• One piece RP?


    Please vote and share your thoughts here.

Custom Jutsu Submission - IV

Status
Not open for further replies.

Goetia

Útlægr Guð
Supreme
Joined
Mar 12, 2014
Messages
33,695
Kin
448💸
Kumi
8,468💴
Resubmitting:

Farao no Hōrei #6. Durin no Wazawai ?????? Pharaoh’s Decree #6. Durin’s Bane
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn / -10 per ignition)
Damage: 80
Description: The user will begin by stringing together a sequence of 4 handseals. Then, they will release a copious amount of ash from their body, superheated by chakra. The extreme volume of ash will quickly congregate and form into a single structure, 20 ft tall, with demonic features, known as a Balrog. This being acts as a familiar made of ash, possessing an extent of sentience that allows it to act independently from the user when not behaving under direct mental command. There is a cavity in the Balrog’s chest, where a small fire sits inside the familiar, which acts as the fuel for all of its functions. The ashes, being superheated by the fire within the chest cavity, allows the Balrog to wholly ignite itself, at the cost of a move, adopting an A-Rank cloak of Fire that will shield its actual body from any damage. Alternatively, the Balrog is able to partially ignite itself using its ash, creating A-Rank structures akin to weapons made of tangible fire, e.g. a sword, axe, mace, whip etc, in order to attack, using a move to do so. These weapons can reach up to 3 meters in size, with the whip being able to extend into mid-range at maximum. Through partial ignition, the Balrog is able to create large pair of wings at a length of 5 meters each that grant it the ability to fly freely, these wings also being considered as A-Rank in strength, also requiring a move slot. The Balrog is capable of both cloaking itself and creating structures at once, at the cost of a single move slot, since both of these actions require igniting its ashen composition. Once per turn, the Balrog is able to use any Fire Release techniques the user knows, independently from them, within reason (the golem cannot use techniques with prerequisites that it cannot meet, e.g. Fire Release: Wall of Flames which requires a lighter), using the fire in its chest as a source. Due to being composed of solid ash, the user is able to stand atop the Balrog and should they choose to, attacking alongside it. Though, it should be noted that the user will sustain harm if standing on the Balrog whilst it is ignited, unless they have an armor technique of some kind to protect themselves, in which case the Balrog’s flames will not affect them. In this situation, the flames of the Balrog and the user’s defense do not damage each other. In the case of flight, the Balrog’s ash can at the cost of a move, shape itself to keep the user attached to it’s body to prevent them from falling. The user is unable to use Fire Release jutsu above A-Rank for the remainder of the turn during which the Balrog deactivates, forcibly or otherwise. The strength of any given ignition of the Balrog is A-Rank, where the strength of multiple active ignitions add up to A-Rank strength.

⇒ The Balrog cannot be ignited by the enemy
⇒ Usable 2x per battle
⇒ Lasts 3 turns
(Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the Militant
Type:
Offensive / Defensive / Supplementary
Rank: A (S)
Range:
Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description
: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though this can only be done twice per battle. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows on the level of an Apex Handseal Specialist, within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). This technique lasts for four turns, can be used thrice per battle, and cannot be used again within the turn of deactivation or in the user’s next turn.

Declined: Both versions will need to be more restricted in terms of usage/cooldown, and the s rank should restrict general fire usage. This won’t be approvable with the bit about apex fire specialist in there. Cool update though.

(Katon: Tami no Eichi) – Fire Release: Age of Babylon
Type:
Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra to the surface of the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly long-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique allows for these projectiles to return to the ground after reaching 20 meters into the air, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. The A-Rank variant can be used 3x per battle, whilst the S-Rank variant can be used 2x per battle, and only once per turn.

Declined upon request. Slight edits made for next submission as discussed on Discord.
(Katon: Tami no Eichi) – Fire Release: Age of Babylon
Type:
Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra into the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly long-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique allows for these projectiles to return to the ground from the sky, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel, which occurs mere moments after the initial offensive. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. This technique can be used 4x per battle, twice per variant, with the S-Rank version requiring a single turn cooldown.

Declined: If this is going to reach long-range into the air, its other range will need to be lowered to mid. The S-rank variant will also need to require more hand seals than the A-rank variant, and be more restricted. Move the one turn cooldown onto the a-rank variant, and have the S-rank variant restrict fire usage in general until the end of the following turn.
 
