Custom Jutsu Submission - IV

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Ańbu Juniør

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(Yōton: Kokū no Zantō - Nisshoku) Yang Release: Remnants of the Void - Eclipse
Type:
Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 70 (-30 per turn)
Damage: N/A
Description: The user performs four handseals and releases Yang energy a maximum of 180 degrees outward, giving off a faint yellow glow while radiating a soft warmth that permeates up to mid-range away. Used as a defensive measure, the energy released by this technique serves to burn away entities within range that are produced through the use of Yin Release such as spiritual parasites by overloading them with Yang energy, which can be achieved as long as the chakra used to create the entity is less than that which exists within this technique. Especially useful against techniques that seek out and feed upon Yang-based energy, when faced with such a technique of equal chakra cost Eclipse will prevent the user’s chakra from being drained and stop spiritual parasites and tethers from latching onto the user and allies within the technique’s range. While active, the user cannot use Genjutsu, Yin release, Yin-Yang release, or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu).

Notes:
- This technique can lasts for four turns and can be used twice per battle.
- This technique requires a four-turn cooldown upon expiring.
- The user is unable to use Yang Release techniques above A-rank for two turns after this technique expires.

-Declined- Where is the original submission?

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22115399
- Added a speed boost to the Bipedal form to make this a state.

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

Partial Transformation

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

Bipedal Transformation

Counting as a State,
the Bipedal Transformation has the user take the form of a bipedal wolf with thick short fur and well-toned muscles. In this form, the user is capable of using only taijutsu, kenjutsu, and other physical fields alongside their Inuzuka techniques but gains an addition of +30 to their physical attacks and x3 to their movement speed. The user also becomes able to make use of Ninken-specific techniques and is unable to use Spiritual techniques or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu not applied prior to entering the mode).

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

-Declined- You added a 3x speed modifier but no additional restrictions bar a extra turn cooldown, it's gonna need something more than a four turn cooldown and no other drawbacks

(Ototon: No Tōboe) Sound Release: The Howling
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (Per Target)
Damage:
Description:
Developed by Kōtetsu Inuzuka to avoid harming his ninken or allies when deploying hindering soundwaves, The Howling is a passive technique utilized alongside sound techniques that aim to paralyze, disorient, or temporarily incapacitate all who hear it. By manipulating their sound chakra the user can create a cushion of sound similar to a Baffle directly over the ears of his allies within mid-range, inhibiting the sound of his technique from affecting them for a single turn. This technique requires the user to spend additional chakra depending on the number of allies in range.

Notes:
- This technique can be used on up to two targets at once.
- This technique can be used four times per battle, requiring a two-turn cooldown between each use. Each target will count as a usage however.

-Approved- Edits made


(Taijutsu: Ryūketsu) Body Art: Bloodwhetting
Type:
Offensive
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40
Description: A technique developed by Kōtetsu Inuzuka to escape genjutsu by causing physical pain on himself or an ally, Bloodwhetting makes use of medical knowledge to inflict damage on parts of the body sensitive to pain to avoid dealing widespread and potentially hindering damage. Making use of their sharp nails, weapons, or even their teeth and injuring parts of the body such as the knees, fingertips, and forehead, the user can escape or break an illusion by dealing the required damage to themselves or an ally.

Notes:
- This technique requires mastery of Medical Ninjutsu.

-Declined- This looks like you're suggesting you'll be inflicting damage while ignoring the drawback system, which is a cool idea but you're being vague about it which I don't like and also it won't be able to entirely ignore that system, maybe some of the earlier levels.
 
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Arthorius

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(Fuuinjutsu: Hai no hijiri-betsu) - Sealing Arts: Ashen Anointment
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70
Damage: N/A
Description: This advanced fuuinjutsu is applied to weaponry and can be done so outside of battle as long as it's mentioned in the users bio. The seal can be applied to a limitless number of weapons but does nothing until activated. Upon activation the seal will release a large amount of stored chakra metal filings that cover the air around the weapon like a mist and absorb opposing techniques of up to 70 chakra before the metal filings are drawn back inside the weapon/s they were released from. Upon completion of absorbing, the weaponry will take on the elemental strengths and weaknesses of whatever they absorbed. This technique can be activated from a single or multiple weapons with a single usage but this will only alter the coverage of the metal mist, with each weapon having a 5 meter radius. Regardless of the weapons used to create the range, the absorb amount will remain the same, however all the weapons will be elementally altered.
Note: May only be used twice per battle.
Note: Once used, this technique may not be used again for three turns.
Note: Once used, no other fuuinjutsu A rank and above may be used for two turns.
Note: If used successfully, the tools given elemental power will also gain a twenty damage increase in regards to being used as part of a technique.

(Fuuinjutsu: Bariabiriti) - Sealing Arts: Barrierbility
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 70
Damage: N/A
Description: This advanced fuuinjutsu is takes a simple concept and applies a high level of skill and manipulation to allow the user to simply create barriers of varying shape and size, these barriers can be freely reshaped at the cost of a move per turn and hand gestures and have very high durability. Being able to withstand up to 120 damage without breaking. The barriers begin at the users location and can extend up to long range in any direction, taking on a light purple coloration. Despite lacking damage capability they can be used to push things, people included, in any direction. Carrying enough kinetic force to even move large objects. Due to the unique malleability of the barriers, they can still be used to create traps despite causing no direct damage as they're only possible to be moved through should the user allow it, otherwise they must be destroyed. This technique can be infused with the canon sealing technique five elements seal if the user chooses so, at no additional move cost and will effect anyone in contact with the barrier bar the user or those he chooses to make exceptions.
Note: May only be used twice per battle.
Note: Once used, this technique may be manipulated each turn at the cost of a move until destroyed.
Note: Once used, no other fuuinjutsu A rank and above may be used for two turns besides this technique.

(Inton Bukijutsu: Sōzō keisei) - Yin Weapon Arts: Imagination Formation
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 60
Damage: N/A
Description: This technique, similar to hungry ghost :) is a yin technique, by applying yin natured chakra to weaponry the user is capable of applying a powerful curse to the weapons. Those who are touched by the weaponry once it's been infused with yin energy will find themselves at the mercy of the users illusionary prowess through a tether. This tether removes the requirement for the user to track the enemy to place illusions and in the case of ocular genjutsu it removes the requirement for direct eye contact, using the tether to apply the genjutsu instead of the former prerequisites. This tether will remain on the target until purged and can be purged by a equal ranked yang technique or by any surge of superior chakra value. Genjutsu cast through the tether will be enhanced by ten chakra making them more difficult to break, but only in the circumstance that the genjutsu cast actually can be enhanced normally.
Note: May only be used twice per battle.
Note: Weaponry tethered will remain tethered until the user releases it or the items are destroyed.
Note: Once used, no other yin techniques may be used for two turns.
Note: May not be used to cast forbidden rank genjutsu through the tether.

Approved w/ edits
 
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Lili-Chwan

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

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140 ( -40 to user )
Description: Similar to Onyx Chidori, Blood Moeagaru works by using Yin Release and combining it with her Advanced Sealing and Fire release, Isabella surges yin through her body that generates natural fire with the appearance of a blood crimson Flame that she is able to fire off in an omnidirectional maelstrom of flames, direct it as burning stream of fire or focus it onto her hand to sear someone with it acting as a melee weapon. What differs between this and normal Fire variants however is the addition of the concept brought by the orange flames of Medical Sealing Technique: Bloodline Sealing technique. Instead of directly marking and thus sealing off the Bloodline abilities of their targets, Blood Moeagaru possesses the ability to combat physical or spiritual techniques at an elemental strength, when directly clashing with techniques borne from Bloodline Abilities, such as Blaze Release, Bone Pulse or Kurama Genjutsu for example ( When the full-body surge is used ). The Fire is able to sear through the target's chakra, causing direct damage to their spirit while leaving the body undamaged. This causes an attack that leaves no noticeable wounds but causes undeniable burning on the inside and injures the spiritual energy of the opponent, wreaking havoc on their chakra paths, reducing their ability to use higher than A ranked jutsu Bloodline techniques for 4 turns or until properly dealt with through a surge of Yang, Senjutsu or Anutu with the appropriate rank.

Blood Moeagaru allows for a lesser variation, called Searing Blood Flame: Lesser Blood Moeagaru follows the same principle of Blood Moeagaru, whereas Isabella produces blood-colored flames from her Yin nature. The lesser variant behaves similar to Yin Change into Heaven and thus deals a tremendous amount of physical damage rather than spiritual. It retains the ability to clash against Bloodline techniques with elemental superiority, but will not be capable of dealing the same debuff as the greater version when it burns a target.

Note: Bloodline Abilities can be inherited, implanted or combined. Advanced Elements, like Wood and Boil, with the exception of clearly derived ones, like Blaze Release, are not considered Bloodline Abilities for the purposes of Blood Moeagaru, and thus are Neutral against it.
Note: This is considered Advanced Sealing, Fire Release and Yin Manipulation. It follows Yin's neutral elemental S&W. Blood Moeagaru can be boosted by Yin specialities, Lesser Blood Moeagaru can be boosted by Fire Specialities.

Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: After using Blood Moeagaru, the user cannot use any Yin-Yang based jutsu or any of its components for the same and following turns, and cannot use any S rank or higher Fire jutsu next turn.

-Declined- Adding a bunch of sealing effects doesn't really change the fact that you're saying you use yin to produce natural fire, it just won't work that way. If it's produced by yin then it's not natural by definition. But also very much a flat no to giving yourself elemental superiority to all of these things. Honestly at this point it's just a DNR.
( Inton: Blood Moeagaru ) - Yin Release: The Flame of the Blood Mamba

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140 ( -40 to user )
Description: Similar to Onyx Chidori, Blood Moeagaru works by using Yin Release and combining it with her Advanced Sealing and Fire release, Isabella surges yin through her body that generates fire with the appearance of a blood crimson Flame that she is able to fire off in an omnidirectional maelstrom of flames, direct it as a burning stream of fire or focus it onto her hand to sear someone with it, acting as a melee weapon. What differs between this and normal Fire variants however is the addition of the concept brought by the orange flames of the Medical Sealing Technique: Bloodline Sealing technique. Instead of directly marking and thus sealing off the Bloodline abilities of their targets, Blood Moeagaru possesses the ability to combat physical or spiritual techniques borne from Bloodline Abilities, such as Blaze Release, Bone Pulse or Kurama Genjutsu for example ( When the full-body surge is used ). The Fire is able to sear through the target's chakra, causing direct damage to their spirit while leaving the body undamaged. This causes an attack that leaves no noticeable wounds but causes undeniable burning on the inside and injures the spiritual energy of the opponent, wreaking havoc on their chakra paths, reducing their ability to use higher than A ranked jutsu Bloodline techniques for 4 turns or until properly dealt with through a surge of Yang, Senjutsu or Anutu with the appropriate rank.
When Blood Moeagaru clashes with a technique stemming from a Bloodline, or clashes with a target possessing a Bloodline, the spiritual nature of the fire will seal part of the Bloodline and trace back to the user through its tether. Allowing their Fire techniques to possess an elemental advantage against future techniques that stem from the same Bloodline for up to 4 turn ( retaining the remaining natural weakness & strengths.

