user regardless of its duration.

Declined, Spirit Mimicry can’t be used to extend durabilities nor buffs to allies or opponents. Variations of this will not be allowed to either. Even if allowed, these restrictions and limitations do nothing to actually restrict nor limit you; 5% health fatigue or 5 additional chakra per turn drained do not justify the sharing of damage buffs, speed increases and durability stacks. This logically wouldn’t be used alongside another Ronin tech either, that addition doesn’t make much sense.
Will return to Shadowrush later, as the Bukijutsu (Thrust) has no S-rank variant and its still something I'd like to explore with chakraless Kenjutsu.

Repurposing the name, thus the quote, but its otherwise a different technique. Also, I didn't include it here in case I'm using it wrong, but does "Spiritual Mimicry" mean something specific? Its only in Kuebiko and while we didn't cover the term in training, I used it in Fukurokuju and Omoikane previously. If I'm using the term incorrectly, I'd like to fix my misunderstanding.

(Ebisu) - Ebisu
Type: Offensive
Rank: A-S
Range: Short (Short-Long)
Chakra Cost: 30-40
Damage: 60-80
Description: A technique named after one of the Seven Gods of Fortune, this is a counter-offensive Ronin Spiritual Kenjutsu technique devised for the event that a Ronin becomes ensnared in a Spiritual technique that otherwise immobilizes the Ronin, such as a Genjutsu or Yin technique, and to weaponize the connection such techniques bring against their casters. Utilizing principles found within Ronin Spiritual Kenjutsu techniques, the user will manifest a spiritual blade that strikes out, riding the connection of the spiritual technique back to it's source, like drawing a blade upon a string. This allows an unerring thrust at the opponent's spirit, inflicting Spiritual Damage, in an effort to make the caster dismiss the tether themselves, or race to the death with the Ronin as they volley them with a spiritual assault. If the opponent dismisses the originating spiritual effect creating the link the spiritual blade fizzles out harmlessly, as it looses its avenue of attack.
Note: The A-rank version can be used five times per battle, while the S-rank version can be used three times per battle.
Note: After using S ranked version, the user cannot use any S rank or higher Spiritual Kenjutsu for 1 turn.
Note: Can only be used by Rōnin biographies.

Approved with edit

-Leaving for LoK-
 
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Skorm

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(In'yōton, Onmyōton: Sōzō Kansei | Yin-Yang Release: Creation Perfected)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Creation Perfected is a Yin-Yang release technique that is influencing the users Creation of All Things in an effort to increase it's potential by sacrificing their own (the creator) for balance. At the start of a match, or if they want the setting to be permanent (stated in bio itself) the user will infuse their creation with Yin-Yang chakra and bolstering the creation and gives it the ability to use either Yin or Yang state in a match or in the ninja world. Now, while this is indeed a very powerful technique to give to a creation, the user themselves cuts off any ties and any chances of using Yin or Yang release themselves for the duration of the match or in the NW as long as Creation Perfected is in play. This means that the user themselves are barred from Yin release if they give their creation the ability to use Yin State or Yang if they give their creation the ability to use Yang State. This is not affecting Yin-Yang release techniques, only Yin or Yang techniques.

Note: Requires Yin-Yang

Declined, just because you give your creation Y-Y chakra does not mean it now can use Yin State or Yang State. Like you seemingly only justify this technique by saying “I give my CoaT more YY chakra which allows them to use Yin Yang States but locks me out of it.” There is no justification for either of these things to happen besides “I want a stronger CoaT”. DNR.
 
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Arthorius

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(Kaen Kakkusei Iden: Mazari atta) – Atavistic Flame: Intermingled
Type: Offensive/Defensive/Supplementary
Rank: D - Forbidden
Range: Short - Long
Chakra: N/A
Damage: Variable
Description: A technique created to capitalise on the similarities between the chakra based fire release ninjutsu and the atavistic flames of human willpower. By performing the same actions as they would for a chakra based fire release jutsu the user is capable of instead replacing the fire chakra with atavistic flames making the technique appear the same as it would have originally and function identically however would be composed entirely of Atavistic flames and would carry the inherent advantages of that including the base damage increase depending on the users level of mastery for Atavistic flames and the rank that the fire technique would have been. For example a grandmaster would enhance the techniques damage by 30 base damage, master would increase it by 20 and initiate by only 10, not counting as boosts. This technique naturally will occur in the same timeframe as the fire jutsu with the fire technique being posted for reference only not counting towards the move limit.