Last edited by a moderator:

Rucken

Legendary
Joined
Mar 15, 2014
Messages
10,072
Kin
930💸
Kumi
1,504💴
(Mythical) Summoning Animal: Caladrius
Scroll Owner: Rucken
Other Users who have signed contract: N/a
Summoning Boss if existing: Plutara
Other Summoning Animals tied to contract: N/a
Description and Background: Lore: The caladrius is a mystical creature, of chakra pure-white (with a very little mixture of gold like feathers) bird of healing, found in the Purity Dimension. Like the phoenix, its of similarity, but to a heron in shape and behavior. It has a legendary ability to heal illness by absorbing it into itself. Though very rare, they are endless pursued for this purpose by many. Only tamed and a with pact to Ikiru Uchiha, and those he deems worthy. A Caladriusis a large and rare Bird, with feathers made of healing chakra as white as snow. so white they glow fading out in golden shine. Stories were told of how if these birds looked into the face of a sick person, then they would live. But if the Caladrius looked away, then the person would die (able to drain chakra). The bird acts as a sponge, drawing out an illness and taking it inside. Then flying up towards the sun (homeland) and destroying the disease within it.

Abilities: A "Cladrius Care" is when the summon chooses whom to heal and whom not to heal by deciding to look at them, or to look away. Upon acceptance, the caladrius absorbs all illness (heals damage equal to rank of summoned caladrius) the creature is experiencing into itself, changing its brilliant white plumage to a dull gray in the process. To heal itself, the user will release the summon back into it's home land (applies only to basic summons), where it can be purified. A caladrius is immune to all diseases, poisons and, even toxic fumes. This also extends into their passive ability to overcome energy-related attacks (Equal to summon's Rank) with their ever cooling/refreshing chakra shroud from their healing chakra feathers.

Contract Signers Summon Pact: When in a pinch, user of this summoning contact during battle, the CSC seal will be released passively. This special summoning contact seal upon their body activates when the user's chakra drops below 50% of their total max. chakra total. Spreading across their body as it expands upon the user (like a curse-mark), it will draw out a Caladrius's healing chakra which will then give a burst of healing (+10 to both Healing and recovering chakra per turn, max 100. Once per match) to continue the full on frontal assault.

Restrictions: Contact users, must be able to use Medical NInjutsu.
Depiction:
You must be registered for see images


Declined: plagued with issues but chief among them is contract-wide healing, which won't be permitted. Other abilities were excessive too.
-Pekoms​
(Kuchiyose no Jutsu: Plutuyu) Summoning Technique: Plutara
Type: Supplementary
Rank: S-rank
Range: N/a
Chakra: 40
Damage: N/A
Description: Plutara is a very large bird equal to the size of a boss summon, like for example Manda. Its the boss of all summons, however not the toughest or the best. She is a Queen bird with few words and rarely ever speaks, with also an attitude of ignoring people, including the user. Having no real offensive abilities, she makes it up for her tanking and resilience to damage. Moving x2 the user's base speed and reaction, she can spot threats to defend the user before harm occurs to them. Using her chakra shroud, she release her feathers upon the scene healing allies and draining chakra (-20 chakra from opponents to user) from enemies from the same feathers. She can use any medical Ninjutsu the user has her release from her chakra feathers.

Note: Med Ninjutsu is needed to use the healing related techniques via this summon.
Note: Can only be summoned once.


Auto-declined: the contract was not approved.
-Pekoms​
 
Last edited by a moderator:

Skorm

ιn ѕιlιco
Veteran
Joined
May 1, 2017
Messages
3,592
Kin
2,196💸
Kumi
3,441💴
Status
Awards
Link to Contract:
https://animebase.me/threads/custom-summoning-contract-vampire-squid.754772/

(Dākusereniti) - Dark Serenity
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Dark Serenity is one of the two unholy swords that Alucard possesses. This particular sword is made by unknown metals and is absolute jet black and cold to the touch. While he touches it or remains in short-range from the sword(could be planted in the ground) his dark release abilities are boosted passively, adding +10 more chakra to his techniques and gives it +20 damage extra. This boost is only relevant when he is close to the sword though. If he plants the sword with the sharp edge on the ground and having the handle point upwards the sword can erect a barrier around him that will absorb any foreign chakra and channel it directly to his own dark marks but only as long as he remains inside the barrier. He can also chose to absorb the chakra into the sword itself which will make it glow black and crack the very ground around him as it unleashes the chakra it absorbed straight into the ground. This causes huge ruptures and depending on what level of chakra the barrier absorbed, unleashing a shock-wave equal to that chakra straight into the ground. The very last unique feature of the sword is that it can also release the chakra straight into Alucard in a way that it could neutralize foreign chakra that is disrupting his mind. However, this requires Alucard to actually hold the blade itself. It can also only neutralize foreign chakra up to
one rank less than the rank of the technique the sword has absorbed. Although the sword is not sentient in any sense it has a seal on it that makes its only wielder, forever to be Alucard.