Blood Moeagaru allows for a lesser variation, called Searing Blood Flame: Lesser Blood Moeagaru follows the same principle of Blood Moeagaru, whereas Isabella produces blood-colored flames from her Yin nature. The lesser variant behaves similar to Yin Change into Heaven and thus deals a tremendous amount of physical damage rather than spiritual. It will not be capable of dealing the same spiritual or sealing debuff as the greater version when it burns a target or clashes with another technique.

Note: Bloodline Abilities can be inherited, implanted or combined. Advanced Elements, like Wood and Boil, with the exception of clearly derived ones, like Blaze Release, are not considered Bloodline Abilities for the purposes of Blood Moeagaru, and thus are Neutral against it.
Note: This is considered Advanced Sealing, Fire Release and Yin Manipulation. It follows Yin's neutral elemental S&W. Blood Moeagaru can be boosted by Yin specialities, Lesser Blood Moeagaru can be boosted by Fire Specialities.
Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: After using Blood Moeagaru, the user cannot use any Yin-Yang based jutsu or any of its components for the same and following turns, and cannot use any S rank or higher Fire jutsu next turn.

-Declined- So on further consideration I don't particularly like the wording bloodline here, you need to specify exactly what kind of abilities you want to inhibit by the RP definition, in this case it would be specifically kekkei genkai abilities. Bloodline is a problematic wording because it would suggest reaches beyond it's scope. Also in regards to the "lesser" version, I don't really like it being included at all honestly, especially cause you seemingly have no restrictions for the lesser version at all.
 
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KeotsuEclipse

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(Kamei Gigei: Rei no Inori: Tenkūha) Command Art: Zeroth Prayer: Heavenly Supremacy
Rank: S
Type: Offense/Supplementary/Defense
Range: Self
Chakra: 40 ( - 10 per turn )
Damage: N/A
Description: The origin of the “Prayer” series of the Command Arts, and the one that the First Prayer -Hikaru Aki Hashira - would be honed from. Based upon the principle of "mushin", Heavenly Supremacy is a stance instead of an actual attack, taken as a variant of the Hasso-gamae, in that the user holds their blade near their shoulder with the tip facing skyward. Unlike the First Prayer which conveys several benefits at once, the Zeroth Prayer can only convey one benefit - instead of several- but of a slightly higher magnitude, and does not augment the user's physical capabilities like the First Prayer would later come to do. The user focuses their chakra through their entire body in a steady stream, which then also coats their blade, and allows the counter-offensive principles that the Prayers are founded on to come through. While holding their blade, the user can swing and dispel an incoming attack by disrupting it. This allows the user to negate techniques of equal chakra and lower. The method of blocking attacks is based upon the concept of the unyielding authority of the heavens.
*The Zeroth Prayer can only shield the user from attacks of equal or lower chakra cost.
*This Jutsu lasts 3 turns each use and can only be used 2 times total, requiring a break of 3 turns between uses.
*Blocking an attack counts against one of the three allotted moves in a turn.
*For the sake of interacting with other Command Arts, this jutsu's name is also treated as (Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar, and when (Kamei Gigei: Rei no Inori: Tenkūha) Command Art: Zeroth Prayer: Heavenly Supremacy is used, the former has a usage expended and goes on cooldown as well; vice versa is also true, preventing excessive use of either defense. Note that additional benefits not explicitly mentioned in this technique are not gained, such as the damage increase from the Shining Autumn Pillar technique.

Aside: As a reminder, this will be unavailable to the Keotsu account, as sharing jutsu between accounts is not allowed.

Approved, edits made. Note that as this is raw chakra not involving shape manipulation, it is weak to many fields - even if used via chakra interaction. For it and the referenced Prayer technique to truly be equal to elemental techniques, it must involve eithr Nature or Shape manipulation as per this thread.
 
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Goetia

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Updating: [x]

(Farao no Hōrei #1. Uraeusu wa Kesshin) – Pharaoh’s Decree #1. Uraeus the Unwavering
Type: Offensive, Defensive
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Forming two seals, the user will flush their system with chakra, releasing it in the form of a fiery cobra that loosely coils around the user's body, completely encapsulating them. This cobra, being an elemental familiar, will attack and defend the user with autonomy, though it can also be mentally manipulated by the user. The technique's defensive ability is at its greatest while in its resting state, fully coiled around the user, with slight gaps in its body to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. The cobra being made from tangible flames, it will deflect kunai, shuriken and other basic weapons, whilst elemental attacks will interact with the technique according to the S&W scheme. The cobra can attack targets in a variety of ways, as a whip, a surging beam, or even as a constricting coil, taking advantage of its tangible nature. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. This technique lasts for four turns and can be used three times per battle, with a single turn cooldown between uses.

-Update Approved-


Updating: [x]

(Farao no Hōrei #2. Horusu no Shinsei) – Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, spewing forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon being neutralised, or striking its intended target, the falcon will violently explode, creating a short-range blast that will obliterate anything within its vicinity. An additional ability of the falcon is its splitting capability. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. Splitting and re-merging falcons does not cost a move but will take a slot in the timeframe, and can each only be done once per turn. This technique lasts for four turns and is usable twice per battle, with a two-turn cooldown between usages upon deactivation. Whilst active, this technique cannot be used again.

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-Update Approved-

Updating: [x]

(Farao no Hōrei #3. Ōshima no Oshirisu) – Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (same as targeted technique)
Description: Osiris the Overlord is a technique exemplifying mastery and control over flames and their behaviour, rather than simply producing a destructive phenomenon. Once activated, the user is able to tap into the chakra within any of their Fire techniques currently on the field, harnessing it and directly controlling them through hand gestures and movements, identically to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the user could change the trajectory of a Fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform a technique's physical form entirely. By applying more advanced shape manipulation, the user can break a technique into smaller pieces or vice versa. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the technique being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). The control afforded by this technique lasts for the duration of the turn it's used in. Splitting and re-merging techniques don't cost a move but will take a slot in the timeframe, and can each only be done once per turn. This technique is usable four times per battle, and cannot be used in consecutive turns.

-Update Approved-


New Submission:

(Farao no Hōrei #9. Meikai no Chūsai) – Pharaoh’s Decree #9. Arbitration of the Netherworld
Type: Offensive, Defensive, Supplementary
Rank: B
Range: N/A (Short – Long)
Chakra: 20
Damage: N/A
Description: Arbitration of the Netherworld is technique based on the ash variant of Fire Release. By spending a moderate amount of chakra, not counting as an infusion, the user can influence one of their Fire techniques currently on the field to internally produce ash. For as long as it remains on the field, it will continue to do so, and once the technique ends, whether neutralised in a clash or its duration naturally expiring, the ash produced by the technique will be left behind. The quantity of ash will be proportionate to the size of the technique targeted by Arbitration of the Underworld. This technique can be used in the same timeframe as another technique, or at any time thereafter, so long as there is an eligible target during either window. In the former case, should the user be performing a Fire technique, that technique may count as a target for Arbitration of the Netherworld. Once the ash is left behind on the field, it can be used as a source for any of the user's Fire Release techniques, respecting handseal and chakra cost requirements. Once a technique is created through the ash, the ash will fully disintegrate. This technique can be used every other turn.

-Approved- Edits made
 

jagged

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( Massugude semai ) Straight and Narrow
Type
: supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Performing a handseal the user Will collect storm nature chakra under the soles of his feet before using it to rocket forward as if being shot from a Lazer. As the user moves forward a neon blue light can be seen propelling his feet forward and slightly off the ground, allowing flight for a short period of time and increasing the users speed by x2.

Note: This technique stays active for 3 turns, with a 1 turn cool down in between.
Note: Maintains flight for as long as this technique is active
Note: the user may dodge away from attacks by using this technique

-Declined- Just no in general, you can't make a dodge move like this in general without it using your free dodge and augmenting it and you definitely can't have a unlimited usage 2x speed boost with storm that just lets you fly?
_______________________________________


(Arashi ni tsutsuma rete) Shrouded in the storm
Type
: Defensive/supplementary
Rank: S
Range: Short
Chakra: 40(-10 chakra per turn)
Damage: N/A
Description: By performing two hand seals the user molds his storm chakra into a cloud that completely wraps around the user, leaving everything hidden besides the users eyes. This cloak of cloud defends the user from foreign jutsu by absorbing chakra from attacks up to S rank and below, storing chakra within it's clouds for later use. As the user moves about so does the cloud, moving in step with the users own movements as if attached, the cloud itself can be a conduit for other storm related jutsus and empowers them using all of it's stolen chakra reserves to grant a +10 damage to one technique per turn.This jutsu may last the entire battle so long as the user spends -10 chakra per turn to maintain.

Note: Can only be used 2 Times per battle with a three turn cool down in between.
Note: -10 chakra the each turn this technique is active.
Note: Only A rank Storm jutsus and below can be used while this technique is active

-Declined- From attacks? How many times do I have to tell you how fuuin works Chance
( Massugude semai ) Straight and Narrow
Type
: supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Performing a handseal the user Will collect storm nature chakra under the soles of his feet before using it to rocket forward as if being shot from a Lazer. As the user moves forward a neon blue light can be seen propelling his feet forward and slightly off the ground, allowing flight for a short period of time and increasing the users speed by x2. While in this state the user may dodge away from attacks he can sense however this uses his 1 free dodge for the turn. Flight is achieved by his storm nature chakra lifting him off the ground and propelling him forward with a constant stream of storm nature being released from the soles of his feet.

