Custom Jutsu Submission - IV

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Smirk

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(Bakuton: Būmu Badasu) Blast Release: Tick Bxxm Badass
Type: Defensive
Rank: A-S
Range: Short
Chakra: 30-40
Damage: N/A
Description:
The user channels Blast chakra throughout their body, forming what would resemble a layer underneath the skin acting as an impact defense, while the user simultaneously exerts a controlled amount of Blast chakra with quick succession, on the outer layer of their skin, which would form a slightly distorted translucent barrier outlining(mere centimeters from) their entire body. This technique is used to withstand direct impact from explosions. Achieved by the outer Blast chakra nullifying the force(two pressures colliding) from said explosions and the inner layer of Blast chakra protecting the skin of the user from internal damage that would otherwise be cause from impact.

Notes:
- Usable Once every other turn
- S-Rank variant only usable 4x per battle
- Jutsu activates near impact and only remains active while explosive impact is being made with the user

Declined, redundancy. For starters, please work on the grammar; the first sentence being a long run on sentence made it hard getting through it. Secondly, because the explosions generated from Blast Release are already controlled in the sense of being able to direct the angle of the explosion, you can already effectively prevent being caught in one. In the occasion you are caught in one, this becomes more justifiable but even then, the execution of two blast chakra barriers doesn’t add up to the ability and how it’s used. You’d need Fuuinjutsu to properly justify use of these barriers as described.

(Bakuton: Seijin no Ikari) Blast Release: Saints of Rage
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (+20)
Damage: +10-20
Description:
A technique utilizing the very properties of Bakuton itself, within two methods.

Sage of Blast: Exerting rapid amounts of Bakuton into Earth, Lightning and Blast techniques themself, the user will amplify the damage output of the respective natures techniques, adding (+20) to the impact damage. Doing so shortens the range of the chosen jutsu by one[going down to short range]. Each jutsu this technique is infused with costs an added (+20) chakra. Due to the amounts of chakra being emitted the impact of the said technique will be louder than usual.

Glint: By channeling focused amounts of Bakuton into its parent properties (Earth | Lightning) utilizing the force induction, the user pushes the extent and range of which these techniques may reach. (+20) Added chakra to any lighting, Earth, Blast justu to increase range by one. Due to the parent properties being infused with Bakuton, the jutsu being used will glimmer(more than usual and have a sound of small popping) as well as deal (+10) than normal.

Notes:
-Once activated, the user must state which method their using.
-The announced method is passively active for 4 turns and may only be infused with one justu per turn.
-Each method is usable 2x per battle, with a three turn limit between uses

Declined, this will not be passively done as you need to activate it’s usage. It’s initial use may not count towards the timeframe and can be used alongside another technique, but it will cost a jutsu slot. The mentions of +20 chakra will become +10 as that is the max allowed normally. I’m not sure how exactly these extend or decrease the range of a technique as well. Expand through a possible explosion at the end, maybe but this is worded as simple as “I add Bakuton chakra and extend the range of my Earth techniques”. Makes no sense.
 
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Jᴀʏ

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

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

Declined by Imperfect.


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


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

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

Declined by Imperfect.


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

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

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

Declined by Imperfect.


Flowing Blade was declined, thus this is auto declined. Also the wording here implies for each of those first two stacks, this technique has those listed values. So with the two stacks, it has 160 damage and moves at x4 your base speed. Fix that too.
Note: I've moved the Summons into the CSC Thread


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

Note: This technique lasts a total of four turns.
Note: The user of this technique can only absorb one technique per turn.
Note: This technique can be used twice per battle.
Note:
No Fuuinjutsu above A Rank, on the turn of activation.

-Declined- The way you've worded this suggests that it will absorb based on the chakra present in whatever technique you use, rather than the limits of this jutsu itself and that won't be allowed as it would completely bypass fuuinjutsu rulings.


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

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

-Declined- Parent tech was declined, but also you're not gonna be able to make flying slashes move at 2x your base speed, this isn't a tai or buki attack if it's firing a energy wave, so your base speed has absolutely nothing to do with it's speed.
 
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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 partially merge with the opponent utilizing his Kekkai Genkai. Merging with an opponent not of the Kekkai Genkai bloodline results in internal damage being dealt equal to the rank of the version used.

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 or above Surge jutsu.
Note: This does not prevent usage of opponent’s chakra system.

Approved, made edits
---------------------------------------------------
Dark Cloud Coating
Type:
Supplementary
Rank: B-A
Range: Self
Chakra: 20-30
Damage: -20/30 chakra
Description: Performing 3 handseals with one arm allows the user to coat either his weapons or his fists/feet in the clouds of storm release, draining any foreign chakra from the opponent/opposing technique. When a technique has its chakra drained it de-ranks that technique based on the chakra taken out if not out right dispersing it(this only happens if all of the chakra is drained) this technique can only hold chakra up to the rank of the move performed but can be bottomed out with another technique using its chakra. This move costs 10 chakra per turn to maintain
A rank version can only be used 3 times While B rank version can be used 4 times

Declined, for starters, only specific bios are capable of performing hand seals with one hand and they are Sasuke and Minato. This technique is also vaguely done and is pretty generic on the parts that work; for example, how much chakra is drained from opponents should this touch them? As it’s worded, you coat limbs or weapons with clouds that drain chakra but this inherently needs a limit. As for the “de-rank” thing, I need to point this out for you for future techniques in regards to absorption.

For reference, Preta Path has the best absorption in the game at 100 chakra per usage, not counting Karma’s ability to absorb any Ninjutsu regardless of chakra count. Then, Advanced Fuuin absorbs up to 70 chakra which is typical max techniques can hold, not counting some canon abilities and rare techniques. Then, regular Fuuin absorbs up to 50 chakra at S rank and typically absorbs up to 10 more chakra or 1 rank higher than their rank uses (i.e. A ranks absorb up to 40 chakra, B ranks absorb up to 30 chakra, etc, S and F rank seals absorb up to 50 chakra). After this, absorption abilities in the game tend to absorb up to their rank’s worth of chakra per turn and always have a duration limit. Some specific characters and weapons may allow higher than that, but typically this is how it goes and Storm would follow the italicized part.
 
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Sasori

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(Nisshoku) Eclipso
Type: Puppet
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Eclipso was created to resemble the Wrath of God and the Angel of Vengeance. Eclipso is two meters tall and has a wooden puppet frame. Its notable features are that its skin tone is a light blue and draped over in a magenta top with black pants. Eclipso possesses pointy ears and an elf-like head and besides its humanoid form does not resemble a human being in any fashion. Eclipso’s main weapon is a sheathed katana that it keeps strapped onto its waist. The sheath and the katana both have been infused with various sealing properties.

When the sword is inside of its scabbard it is possible for the puppet to hold the sword in a diagonal manner which would act as a trigger for one of its sealing jutsu. At the cost of a move, a Fuinjutsu barrier will spread up to five meters from the puppet’s location in all directions. This particular barrier lasts up to one turn and it has the unique property to detect spiritual entities such a Yin-release up to S-rank that enter the barrier or are currently inside of the barrier. If currently inside of the barrier or the user for example the barrier will begin to absorb such entities freeing the user of spiritual parasites up to S-rank (70 chakra points). The alternative is that barrier would be able to block such forms of attacks from entering the barrier at all. This ability can be activated twice with a two-turn cooldown.

Another ability of the sword activates when the puppet unsheathes its sword and holds it in a horizontal manner. This causes a seal on the puppet to activate which coats the katana in a thin layer of a crimson-colored barrier. This form of the blade enables the user to deflect incoming attacks by making contact with them. The barrier that the sword is coated in has malleable properties so whenever the puppet makes contact with an incoming opponent or attack it causes the barrier to activate. This counts as an A-rank move and will essentially allow the user to deflect incoming attacks up to thirty chakra points but it is a situational counter because it is not ideal for wide-scale attacks. Eclipso’s main offensive ability comes into play when the puppet is faced with a chakra-based attack heading toward the puppet. This foreign chakra will trigger a seal on the puppet’s katana which will cause a translucent cyan barrier to extend up to five meters everywhere around the puppet. This costs a move and will count as an S-rank move that can absorb techniques up to seventy chakra points. The chakra from the absorbed technique will be siphoned and directed into the puppet’s katana. All the chakra absorbed into the sword will cause it to glow a bright green color. By absorbing the technique it enables the puppet to utilize the ability known as a “Backlash wave” which will allow the puppet to release a wave of energy by swinging the sword in the desired direction which can cause it to release a compressed wave of energy or a wide scale version. This energy is equivalent to the rank of the absorbed technique and is neutral to elemental techniques. Normally, the user will absorb and counter an opponent’s technique with one move but if desired the user can choose to delay releasing a counter-strike in that case, it would cost a move to utilize later and the user cannot use this particular ability again until it has been released. The user can use this ability twice with a two-turn cooldown.

Note: Required Advanced Fuin

(Mōganrufei) Morgan le Fay
Type: Puppet
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Morgan le Fay is an average wooden puppet around 167 centimeters tall. This puppet was modeled after an ancient enchantress and is donned with a lush green robe. A notable feature of this puppet model is that Morgan has a wooden staff around a foot long that is attached to its hand with a locking mechanism.