Note: The cutting power of the sword will reach up to S-rank damage in conjunction to S/W of dark release.
Note: The absorbing power of the sword will reach up to S-rank in conjunction to S/W of dark release(absorption aspect).
Note: Can only be used by Skorm

Declined: If the sword is empowering your Dark techniques simply by pouring more chakra into them, that's going to be an active boost. Freeform cutting power of S-rank is not going to be approvable, that will need to be tuned way down. An s-rank barrier with no frequency restrictions is also not going to be approvable. Figure out some more sensible limits and restrictions for these abilities. I'm generally confused about this releasing genjutsu. Are you wanting the sword to be able to store techniques absorbed so you can use that foreign chakra to release genjutsu later on? As it stands, there's nothing in here which allows the sword to hang onto the chakra; it looks like it must immediately be used for either the shockwave of genjutsu released.

(Kuchiyose no Jutsu: Akemi) Summoning Technique: Akemi
Type:
Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: She is the smallest vampire squid that has so far been discovered by him and Zora and is also the latest to join their band of vampire squid summons. Akemi similar of her brothers and sisters within the contract. She has black skin with red patterns and her mucus glows red. When submerged, her bio-luminescent spots on her body glows crimson in color. She is about 5 meters tall, which is nothing compared to the sizes of the other vampire squids. This doesn't make her weak though. Akemi has the ability to user her mucus flawlessly to incapacitate opponents and her tentacles can deal quite the blow. She can use her tentacles to immobilize her targets by wrapping them around their legs. The suction cups increases the strength of the grip. Unlike the other specimen, Akemi can harness the lightning release up to S rank. Her special rubbery body makes her incapable of being damaged by lightning while submerged underwater. She can swim very fast and use her tentacles to perform a jet propulsion. Her speeds underwater are twice the default speed of jounin.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by her tentacles or crushed under her body counts as S-ranked blunt damage (counts as a move).
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm


Approved: edit(s) marked in pink. From now on, link the actual contract approval as the one above is a misrepresentation of it.
-Pekoms​
 
Last edited by a moderator:

Joestar

Immortal
Joined
Apr 21, 2011
Messages
58,626
Kin
959💸
Kumi
6,162💴
(Inton: Kingu Kurimuzon ) Yin Release: King Crimson
Type:
Supplementary/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: N/A
Description: King Crimson is a powerful Stand, manifested at the user's side and remaining there for its duration of the field, automatically following the user. Unlike most Stands, King Crimson is not very physically formidable, instead existing purely as a spiritual manifestation outside of the physical plane. As such, King Crimson is incapable of interacting with the physical world in any way, and thus isn't suited for combat. Rather, King Crimson is a defensive Stand, its creation being based on the Genjutsu Izanagi. Upon its conception, King Crimson induces a Genjutsu on anyone within the battlefield, including the user himself. This Genjutsu lays dormant until King Crimson's secondary ability, Epitaph, is activated, having no other effect hindering or otherwise. Upon being attacked or otherwise targeted by another jutsu or entity, the user will be capable of inducing the effects of Epitaph; Epitaph transforms the user's body, rendering it identical to that of King Crimson's own form and nature as a purely spiritual entity, incapable of being perceived by anyone incapable of sensing other spiritual entities(same as the Reaper of the Reaper Death Seal) (Senjutsu sensing as well). As such, the user becomes incapable of interacting with the physical plane in any capacity other than moving across it. While in this state, the user can avoid enemy attacks by moving through them or around them, effectively allowing the user to dodge techniques as a phantom. While in this spiritual form, the user will interpret the world around them as though it is is frozen in time(Nope), an effect of being disconnected from the physical plane as the user transforms themselves into a spiritual being, similar to Izanagi's effects of converting reality into a Genjutsu. However, naturally, the user will be incapable of affecting anything within the physical plane (Doesn't make sense, you're still bound by the components of time and space even in ethereal form. You're not actually going anywhere), including being unable to cause any harm.