Note: This technique stays active for 3 turns, with a 1 turn cool down in between, and can only be used 2 times per battle.
Note: Maintains flight for as long as this technique is active
Note: the user may dodge away from attacks by using this technique and his one free dodge per turn(standard dodging rules apply)

-Declined- you can only avoid one attack with the free dodge rules so you need to change "attacks" to a singular, but more than that what you're trying to do just doesn't make much sense, like why are lasers able to propel you, do they have to be hitting the ground to push you up or are you saying they're self sustained accelerants? Also if it's remaining active for multiple turns it'll need an upkeep cost.
________________________________________




(Arashi ni tsutsuma rete) Shrouded in the storm
Type
: Defensive/supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: By performing two hand seals the user molds his storm chakra into a cloud that completely wraps around the user, leaving everything hidden besides the users eyes. This cloak of cloud defends the user from foreign jutsu by absorbing chakra up to S rank and below, storing a maximum 40 chakra within his clouds for later use. As the user moves about so does the cloud, moving in step with the users own movements as if attached, the cloud itself can be a conduit for other storm related jutsus and empowers them using all of it's stolen chakra reserves to grant a +10 damage to one technique per turn. This technique can only be used 2 times per battle lasting 2 turns before ending. Has a 3 turn cool down between each use.

Note: Only A rank Storm jutsus and below can be used while this technique is active

-Approved- Edits made
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(Arashi no kami: Pin pointo) Storm God: Pinpoint
Type
: Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: N/A
Description: Performing an additional handseal with another storm technique allows the user to change the direction of his Lazer beams mid flight, making it extremely hard to dodge away from so long as the opponent can sensed by the user. This move can be used in the same time frame as other storm techniques.

Note: So long as the user can track the opponent he can redirect his attacks towards the opponents position making conventional dodging extremely hard

-Declined- This is super vague, how hard is it to dodge? What does that actually mean in any numerical sense, as it stands this is just a waste of a custom slot.
________________________________________

(Arashi no kami: Bairitsu ) Storm God: Magnification
Type
: Supplementary
Rank: B-A
Range: Long
Chakra: 20-30
Damage: N/A
Description: By performing an additional handseal when activating another storm jutsu the user shrinks the size and range of the jutsu to magnify the beams into a faster launch time then normal , essentially condensing it's range for quicker speed depending on the rank of the technique used.

Note: This technique shrinks the range of any technique it's performed with by 1 tier for instance, when using a move that has a long range with the Magnification technique it will only go up to mid range.

Note: B ranks grant x 1.5 jutsu speed while A ranks grant ×2 jutsu speed.

Note: Range shrinks 1 tier at B rank and two tiers at A rank.

Note: B ranks can be used 4 times while A rank can only be used 3

-Declined- DNR customs that increase the jutsu speed are currently not allowed.
 
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Ańbu Juniør

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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22120899
- Removed the surge.
- Reduced it from being omnidirectional.

(Yōton: Kokū no Zantō - Nisshoku) Yang Release: Remnants of the Void - Eclipse
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra: 70 (-30 per turn)
Damage: N/A
Description: The user performs four handseals and releases Yang energy a maximum of 180 degrees outward, giving off a faint yellow glow while radiating a soft warmth that permeates up to short-range away. Used as a defensive measure, the energy released by this technique serves to burn away entities or objects such as tools within range that are produced through the use of Yin Release such as spiritual parasites by overloading them with Yang energy, which can be achieved as long as the chakra used to create the entity is less than that which exists within this technique. Especially useful against techniques that seek out and feed upon Yang-based energy, when faced with such a technique of equal chakra cost Eclipse will prevent the user’s chakra from being drained and stop spiritual parasites and tethers from latching onto the user and allies within the technique’s range. While active, the user cannot use Genjutsu, Yin release, Yin-Yang release, or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu).

Notes:
- This technique lasts four turns and can be used twice per battle.
- This technique requires a four-turn cooldown upon expiring.
- The user is unable to use Yang Release techniques above A-rank for two turns after this technique expires.

Approved with edits made: Reduced from Mid Range to Short Range - Daemon


Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22122225

(Taijutsu: Ryūketsu) Body Art: Bloodwhetting
Type:
Offensive/Supplementary
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40
Description: A technique developed by Kōtetsu Inuzuka to escape genjutsu by causing physical pain on himself or an ally, Bloodwhetting makes use of medical knowledge to inflict damage on parts of the body sensitive to pain to avoid dealing widespread and potentially hindering damage. Using their sharp nails, and even their teeth, and injuring parts of the body such as the knees, fingertips, and forehead, the user can escape or break an illusion by dealing the required damage to themselves or an ally. Due to using their medical knowledge, the damage suffered from this technique allows the user to ignore up to 20% of the adverse effects of the drawbacks from missing health.

Notes:
- This technique requires mastery of Medical Ninjutsu.
- This technique requires a one-turn cool down between use.
- The B-ranked version of this technique can be used up to five times per battle.

-Declined- The wording on this is a little weird and exploitable potentially, so I'm gonna say you need to make it clear what you're ignoring. You can't ignore 20% of ALL drawbacks from missing health, if you want to ignore the 20% damage effects themselves. I.E

  • 20% - An attack causing this amount of damage to the arms will cause the victim's arm based Taijutsu to cause 5 less damage and forming handseals will take longer with one handseal taking as long as two.
Then that is possible as long as you don't cause them to reach the next threshold of damage, the 40% one. But the wording on this will need to be super clear.


(Taijutsu: Jishin Suto) Body Art: Seismic Strike
Type:
Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique is used as a basic taijutsu strike deployed in close range that has the user sprint forward before lunging and slamming shoulder-first into the target. Due to placing the entire weight of their body behind the attack, the user is capable of destroying solid defenses of equal strength and knocking opponents off balance by sending them reeling up to five meters backward upon contact.

Notes:
- This technique can be used four times per battle.
- This technique requires a single-turn cooldown between uses.

-Approved-

(Fuuinjutsu: Nejire Shōheki) Sealing Art: Distortion Barrier
Type:
Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 60
Damage: N/A
Description: An Advanced Fuuinjutsu technique created by Kōtetsu Inuzuka, Distortion Barrier allows the user to erect a crimson circular barrier at a location of their choosing within range to protect themselves or an ally after performing four handseals. Primarily used as a defensive measure, this barrier possesses a unique interaction that allows chakraless attacks to pass through itself and is only capable of interacting with those containing chakra. When hit by a chakra-based technique of equal or lower chakra, this barrier allows the user to distort the direction of the attack and change its direction either away from the protected target or back toward the opponent.

Notes:
- This technique can be used four times per battle and requires a two-turn cooldown between uses.
- No Fuuinjutsu above A-rank in the following two turns after this technique is used.
- This technique requires mastery of Advanced Fuuinjutsu.

-Declined- It seemed mostly fine until we got to the reflection part, you can't reflect techniques of equal chakra because that would just be ignoring the concept of neutral clashes.

(Jūjin Taijutsu Ougi: Kemono-ō no Shutsugen) Beast Human Martial Art: Beast King’s Emergence
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 120
Description: Existing as the absolute pinnacle of the Gatsuuga and Gatenga rotational methods, Beast King’s Emergence sees the user spin at ferocious speeds in the form of a drill or buzzsaw while channeling Yang energy throughout their body. This energy not only serves to cushion internal organs and bolsters the density of the user’s bones and muscles but also places the body in an above-peak state as it flows through and leaks out of the body, wrapping them in a glowing white energy that spins in the same direction as the user. The incorporation of Yang energy into this rotation renders it neutral to elemental techniques but places an incredible strain on the user’s body after use. The glowing energy enveloping the user makes them appear as a streak of light tearing through the ground or the air. Due to deploying such a powerful rotation the user will experience severe dizziness to such an extent that they will not be able to move properly, reducing their base speed by three levels, and suffering from motion sickness with cause them to experience severe nausea that prevents them from using any technique that involves spewing a substance from the mouth, with both of these effects lasting a turn after use.

Notes:
- This technique can be used twice per battle, with a four-turn cooldown between each use.
- After use the user is unable to use Yang release, Taijutsu, or Inuzuka techniques above B rank for two turns.

-Declined- I don't think this has enough restrictions for the chakra and damage values. The nausea and motion sickness ones are practically cosmetic with how small they are and the ones in the actual notes are a little low, unless you intend for taijutsu to be blanket covering all body arts, like bukijutsu and kenjutsu.
 
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Sinthorus

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(Suna no Houshutsu: Ra no Ikari) - Sand release: Wrath of Ra
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/a
Description: Wrath of Ra is an enhancement technique used within the same timeframe as a sand technique. The user adds an addition handseal to their technique increasing the temperature of the sand to reflect the heat of sand in a desert scorched by the sun. The temperature would increase dramatically, causing the sand technique to cause scorch damage on touch dealing 20 burning damage. The main aspect of this technique is how the heat interacts with the environment itself. The heat distorts the air, creating different layers of temperature, creating a mirage in the process. In RP terms, this heat and the mirages formed will hinder enemy's perceptive skills, reducing their tracking by 4 as they struggle to focus. Due to not being able to clearly see through the mirages, techniques that require a visual focus or eye contact will not be possible. These mirages will be purely cosmetic and contain no chakra, just hindering the focus of enemies. Should water hit the sand infused with this technique, the effect will end but the steam created from cooling the sand will still hinder enemy's vision, preventing techniques that require visual focus or eye contact.

Note: Can only be used 4 times per battle.
Note: Lasts for 2 turns or until the temperature is returned to normal in the area.

-Declined- The issue with this mostly is in the debuff aspect. Lowering their tracking by 4 is probably fine, the turn duration actually seems a little low all things considered, but the direct eye contact thing doesn't work conceptually. Because making mirages that hinder vision, that don't contain chakra, isn't going to stop people that require visual focus/eye contact because lets say the Sharingan or byakugan or rinnegan etc all see Chakra, they can see which one is the real you and focus on it still.


(Suna no Houshutsu: kepri, Scalabe no Ryoushu ) - Sand release: Khepri, Lord of Scarabs

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: This is a technique to create beasts made of sand. The user can make one creature or multiple with a single use of this technique though the power will be divided equally. The user can create any animal or creature they can imagine, from a swarm of scarabs to a large dragon. The largest a creation can be is 20m tall. S rank creations require three handseals, A rank requires two handseals and B rank requires one handseal. The user can sustain these creations passively at the cost of 10 chakra per turn for a maximum of three turns. At any point the user can perform an addition handseal causing these creatures to erupt into a sandstorm where the sand spins rapidly tearing anything it comes into contact with spanning up to mid range for one turn, though passing over the user harmlessly. This can be done in the same timeframe as creating the beast/beasts. The creations can be made from the earth through breaking down the earth into sand or any pre existing sand or even the user's container filled with sand. These creations cannot be made within short range of an opponent.

Note: Can only be used 4 times per battle or 6 times per event. When the S rank version is used, the technique can't be used for 2 turns after and no sand jutsu A rank and above in the following turn.
Note: The sandstorms damage is dependant on the rank of the creation and the creations will not cause damage besides the sandstorm, with the exception of freeform.