The first ability of the puppet is activated when the puppet hoists the staff into the air above its head which will trigger a Fuinjutsu ability. It will cause a translucent, jade, and hexagonal-shaped barrier to erect itself in front of the puppet and extend five meters in every direction. This barrier can be adjusted by the puppet moving its staff to the desired location. The effects of the barrier take after the technique “Four Black Fog Battle Formation” which locks someone in suspended animation. Once someone or an object comes into contact with the barrier it will be locked in a temporary suspended animation. This is on a more advanced scale because the prep needed in the canon technique is not required and the user is able to quickly move the barrier in any direction they desire. This ability costs a move and traps the opponent in a state where they cannot move for two turns; however, they are able to utilize techniques that do not require them to move. In regards to jutsus, this ability can effectively neutralize most attacks by instantly stopping them in their tracks causing them to lose their momentum. This ability counts as an S-rank ability and can affect objects with up to seventy chakra points. This ability can only be used twice with a turn cool down.

Morgan le Fay’s next ability activates when the puppet holds the staff in a horizontal manner and extends its hands forward. This causes another Fuinjutsu ability to act which causes a red, flat pentagon-shaped barrier to appear on the ground in front of the user. This barrier extends up to five meters in every direction. This opaque takes after one of the Fuinjutsu techniques known as Multiple Infinite Embraces. Once an opponent or an object comes into contact with the barrier it will cause it to feel a tremendous downward force on them which quickly immobilizes them if they cannot withstand the pressure. This technique can affect objects up to five meters in the sky so objects will be affected even if they are hovering above the barrier. Similar to the original technique this barrier carries chakra draining abilities which cause the opponent to be unable to use S-rank and above techniques. This variation of the original technique is special because it gives the technique added mobility enabling it to easily affects targets now. However, the user is limited to moving the hexagonal barrier in linear paths but this does not mean the user needs to keep the barrier on a flat surface. The user is free to adjust the barrier so that it is horizontal, vertical, or hovering in the air in general. Regardless of the orientation, the user can still move the barrier however they choose so if the barrier is directly in front of someone instead of underneath the user can still choose to release a tremendous force from it up to five meters. This also means that if the opponent is within short range of the barrier they will be affected by its chakra draining properties. This ability costs a move and counts as an A-rank ability which can neutralize attacks or restrain an opponent with A-rank force and can be sustained for up to three turns. Lastly, this technique is able to be used three times with a turn cool down.

Note: Requires Advanced Fuin

(Furage) Flagae
Type: Puppet
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Flagae is an unorthodox puppet due to the unique connection that it has with the user. Flagae is a three-meter tall puppet that represents a demonic creature crafted out of mirrors. In reality, Flagae is crafted out of heavy metals providing it with several abilities to be explained below. A noticeable feature of the puppet is how it possesses a large-meter-long and wide sword in its right hand.

One of the puppets' most unique abilities is the connection that it has with the user. This connection is due to a sealing jutsu imbued inside of the puppet and is initiated when the puppet enters the field. The seal is set to passively activate whenever the puppet is damaged by the opponent or by any other means. For example, if the enemy were to stab the puppet with a sword the damage the puppet would normally sustain will passively heal itself and instead inflict itself upon the user. Every time this technique activates it costs chakra equal to the normal rank of the technique, for example, an A-rank attack will cost the user thirty chakra points. In regards to the damage, the damage inflicted to the user will follow the rules of the Health Rules and will be subtracted from the user’s overall health as normal. This particular ability allows the Flagae to sustain an abnormal amount of damage but can be dangerous for the user because they can potentially be killed from absorbing too much damage. In an actual battle, it will appear as if the attack against Flagae was ineffective and unable to affect the puppet in any real way. When damage is being transferred to the controller of the puppet it will appear as if they have suddenly been damaged in a particular area with no source of where it came from but they will not have to deal with the residue of any actual attack.

Offensive-wise, the puppet has a mirror located on its abdomen which essentially spans its entire waist. This mirror has been infused with sealing properties and is set to activate in the face of incoming attacks. When a chakra-based technique is reflected in the mirror it will cause a sealing jutsu to activate which will drain a target of its chakra if it is up to mid-range away. Once absorbed the chakra from the attack will be siphoned into the puppet’s sword. The will enable the puppet to spend a move and release rudimentary constructs of the element such as waves, kunai, shuriken, etc up to S-rank/long range. These constructs will be composed of the elemental nature of the technique absorbed and if there was none then it would be neutral in terms of collision. This ability can absorb techniques up to S-rank with seventy chakra points and be used twice with a two-turn cooldown. This particular ability allows for the user to seal a specific elemental nature from the opponent which will allow the Flagae to control said element in a limited way for up to four turns during which the ability cannot be used again. This technique will also seal the opponent from using the specific nature absorbed as long as the puppet remains intact but if the opponent destroys the puppet or if the user releases the element then the opponent will gain it back.

One of the defensive abilities is set to activate when the controller of the puppet and their allies are faced with an attack moving faster than they can respond. Once said attack enters short range of the user the conditions needed will have been achieved causing a spherical barrier to erect itself around the user and their allies (If they are all within short range of each other). Upon doing so everyone inside will be hovering above the ground and the barrier will then swiftly move up to five meters in a given direction to pull the user out of the way of the attack. The special property of this barrier is that it reflects all light so upon activation it will cause anyone inside to appear as if they have disappeared and not only this but the barrier also acts as a cloaking shield which prevents the chakra of anyone inside from being sensed in a traditional manner which involves detecting the chakra of their target. In a way, it will make the user appear as if they have teleported but in reality, they have just shifted locations. This ability can be used three times with a turn cool down.

Note: Requires Advanced Fuin to utilize
Note: The user can choose not to activate the damage transfer ability and opt to have the puppet take the damage itself but in that the puppet can only sustain A-rank damage before being destroyed.

-Leaving all for LoK-
 
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(Ototon: Gungir no Hyorohyoro) - Sound Release: Swaying of Gungnir
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (+10 chakra to applied techniques)
Damage: N/A (+20 damage to Lightning techniques)
Description: The user will activate an ability that will allow them to release ototon chakra into their Raiton techniques for the next three turns. Activating this ability is instant and consumes no time whatsoever since it's designed to work in the same time-frame as other techniques. Both Lightning and Sound Release are based on high frequency vibrations, allowing the two to be seamlessly combined together. The sound chakra will serve the purpose of increasing the frequency of the vibrations within the lightning technique. This heightened frequency means they will become higher energy, thereby increasing their damage and cutting capabilities in the same way as Super Vibrating Lightning Release Sword. These enhanced vibrations will also change the noise produced by lightning techniques, creating a cacophony of screeching noise that drowns out all other sound. This takes away any stealth they may have once possessed but makes them dangerous to those with enhanced hearing through the use of Inner Sonar Skill or a different method. Those individuals will suffer bleeding ears and will be permanently deafened if they are unfortunate enough to hear this noise.

Notes:
-Lasts three turns
-Can only be used twice per battle
-Cooldown time of three turns in between uses

Update Approved

Notes:
(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.
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?
(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. Upon being struck the seal will also release a colorless wave of Yang energy of equal kinetic force rivaling whatever struck the user to cancel out the force that would normally have pushed him back. This wave of Yang energy is harmless and is purely cosmetic to outside view. Appearing as though the user's body simply causing the technique to disperse


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- My only issue with this is what exactly you're suggesting by fatigue, it doesn't sound like you mean purely knockback otherwise you'd say that. So if this technique doesn't heal, stops knockback, then why choose the term fatigue, do you mean the health system drawbacks? If so then you'd probably need to reword it.
 
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(Amegafuru arashi: Kurai shirase ) RainingStorm: Dark Tidings.
Type
: Supplementary
Rank: B
Range: Short -Long
Chakra: 20
Damage: N/a
Description: This is an infusion technique there the user combines their storm element with rain ninjutsu. The user will perform a single hand seal or make a gesture to the sky to initiate this technique. This jutsu can be used in the same time frame as a rain technique or at any point. What this will do is darken the rain clouds to create storm clouds infusing the rain the unique properties of storm that can absorb chakra. What this means is that an enemy technique that pass through this rain will have 10 chakra sapped from them, reducing their damage by 1 rank (20 damage). This can also be used along side a rain ninjutsu by adding an additional hand seal or gesture. In this sense the rain technique will follow storms s/w and reduce an enemy technique they collide with by 1 rank in damage. A technique can only be reduced in damage once through this technique

Note: Can only be used 4 times per battle and only applied once to a rain technique.

Note: If used on a jutsu that causes it to rain, or a sustained jutsu in that sense, it only lasts for 3 turns.