Note: This technique must be used at a rank determined by the fire technique it's mimicking, so using a S rank fire technique via this will require a S rank usage of this technique. Additionally when used to mimic techniques that have limitations themselves this will count towards those limits, for example if a fire technique can only be used twice, using it via this will consume one of those usages.
Note: This technique may be used at S rank thrice per battle, A rank four times per battle and B rank and below an unlimited amount of times. Forbidden rank may be utilised once only and will require a two turn cooldown to use the technique again.

Declined. We discussed this.

(Kaen Kakkusei Iden: Chimei-tekina tsumi o tokimasu) – Atavistic Flame: Fires Deadly Sin
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: +10/+20/+30/+40
Description: A technique reliant on the user forsaking control and unleashing their willpower without reservation, this ability is used alongside another Atavistic Flame technique and occurs in the same timeframe, utilizing a RNG based system the user will roll a single 1D100 to determine how much their technique is enhanced by. Rolling 1-20 adds a plus ten damage enhancement, rolling 21-40 grants a plus twenty damage enhancement, rolling 41-60 provides a plus thirty damage enhancement and rolling 61-80 provides a plus forty damage enhancement. However beyond that would cause the user to stretch the limits of their own abilities and thus anyone who rolls 81-100 will gain the plus forty damage enhancement but will also lose spiritual health at twice the usual rate that this technique incurs.

Note: This technique will consume spiritual health at half the rate of the applied boost, for example a plus ten damage enhancement will consume five spiritual health and after use this technique will restore the consumed spiritual health at a rate of ten per turn.
Note: This technique can be used thrice per battle and should a 81-100 roll be performed it will count as two usages of the technique.

Pending.

(Seimei No Umi: Akai hoshi no shukufuku) — Sea Of Life: Blessing of Red Star
Type: Supplementary
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: This technique works alongside the nefarious tether known as the eye of the red star, posted alongside the aforementioned technique this serves as a enhancement potentially to the tether. Eye of the red star effects stack between clashes of the tether and opposing chakra but with this enhancement a single interaction will provide the chance for multiple stacks to be applied at once. Upon the tether making contact a roll will be performed using a 1D100 with a sixty percent chance of applying a additional stack, should a additional stack be applied it will trigger the roll again with a ten percent lower chance of applying another stack. This effect will continue until a failed roll occurs at which point the full amount of successful rolls will be calculated and stacks will be applied accordingly. This technique will be used in the same timeframe as eye of the red star.

Note: May only be used twice per battle. Additionally the RNG will only trigger on the first clash red star makes that turn regardless of how many clashes occur.
Note: Using this will trigger a four turn cooldown on eye of the red star.

Declined. I'm not comfortable with Eye of the Red Star turning into something that you can suddenly wipe out huge portions of a target's maximum health pool in a single swing.

Resubmitting the following approved technique to add a RNG mechanic

(Seimei No Umi: Kirameku Mono no Mizu) — Sea Of Life: Water of the Glistening One
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra cost: Variable (Equal to twice damage healed)
Damage points: N/A
Description: This technique is a active ability that can be used only while standing in the sea of life. Working in a similar fashion to the unique medical technique used by Kabuto this ability uses material from the sea of life to perform nigh instantaneous healing provided the user continues to maintain a handseal and rapidly circulate chakra around his body. When damage is inflicted upon the user, the sea of life at their feet will be immediately sucked in to their body regenerating it as though they took no damage at all, this technique has a considerably high potency being able to heal up to one hundred damage with a single usage.
However there are drawbacks to using this, while in use no other chakra based jutsu can be molded by the user, as the user must be constantly circulating chakra around his body while in use instead of focusing it. Additionally the user must be standing in the sea of life and using this will draw the sea of life back in to their body to use it for the healing consuming a short range source. Finally the chakra cost for such manipulation of the sea of life is exponentially high and scales to the damage healed.
A unique aspect of this technique allows it to have a 25% chance of not incurring the drawbacks mentioned, allowing the user to continue to have their critical damage resistance and continue to heal themselves via other means for the next two turns. This roll is a single 1D100 with rolls 25 and below being considered successful while 26 and above are failed and incur the drawbacks. Successful rolls will also add a minor regeneration effect for those two turns, restoring a additional 25 health per turn to the user.
Note:
May only be used twice per battle.
Note: After using this technique the user can't heal themselves via any means for two turns as their body is in a state of flux, they also lose the children of tiamat critical damage resistance for those two turns.