Upon relocating and ending Epitaph, the true effects of King Crimson's Genjutsu goes into effect. This Genjutsu removes the memory of the past turn from all those affected by its spell, including the user. For example, if the user activates Epitaph in response to a fireball being launched at him, he will become capable of avoiding the fireball by moving to another location. This wouldn't stop the fireball in any capacity, with it instead landing as it normally would upon the end of Epitaph. The Genjutsu then takes effect, removing from everyone present the memory of the fireball being thrown towards the user and its landing. This effectively "erases time" from everyone involved, as the user, enemies and allies alike will have no recollection of why the flames have been set to the terrain from the fireball or why the user has relocated. (You tryna do too much here dawg; makes you intangible, freezes time, and now erases memory? And I see here this all one take too so like, no)

Note: Because King Crimson's Genjutsu carries no harmful or hindering effects as it indiscriminately affects those in the terrain, it is continuously applied during King Crimson's presence, rendering it virtually unbreakable (careful now, some don't those words). It cannot be paired with Kuninotokotachi or other Genjutsu altering abilities.

Note: Because King Crimson is incapable of causing any harm or other effects to the battlefield, it can remain by the user's side for 5 turns (4). Epitaph can be activated once every other turn at the cost of a move during King Crimson's activation. Should (If you tryna add another ability after you disappear and all that it's fina be two moves)

Note: No other Stands may be present during King Crimson's duration. King Crimson can only be called forth once three turns. The user is incapable of calling forth King Crimson more than twice per battle.

Declined
-Reborn

(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 70
Damage: 90(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are in direct contrast with each other, determined by the caster of Black Sabbath and represent a choice the infected must make(What if the afflicted simply ignores the presented courses of action? What forces the choice to be made?). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow(Do you hide the choice that acts as the trigger? I mean if you have to post it, wouldn't the meta kinda, you know, ruin it? Not understanding what you tryna do with this). From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first. Once triggered, the effects of Black Sabbath persist for however many turns it takes to trigger the parasite in addition to one (No...Concrete turn of affect).
Note: Can only be used 2 times per battle
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.

Declined
Other than that this is basically re imaged Hungry Ghost with a different affect, see comments...
-Reborn

(Inton: Za Gureitofuru Deddo ) Yin Release: The Grateful Dead
Type:
Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra: 70(-15 per turn)
Damage: N/A
Description: The user will create 5 hand signs in order to summon Grateful Dead. The Grateful Dead is a humanoid Stand covered with eyes. It has no mouth. It lacks legs but has large arms, and it walks on its hands, where each have four huge metal-like and segmented fingers evenly spaced around its circumference. Hanging from its waist, where its legs should be, are four segmented tentacles. The Grateful Dead possess no attack power on its own; instead, its ability is centered on its ability to continuously release and produce Yin-infused chakra in what appears to be the form of a purple smog. This smog does not hinder the sight of anyone on the terrain, but spreads up to mid-range from The Grateful Dead in all directions upon its creation. This smog induces a Yin-level Genjutsu on anyone caught inside of the smog aside from the user himself. The genjutsu pierces through any subversive method to Genjutsu and causes the afflicted to perceive the environment around them as though it is rapidly aging. trees and other plant-life would appear to wither, rocks would begin to crumble and erode, water becomes muggy and eventually evaporates, steel becomes brittle and falls apart, etc. This aging effect is also perceived by the target themselves, causing them to feel as though they are rapidly growing older and frailer. Due to the usage of Yin Release, this Genjutsu is extremely potent on the mind, weakening the target's mental and spiritual energy. Due to believing themselves to be growing older and weaker, the target will become less effective at combat. During the second turn of the Genjutsu, the opponent will become unable to use/sustain more than two jutsu per turn. The third turn of the Genjutsu lowers their speed by two levels, and the fourth turn of the Genjutsu renders them unable to use Taijutsu. Victims of this genjutsu may release the genjutsu through normal means, freeing themselves from the effects of the genjutsu. However, unless they escape the confines of/destroy the smog, they will be placed back in the genjutsu at the end of their phase.

Note: Can only be utilized twice per battle, lasting for four turns each usage
Note: No other Stands may be active while Grateful Dead is active.
Note: While in use, the user cannot activate any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: The Genjutsu of the smog is equivalent to an ordinary S-rank.

Approved
-Reborn

(Inton: Sutā Purachina) Yin Release: Star Platinum
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 60
Damage: 80
Description: Star Platinum is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, Star Platinum contains a purple color scheme and is a physically formidable Stand. Star Platinum possesses immense power and speed, containing precise movements and capable of moving through the air at speeds equivalent to a Sage's tracking speed when in short-range of the user. Beyond this range, Star Platinum's power decreases to dealing damage equivalent to A-rank through its blows and moves at the speed of a regular Lightning jutsu. Like all Stands, Star Platinum is not truly alive, and is instead merely a projection of the user's consciousness and will. As such, Star Platinum contains only pseudo-sentience, acting according to the user's best interest and will. As an extension of the user's own consciousness and mental energy, anything Star Platinum perceives becomes known to the user instantly(as with all Stands). Star Platinum, like most Stands, also contains a unique ability; in line with its extreme precision, Star Platinum also possess the ability to become ethereal in form. Like the Hands of the Sloth technique, Star Platinum can become intangible to other physical objects. In this state, Star Platinum retains its visibility but becomes translucent. While Star Platinum is capable of becoming intangible passively, reverting back to its corporeal form occupies a move slot from the user.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while Star Platinum is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