________________________________________
 
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( Yoton: Herakuresu no Shiron ) Yang Release: Trials of Hercules
Type:
Supplementary | Attack | Defense
Rank: B - S
Range: Short - Long
Chakra Cost: 40 - 60
Damage: 80 - 100
Description: Trials of Hercules is a technique that takes on properties of both the (Yoton: Yamata no Orochi) Yang Release: 8 Branched Giant Snake technique, and the ( Yoton: Byako ) - Yang Release: White Tiger technique. Specifically, it would take the concept of using raw Yang chakra as a means of combat. Taking that concept, the user would mold and conjure raw Yang chakra from any point of the body, which would come in the form of a white energy that burns away at other chakras and targets without actually giving off heat (though steam emanates from the chakra). This chakra can be molded into basic or slightly intricate tools/shapes to use for offensive, defensive or Supplementary purposes that may be at hand, limited only by the user's imagination. These tools and shapes can range from waves, swords, Cubes etc. but will be split in power according to rank and quantity of the tools created. The chakra can be created in a fiery like form or as a semi-solid energy, though either way it would deal physical damage upon impact with targets. The unique thing about tools created is what happens when it strikes people/things. When it comes to coming into contact with living beings, this technique would overload the target's chakra system with the Yang chakra it was created from, causing an imbalance that would cause negative effects on them depending on the rank used. At B-rank, the overload and pure heat of the chakra would cause 40 chakra to be burned away from the target's overall chakra reserves, and half their tracking ability. At A-rank, the before mentioned effects would apply but the target would have 50 chakra burned away, along with preventing the use of techniques S-rank and above and requires 2x the normal cost for techniques A-rank and below. At S-rank, the before mentioned effects would apply but the target would have 60 chakra burned away, along with preventing the use of any spiritual or Yin based abilities due to the Yang chakra causing such an imbalance within the chakra system. Whenever used, the technique itself has to go through the body in an instant surge that would also burn away any foreign chakras of equal chakra output or lower.

Note: S-rank can only be used 3x with the need of 4 hand seals, A-rank can be used 4x with the need of 3 hand seals, and B-rank would only need 2 hand seals
Note: The energy must originate from the body, and can at max be the size of the canon S rank earth golem.


(Yoton: Shizen no gyakutai) - Yang Release: Nature's Cruelty
Type:
Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50 to applied techniques)
Damage: N/A
Description: This technique allows the user to combine their elemental techniques with Yang chakra in order to create a more versatile and dangerous Ninjutsu. When the user uses an elemental Ninjutsu of any kind, he'd also fill it with additional yang chakra in order to add on to how the technique would react to coming into contact with its target. On the exterior, nothing would seem different within the elemental technique, though a chakra sensor or doujutsu would be able to notice the build up of additional "heat" within the technique. Once the technique hits a target, the yang chakra would take on aspects of ( Yoton: Byako ) - Yang Release: White Tiger. Specifically it would take on the "burning" effects of Yang chakra; Burning away chakra inside of a person hit equal to the additional chakra added into the elemental technique (50). This causes an imbalance within the victims chakra system and the yang chakra would cause negative effects over a span of time that depends on the rank technique that they came into contact with. The imbalance in the chakra system causes the victims to lose the ability use Yin/spiritual based abilities S-rank or higher while diminishing their speed by half. These effects are something that don't have the same strength on Yang specialists due to them having a keen mastery over have Yang chakra in their systems. To reflect this, they'd still be able to use ant spiritual/Yin techniques bar forbidden rank, and their speed would only lessen by 1/4.
Note: Effects last 1 turn for D/C-rank techniques, 2 turns for B/A-rank techniques, and 3 turns for S-rank techniques.
Note: Can only be used 2 times, lasting 4 turns per use, effecting all techniques during that period.
Note: Needs a 2 turn cool down before using again.

Both Approved - Daemon

( Yoton: Herakuresu no Shiron ) Yang Release: Trials of Hercules
Type:
Supplementary | Attack | Defense
Rank: B - S
Range: Short - Long
Chakra Cost: 40 - 60
Damage: 80 - 100
Description: Trials of Hercules is a technique that takes on properties of both the (Yoton: Yamata no Orochi) Yang Release: 8 Branched Giant Snake technique, and the ( Yoton: Byako ) - Yang Release: White Tiger technique. Specifically, it would take the concept of using raw Yang chakra as a means of combat. Taking that concept, the user would mold and conjure raw Yang chakra from any point of the body, which would come in the form of a white energy that burns away at other chakras and targets without actually giving off heat (though steam emanates from the chakra). This chakra can be molded into basic or slightly intricate tools/shapes to use for offensive, defensive or Supplementary purposes that may be at hand, limited only by the user's imagination. These tools and shapes can range from waves, swords, Cubes etc. but will be split in power according to rank and quantity of the tools created. The chakra can be created in a fiery like form or as a semi-solid energy, though either way it would deal physical damage upon impact with targets. The unique thing about tools created is what happens when it strikes people/things. When it comes to coming into contact with living beings, this technique would overload the target's chakra system with the Yang chakra it was created from, causing an imbalance that would cause negative effects on them depending on the rank used. At B-rank, the overload and pure heat of the chakra would cause 40 chakra to be burned away from the target's overall chakra reserves, and lower their tracking ability by 20%. At A-rank, the before mentioned effects would apply but the target would have 50 chakra burned away, along with preventing the use of techniques S-rank and above and requires 2x the normal cost for techniques A-rank and below. At S-rank, the before mentioned effects would apply but the target would have 60 chakra burned away, along with preventing the use of any spiritual or Yin based abilities due to the Yang chakra causing such an imbalance within the chakra system. Whenever used, the technique itself has to go through the body in an instant surge that would also burn away any foreign chakras of equal chakra output or lower.

Note: S-rank can only be used 3x with the need of 4 hand seals, A-rank can be used 4x with the need of 3 hand seals, and B-rank would only need 2 hand seals
Note: The energy must originate from the body, and can at max be the size of the canon S rank earth golem.

Approved with Edits Made - Daemon


(Yoton: Shizen no gyakutai) - Yang Release: Nature's Cruelty
Type:
Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50 to applied techniques)
Damage: N/A
Description: This technique allows the user to combine their elemental techniques with Yang chakra in order to create a more versatile and dangerous Ninjutsu. When the user uses an elemental Ninjutsu of any kind, he'd also fill it with additional yang chakra in order to add on to how the technique would react to coming into contact with its target. On the exterior, nothing would seem different within the elemental technique, though a chakra sensor or doujutsu would be able to notice the build up of additional "heat" within the technique. Once the technique hits a target, the yang chakra would take on aspects of ( Yoton: Byako ) - Yang Release: White Tiger. Specifically it would take on the "burning" effects of Yang chakra; Burning away chakra inside of a person hit equal to the additional chakra added into the elemental technique (50). This causes an imbalance within the victims chakra system and the yang chakra would cause negative effects over a span of time that depends on the rank technique that they came into contact with. The imbalance in the chakra system causes the victims to lose the ability use Yin/spiritual based abilities S-rank or higher while diminishing their speed by 20%. These effects are something that don't have the same strength on Yang specialists due to them having a keen mastery over have Yang chakra in their systems. To reflect this, they'd still be able to use ant spiritual/Yin techniques bar forbidden rank, and their speed would only lessen by 10%.
Note: Effects last 1 turn for D/C-rank techniques, 2 turns for B/A-rank techniques, and 3 turns for S-rank techniques.
Note: Can only be used 2 times, lasting 4 turns per use, effecting all techniques during that period.
Note: Needs a 2 turn cool down before using again.

Approved with Edits Made - Daemon



Genjutsu approved here. Also updating to fit the debuff rules: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-317#post-20483627


(Genjutsu: Paresthesia no bodi ) - Illusion arts: Paresthesia
Type: supplementary
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user first performs 2 hand seals (Tiger--Boar) which is used as a medium to transfer chakra into the opponents nervous system and take control of their sense of touch. With that done the opponent will be trapped in the illusion and begin feeling the affects. The opponents arms, hands, legs and feet would instantly feel "paresthesia" and become numb to a degree, along with an extremely intensified tingling feeling of pins and needles throughout out those body parts. This would successfully slow down the opponents movements drastically (losing 10% speed) due to the lack of control people have over their body when a body part feels paresthesia, and would make it highly difficult to react to attacks, perform hand seals and to attack or defend physically. When it comes to hand seals, the lack of control on the limbs would make it impossible to do more than 3 seals while this is affecting the target.

- Only taught by Shady
- Can only be used twice per battle and lasts 3 turns per use
- Can be used on multiple opponents at once

Approved with edits made - Daemon
 
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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.
( 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 performing two handseals. 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.

Note: While it recreates the user's eye and doujutsu, the illusionary eye cannot emulate the drawbacks of looking into the actual doujutsu, nor can the user utilize the illusionary eye to cast techniques that require eye contact.
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 5 times per battle. Requires a cooldown of 1 turn between usages.

Pending, I started to make edits and approve it but the second note stands out. If one pierces through a visual Genjutsu, it breaks the entire Gen and not partially; you cannot basically say someone breaks half a Genjutsu.

( 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.
( Suiton: Hiryō ) Water Release: Carabao Fertilizer

Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +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 composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).

Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank.

Approved, increased the rank though still hesitant about approving this due to the possible amount of fields this can be used to boost.