Declined. Keep the original. We can't just add rolls to already approved techniques to circumvent drawbacks put on them. Especially when the failure outcome is just incurring the original drawbacks of the technique.
 
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Alyx

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(Aoi Katon/Inton: Hason Jigoku) Blue Fire Release/Yin Release: Corrupting Hellblaze
Type: Defensive, Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Corrupting Hellblaze is a technique unique to the Jinchuriki of the Nibi, to which the user combines its Spiritual Blue Flames and Yin Release. Utilizing the high spiritual nature of both skills, the user is capable of causing spiritual burning to other spiritual entities present; namely ones such as Hungry Ghost and its other spiritual parasite counterparts, Hands of Sloth etc. This can be performed in two ways, the first being spiritual tethers currently affecting the user, using the flames to ‘burn’ away the tether and severing its control on them. The other is more present entities like the previously mentioned Hands of Sloth, but the unique thing about this burning is once it does this - the user’s own Yin Release energy forcefully takes over the opposing technique. In simpler terms, the spiritual flames seek to burn the opponent’s chakra within while also forcefully taking control over it. In the case of tethers, the user will reflect the parasite and its effects back at the opponent while others will become ablaze with the Spiritual Blue Flames, appearing more ghastly. In the case of non tethering entities, the technique stolen gains an additional +20 DMG increase as a result as well, though it must be inherently offensive in order to gain this. This only works on techniques of 70 chakra and below, but can only affect spiritual based techniques while other physical techniques cannot be targeted. Can only be used twice per battle, with a cool down of three turns after use, while leaving the user unable to use Blue Fire Release nor Yin Release above A Rank for two turns after use. This technique’s control persists for as long as the entity is capable of.

Approved, note that Burn Heal and other abilities don’t apply with this when tethers are rebounded back. Just Spiritual Flames and the original tether.
 
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Ańbu Juniør

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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22115399
- Master AF completely finished: https://animebase.me/threads/mastering-the-atavistic-flame.782264/post-22116286
- Changed the name

(Kaen Kakkusei Iden: Moeru Kiba) – Atavistic Flame: Blazing Fang
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: N/A
Damage: 80 (110)
Description: Blazing Fang is a powerful Taijutsu-centered Atavistic Flame technique developed to be used like the Inuzuka clan’s rotational abilities. This technique is activated by focusing the Atavistic Flame and drawing upon the user’s spirit, focusing it throughout their body as they spin in the form of a drill or buzzsaw, enveloping them in an intense flame that is searing to the touch. Activation of this technique requires the user to expend 30 spiritual Health Points that regenerate at a rate of 10 per turn over three turns. Grandmaster applications increase the damage of this technique by an additional 30, not counting as a boost.

Notes:
- This technique can be used 3 times per battle and requires a two-turn cooldown between uses.
- After usage, the user is unable to use Atavistic Flame techniques above A-Rank for a single turn.

-Approved- Edits made

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22052517
Previous update attempt: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22115399
- Removed mention of High Breeds specifically since canon ninken exist now
- Removed the mention of passive healing

Fenriru No Busō | Fenrir's Armament
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken to be more resilient in fights. By channeling chakra throughout their entire body a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical-based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique also functions as a standard armor and is capable of defending a Ninken from attacks of equal strength, requiring it to be overpowered to be destroyed.

Notes:
- This technique lasts for up to four turns unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.