-Approved- Edits made. Under the assumption that you intend the creations to only do damage once they've erupted in to a sandstorm
 
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The_Empire

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Bakuton: Kyōka no Bakuhatsu | Blast Release: Blast of Enhancements
Type:
Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This user would passively activate this technique which can be used in the same time frame as another jutsu. This technique has three different applications that it can be used with. The first application is it enhances their Bakuton techniques by increasing the rank of A rank and below techniques. When it comes to S rank and above techniques the technique can increase the damage by +20 but never increases the rank. The second application of this technique is enhancing their Taijutsu/Kenjutsu/Bukijutsu by the same rules and regulations as the first application but instead of enhancing their Bakuton techniques they enhance their Taijutsu/Kenjutsu/Bukijutsu with explosive power. This can be done with none chakra and chakra usage of the three options. The third application of this technique is unique because it can be combined with Bubblegum Ninjutsu by adding their Bakuton nature chakra into it. What this does is add more destructive power to it like it does for the two previous applications and still follows same rules and regulations. The Taijutsu/Kenjutsu/Bukijutsu that can use this technique can't have any other element chakra into it besides Bakuton, Bubblegum Ninjutsu, or Raw Chakra. When used with their Taijutsu/Kenjutsu/Bukijutsu it still goes by Blast Release: Landmine First with the blast minimizes the potential repercussions and recoil is completely negated.
Note: This stays active for four turns and has a cooldown of two turns.
Note: This can be used three times a battle/arc


-Declined- That's a really high amount of usages, that's barely a restriction when you're talking about a +20 boost that lasts four turns, presumably you're implying you can apply it to any of those jutsu. It won't be able to last for four turns and have three usages. It'll also need a drawback not just a cooldown.
Bakuton: Kyōka no Bakuhatsu | Blast Release: Blast of Enhancements
Type:
Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This user would passively activate this technique which can be used in the same time frame as another jutsu. This technique has three different applications that it can be used with. The first application is it enhances their Bakuton techniques byincreasing the rank of A rank and below techniques. When it comes to S rank and above techniques the technique can increase the damage by +20 but never increases the rank. The second application of thistechnique is enhancing their Taijutsu/Kenjutsu/Bukijutsuby the same rules and regulations as the first application but instead of enhancing their Bakuton techniques they enhance their Taijutsu/Kenjutsu/Bukijutsu with explosive power. This can be done with none chakra and chakra usage of the three options. The third application of this technique is unique because it can be combined with Bubblegum Ninjutsu by adding their Bakuton nature chakra into it. What this does is add more destructive power to it like it does for the two previous applications and still follows same rules and regulations. The Taijutsu/Kenjutsu/Bukijutsu that can use this technique can't have any other element chakra into it besides Bakuton, Bubblegum Ninjutsu, or Raw Chakra. When used with their Taijutsu/Kenjutsu/Bukijutsu it still goes by Blast Release: Landmine First with the blast minimizes the potential repercussions and recoil is completely negated.
Note: This stays active for one turn and has a cooldown of one turn.
Note: This can be used four times a battle/event

-Approved- Edits made
 
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Negative Knight

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(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
Updating

(Meiton: Kuro no Shio) – Dark Release: The Black Tide
Type: Supplementary
Rank: A-S
Range: Short
Chakra Cost: 30-40
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). Alternatively, the user may utilize the S-Rank version of this technique to absorb 100 chakra from their body into the targeted mark. It is enough to perform Dark Release jutsu equivalent to 100 chakra (e.g. 2 standard S-Ranks and one B-Rank).

Note: Can only be used four times per battle
Note: S-Rank version can only be used twice per battle
Note: Cooldown of three turns between uses
Note: No S-Rank or above Dark Release in the user's next turn after S-Rank version is used

Update Declined: You good with the first one - Daemon

(Meiton/Inton: Hokori to Kage) - Dark/Yin Release: Pulvis et Umbra | Dust and Shadows

Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 70
Damage Points: 120
Description: The user will perform three handseals, bring two replica dark marks close together without connecting them and activate both absorption marks at the same time. This will create a spherical 'void' in the space between the marks in the exact same manner as the canon technique Dark Release: Ultimate Inhaling Maw. As with the aforementioned technique, this spherical void will absorb enemy techniques that come within short-range of it. However unlike the canon technique, this void will be altered through the use of Yin Release. The spherical void will grow writhing tendrils, although this does not confer any sentience. The void is capable of floating and the user can govern its movements through the use of mental commands. The main alternation conferred by Inton will concern the nature of the void itself. Ordinarily, Dark Release possess a strength to energetic or intangible elements and a weakness to abilities which possess physical form. The infusion of Yin will serve the double purpose of eliminating these strengths and weaknesses as well as facilitating the absorption of tangible elements. Upon physically clashing with a tangible entity, element or ability (Earth, Water, Steel, etc), the Yin-infused Void will exert an extreme pressure, allowing it to pulverise or blast apart tangible elements. Solid elements will be reduced to dust and liquid elements will be scattered into droplets. The chakra infused into those techniques will be absorbed into the void and added to the user's available pool chakra for Dark Release techniques. If a living being besides the user were to touch this void directly, they would also experience this crushing pressure and sustain a great deal of damage.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: No S-Rank or above Dark Release for two turns after this jutsu ends
Note: No S-Rank or above Yin Release for two turns after this jutsu ends

Declined: Yeah, not gonna allow a precedent of adding Yin release to techniques especially Dark Release as a way to remove its weaknesses to work against solids/liquids. - Daemon
 
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Gobi Gobletsson

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(Ganbari) – Perserverance
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: It is widely known throughout the world, that a Shinobi, Ronin, Samurai or similar, can but use 3 techniques within a move. This has oft caused Shinobi and the like, to fall short on, or unable to fullfil their plan wholly within that single turn. Perserverance is a technique which allows the user to withold his Third move slot, and preserve it. Which allows only for one technique, and this included within his current turn. This essentially boils down to only one technique within the current turn, as this wouldn't aid him in any other way, than work in his favour for the next. In return for his restraint, he is capable of performing four moves within his next turn. This have augmentated shinobi in their fare, such as being able to also reach beyond their normal limitations. This technique is instant, as it requires but a restraining convinction. It can be used a maximum of 4 times during a battle, and 8 times per NW event.

Declined by Imperfect.

While in theory I like this, in practice there's nothing here that explains how you can do this. This is similar mechanically to holding one's action in DnD, but in that example there are rules. You can only hold an action to react to a specific scenario you state beforehand, such as an enemy entering melee range, or an ally performing a specific action which you can counter off of. This works in a cooperative environment because of that potential synergy, and the drawback is that if you don't meet the condition to react you lose the action when it's your turn again. Here you would have neither the synergy nor the drawback, you simply focus really hard to hold an attack, then release it alongside all your others next turn. In my opinion this would at least need something "extra" to allow that act of holding the action for a turn, and would need to come with any drawback beyond simply not having the action that turn.
 
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Bonus Cycle Submissions prior to the Tournament

Attempting to consolidate Muramasa and Masamune into one sword, as - with some time to dwell on them - they seem kinda...underwhelming for two separate swords. I just made a sword that was essentially the base of the two swords together, and put "Spiritual Kenjutsu" and "Dokkodo" together.

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

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

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

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

Approved
Update to clarify some confusion that might arise with the introduction of AP.

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

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

(Shizukesa) Serenity - Tsukihime's balanced blade sits wholly in the scheme of the universe, unwavering on the edge of the pure and impure. This confers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Tsukihime, allowing them to be treated as Spiritual Kenjutsu or Dokkodo techniques for the purposes of effects that affect or modify those fields, by adding 10 chakra to the cost of the technique to do so. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized as a Spiritual Kenjutsu or Dokkodo technique. Allowing a technique to be treated as a Spiritual Kenjutsu technique allows it to be dictated by [SPIRIT], and allowing a technique to be treated as a Dokkodo technique allows it to be dictated by [MIND]. They gain all relevant effects from the new Attribute overseeing it, but must still meet their original usage conditions as well as usage conditions for the new Attribute; for example, an S rank Dokkodo technique transformed into a Spiritual Kenjutsu technique via Tsukihime would require the user have 4 [MIND] and 4 [SPIRIT], as needed to cast S ranks as dictated by each Attribute.

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

Update Declined, spoke to Daemon regarding this and future customs of others that do something similar. As a rule, we are not approving any customs that change which attribute a technique works on as it becomes a slippery slope and can easily become problematic. While these may be allowed to switch which form of damage this is ( spiritual or physical ), it will operate on the original attribute’s stats/damage, meaning while you may turn a technique into a Spiritual sword technique, it’s damage will continue to be dictated via the original attribute, i.e. Mind and vice versa.

(Rōnin Seishin Kenjutsu: Izanami no Shinshitsu) - Rōnin Spiritual Kenjutsu: Izanami's Bedchamber
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: A Ronin Spiritual Kenjutsu Technique where the Ronin will plunge their blade into the ground while forcing spiritual energies through, in much the same way as one would for (Rōnin Seishin Ken no Jutsu ) – Rōnin Spiritual Blade Technique, and directing that chakra outward so that it washes over the field, in a mid-range radius from the center point. The end result is a circular area suffused with heavy spiritual energies employed by the Ronin, visible by the multicolored, wispy spiritual steam that now rolls across the area. Acting as a "tether", anyone not designated by the user as immune is caught in Izanami's Bedchamber and afflicted with a series of effects: they are unable to leave the area designated by Izanami's Bedchamber while afflicted with a spiritual tether, and while a tethered individual can physically leave the area, the spiritual dissonance from doing so reduces the amount of moves they can use in a turn to zero and limits them only to freeform; while within Izanami's Bedchamber any spiritual damage taken is treated as a Critical Hit; and any physical healing incurred inflicts Spiritual Damage instead. Izanagi's Bedchamber is maintained through a "spiritual boulder" at its center, which can be destroyed via normal technique interaction rules.
Note: Usable twice per battle, and has a four turn duration per use. Counts as a Spiritual tether effect.