( Yoton: Onikumaneko no Jutsu ) Yang Release: The Ghost of the Antithetical Panda

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60 ( +10 to Supplementary/Defensive Techniques )
Damage: N/A
Description: The Antithetical Ghost is parasitic energy created through the user’s Yang Release chakra, similar to Hungry Ghost and White Tiger and is considered the reversal of Yin Spiritual Ghosts and their parasitic chakra, by flooding them with the opposite energy to counteract their spiritual energy. When using a supplementary or defensive technique, the user will form the inverted ram hand seal to seal the antithetical ghost within their technique. Sealing the antithetical ghost inside one’s technique happens within the same timeframe as their supplementary or defensive technique. When the user’s technique clashes with another technique, the higher costing Yang Chakra will infuse itself against the hidden Yin spiritual parasite, overpower it and reverse its polarity. Once the antithetical ghost overtakes the hidden Yin parasites, it brings it over and immediately attaches it to the user, and reverses the drawbacks the parasite was meant to deal. When reversing the Hungry Ghost, which would debuff the user by 20 damage points, the Anthetical Hungry Ghost will instead boost the user for 20 damage points for the duration the Hungry Ghost's effect would take hold. Yin Parasites that would detract Speed, Tracking or other ailments will instead add them, while Parasites that would seal or precociously expire techniques or categories of jutsu would instead add usages or refresh the duration of the techniques they were meant to hinder, whatever the opposite was. It is possible to use this technique merely to bolster the defensive capabilities of a defensive technique, especially if the Yin parasite's auxiliary effects are not reversible, and are instead merely neutralized, like when an auxiliary effect means to lock the target out of using the entire category of Genjutsu, or lock the user out of a technique that has no usage limitation. Once the Antithetical Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Anthitetical Ghost last for the duration of the reversed yin parasite it consumed.

Note: Can only be used 5 times per battle and cannot be used on Yin parasites from the same target more than twice. As the effects of Antithetical Ghosts reverse upon the user, they can't be stacked simultaneously, meaning the effect must be ended by the user or expire naturally in order for the user to re-use the technique.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Antithetical Ghost.
Note: Antithetical Ghost can only be used on spiritual parasites S-rank and below, if their technique originally cost 50 chakra, not counting techniques like Phantom Dragons as the technique itself is the Hungry Ghost technique.
Note: Antithetical Ghost can't be used on offensive or damaging techniques.

Declined: I don't know who told you Yang is capable of producing parasites/tethers like this but they lied to you. You are CJ banned anyway but I'm checking this regardless to nip the idea in the bud. Yang cannot produce parasites or tethers at all. Now on to the core of the technique, no you will not be reversing the effects of debuffs as buffs for yourself. That won't be allowed. I'm sure you can figure out why. No way will you be able to boost your speed or strength this way. You definitely won't be able to replenish the duration of techniques like this either. I am fine however with you infusing techniques with Yang in general to negate Yin parasites hidden in techniques however. - Daemon

( Senbon Bukijutsu: Siafu ) Needle Weapon Arts: Bullet Ant


Type: Offensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra Cost: 10-40
Damage Points: 20-80
Description: Siafu is a technique that pertains to the creation of elemental needles, which can be done similar to Hidden Needles, where the user produces them in their mouth, hand or directly inside a blowgun, to then be shot at a target. Siafu Needles can be used offensively or in a supplementary way. The offensive usage pertains to needles that shoot into a technique or a target and deal piercing physical damage of various magnitudes, including explosive outbursts of the element they're composed of when against targets much bigger than the needle. When used in a supplementary manner, the technique will have no damage associated with it, and it will interact with other techniques based on chakra tier, and their elemental outburst serves to neutralize techniques into expiration by overpowering the chakra that they are built on. These supplementary needles have no effect on sentient beings and can only deal with techniques of the same ( Neutralize each other ) or lower rank ( Needles keeps going albeit weakened proportionally ). The needles always follow the element's S&W, even in supplementary usages.

( Mera Mera Siafu ) Exploding Ant - The usage of Fire allows the user to produce coal-like needles with burning flames. When used in a supplementary manner, the needles will detonate the chakra within techniques directionally, reverting the damage of the exploding technique backwards up to short-range of the clash.

( Guru Guru Siafu ) Maelstrom Ant - The usage of Wind allows the user to produce semi-intangible needles of piercing compressed air. When used in a supplementary manner, the needles will chaotically blow the chakra within the technique upwards, reverting the damage of the exploding technique into an upwards maelstrom up to short-range, where it will expire.

( Goro Goro Siafu ) Electrocuting Ant - The usage of Lightning allows the user to produce highly electrified needles. When used in a supplementary manner, the needles will accelerate the chakra within techniques and give them an electromagnetic pull towards other sources of chakra, reverting the damage in the direction of the highest concentration of chakra within short range ( whichever active technique cost the most chakra around short-range of the clash ) or the ground, where it disperses harmlessly like a lightning bolt.

( Gura Gura Siafu ) Wrecking Ant - The usage of Earth allows the user to produce heavy jagged rock needles. When used in a supplementary manner, the needles will break the chakra within a technique in half, severing the technique in two, reversing the damage of the technique into two halves of 1 damage tier lower, and pushes them apart, leaving the path directly behind the needle ( the user ) unscathed between them while they break away up to short range.

( Numa Numa Siafu ) Bending Ant - The usage of Water allows the user to produce crystallized water needles. When used in a supplementary manner, the needles will liquify and mobilize the chakra within techniques, ebbing and guiding the damage of the technique away from the user, off to either the left or the right side up to short range before splashing way.

Note: Supplementary uses allow the techniques to be redirected within short range, as they forcefully expire. If the user finds themselves still within their path of expiration, they can still be hurt. ( Like the Water Bending Ant on a technique to move it left while also moving to the left themselves )
Note: B rank and higher require a cooldown of 2 turns. A rank can only be used 4 times per battle. S rank can only be used 2 times per battle.

Declined, this would be too many abilities that vary too much to allow; this allows you to have essentially “__ element no jutsu” to let you have a toolbox CWJ that can be used. The fact that it’s D to S rank suggests continuous use of this on a level we wouldn’t allow for any CWJ. At minimum, an A to S rank version would exist based on the level of use this is seeking.

These are essentially new techniques, so I kept them as is instead of bolding everything

( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier

Type: Supplementary/Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 50-60
Damage Points: 100-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, being the Plummage and the Talon. Talon entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing physical damage, based on the tier used. This technique can only be used with Basic Elemental natures, and, similar to Phantom Dragons, it is the manifestation of a Yin curse ghost, which allows a single ghost to embody the technique, for example, Hungry Ghost will be deployed which afflicts the clashing technique with a -20 debuff, whereas Thieving Ghost will be able to seal off the clashing jutsu and create Magpy keys.

Note: This technique can only be used 3 times per battle, requiring a 2 turn cooldown between usage. The Ghost technique has to be posted alongside the jutsu as a reference.
Note: While using this technique, the user is unable to perform other Elemental techniques of the element used in the same turn, nor said element techniques higher than A rank in the turn after it expires and no Yin techniques in the following turn.

Approved, made edits and added actually restricting restrictions; No jutsu above S rank the next turn hardly restricts anything and the -20 damage to S ranks is situational as many don’t deal damage and have auxiliary effects.

Reference: Thieving Ghost

( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Plummage of the Sweeping Harrier

Type: Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40-60
Damage Points: 80-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, the Plummage and the Talon. Plummage entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing spiritual damage, based on the tier used. This technique is the Genjutsu counterpart to the Talon version, which is elemental. The manifested Harrier is a complete illusory experience that is capable of subversing many Genjutsu resiliences and inherent defenses, standing as an MS-tier Genjutsu technique empowered by Yin. It is a technique that behaves exactly the same as it's elemental counterpart, and witnessing any of the two through any Doujutsu or other Sensory methods, Chakra,Spiritual,Emotion will retrieve the same effect, until the target is actually hit by the technique and then the effects differ.

Note: B rank version can only be used 4 times per battle, requiring a 1 turn cooldown. A rank and S rank version can only be used twice per battle each, a combined 3 times per battle, and require two turns cooldown between usage.
Note: While using this technique, the user is unable to perform other genjutsu techniques in the same turn, nor genjutsu higher than S rank in the turn after it expires, while S rank genjutsu in that turn will have a drawback of 20 damage.

Pending, as I pointed out to you, I’m still very hesitant about a lot of this. I need to think more on this one and probably discuss it with others.
( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Plummage of the Sweeping Harrier

Type: Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40-60
Damage Points: 80-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, the Plummage and the Talon. Plummage entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing spiritual damage, based on the tier used. This technique is the Genjutsu counterpart to the Talon version, which is elemental. The manifested Harrier is a complete illusory experience that is capable of subversing many Genjutsu resiliences and inherent defenses, similar to Five Element Illusion, while acquiring an elemental nature belonging to the basic 5 natures.. It is a technique that behaves exactly the same as it's elemental counterpart, and witnessing any of the two through any Doujutsu or other Sensory methods, Chakra,Spiritual,Emotion will feel exactly the same with no difference, until the target is actually hit by the technique and then the effects differ, one dealing a yin parasite and physical damage, the piercing through genjutsu subversive resistances and immunities and dealing spiritual damage.