-Declined- You said you're updating this to remove mentions of passive healing and high breeds but then you've added stronger armour and converted this to a full body surge for the purpose of breaking tethers and genjutsu, which is to much to add to a already stuffed custom.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22074641

(Fuuinjutsu: Ōkui-Sha) Sealing Art: The Great Devourer
Type:
Offensive/Defensive
Rank: S
Range: Short
Chakra: 70 (-20 per turn)
Damage: N/A
Description: The user performs four handseals and erects a powerful barrier that coats the body and anything on it, reacting to their movement in such a way that the user never makes contact with it as it moves with them. Though it varies depending on the user, this barrier tends to have the standard appearance of a dark, flame-like aura and has considerable offensive and defensive capabilities. As a means of both attack and defense, this barrier possesses the ability to destroy techniques it comes into contact with by absorbing the properties of the technique and unraveling the chakra that composes the jutsu, this will empower the barrier with the properties of the absorbed technique and allow it to take on the damage value of the absorbed technique. The properties of techniques refer to their auxiliary effects that cause harm, for example absorbing fire would cause the barrier to become heated causing burn damage while absorbing wind would sharpen the barrier causing cutting damage, water and earth would both be concussive while lightning would be sharp. The barrier will follow the strengths and weaknesses of whatever element or other fields it's absorbed.

Notes:
- This technique lasts for three turns.
- No Fuuinjutsu above B-Rank can be used for one turn after deactivation, and no Fuuinjutsu above A-Rank in the next.
- This technique can be used twice per battle and requires a three-turn cooldown after it expires.

Declined, keep the original.

((Jūjin Taijutsu Ougi: Taiyō Ōkami No Chōshō) Beast Human Martial Art: Mockery of the Sun Wolf
Type:
Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, quickly shift the momentum of their body to transition from one rotation to another, regardless of the rotational method without losing speed or power. Due to the nature of this technique, it must be used in the same timeframe as the Gatsuuga or Gatenga technique being transitioned into. The sudden movement causes intense strain on the body, and as a result, a one-turn cooldown is needed before it can be used again.

-Declined- The wording here would allow you to bypass the rules about increasing jutsu speed, by using a faster technique and chaining it in to a slower one, allowing you to benefit potentially from speed increases that would only affect taijutsu movements for example, on a elemental rotation. Also saying it causes "intense strain" on the body and has a one turn cooldown is kind of a weird overstatement/under restriction.
 
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(Inton: Ikite Iru Kage) – Yin Release: Living Shadow
Type: Supplementary
Rank: S
Range: N/A (Short)
Chakra: 100
Damage: N/A (90)
Description: Living Shadow is an ability drawing on the concepts of spiritual manipulation and giving form to the formless. It allows the user to draw forth their inner darkness, echoing the nature of the Waterfalls of Truth, and grant it corporeal form through Yin Release. When performed, a black miasma will bubble out from the user's body, coalescing into a dark silhouette resembling the user. This shadow can be touched and interacted with, being an animate simulacrum of the user that is physically identical to them in every respect, armed with the same tools and weaponry as the user, though possessing none of their special properties. For example, Kunai and shuriken will possess the same lethality, but paper bombs and explosive devices will not function, and items such as Custom Weapons will have none of their unique abilities, being rendered equivalent to basic freeform items. Furthermore, the entity is not marked by any body seals the user has. Functionally it is similar to a Shadow Clone, though unlike a flesh and blood clone it is without sentience, instead being a wrathful construct that obeys the will of its creator. Without mental command, it will relentlessly pursue and attack opponents, but its behaviour can be manipulated by the user, whether to render them docile or to direct them to a more suitable target or purpose. In terms of abilities, it moves at standard S-Rank speed for Universal Abilities, and is capable of utilising Taijutsu, Bukijutsu (within reason) and Yin Release up to S-Rank. The shadow can withstand up to 90 damage, upon which it will disperse. Living Shadow lasts for four turns, though it can be deactivated upon the user's will, and can be used twice per battle on a two turn cooldown. While it is active, the user cannot perform Yang Release or Yin-Yang Release techniques above A-Rank, and in the turn following deactivation the user's Yin Release is limited to A-Rank and below.

Approved, made edits.
 
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