Declined: This technique is insane for such little drawbacks to the user. Now way you will limit someone's moves to zero and only restrict them to freeform only through a tether that reaches up to Mid range (FYI this means I won't allow you to limit someones entire moves to zero under any circumstance). Secondly, you will also not have this autocrit within the field while also having all physical damage converted to spiritual damage for basically nothing. Almost a swift DNR - Daemon

(Rōnin Seishin Kenjutsu: Mugen) - Rōnin Spiritual Kenjutsu: Infinity

Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage: N/A (80)
Description: A Ronin Spiritual Kenjutsu technique in which the user will create up to eight spiritual blades that have the multicolored wispy appearance typical of Ronin Spiritual Kenjutsu techniques, though the blades created appear only as the "blade" portion of a sword, and lack proper grips, handguards, etc. The swords float around the user and trail behind them. The swords can be used in one of two ways: the first is that the swords can perform freeform or non-chakra using Kenjutsu/Bukijutsu strikes for the user, but dealing Spiritual Damage instead of physical upon a successful strike - these blows do not consume the blades of Infinity, and deal the damage of their respective strikes as if the user of Infinity delivered them. The second is that the blades themselves can be used in an attack, in which case they deal the Spiritual Damage as listed in this techniques description; if this second variant is used the blades dissipate whether the attack is successful or not.
Note: Can be activated twice per battle, and the blades persist for four turns or until consumed.
Note: While all Iaido techniques use chakra and thus are not valid for Infinity to perform, Infinity can nonetheless not be used to perform Iaijutsu techniques.

Approved with Edits Daemon - Daemon
 
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( Báh ) - Bah
Type: Weapon
Rank: S
Range: Short - Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Bah is a unique sword crafted by one of the first known Uzumaki in history. It is a massive sword, consisting of countless Uzumaki chakra chains bunched together in the form of a great sword; Having a very similar shape/look to Samaheda but being pure chains that can rip and shred through targets. The hilt is similar to chain mail and has a crystal ball held at the end of the hilt by a dragon claw. The sword itself has a few abilities that come with wielding it, but at all times of it being held, the user can use Uzumaki techniques through it and passively increase Uzumaki techs by a rank Or +20 Damage.

Reshape (S-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the Chain blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By unraveling the chains that make up the blade for a minute moment, the seal gives the user the ability to reshape the chain blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is must be a melee type weapon or defense and can reach up to long range (if logical) due to the chains being able to extend. This can only be used once per turn and the weapons strength is S-rank/80 damage, though the shape is retained until changed again. This would take up a move slot when used.

Detect (S-rank)
Detect is an ability of the sword that does just that, detect things. The chains would have the same kanji etched into it as the canon Boundary barrier technique, but the kanji would be surrounded by a second script that read "repair". At the cost of a move, the user can activate the barrier and have it cover a large span of land just like the parent seal, though this would cost more chakra (40) than the original technique due to the additional scripts added to the kanji. The barrier would allow the same sensing movement inside the barrier but without the limitations of having to place a tag in new places when the user moves, since Bah would be epicenter of the barrier. Even though the barrier is harmless, if it is ever to be destroyed, the user can pay an additional -40 chakra in order to activate the Repair seal on the kanji, repairing the barrier altogether. This wouldnt count towards the users moves per turn, but everytime the user repairs the barrier the cost would double in chakra per turn to keep it active; With the original cost being -10 per turn. The sensing granted through this barrier would translate to the user gaining ×3 tracking of things within the barrier moving.


Devour (S-rank)
The Devour seal is a seal that gives the weapon the ability to "eat" through certain techniques by having the sealing scripts "Devour" etched into the chains. When faced with a chakra based technique, the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it before making full contact. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said jutsu. This seal is able to seal up to S-rank techniques that have the same chakra cost (70) or lower. It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses. A unique combination that can be used when sealing a technique and using reshape at once is, the user is able to actually release the sealed techniques Chakra passively, coating the chains with aggressive raw chakra that strengthens the reshape ability by +20 damage. This can be used the same amount of times the sealing can be used (4×) but only two times per opponent.

The sword is usually in a "sheathed" mode, being simply a chain handle to be carried around with ease. By simply beginning the passive -10 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Note: Can only be used by an advanced Uzumaki bio.

-Declined- So a few issues, the reshape can't be instant in regards to the lengthening or retracting of the weapon because of the obvious issues that will create. I.E I instantly make my weapon long range and stab you because you're in that distance of instant extension. The barrier has to cost a move to create and to repair it can't just be a freebie and since it's a 3x modifier I'm gonna need some kinda drawback or cooldown period between it's destruction and recreation. As for devour, if you're having it absorb 70 chakra then 4x usage is a no. You could make it variable with different restrictions dependant on what is absorbed though.

( Genshi shinka ) - Primal Evolution
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: Primal Evolution is an innate bodily "transformation" that each Biju host has taken on over time, if having the Biju within them for majority of their lives. After so long of hosting a Biju and having their chakra within them, the hosts body begins to show physical features of the beast itself. This was first shown With Naruto Uzumaki having features of the 9 tails, having Whiskers. This was also shown again with the KinGin brothers gaining whiskers from eating and surviving off the Biju flesh. Each host would have different types of physical features but would always translate to something directly similar to the beast. An example of this would be the 4 tails host having a monkey tail, or the 8 tails host growing ox horns over time or the 6 tails host growing bug antennas. This would give no inherent boosts or gains of any sort when it comes to battle; simply having cosmetic changes to the body depending on the Biju inside of the host.
Note: Doesn't count as a move or cost chakra, but has to be posted in the users bio and physical changes must be explained.

-Pending- Honestly you should just ask Chris or Imp if you can do this, it's a waste of a custom slot when we already know their is precedent for it being a thing in the naruto verse. Children of Tiamat, Otsutsuki and Arali all have unique physical appearance things in their rules, I don't personally see why jinchuriki can't just do that.
 
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(Farao no Hōrei #10. Raimei no Setto) – Pharaoh’s Decree #10. Set the Stormborn
Type: Offensive, Defensive
Rank: A
Range: N/A (Short – Long)
Chakra: 30
Damage: N/A
Description: Set the Stormborn exemplifies mastery over one's Lightning Release techniques, emphasising versatility rather than lethality. This technique can be performed in the same timeframe as a Lightning Release technique or any time a Lightning Release technique of the user's is on the field. Acting as an infusion, the user will imbue a chosen technique with an additional ten chakra points, granting it the characteristic of a lightning current. As a result, the technique will be able to channel itself through a conductive surface or object upon physical contact, such as the earth or an appropriate elemental technique, rather than simply self-destructing. This technique can then re-emerge from said object with similar speed and power, but redirected at their target should they have missed or otherwise have been blocked. Due to this unique nature of interaction, in instances of a clash between a Lightning technique targeted by this ability and a technique that it is capable of conducting through, e.g. Water and Earth, they will no longer interact via damage. Instead, should the Lightning technique possess higher chakra, accounting for elemental strengths and weaknesses, it will simply conduct into the opposing technique and emerge weakened following chakra vs chakra interactions. Likewise, this also means that a technique that conducts the user's Lightning technique will continue undamaged. Otherwise, a normal clash will occur. This does not apply in situations where the user simply conducts Lightning into the terrain, or otherwise unranked/freeform elemental constructs. Lightning techniques can be stored in conductive materials, surfaces or objects for up to two turns before they expire, starting from the turn conduction occurs, while Lightning techniques can be stored until their duration elapses. Techniques merging into objects, surfaces and techniques happens passively, and re-emerging does not cost a move slot but will take a slot in the timeframe. This technique is compatible with the user's Lightning AE and CE, can be used thrice per battle and has a single turn cooldown between uses.

-Approved- Edits Made
 
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(Fuuinjutsu: Ikari, Abare no Mokushiroku) - Sealing Art: Fury, Rampage of the Apocalypse
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+40 to Link)
Damage Points: N/A
Description:
A Body Seal applied to users of the Earth Grudge Fear and their Hearts. Using a move per turn the user can choose one of their five hearts to link to the seal imbuing their body with the power of their chosen elemental ability, creating an unrelenting aura called a Hollow Form. This changes how the user looks and augments their combat capabilities, however at the cost of not being able to release/use the element tied to the linked heart. The user's eyes and hair will usually change to a glowing colour relating to the element, perpetually floating in the air defying gravity as it constantly whips in the air to signify this imbued power.

Flame Hollow: by linking the seal to their Fire Heart the user is enveloped in waves of flames that change their eyes and hair to a fiery orange or red colour. The user's weapon attacks are passively imbued with fire, weapons or thrown tools on the user of any kind which grants a +20 active damage boost to those weapon related attacks. Dark Release Heart can be Substituted for this, the user's appearance relating to the relevant AE instead (i.e; their hair and eyes will glow a cyan blue like the released fire).

Hurricane Hollow: by linking the seal to their Wind Heart the user is surrounded temporarily cosmetic tornado revealling their change in their eyes and hair to a green colour. This gives them the swiftness and emptiness of Wind, they will be able to fly at x3 their base speed whilst also having the pulsing wind spread through their body giving them a semi-intangibility of sorts (does not reduce or avoid physical damage in any way), the constant breeze of wind pulsing through their body making them immune to lightning paralysis, sleep and normal genjutsu (not including MS or Yin Gen).

Volt Hollow: by linking the seal to their Lightning Heart the user is instantly struck with a loud cosmetic lightning bolt from the sky their hair & eyes flashing to a bright yellow. When struck with the bolt they then release a full-body surge capable of releasing them from up to S-Rank Genjutsu, they will then be infused with the quickness of a Lightning Technique setting their base speed to 14. This can count as their specialty speed boost if they do not receive one otherwise. Their Taijutsu is infused with Lightning, giving it elemental strength whilst also causing paralysis for 1 turn on hit parts of the body.

Stone Hollow: by linking the seal to their Earth Heart the user's hair becomes black and their skin darkens and hardens similar to the Earth Spear Technique. This reduces incoming Damage by 40 and increases their physical/taijutsu attacks by +40 Damage. Crystal and Wood hearts can be substituted for this, the user's appearance relating to the relevant AE instead (i.e; Crystal Hollow adds a reflective sheen to the user's skin and their hair becomes a transparent pink.)

Ocean Hollow: by tethering the seal to their Water Heart the user's hair becomes dark blue and their eyes a bottomless ocean, this is the only Hollow that allows the user to continue using the techniques - capable of using Water Release without the need of a Source & handseals. This however mitigates any current specialties in other elements they have, for example if the user has Apex Wind Hand seals, then whilst tethered to this heart they no longer can perform Wind without Hand seals. This applies to Single, Increased & Sustainment Specialties as well whilst linked to this heart.

Note: The user can only have one Heart Linked at a time, spending a move to switch links. User cannot use the Linked hearts elemental Jutsu (Excluding Ocean Hollow) until switched or link is deactivated which can be done at will.
Note: If the user has the linked heart leave their body or is destroyed, then the tether breaks. The link breaks, it can only be applied to hearts still within their body.
Note: Switching Links can only be done Once every Three turns, but can happen at the same time as other moves.
Note: This Jutsu is an Advanced Fuinjutsu Body Seal.