Note: B rank version can only be used 4 times per battle, requiring a 1 turn cooldown. A rank and S rank version can only be used twice per battle each, a combined 3 times per battle, and require two turns cooldown between usage.
Note: While using this technique, the user is unable to perform other genjutsu techniques in the same turn, nor genjutsu higher than S rank in the turn after it expires, while S rank genjutsu in that turn will deal 20 damage to the user.
 
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Kooljay

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Ranton Fuinjutsu: Zujō ni Kuroi Kumo no Jutsu- Storm Release Sealing Art: Black Cloud Over My Head Technique
Type: Supplementary
Rank: S Rank
Range: Short
Chakra: 40
Damage: N/a
Description: On the user's head, the user will have sealed thundercloud variant storm chakra into it. This will cause the kanjis, 嵐遁, for storm release to appear on their head. Upon being stricken with an S rank or below genjutsu the user can passively activate or the seal can passively activate to release a black thundercloud above the user's head. This black thundercloud will absorb the foreign chakra within the user's brain and free them from the genjutsu.

Note: Can only be used by Storm Release bios.
Note: Can only be used by those taught by Kooljay.
Note: After being used once, the seal fades away.
Note: Must be stated in user's approved bio.

Pending: Checking advanced fuuin status




Senpo Ranton: Kuro tatsumaki no jutsu - Sage Art Storm Release: Black Tornado Technique
Type: Offensive/Supplementary
Rank: F
Range: Long
Chakra: 50 (-10 per turn)
Damage: N/a (-10 to user)
Description: After weaving 4 handseals, the user gathers and releases a large amount of Senjutsu Thundercloud Storm chakra into the air. This causes a 1/2 mile wide f5 tornado made of black thunderclouds to form around the user. The jutsu will then passively drain up to 50 chakra from any non storm ninjutsu. This will either dissipate the jutsu or weaken it according to the amount of chakra lost. Once at full capacity, the user can weave 3 handseals and cause an F ranked storm release lightning bolt to strike their target from the thunderclouds using the chakra absorbed.

Note: Can only be used by those taught by Kooljay
Note: Can only be used by bios in Sage Mode and with mastery over Storm Release
Note: This jutsu lasts for up to 4 turns or until the user ends it.
Note: The user may only use Storm Release jutsu while using this jutsu.
Note: The user only has 2 available time frames while sustaining this jutsu.
Note: The Lightning Bolt uses a time frame
Note: After using the technique, the user can’t use storm release techniques S rank and above for 1 turn.

Declined: For starters, in the RP we use meters not miles so adjust that accordingly. Secondly,
"Note: The user only has 2 available time frames while sustaining this jutsu.
Note: The Lightning Bolt uses a time frame" What do you mean a time frame? Time Frame isn't quantified in our RP in that manner. The timeframe refers to the overall sequencing of events in a turn. There for it's not possible to have multiple time frames or use up a timeframe. Lastly, for an F rank technique this doesn't have many restrictions. You don't even note how many times you can use this technique in total. (Should be once for F ranks btw) - Daemon




(Senpo Raiton: Jiou Renzu Zakeruga no Jutsu) - Sage Art Lightning Release: Jiou Renzu Zakeruga Technique
Rank: F
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50 (-10 per turn)
Damage: 90 (-10 to user per turn)

Description: The Jiou Renzu Zakeruga Technique is a powerful trump card Lightning Release technique only made possible through the Senjutsu chakra of the Curse Seal of Heaven. After weaving 5 handseals the user creates a giant flying serpentine Chinese dragon the size of Manda made of senjutsu lightning release chakra. The dragon has four large blades on the sides of its head, and large scales at various points on its body, two comparatively small clawed hands, hard scales on various regular parts of its body, and many spikes on its tail. The slim form makes the dragon very aerodynamic and agile, allowing it exceptional speed. It attacks by dashing at its target while spinning like a drill which is F rank in strength, shooting off a barrage of his large scales in a manner similar to that of homing missiles up to long range, or channeling any raiton jutsu the user knows through it. The raiton jutsu used through the technique, receive +10 to their damage. The user must ride atop of the dragon while maintaining an electrical chakra tether with it to control and fuel the technique.
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Note: Can only be used by those taught by Kooljay
Note: Can only be used once.
Note: After using the jutsu, the user cannot use raiton above A rank for two turns.
Note: Lasts for up to 3 turns.
Note: The jutsu can only be used and maintained while the user is in Perfect Sage Mode
Note: The only ninjutsu the user can use is Raiton
Note: Ramming drill attack is F rank.
Note: Homing Scale are S rank.

Declined: You don't have SM to be making Senjutsu customs. Curse Mark does not allow the usage of Senjutsu at all. There is also no reason for the lightning techniques you want to channel through this dragon to get +10 damage - Daemon





(Senpo: Supamonki Bureijingu Sūpāfurasshu Jutsu) – Sage Art: Super Monkey Blazing Shock Flash Technique
Rank: S
Type: Offense
Range: Short - Long
Chakra Cost: 40
Damage points: 80
Description: The Super Monkey Blazing Shock Flash Technique is a powerful taijutsu that takes inspiration from the Leaf Dragon God jutsu and the Morning Peacock jutsu. This is only made possible through the sheer strength and speed boost granted to the user by Monkey Sage Mode. The user will brace their feet into the ground and then punch forward with all of their strength. While punching their hand will ignite the air around it and cause it to catch fire. At the end of the their punch will launch a fist size fire projectile that grows into a charging 20m tall charging monkey that will run towards their target and explode into a large 10m radius fiery blast. The resulting fire monkey is chakraless and made of the natural ignited air.

Note: Can only be used by bios in Perfect Monkey Sage Mode
Note: Can only be used by those taught by Kooljay
Note: Can only be used three times.

Declined Per users Request - Daemon
 
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Negative Knight

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(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
(Meiton: Kuro no Shio) – Dark Release: The Black Tide
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
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 70 chakra from the user's body, increasing its available supply by that amount. If the user has the means to apportion the chakra exactly, it is enough to perform Dark Release jutsu equivalent to 70 chakra (e.g. 1 standard S-rank and an A rank).

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

Approved with Edits Made - Daemon

(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 alter their hearing. The user will become capable of ascertaining and identifying 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 is a passive technique and lasts until deactivated.

Update approved - Daemon

(Inton: Tokurakuen) - Yin Release: Paradise Found

Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 60 (-15 chakra per turn)
Damage Points: N/A
Description: The user will focus their Yin chakra into their next energy-based technique to grant it the damaging effects inherent to the targeted ability. This ability can restore the ability to deal damage to techniques which had been rendered inert or harmless. To give a few examples: Keigoku will once again inflict spiritual damage, Prana will freeze a non-Surgebinder internally, etc. The damage of the technique will correspond to its rank (e.g. an A-Rank will deal 60 damage). In the case of Prana, the user has the choice of restoring 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 restore both it's ability to damage opponents and heighten it's characteristic of rejecting foreign chakra. This application is fast enough to be used in the same time-frame as a another technique and it can be used on Prana or Keigoku which hasn't been rendered inert. The infusion of Yin will not only restore its ability to push out, absorb and transport foreign chakra; it will be heightened. Abilities which confer immunity to Genjutsu and the injection of foreign chakra into the user's body will now work against illusions and abilities infused with or created by Yin Release (such as Yin Release: Five Elements Illusion). This application is the only one which requires 15 chakra per turn to maintain while the others render the targeted energy permanently changed unless reversed with the effects of another technique. The sustained use lasts up to five turns and can be deactivated at any time. This technique can also be applied to energy already on the field, but it can never be used on another person's techniques.

Note: Sustained use lasts up to five turns
Note: No S-Rank or above Yin in the user's next turn
Note: Can only be used three times per battle

Declined, DNR: The first line of the technique is grounds to DNR it already. Using Yin to restore properties to techs that have lost them or using Yin to bolster affects within techniques that have no lost them is a very wild idea. You'd be better off submitting the latter as an actual PCCJ and not a phantom one like you just attempted - Daemon
 
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Smirk

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(Kouseki Katai) Crystal Colossus
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mastering the Crystal arts, the user keeps dormant crystal chakra within every pore of their body, providing them an immediate defense for dangerous situations in order to ensure survival. With contact against the user, which may potentially be threatening the users crystal chakra will instantly react causing a layer of solid crystal to form around the users entire body and or around a specific body part, protecting them. Once the user is sure of their safety they’ll disperse the layer of crystal where ever it has formed and must wait before being able to use it again in order to supply the dormant chakra back into their pores.

Notes:
-After deactivation of the specific body area or entire body use of this application, the user must wait three turns for the dormant crystal chakra to be placed back into their pores.
-Technique only remains active for one turn before dispersing.
-While this technique is active even if isn’t for the full body use, the user is restricted to crystal based techniques until deactivation/dispersal.