-Declined- This is altogether to much, especially the changing of specialties and boosting high numbers of damage and adding shaving higher than like, perfect sage modes.
 
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Removed Application on higher ranked.

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


A resub/rework of the CFS based on the note given. CW/CWT also in that post https://animebase.me/threads/custom-fighting-style-submission.764489/page-6#post-22071255

(Misuto obu Mōtaruzu) - Mist of Mortals
Type: Supplementary/Defensive/Offensive
Rank: N/A
Range: Short - Long
Chakra: 50 (50 - 70)
Damage: N/A (80 - 120)
Description: Magnum Opus of the user's merger with GOA, it enables the user to combine his Yin chakra with the capabilities of GOA to give a new form of mobility and essence to the sentient weapon, opening up new avenues of attack. Initiated with a surge of chakra, Achlys can be manifested in the field in one of two manners, either as a 'pure' Yin entity (tangible/intangible) or one that has a functional unique physical body composed of the cloth from GOA. As Achlys is a sentient being, movement and techniques can happen without the user's input, bar the chakra costs. As both Yin and GOA's functions are only limited by the user's imagination, Achly's manifestation can vary in shape, size, and nature depending on the desired outcome.

Regardless of the form manifested in, Achlys can manipulate shadows of it's own or the user, while being capable of striking and launching projectiles of it's components, with varying power depending on the chakra siphoned from it's wearer. Should it be in it's cloth based form, attacks would be physical ones, neutral to everything, but carry the traits of Shadow Imitation Shuriken, allowing it stop opponent's should the strikes/projectiles make contact with their shadows. While in it's pure Yin manifested form, the attacks would be treated similar to Yin techniques, with the intangible form being capable of dealing with spiritual attacks (such as Ronin strikes) and dealing spiritual damage itself. The tangible form deals normal damage and can be used to counter AOE tied attacks, such as some illusions that are tied to a zone of an element for instance, being capable of either breaking or pushing away the zone, naturally strength and size dependent.

Beyond the basic abilities of said forms, another ability labeled Ricochet, allows Achlys to manifest a mid range zone around it or it's launched projectiles, wherein Achlys would be capable of manipulating the senses of desired targets in unique fashion. Inside the zone, Achlys can alter the target's depth perception and stereopsis while providing deceptive layers. The target's basic 5 senses would fall under the subjugation of Achlys, allowing her to make things appear closer or further than they are, with the accompanying traits of said objects being manipulated as well (such as smell, sound etc)and even chakra of the objects, allowing for a more comprehensive deception. Ricochet can have 'set' qualities placed with it, wherein a predetermined change would be applied to the targeted individual/object/techniques (ex; all techniques that enter the zone would seem to be 4 meters to the left of their natural path), allowing Achlys to continue on with different attacks. Alternatively, Achlys can actively manipulate the zone to have multiple deceptive traits occurring in tandem. Regardless of the method of use, Ricochet's creation would purge any other existing hostile zones, while being capable of overcoming inherent and set up genjutsu defenses the targets may have. Targets would simply need to exit Ricochet's zone to remove themselves from it's effects. Ricochet can be used thrice per battle, lasting up to 3 turns each, but must be separated by a two turn interval, and costing 60 chakra to activate.

Notably, Mist of Mortals can be used three times per battle and requires 50 chakra to be activated, with it's base strength and durability being 80 in such instances. It can however be activated at higher levels 60/100, and 70/120, but with limitations. In it's base, Achlys can remain on the field until it is defeated or the user cancels the technique, however in it's 60 chakra variation it can remain for 4 turns, while at 70 it can remain for 3. MoM requires a two turn cool down between uses which increases by one for each next level, so a 70 would force a four turn between uses, regardless if the next usage was a normal activation. In regards to the strength of projectiles and strikes performed during MoM, it would be limited up to the level upon which it was activated. So a 60 chakra activation can reach up to a 100 damage for instance. Additionally, maintaining Achlys over multiple turns would cost half the chakra of it's activation per turn, and any additional chakra used by Achlys for attacks would be siphoned from the user in the form of a surge. MoM can only be activated after Trenches of Thessaly has been used, and naturally due to the nature of GOA being able to separate into multiple functional copies, the user would retain all abilities of the weapon even if it was manifested via MoM.


(Yoton/Kāma: Waga Uruwashiki) - Yang Release/Karma: Clarent Blood Arthur
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70/Equal to Jutsu absorbed
Damage: 140/Equal to Jutsu absorbed
Description: Based on the unique energy the user is capable of accessing whilst in Red Kama Mode, Waga Uruwashiki is an empowered form of the basic technique with a more potent release due to the additional surge of Yang Chakra. Waga Uruwashiki has two main applications, the first when being used in tandem with the absorption capability afforded by Red Kama, wherein the user would utilize his Yang Chakra to empower his absorption capabilities, allowing the user to absorb up to 70 chakra level (50 for level 1) techniques and release them at a later point with the respective damage. This variation occurs in the same t/f of the user absorbing a technique, but the user would be incapable of releasing the attack back in said time frame. The second manner is one where the user self charges the chakra used for Nesaku with Yang Chakra to release an empowered variation of the red energy, carrying both higher destructive capabilities and deliberating burning effects akin to the White Tiger technique, with limited sentience. While not on the same level of White Tiger, contact with Waga Uruwashiki would result in an imbalance in the target's chakra, forcing victims to spend twice the amount of chakra than normally required. Should a second contact occur with the attack, it begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 20% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. A third strike would decrease it by 25%. Naturally, should the user have absorbed an attack and choses to release it as a Nesaku replica, it would carry the aforementioned deliberating effects, with the traits of the energy itself being maintained. Waga Uruwashiki's release is done in the form of the red energy being released in short range vicinity of the user, similar to lightning, before the user directs the strike towards it's target in the form of a large energy beam (up to 6 meters radius) that can have limited shape manipulation applied to it. The attack can be done through physical movement or channeled through a weapon. Due to the Yang Energy, the technique is granted limited sentience, allowing it to be used in range of allies without targeting them, while being capable of chasing opponents up to 5 meters from the range of it's beam. The technique can be used thrice, with a turn cooldown between the release function. Absorption wise, it would still follow that afforded by the basic technique in terms of usage, as it can only be used in tandem with them, as such being limited by the same overall limit.
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Declined: In general, Yang Release feels very tacked on in this custom. The use of it to enhance the absorptive capability of Nesaku doesn't make any sense; Yin Release would be better suited for that. The White Tiger-esque effect is fine, but giving the energy sentience when released so that it can move around allies to chase targets doesn't make sense. It's just a beam of energy directed by the user, it becoming sentient doesn't suddenly allow it to move on its own.

(Inton/Kāma: Shifuto) - Yin Release/Red Karma: Shift
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: +50
Damage: N/A
Description: Shifuto is a simple technique to be utilized by user's of Kāma, specifically during the absorption of techniques and the release of the Nesaku chakra. By utilizing their Yin Energy, the user empowers and shifts the absorption qualities of Kāma, allowing the user to target more potent forms of energy, such as those of Yin based attacks and other ethereal energy. As a trade off, the user would not be capable of absorbing normal chakra based attack during Shift's usage. Due to the influx of chakra, the absorption capability is elevated to match the chakra usually present in attacks of such nature. In level 1, the user becomes capable of targeting attacks of 60 chakra, whereas in level 2, it becomes capable targeting attacks of 80 chakra. Release wise, the user's Nesaku would have it's damage shifted into spiritual, with the red energy gaining streaks of black on them to indicate the change. For it's Nesaku replica techniques of absorbed attacks, the user can shift the damage to spiritual or maintain it as it was should the initial attack not be one that is inherently spiritual. Shift can be used three times per battle, with it occurring in the same timeframe of the absorption and release of Nesaku attacks, naturally being limited in usage by their respective techniques.

Pending

(Yoton/Kāma: Hakaishin Mōdo) - Yang Release/Red Karma: God Destruction
Type: Supplementary/Offesnive/Defensive
Rank: S
Range: Short - Long
Chakra: 70 (20)
Damage: 110
Description: Hakaishin Mōdo is a technique that requires the user to have activated his Kāma or be done in the same instance of it being activated, allowing the user to use a variation of the Nesaku technique in a full body fashion. The Nesaku like energy can be maintained for the duration of the mode's activation, requiring a chakra cost per turn. The energy that envelops the user gains a slight coloration change, becoming more purple than red, while gaining new deliberating effects through the additional Yang chakra. The deliberating effects is akin to that of Ring of Hell, but whereas RoH 'breathes' life and empowers targets from a anatomical base, the Hakaishin energy would destroy them from said level, forcing rapid aging and excessive stimulation of the body, giving targets an intense burning sensation from inside their body. The potency of the deliberating effect would require healing techniques of Yang level to counteract. A single contact would prevent targets from utilizing physical techniques up to B rank, a second up to A rank, and a third up to S ranks, with the targets being incapable of using more than 3, 2, then 1 hand seal should the attack make contact with the opponents arms. If the legs were targeted, the speed is decreased by 2, 3, then 4 levels. Naturally, this is in tandem with the destructive capabilities of Nesaku itself, destroying the targets while placing the secondary effects. The Hakaishin energy becomes accessible to the user in their strikes, allowing close quarter combat techniques to gain the petrification neutralization effects of Nesaku in regards to senjutsu, with the aforementioned capabilities. Alternatively, the user can shoot out projectiles of orbs and basic shapes of the energy towards their targets. Damage wise, the user's freeform strikes would cary a damage of 50, whereas those of techniques gain a boon of 25 damage. Projectiles themselves if launched through this would carry 110 damage, whereas the aura itself that surrounds the user would carry 50 damage points, capable of destroying lower ranked attacks that make contact with the user. Naturally, this is limited by the overall usages of Nesaku, counting towards the same limitation pool. Additionally, the user is still capable of making contact with allies and others without having the deliberating effects be applied, although this does not carry on to the projectile variation.

Pending
Removed the sentience and changed up the wording for the sealing increase.

(Yoton/Kāma: Waga Uruwashiki) - Yang Release/Karma: Clarent Blood Arthur
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70/Equal to Jutsu absorbed
Damage: 140/Equal to Jutsu absorbed
Description: Based on the unique energy the user is capable of accessing whilst in Red Kama Mode, Waga Uruwashiki is an empowered form of the basic technique with a more potent release due to the additional surge of Yang Chakra. Waga Uruwashiki has two main applications, the first when being used in tandem with the absorption capability afforded by Red Kama, wherein the user would utilize his Yang Chakra to empower his absorption capabilities, allowing the user to counteract Yin based tethers and seals that would usually prevent the absorption of the attack. Tethers would be counteracted by the Yang energy, whereas seals and similar would be corrupted and rendered ineffective. As a result, the effective chakra magnitude is increased to 50 and 70 for each level respectively, to deal with the higher costs associated with Yin empowered/Adv.Fuin techniques. This variation occurs in the same t/f of the user absorbing a technique, but the user would be incapable of releasing the attack back in said time frame. The second manner is one where the user self charges the chakra used for Nesaku with Yang Chakra to release an empowered variation of the red energy, carrying both higher destructive capabilities and deliberating burning effects akin to the White Tiger technique. While not on the same level of White Tiger, contact with Waga Uruwashiki would result in an imbalance in the target's chakra, forcing victims to spend twice the amount of chakra than normally required. Should a second contact occur with the attack, it begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 20% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. A third strike would decrease it by 25%. Naturally, should the user have absorbed an attack and choses to release it as a Nesaku replica, it would carry the aforementioned deliberating effects, with the traits of the energy itself being maintained. Waga Uruwashiki's release is done in the form of the red energy being released in short range vicinity of the user, similar to lightning, before the user directs the strike towards it's target in the form of a large energy beam (up to 6 meters radius) that can have limited shape manipulation applied to it. The attack can be done through physical movement or channeled through a weapon. The technique can be used twice, with a turn cooldown between the release function. Absorption wise can only be used twice per battle with a two turn cool down in between usages. The user is unable to use Nesaku for two turns after usage of this technique. The user is unable to use Yang Release techniques above A rank for the same duration.
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Approved with Edits Made - Daemon
 
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(Kūki no yōna Budō Ito) - Ethereal Martial Intent
Type:
Supplementary
Rank: C
Range: Self
Chakra: N/A
Damage: N/A
Description: A technique one cannot activate at will, the Ethereal Martial Intent is a state of mind one naturally enters once their focus reaches a pinacle.

Requiring 3 turns at the very least to pass before this technique activates passively, once 3 turns have passed the first phase of this technique activates, as one enters deeper and deeper into the ethereal martial intent the more benefits he gets. Each phase requires an additional turn for it to activate to a total of 6 turns.

First Phase - The Ethereal Martial intent sharpens the mind and senses, the user becoming increasingly attuned to his opponent resulting in a small tracking boost of +2

Second Phase - The Ethereal Martial Intents level of focus is equivelent to someone entering the zone, this allows the user an additional +2 to their speed stat, this is due to less wasted movement and less mistakes, much like their chakra system the user begins to take the most optimum path for their body.

Third Phase - Once one enters this state they will find that the chakra within their bodies speeds up, your chakra taking the most optimum circulatory path, whiles this doesn't seem like much it does infact allow the user to channel there energy quicker, absorb energy quicker, and as a result their jutsu to become quicker by a total of +2 to the users Jutsu speed.

Fourth Phase - The user enters the deepest depths of this state of mind, becoming so entranced on the battle that he is no longer affected by outside influences up to a certain level, resulting in the individuals senses to stat at their sharpest no matter the case, allowing the users mind and focus to stay at their peak where the users tracking cannot be altered and he becomes immune to genjutsu up to A rank including Doujutsu.

Fourth Phase - The user once under the deepest level of this state of mind, becomes able to take in natural energy much quicker also, reducing the amount of turns needed to absorb natural energy by a total of 2 turns (imperfect), this also allows the user to transfer an additional 10% of their chakra into senjutsu chakra. (Imperfect + Perfect sage mode)

Note - The user can only choose one or the other upon entering the fourth phase.
Note - Whiles in this state of mind, the user can be knocked out of this state of mind if they receive damage over half their health in one attack or if they are inflicted with an S rank Genjutsu.
Note - Once knocked out of this state of mind the user can not enter it again until 2 turns have passed in which upon passing the two turns the user can enter again at the second phase.
Note - The user must be in the heat of battle before being capable of entering this state of mind, requiring at least one technique to be exchanged, turns spent RP, whiles passives activate will not count.

-Declined- This is to many boosts, it's basically just a bootleg seven heavenly breaths and the genjutsu immunity is wild, also you can't boost jutsu speed. Finally the sage mode boost is just a hell no.




(Fuuton - Tezā Tenohira) - Wind Release - Tether Palm
Type:
Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user point's their palm towards their intended target, be it a weapon or an item, utilising the existing air currents within the air, they form an invisible connection between the palm and their chosen item, creating a vacuum, drawing said item or weapon towards them at a incredibly high speed being double the normal speed of wind, the user is capable of controlling this speed so as to receive the item or weapon comfortably and as intended.

The connection between the intended target and the users palm cannot be blocked as the currents can be manipulated to the users desire, allowing them a degree of freedom in controlling and retrieving their weapon or chosen object.

Note - The user is unable to affect his opponent's body with this technique.

-Declined- No altering jutsu speed DNR
 
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Kooljay

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(Senpo: Rapiddo Fantomu Monkī Sutoraiku) - Sage Art: Rapid Phantom Monkey Strike
Type
: Offense
Rank: A
Range: Short
Chakra: N/a
Damage: 60
Description: After entering Monkey Sage Mode, the user will rapidly punch or kick their opponent at high speeds. To the untrained eye, it will be perceived as the user throwing a single punch or kick followed by the target being hit multiple times. However those with a high enough Tracking will see the user throwing multiple punches or kicks.

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

-Approved-




(Senpo: Kyōmei bakuhatsu) - Sage Art: Resonant Explosion
Rank
: S-Rank
Type: Offensive
Range: Short
Chakra: 40
Damage: 80
Description: The user charges their opponent before delivering , infusing his senjutsu chakra into the opponent with the final punch before kicking them 15m upwards. Which each punch, the senjutsu chakra immobilizes non-senjutsu masters. Then, raises and crosses his arms, further charging up before sending more energy into the opponent's body and detonating the senjutsu chakra within the opponent's own body, releasing a brilliant blue burst and creating a powerful explosion with a radius of 10m.

Note: Can only used by those taught by Kooljay
Note: Can only be used by those in Sage Mode
Note: Can only be used twice.

-Declined- Why would this disable non senjutsu masters exactly? That's a really random line to throw in here. You can't inject explosive senjutsu chakra in to people either tbh.




(Ranton: Haja-no-Ontachi) - Storm Release: Great Evil Crushing Blade
Type
: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80 (+20 to Kenjutsu)
Description: The Ranton: Haja-no-Ontachi is a jutsu inspired by the real Haja no Ontachi blade which is a 4.65 Odachi sword. While a blacksmithing marvel, such a sword isnt fit for combat due to its size and weight. After weaving 3 handseals, the user will mold laser variant chakra into a glowing replica of the original sword. Being made of laser variant storm chakra, the sword has the high vibration frequency cutting properties of lightning release, which enhances basic kenjutsu used with this sword by +20, and the fluidity of water release. When using this jutsu, the user can extend their sword and thus the range of their kenjutsu just up to 6m.

Note: Can only be used by those taught by Kooljay.
Note: Lasts for up to 3 turns.
Note: Can only be used twice.
Note: While using this technique, the user cannot use chakra transformations other than Lightning, Water, and Storm.

-Declined- Why does this have 80 damage and a +20 at the same time, are you saying you can perform attacks with it at 80 damage at no move cost?




(Ranton: Nagareboshi no Jutsu) Storm Release: Shooting Star Technique
Type
: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/a
Description: After weaving 3 hand seals, the user surges laser variant chakra throughout their body to the point of materializing into beam variant storm chakra. The user can then dash in any direction they please. While doing so, the user will appear as a beam similar to that of Laser Circus jutsu. While is especially vulnerable to Storm Release's elemental weaknesses and recieves an additional +20 in damage if hit with one of those elements.

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

-Declined- Is this meant to make you faster? It's an S rank with no like speed value at all. You should probably add some speed value in and also if you intend to use it to dodge jutsu it'll have to consume your free dodge if it lasts longer than a turn.
 
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Zatanna

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(Iryōjutsu/Shikigami: Heiwa-bashi) - Medical Technique/Paper Dance: Bridge of Peace
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 120/200
Damage:
N/A (-60/100)
Description:
The user infuses several pieces of paper with their medical ninjutsu and turns them into either various animals or tools or shapes up to the users distraction. These pieces of paper are then sent to allies which upon contact will heal them by releasing the medical chakra over their wounds (either guided by the user or held by the target ally). This technique can heal up to 60 damage total, however can be split with multiple allies into any number of healing, as long as the total number doesnt exceed 60 (eg 60/0/0, 40/10/10, 10/10/10/30 etc). If the user has Yang Release and funnels Yang chakra into the technique, they can heal an additional 40 damage for a total of 100, as well as use the technique to regrow limbs on allies/heal up more severe wounds. Should the user choose to keep focus on the paper, they can continue to funnel chakra towards them healing for half the original amount 30/50 per turn total, again split however the user decides.
Notes:
-Can only be used 3 times with 2 turns inbetween
-While channelling, the user cannot use any other paper techniques or medical techniques

-Declined- You actually made it worse than I'd have allowed in some regards. Main problem here actually now is these massive chakra values and how they could potentially act as a surge and the restrictions being off still. If you intend to have it as a surge state that and how much it's effect will be (it can't be the full chakra value) and make some of the restrictions involve your usage of jutsu after this not during.

(Reinsutōmu) - Stormfall
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: 100/150 (-50 per turn)
Damage: 40/120
Description:
The sword of Stormfall is a blade that has a unique design with a blue, black and silver colour scheme.The Stormfall Keyblade's guard is circular and somewhat jagged around its edges. The upper half of the guard is black, the center is grey, and the bottom of it is white. The handle is a featureless, grey rod. The shaft of the Keyblade is thin and navy blue in coloration, except for the tip, which is silver. The base of the shaft also sports two diamond-shaped bumps. The Stormfall's teeth are comprised by a rectangular frame lined with four short, blunt spikes.
The weapon itself accentuates the users water based abilities by infusing Yang Energy through them, allowing to become neutral to elemental clashes, which increases each techniques chakra by 10. On top of this, Stormfall also begins to create condensation in the air, and after 2 turns in battle, causing a natural thunderstorm to form around the battlefield, covering up to long range and after 4 turns in battle this storm creates enough pools of water to be used as water sources over the battlefield.
The secondary ability of this blade allows one to use the water from the clouds themselves as sources of water for techniques, meaning that abilities themselves can be cast from the clouds for water ninjutsu. Using this ability still requires the user to perform the required handseals and logical movements, however it simply means that the user can alter where the technique is cast from.
The last and strongest ability of the Stormfall blade is one called Zero Transcendence, which infused the cloud of rain with Yang Energy with altered properties of the White Tiger. Performing this technique can be one in one of two stages. Either having it slowly release the Yang Water over 3 turns, or dropping the rain all at once. When dropping the rain over 3 turns, this will deal 40 water ninjutsu damage per turn should it not be blocked, additionally slowing all opponents caught by 25% for 2 turns maximum. Should they be hit with it one turn, and then the next, this will refresh the slow duration. The second alternate form is dropping all of the Yang Energy Rain at once, causing a massive downpour and damage, at 120 damage, and slowing enemies by 40% for 2 turns.
Notes:
-Zero Transcendence can only be used twice (in either form) with a 5 turn cooldown in between each one.
-The first version of Zero Transcendence costs 100 chakra and 50 per turn to keep active dealing 40 damage per turn.
-The second version costs 150 chakra dealing 120 damage.