Declined: A couple of things about this technique, you wrote this as if its something that you intend to be activated or have active at all times. Such as "keeping crystal chakra dormant" it implies that you are prepping this crystal chakra into your pores beforehand so that you can use it when needed. If this is what you intended, it needs to have a chakra cost per turn to keep active even if it protects you only once per usage. Second, be careful with the term "instant" only thing that is instant within this RP is space-time. It sounds like you plan to be able to spend chakra over time to build up the defenses again. You need to put a "goal" on how much chakra is needed to accumulate before it can be used again. Lastly, give this a usage limit. You won't get to use this an unlimited number of times. - Daemon
 
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Sinthorus

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This is my second cw:

Staff of Fëanor
Type: Weapon
Range: Short
Rank: S
Chakra: +10 to steel jutsu
Damage: N/a
Description: The staff was forged by a smith from long ago, Fëanor, one of the first known steel users. Being such a gifted user of steel he made an excellent smith as he could find the perfect ratio of iron to carbon to create the strongest tempered steel. This weapon was personal to him, and so he forged it infusing it with his own blood, using the iron within to create the steel to have his chakra within it. The staff draws on the user, causing them to use an addition 10 chakra for their steel jutsu, but due to this the user's steel techniques gain a +20 damage bonus/+1 defensive rank if a technique without a damage value.

The staff being made of steel allows the user to use it as a source for steel jutsu. The staff can be passively manipulated by a steel users to alter its shape to form unique weapons. They can change the end into a blade for the use of kenjutsu attacks or even reshape it into a fan or spear. This costs 5 chakra to reshape.

A unique ability of the staff is known as "Gothmog". With this it will seem as though blades of steel are peeling away from the staff itself, fuelled by the users chakra (40). With this the user creates a swarm of thousands of steel blades that they control through movements of their staff. These blades can be used for attack or defence being S rank in strength (80 damage). The user can create anything from swarms of slicing blades to even line the blades together to create shields or platforms as long as they remain in contact with the staff to do the motions. This lasts up to 3 turns max. Controlling the blades after the first turn counts as one of the user's three moves per turn but can be done at the same time as other techniques. After the turn of creation, to replenish the swarm costs a move per turn but can be done along side other techniques. Gothmog can be done twice per battle with 3 turns between uses.

Declined: Most of the abilities are fine. However, you will not be able to manipulate Gothmog in the same time frame as another technique due to the inability to perform two chakra based actions at once. Gothmog also needs a chakra drain on it since it's a sustained technique. Lastly, what do you mean by replenishing the swarm. Like if its destroyed entirely (and no this doesn't mean if Gothmog isn't completely destroyed you can replenish it)? If so, it definitely would require you to reactivate Gothmog again. I'd say remove the replenish effect entirely. - Daemon

Updating: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-20588327

(Kōton: Shintai no yaiba) - Steel Release: Movement of shards
Type: Supplementary
Rank: A
Range: Short-long
Chakra: 30
Damage: 60
Description: The user can turn their body to steel or while their body is turned to steel, the user will break down into thousands of razor blades of steel and swoop across the field in a fluid motion at the speed of a shot arrow. Anything they pass through will be shredded by the blades (within rank reason) and they can reform at any time. While in this form they are vulnerable to lightning. The user acts like a fluid in these shards being able to bend their shape and form and have great maneuverability to be able to avoid attacks while travelling much like how Gaara can when he turns to sand. The user can use other steel techniques in this form as long as they don't require hand seals.

Note: can only be used Four times per battle, with 1 turn between uses.
Note: Last 2 turns max, to change direction to avoid a jutsu counts as move per turn.

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

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

Update Approved - Daemon


Limited the technique to only applying to other Dokkodo techniques rather than all Kenjutsu, to attempt to allow it to be used outside the mode.

(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.
(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. 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, within short-range of their vaulting point.
Note: S Rank version is usable three times; A rank version is usable 4 times.

Approved with Edits Made - Daemon

I'm not really sure how complicated I can make this and still have it remain a chakraless Bukijutsu technique, which is the aim, since "Thrust" ends at B rank.

(Dokkōdō: Senbonzakura) - The Alone Way: One Thousand Cherry Blossoms
Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Dokkodo technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel Senjutsu into their blade, cloaking it in natural energy in much the same manner as one would for (Dokkōdō: Kakusu Shinjitsu ) - The Alone Way: Hidden Truths. Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of natural energy that can carry either form of Senkenjutsu, that takes the appearance of a storm of cherry blossom petals. The cyclone is powerful enough to slash apart bone and steel effortlessly, and is capable of combating equally ranked Elemental Ninjutsu.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.

Approved with Edits Made - Daemon

(Rōnin: Kuninotokotachi) -Rōnin: Kuninotokotachi

Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Ronin Spiritual Kenjutsu technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel chakra into their blade, cloaking it in a wispy spiritual effect in much the same manner as one would for (Rōnin Seishin Ken no Jutsu ) – Rōnin Spiritual Blade Technique . Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of almost pure spiritual energy that takes the appearance of the wispy steam signature to the field. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.

Approved with Edits Made - Daemon
 
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( Yoton: Jaaku Amu ) Yang Release: Wicked Weaves
Type: Offensive, Defensive, Supplementary
Rank: B
Range: Short (Hair Reach), Short - Long (Releasing Ranged Techniques)
Chakra: 40 (-20 per turn)
Damage: 80
Description: Wicked Weaves is a unique technique; based on the concept of kunochi infusing chakra into their hair in order to weaponize it in combat. What makes this different from other techniques including Wild Lion's Mane Technique is through the infusion of Yang energy into the hair, it allows them to weaponize it to an even higher degree. Once active, the user’s hair harden’s enough to become more akin to a sword’s durability, but can be shaped into any form the user desires without costing a move, ranging from fists or legs to form Taijutsu, or even other weapons to perform Bukijutsu or Kenjutsu. One thing however is that it cannot be detached from the user, or else the chakra supplying it will be stripped from it and simply fall useless on the ground. The user also at the cost of a move directly strikes with the empowered hair, allowing them to deal 80 physical damage to the opponent. Due to the Yang energy flowing through the user’s hair, the constructs exhibit a level of sentience, allowing it to strike freely on behalf of its user without them needing to command it. And last but not least, Wicked Weaves also has a passive usage for half its chakra cost, but allows the user to lengthen, shorten or even change the color of their hair and its style aesthetically. Wicked Weaves can be posted within a user's biography allowing them to apply the passive application of this technique without taking up a technique usage. This can only be used thrice per battle, lasting three turns, to which once deactivated cannot be used for two turns afterwards. Can only be used by kunoichi (Female Shinobi).

Approved with edits Made - Daemon

( Inton: Varukirian Busou ) Yin Release: Valkyrian Armaments

Type: Offensive, Defensive, Supplementary
Rank: B - S
Range: Short
Chakra: 40 - 60
Damage: 80 - 120
Description: Valkyrian Armaments is a basic technique that takes the application of Yin Energy, morphing it into forms of weapons. The user kneads their chakra within the palms of their hands after making the needed hand seals, which then immediately allows an armament of their choice to form made of highly energized yet condensed energy. It’s pitch black in coloration signifying the Yin energy its composed of - though in reality they are solid in form, allowing the user to physically strike targets. These can range from bladed weapons, to blunt weapons and even defensive ones such as shields, giving the warrior a wide variety to work with. Unlike most Yin Release techniques, this one doesn’t carry any unique applications, simply working as a powerful tool generating jutsu. B Rank requires two hand seals, A Rank Requires three while S Rank requires four. B Rank can be used four times per battle, A Rank Thrice and S Rank Twice but Valkyrian Armaments can only be used a total of thrice per battle, regardless of rank used. The armament of choice naturally lasts up to three turns regardless of rank used, and can be used for Bukijutsu, Kenjutsu and Taijutsu etc, which in those cases - the damage of the technique used through this gains an additional +20 DMG or the user at the cost of a move slot (excluding at the initial formation of the armament, which doesn’t cost a move slot) can physically strike with the armament of choice dealing damage according to its rank. A Rank usage, after it ends, causes this technique to go on a cool down period of three turns while S Rank usage causes a four turn cooldown period while also no Yin Release Techniques above A Rank can be used for two turns after deactivation.

Declined: No arbitrary damage boost on techniques when used through this. You also won't be using this to replace the damage on a Taijutsu/Kenjutsu/Bukijutsu technique with the damage on Valkyrian under any circumstances. - Daemon
 
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Zatanna

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Dropping CW
Updating CW, which was originally approved in old thread here:

https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21714640

Hattori Hanzo
Type:
Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user a reduction of 30 damage from techniques that are physical in nature (Earth, Steel, etc) in one instance of damage. The armor can resist a total of S-Rank (80) damage in total before shattering. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage. Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.

Approved. Made edits.
New CW sub:

Shimaiha | Quel'Delar
Type:
Weapon
Rank: S
Range: Short (Mid)
Chakra: 70 (-15 per turn)
Damage: 60-120
Description:
Before understanding chakra, a group of smiths aimed to forge two blades to become masterworks of their art combining the talents of notable blacksmiths in an attempt to make weapons reminiscent of the stories about the God's weapons forged by Marzan. One of these swords was called Shimaiha, or in the local tongue, Quel'Delar, also know as Sister Blade, the second sword in a set of two from the masterworks. This weapon was forged and created with infusions of chakra before they understood what chakra was, not realizing that it was being empowered with incredibly strong Yang energy. However decades after its creating and use in multiple fights, the blade eventually shattered, being passed down through families. The blade broke into 6 jagged pieces that still fit together and retain their sharpness. The blade itself has a natural affinity with lightning release and natured chakra allowing the owner to use an advanced form of "Lightning Blades Levitation" a well known (canon) lightning based technique that allows lightning users to levitate their blades.
-On Broken Wings (S Rank - 70 chakra/-15 per turn)
Combining the blades affinity for Yang and Lightning release, the user can either hold the blade together as a singular sword or allow it to float around them broken in multiple pieces. Attacking with this weapon needs reinforcement meaning that 70 chakra will be required to strike however if broken apart, the user will also have to maintain 15 chakra per turn to keep funnelling chakra into the sword to keep the shards active and floating. When held together (or striking with all 6 pieces in one attack) this attack will cost a move per turn and deal 120 damage. Should the user decide to break the sword apart and use individual pieces to attack, it will follow the rule of splitting with 120 for a whole sword, splitting in half will cause 100 damage, 80 damage for 2 shards per attack, and 60 per shard to attack. The shards themselves can reach into mid range to attack, following the users logical movements to attack, eg a hand thrust would cause the shards to thrust forward.
-Defiant Dance (A - 60 chakra)
An ability only capable when the blade is broken apart into shards, upon using a water based technique, the owner can manipulate a shard to be engulfed into the water technique. When engulfed the blade will give an increased power to the water granting a roll chance to increase speed or power, either doubling the techniques speed, or granting it a +30 damage due to the infusing of the Yang/Lightning based chakra. However there is a third of a chance as well that the blade will become inert, rending it without power for one turning, meaning instead of having 6 shards to control, it would only be 5 shards. The shard itself can be regained after 1 turn by moving into short range of the shard.

Declined: When making roll based customs the positive effects on the roll will only have one outcome. So no x2 speed OR +30 damage. Secondly, you are only making it so that there is a 1/3rd chance for you to fail your roll, which is too little for a +30 boost or x2 speed boost on a water technique (Jutsu speed modifiers are banned btw). The drawback from the roll isn't even a real drawback also. You lose one of your shards for a turn. That isn't enough for what you are trying to accomplish. Now on to the core ability of the CFS. You aren't getting 120 damage per strike with this CW. That'd be hitting Sage Weapon level territory of damage, this won't even do 100 damage per hit. Before you say it, If you see a CW hitting that level of damage, refer them to me and I'll ME the CW. - Daemon

Yoton: Hadonami | Yang Release: Wave Motion
Type:
Offensive/Defensive/Supplementary
Rank: A-F
Range: Short-Long
Chakra: 50-70
Damage: 100-140
Description:
As an application and release of a Signature Yang Release technique, the user will create energy similar to that of the technique White Tiger Head, where by the Yang energy will be steaming hot chakra, however having no damage or issue on the user. This technique is a wave of spiralling energy that is fired from the users hands or feet in the form of a golden golden chakra wave that expands as it travels. This technique can be used to various different level from a basic short ranged A rank, which will cost 50 chakra and dealing 100 damage, a mid range S rank technique that costs 60 chakra dealing 120 damage that cover a 5m area from the center of the target, and a forbidden long range technique requiring 70 chakra and dealing 140 damage, covering 10 from the center of the target. This heavy hitting and high costing ability however can be augmented by inputting extra chakra cost (not adding to the techniques value) at 15 extra chakra. This will allow the user to roll for an inherent bonus of either +0, +20 or +30 extra damage to the technique with a drawback of triggering an additional usage of the technique should the roll be 0.
Notes:
-The technique travels at the same rank as a lightning based technique
-A rank can only be used once every 2 turns (and triggering a +0 roll will double the cooldown to 4 turns)
-S rank can only be used 3 times with a 3 turn cool down
-F rank can only be used twice with a 4 turn cooldown in between turns
-In total this technique can only be used 4 times

Declined: You didn't even set up the parameters for the roll. Each increasing damage is supposed to have a reduced percent chance of landing it. That's the whole point of a roll. But I guess it doesn't matter because as I was checking these customs I decided to ban roll CJ. Don't feel bad about this since it was not entirely your fault but a slight oversight from me. - Daemon
 
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(Kaen Kakkusei Iden: Gokakyu) – Atavistic Flame: Great Fireball
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30-80
Description: A technique reminiscent of the Uchiha's trademark fireball technique, the user will raise their hand to their mouth and expel a fireball comprised of atavistic flames, thanks to the inherent abilities of Atavistic Flames, on creation the user will be able to determine who will be harmed by these flames and who will be exempt from harm. The scaling of the jutsu will always respect the rank used and depending on the level of mastery the user has the damage will be augmented. Those with the rank of grandmaster gain an additional 30 damage to each rank counting as a base damage increase not a boost. Uniquely on impact these flames will stick to a target in some cases, requiring a 1D100 roll where 50 and below causes lingering damage and 51 and above does not, these flames will burn for ten damage per turn for up to four turns, unless they are extinguished the process for such following the rank of the initial fireball. (A rank flames would require A rank jutsu to remove the burning effect)

Note: This technique will consume spiritual health depending on rank, beginning at 5 for C rank and increasing by 5 each rank up to 20 at S rank, the user will recover 10 spiritual health each turn after use.
Note: This technique can be used thrice per battle at S rank, four times at A rank and unlimited times B rank and below.

(Kaen Kakkusei Iden: Fenikkusupurūmu) – Atavistic Flame: Phoenix Plume
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A
Damage: +30
Description: A technique reminiscent of the Uchiha's phoenix nail technique, the user will expel a fireball comprised of atavistic flames during the same timeframe as they use a ranged bukijutsu ability both physically thrown ones and those released from sealing scrolls or via other means. Thanks to the inherent abilities of Atavistic Flames, on creation the user will be able to determine who will be harmed by these flames and who will be exempt from harm. Uniquely on impact these flames will stick to a target in some cases, requiring a 1D100 roll where 50 and below causes lingering damage and 51 and above does not, these flames will burn for ten damage per turn for up to four turns, unless they are extinguished the process for such following the rank of the initial fireball. (A rank flames would require A rank jutsu to remove the burning effect) Depending on the users mastery of atavistic flames the boost will be increased, those with grandmaster rank will enhance the technique by +40

Note: This technique will consume spiritual health, costing 20 to use and regenerating 10 per turn each turn after use.
Note: This technique can be used four times per battle.\

Both Declined: Roll Customs have been rebanned. - Daemon

(Fuuin: Mamonzumākingu) - Sealing Technique: Mammon's Marking

Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 70
Damage points: N/A
Description: The user has a seal on their body with the kanji for Mammon, a demon of greed. When the user is struck by any spiritual based tethers the seal will activate automatically in response to the presence of enemy chakra and immediately seal the effect away within itself. Once sealed inside the marking the user is capable of applying this marking to another object or person creating a link between the two, releasing the seal on to the target. In the case of a person they will be affected by the tethers original effect and in the case of a item the tethers effect will be passed through it as a medium. For example stabbing someone with a kunai that has had the marking placed on it, will inflict them with the sealed tether. Creating the secondary seal to pass the sealed tether to does not cost a move slot and can be done in the same timeframe as another action, however the initial sealing will cost a move.

Note: Can only be used thrice per battle
Note: Requires advanced fuuinjutsu to use
Note: Only one tether can be stored inside the marking at a time, once a tether is passed on to a second marking the primary seal is able to absorb once more.
Note: When activated, the user is unable to perform Fuuinjutsu above A-Rank in the same and following turn.