-Declined- This has way to many abilities, turning the entire list of all water jutsu you have in to rain jutsu is a no, all those boosts with no limit, the permanent thunderstorm, which is also a part of someone's CSC. Then the bootleg water specialties it offers and the massive high damage and debuffing. You really got carried away huh?
(Iryōjutsu/Shikigami: Heiwa-bashi) - Medical Technique/Paper Dance: Bridge of Peace
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 120/200
Damage: N/A (-60/100)
Description: The user infuses several pieces of paper with their medical ninjutsu and turns them into either various animals or tools or shapes up to the users distraction. These pieces of paper are then sent to allies which upon contact will heal them by releasing the medical chakra over their wounds (either guided by the user or held by the target ally). This technique can heal up to 60 damage total, however can be split with multiple allies into any number of healing, as long as the total number doesnt exceed 60 (eg 60/0/0, 40/10/10, 10/10/10/30 etc). If the user has Yang Release and funnels Yang chakra into the technique, they can heal an additional 40 damage for a total of 100, as well as use the technique to regrow limbs on allies/heal up more severe wounds. Should the user choose to keep focus on the paper, they can continue to funnel chakra towards them healing for half the original amount 30/50 per turn total, again split however the user decides.
Notes:
-Can only be used 3 times with 2 turns inbetween
-While channelling, the user cannot use any other paper techniques or medical techniques
-Not considered a surge, similar to the 'White Strength Seal Release' this technique releases concentrated chakra from a singular point that will seek out damage to heal on the target.
-After using, the user will be unable to use above A ranks for the next turn

-Approved-


Reworked the CW completely:

(Reinsutōmu) - Stormfall
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
The sword of Stormfall is a blade that has a unique design with a blue, black and silver colour scheme.The Stormfall Keyblade's guard is circular and somewhat jagged around its edges. The upper half of the guard is black, the center is grey, and the bottom of it is white. The handle is a featureless, grey rod. The shaft of the Keyblade is thin and navy blue in coloration, except for the tip, which is silver. The base of the shaft also sports two diamond-shaped bumps. The Stormfall's teeth are comprised by a rectangular frame lined with four short, blunt spikes.
Stormfall helps and improves the users supportive and defensive combat by focusing its abilities on combining Medical and Water based techniques. Stormfall has 3 abilities that do this, Tsuki honryū, Nisshoku dai kōzui and Shingetsu Kawa.
Tsuki honryū:
Tsuki honryū or Moon's torrent is a technique that allows the user to extend their healing techniques range via channelling them into a stream of water from the blade. By creating a stream of water from the tip of the blade and channelling medical chakra through it, the user can perform medical techniques on allies up to long range through this ability. In a similar sense of combining "Secret Anesthesia Technique" and "Water Release: Powerful Blasting Rain Trench" the user can create a connecting bridge allowing them to reach people out of reach.
Nisshoku dai kōzui:
Spiritual Eclipse or Nisshoku dai kōzui is a technique where by the user fortifies their spiritual energy creating a -20 spiritual damage shaving, consistently active while holding this blade. The user can however create a mist that extends up to mid range around the user for 4 turns in which the benefit is shared among all allies. After this has expired, the user cannot gain this benefit or use this technique untill it regenerates. The first turn after use it will have 0 benefits, but each turn after will gain -5 spiritual shaving per turn till after 4 turns it is usable again. (eg 0, -5, -10, -15, -20).
Shingetsu Namida:
New Moon's Tears is a technique in which the user gathers up 100 chakra creating an orb of Water infused with medical chakra which is then launched upwards. As it flys upwards it reaches its peak before exploding into a shower of rain creating a falling healing rain for all allies in long range, healing 50 damage per turn for 3 turns. This technique allows the user to heal allies over multiple turns via the water infused with medical chakra (not counting as a surge or anything).
Notes:
-Moon's Torrent can only be used every alternate turn, requiring a turn cooldown in between each use.
-Spiritual Eclipse can only be used twice per battle, and requires a 5 turn cooldown in between each use.
-New Moon's Tears can only be used twice with a 3 turn cooldown in between.

-Declined- To many abilities still, the healing stuff is fine but you can't have all these different abilities on one CW. Lose the shaving and rework the healing values a little and the limits and you might have something.

New Tech:
(Shikigami: Tenshi no byōtō) - Paper Dance: Angelic Ward
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
A technique derived from a foreign infusion of chakra to purge a friendly of genjutsu or any spiritual manipulations, the user sends a paper tag to stick to a target. This tag once placed can stay with a target until needed to which it will then release its chakra into a friendly's system to disturb the foreign chakra. Alternatively the user can send a paper tag to seal a small amount of foreign/friendly chakra into it for the user to store and hold for future use. The user can store 3 friendly different chakra sources at a time, however the user can place as many paper tags on friendly users as they want.
Notes:
-The tags cost 40 chakra per to make, however can be passively activated via the confrontation seal, single one at a time or multiple activated at the same time.
-Once activated, this technique cannot be activated again for 2 turns.
-Friendly chakra sources will not work if used on the foreign chakra source is in the users system.
-Once activated, the user cannot use Paper techniques above A rank for the next turn.

-Declined- This doesn't really feel like a paper ninjutsu, it's basically just a fuuinjutsu but the way it triggers also seems problematic because it's weirdly worded. You should specify it's activated at no move cost, the term passively gets misused a lot in this game. This should probably be resubmitted as fuuinjutsu and idk about the whole "spiritual manipulations" purging either tbh, that's vague and doesn't generally work on a lot of spiritual tethers.
 
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Lili-Chwan

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( 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 an infusion of 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 other Spiritual Afflictions 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 which happens within the same timeframe as their supplementary or defensive technique. Antithetical Ghost bolsters the defensive capabilities of these techniques in order to counter spiritual afflictions, revoking the boosts and debuffs afforded by them. A technique that is being boosted by a Yin infusion, like the vessel technique of a Hungry Ghost, will be rid of it in proximity with the defensive technique that vessels the infusion of Antithetical Ghost, as the later will have a higher chakra tier than it. Spiritual techniques that normally can cross the material realm without boundaries will thus find the defensive vessel of the Antithetical Ghost as uncrossable, depending on chakra tier ( All bellow 50 ). A 360º defensive vessel technique would be able to afford protection from Yin afflictions ( Like Genjutsu, Yamanaka, etc ), either by protecting the user and allies within or by enprisoning the target. It is possible to use this technique merely to bolster the defensive capabilities of a defensive technique.

Note: Can only be used 5 times per battle.
Note: Antithetical Ghost can only be used on spiritual parasites and other Yin afflictions 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 infused on offensive or damaging techniques.

-Declined- My only problem with the changes is the fact you're calling yamanaka and genjutsu "yin afflictions" which just isn't true, them being spiritual in nature doesn't make them a buff of debuff or a tether or anything of the sort, you're talking about a blanket immunity to spiritual techniques with this infusion which isn't okay especially S rank and below, it's way out of the scope of a simple "infusion" and is behaving like a advanced fuuinjutsu stand alone technique.
( 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 an infusion of 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 other Spiritual Afflictions 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 which happens within the same timeframe as their supplementary or defensive technique. Antithetical Ghost bolsters the defensive capabilities of these techniques in order to counter spiritual afflictions, revoking the boosts and debuffs afforded by them. A technique that is being boosted by a Yin infusion, like the vessel technique of a Hungry Ghost, will be rid of it in proximity with the defensive technique that vessels the infusion of Antithetical Ghost, as the later will have a higher chakra tier than it. Spiritual techniques that normally can cross the material realm without boundaries will thus find the defensive vessel of the Antithetical Ghost as uncrossable, depending on chakra tier ( All bellow 50 ). It is possible to use this technique merely to bolster the defensive capabilities of a defensive technique.

Note: Can only be used 5 times per battle.
Note: Antithetical Ghost can only be used on spiritual parasites and other Yin afflictions 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 infused on offensive or damaging techniques.

-Approved- I wonder how long it'll be till I regret this

Note: It's a yang infusion to bolster the protection against yin techniques. Removed anything to do with protecting against Yamanaka or Genjutsu-based techniques, it is beyond the scope of this technique.

( Genjutsu: Minminzemi no Jutsu ) Illusion Technique: Empty Cicada

Type: Supplementary
Rank: D-A
Range: N/A
Chakra Cost: 10-30
Damage: N/A
Description: The user casts a subtle illusion on their targets, increasing the perceived effect the technique had one their own body and chakra pathway, and how much chakra the user expended. While Empty Cicada is virtually useless on targets without some sort of spiritual, doujutsu or chakra enhanced senses, like Chakra Sensing, Byakugan or Sharingan, it is magnificent on those that have access to those extraordinary senses, and are trained to use that feedback to deduce the presence of an illusionary technique, or even gauge out their chakra strength. A D Rank Cicada will mimic the disturbance of an A rank Genjutsu, a C Rank Empty Cicada will mimic an S rank, a B rank Empty Cicada will mimic a boosted S rank ( 50 chakra ) and an A rank will mimic a top level Illusion ( 70 chakra ).

Note: While Empty Cicada mimics the disturbance of high tier Genjutsu, it retains their status as a low tier Genjutsu, and thus requires low tier chakra methods of dispelling Genjutsu, like Kai.
Note: B rank requires 1 handseal and can only be used 6 times, A rank requires 2 handseals and can only be used 4 times. Both of them require a 1 turn cooldown between usages.

-Declined- I'm gonna be honest I just don't like this, the idea of falsifying the potency of genjutsu just seems like it's gonna be problematic and lead to arguments every time it's used about what is or isn't metagaming. It is a very meta concept to even determine the strength of a genjutsu in the first place and this would just make that worse. In a different game something more PVE based this would be a really cool idea but as it stands I just don't see any good coming of this.
 
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