Declined: You should probably outline limits on what you can place a secondary seal on. It's far too broad and vague. - Daemon
 
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[ARCHIVE] Custom Jutsu Submission - II | Page 316 | Anime Forum (animebase.me)

Updating

(Suiton: Amanogawa) Water Style: Milky Way
Type:
Defense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30 (-5 per turn)
Damage: N/a
Description: Amanogawa is a very versatile water technique that allows the user to alter a water source within short range of them creating a compressed moving current from the source that takes the shape of a cylinder. Dependent on the size of the source, the current can be stretched throughout the battlefield taking on various path designs depending on the user, like linear, swirl, arc pathways, etc, where it will then at some point comes to an end, unless connected to itself, creating a stationary water circuit in mere moments. What makes this compressed cylinder-shaped water circuit so special is the ability the user has with it while active. About 2m in width, these currents propel the user at double their base speeds throughout its circuit allowing them fast travel while submerged within the speedy current always following route. It is near impossible for onlookers to track the user while in Amanogawa's current due to its moving speed, opaqueness due to compression, dense chakra, and possible wayward designs, unless blessed with an advanced form of eyesight/tracking that is on par with Byakugan which has the ability to see through chakra even if highly dense, or Chakra Enhanced sensing similar to Sage Mode Sensing. Sharingan level, along with similar Dojutsu and below, will be unable to track the user while submerged due to the jutsu's dense chakra. Still aware of their outside world the user can't mold other techniques from water while active due to the definite risk of damaging the circuit, but they are free to jump out of the water current in order to attack the opponent at any time, where they can then re-enter once again. Due to the currents overall narrowness in design, when creating from a source within range this technique's overall length will be double that of the water source's volume in control, making this move suitable in cases where the source may be small, but overall the source must be at least 4m in volume in order to use. Amanogawa can also be used defensively to overpower a foreign medium-large source of water directed at the user in order to be utilized and overall redirected with this move. Normal shinobi can use this move to overtake water jutsu of lower rank while water specialist can overtake jutsu of equal rank, but both levels are able to be boosted if used defensively, the boost applying to the jutsu's theoretical damage, allowing non-specialist to effect sources of equal rank and specialists to effect jutsu of a rank higher. Likewise the circuit stays highly compressed when faced with opposing sources of chakra preventing targets from entering.
NOTES
►Can be used 3x per battle
►User can maintain circuit for 2 turns
►Has a 2 turn cool down
►Can only be taught by ZandaT

Update Declined: Keep the original. - Daemon



[ARCHIVE] Custom Jutsu Submission - II | Page 134 | Anime Forum (animebase.me)

Updating

(Fūinjutsu: Rokettohōmingu) Sealing Arts: Homing Rocket
Type:
Offense
Rank: A
Range: Short-Mid.
Chakra: N/A
Damage:
60
Description: This is a special Fūinjutsu formula made by Zanda. It consists of three kanji on a pre-made sealing tag that is placed around a kunai. The kanji stand for "Fuel", "Homing", and "Detonation" listed in that order starting from the base of the kunai to where the blade begins. The process begins when the user throws the kunai towards the opponent. The "Homing" kanji activates once the kunai reaches into short range of a foreign chakra source that doesn't match up with the chakra inserted into the "Fuel" kanji. The "Homing" kanji then uses the fire chakra pre-inserted from the "Fuel" kanji to release a quick burst of fire from the kunai in which is used to passively change direction and propel the kunai towards the largest source of foreign chakra within mid.range. The kunai has enough fuel to change directions 3 times in order to dodge, within reason, any lower amounts of foreign chakra in its way. Once the kunai is 1m away from the target the "Detonation" kanji activates and the kunai explodes releasing a multitude of small heated shrapnel that can pierce into the targets body. If the sealing tag becomes wet, the kunai is unable to reach the target within its 3 bursts, or the kunai gets stuck into a something before it reaches into 1m of the opponent then the technique stops.
NOTES:
-Can be used 3 times per battle, throwing one kunai at a time
-Can only be taught by ZandaT

Update Declined: Ain't no way you tried to update this fuuinjutsu technique to not have chakra usage especially when you have to, by your words, INSERT chakra into the kanji. You thought you were gonna just say insert chakra then do it for free? - Daemon
 
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☾ (Akai Tsuki) - Red Moon ☾
Type: Weapon
Rank: N/A
Range: Short/Short-Medium
Chakra: N/A
Damage: N/A
Description: Red Moon is a long katana, more akin to that of a nodachi. The tsuba has an oval shape, and the handle is red. In its normal state, it functions just like a normal katana would function. However, upon command from its wielder, the blade of this katana shrinks to that of a normal sized one and a thick, dark red liquid flows from the tsuba itself as well as the sharp end of the sword. This liquid is infused with the user's Yang energy, granting it a form of sentience. This would mean the user and the weapon are in complete sync. The liquid the sword is capable of pouring out serves two purposes: to encase the user and flow on and off of the user when they swing the blade. When the liquid is on the user, it can withstand up to taking S rank damage once per turn, every other turn up to four times per battle. It is capable of doing the same with F rank damage, however, only two times per battle and with a four turn cooldown in between uses. The liquid itself reacts on its own, able to form spikes and weapons from itself capable of A rank damage at will. The forms in which the liquid can turn into is up to the user's imagination. It can range from making the blade even longer (med range) or making a set of steps the user can walk up. The second purpse and what makes this liquid unique, is that is carries properties from the slugs of the slug summoning contract, being acidic to the touch. This, however, does not harm the user. But it is capable of melting the flesh off of any living being. Once per turn, the user can infuse any weapon-based technique performed with this sword with acidic properties, changing its properties to an acidic version, or simply adding acidic properties to what already exists. All techniques with these acidic properties are capable of easily melting and eating S rank and below earth and earth-based elements. This also translates to a +20 boost to the technique applied with the acidic properties. The sword itself can communicate with the user, and can sense physical, living beings around it up to one landmark away from the user. All actions with this sword count as a technique used in that turn. However, if the user chooses to extend the blade with the liquid, this does not count towards the user's allotted technique usages per turn.

Declined: No CW with Sentience are allowed anymore. Haven't been for years. And this is a Summoning Ninjutsu technique should be submitted in the Custom Summoning Submissions thread - Daemon

Slug training completed here [x]

(Kuchiyose no Jutsu: Bāningunamekuji no I) Summoning Ninjutsu: Burning Slug Stomach
Type:
Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will weave the generic summoning seals and then slap their hand on the ground. This will cause the terrain from the user on out up to long range to turn into the stomach of a slug. This will turn the entire field slippery with mucus as well as the stomach acid of the slug being potent and burning anything coming into contact with it. The slipperiness of the slug stomach is so severe that if the opponent tries to run or move with any form of boosted speed, they will slip and fall, taking 40 damage in the process. The stomach itself, due to its acidic nature, is capable of dealing 80 damage to the opponent if they get caught in the slugs stomach. The user is unaffected by the slug stomach due to training in slimy and acidic conditions to strengthen their bond with the slugs of the contract. Any basic earth techniques formed from the ground while the slug stomach is active lose one rank in strength and damage due to the acid breaking down the earth as it forms.

Note: Lasts three turns
Note: Usable twice per battle with a two turn cooldown
Note: Must have signed slug contract

Slug training completed here [x]

Declined: Same as above. Wrong thread. - Daemon
 
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(Amegafuru arashi: Dākuburīzu ) RainingStorm: Dark Breeze
Type
: Supplementary/Defensive
Rank: A
Range: Short -Long
Chakra: 30
Damage: N/a
Description: Making a single handseal or gesture the user will expel a dark mist towards an incoming attack, the mist itself is comprised of the dark clouds of storm release allowing the jutsu to absorb foreign chakra up to A rank, completely destroying the opposing technique if all the chakra is drained. Once foreign chakra is absorbed the mist will coalesce into a cloud while rising up into the air, raining down neon blue rain as it does so.

Note: Can only be used 3 times per battle, cloud lasts 3 turns while the whole technique has a one turn cooldown between each use
Note: Must know storm release
Note: Must have Rain AN
Note: Neon blue rain is harmless.
___________________4__4_____________________

(Amegafuru arashi: Rēzā no doshaburi ) RainingStorm: Lazer Downpour
Type
: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: With one hand seal or gesture the user commands an existing storm cloud to call down lasers from the sky, pouring down for multiple turns (3) In a devastating attack meant to completely overwhelm the opponent.As the lasers fall down from the sky they curve away from the user rendering him completely unharmed. Damage is split evenly for the turns this technique is active, raining down 20 damage each turn for three turns before stopping.


Note: A ranks can be used 3 times lasting 3 turns with a 1 turn cool down between each use.
Note: Must know storm release
Note: Must have Rain AN

______________________________________

(Bōfūu no hōshutsu: Arashi no kami no ōra
) - Storm Release: Storm gods aura
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: With a hand seal or a gesture the user surges his body with the nature of storm chakra, making an aura around his body that glows a neon blue. The surge of chakra switches the users natural base speed with the speed of his storm release while in this jutsu. This justsu lasts three turns until being undone.

Note: A ranks can only be used three times, lasts 3 turns and has a 1 turn cool down between each use.
Note: as the users base speed only switches with his chakra natures it does not boost.

Declined, Do Not Resubmit: I see what you are trying to do, this is a decent attempt at a finesse but no you will not be swapping out your base speed for a technique's speed to circumvent speed boosting rules. - Daemon
 
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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22116316

(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. This does not mean that the speed or damage from the previous rotation carries over, but simply allows the user to switch from one rotation to another. 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 two-turn cooldown is needed before it can be used again. This technique can be used five times per battle.

Approved - Daemon

Resubmitting:https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22116316
- Reduced the technique rank and increased the restrictions

(Fuuinjutsu: Ōkui-Sha) Sealing Art: The Great Devourer
Type:
Offensive/Defensive
Rank: A
Range:
Short
Chakra: 60 (-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 based on its rank. 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. Naturally, techniques fired from within the barrier would clash with it and weaken, making it almost impossible for the user to use streamed techniques from within it.

Notes:
- This technique lasts for three turns.
- No Fuuinjutsu above B-Rank can be used for three turns after deactivation.
- This technique can be used twice per battle and requires a four-turn cooldown after it expires.
- Must have Advanced Fuuin to use.

Approved with Edits Made - Daemon
 
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