(Inton: Za Warudo) Yin Release: The World
Type:
Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 80
Damage: 80
Description: The World is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, The World is grey in color and adorned with yellow clothing-like armored plates. Like most Stands, The World also possesses a unique ability, an S-rank Genjutsu known as "Frozen Time." When executed, The World will release from itself a wave of Yin-infused chakra, appearing as though the color of the world around it is being reverted to an inverted color scheme. This wave spreads rapidly, extending up to short-range, and is capable of placing any targets that are caught by this immaterial wave within the Frozen Time Genjutsu. This Genjutsu affects the target's perception of time, severing their senses from the world around them for one turn, effectively shutting them off. Targets caught experience a "total" shut down, with the moment immediately before the Genjutsu sets seamlessly blending into the moment the Genjutsu ends, as though no change had occurred from their point of view. Mental defenses or barriers that are Yin/MS level, or seals capable of absorbing chakra(by absorbing the wave before it lands) can serve to block the Genjutsu.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while The World is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: Frozen Time occupies one of the user's three slots per turn, but can be utilized within the same timeframe as The World's conception
Note: While the opponent is within the Frozen Time Genjutsu, the user cannot activate any ninjutsu but can still utilize The World's physical abilities
Note: Frozen Time can only be used once per usage of The World

(Inton: Gōrudo Ekusuperiensu ) Yin Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mind
Chakra: 60
Damage: N/A
Description: Gold Experience is a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Due to its small stature, Gold Experience is not particularly strong, only able to deal damage equivalent to a freeform blow from its user. However, it makes up for its lack of power in speed, able to move at twice the speed of a Kage-ranked shinobi. Gold Experience possesses a unique ability known as "Life Shot;" upon physically striking another living being, Gold Experience will passively overload them with Yin-based energy, increasing the power of their mind exponentially for one turn. Due to their increased mental fortitude, the target will effectively become immune to any mind-based jutsu, such as Genjutsu, for the duration of Life Shot's effect(with the exception of Yin and MS level jutsu). Due to the target's increased mental abilities, their perception of the world around them will likewise increase tremendously, causing them to process information far faster than normal human capabilities. The world around them will slow to a crawl as a result, as their ability to perceive information will become so intense, they become able to perceive everything in slow motion. This intense increase, however, comes at a steep trade-off. While under the effects of Life Shot, the body will not follow the surge of speed of the mind and will be unable to move despite the target still perceiving themselves as moving, creating an out-of-body experience as the target's consciousness separates itself from their body and its capabilities completely.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: While the opponent is affected by Time Shot, the user cannot activate any ninjutsu above S-rank
Note: Time Shot can only be used once per usage of Gold Experience

¤ All Approved ¤

(Fuuinjutsu: Wan Fō Ōru) Sealing Arts: One For All
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: One For All is a star-shaped seal that is placed upon the back of the user's neck near the apex of the shoulder. The seal normally remains dormant, becoming active upon the creation of a clone of some kind. Normally, the user's chakra is divided between the clones he uses, with this seal being created to circumvent that restriction to a limited extent. Rather than divide the user's chakra in order to sustain the clone, this seal instead links the clone directly to the user's chakra system. As such, whenever the clone utilizes a technique, One For All will draw the chakra from the user's chakra system through itself and into the clone for usage. This link does not hinder the user's ability to mold their chakra, allowing them to perform their own jutsu while the clone is performing theirs. This effect only manifests when one other clone is utilized(two for Shadow Clone Specialists). Any higher will render the seal inactive again, splitting the user's chakra as normal once more. The seal remains active so long as the clone is present.

Declined. Fuuin like this can't really be done anymore after Scorps's changes to Fuuinjutsu 2/3 years ago. They aren't just scripts that perform actions like this, they have to actually seal or unseal something.

Declined. Upon further deliberation, this was decided to implicitly be a seal. However, this seal invalidates the Shadow Clone specialty (clones return 50% chakra when dispersed). Go to Vex with any complaints you may have!

(Fuuinjutsu: Ōru Fō Wan ) Sealing Arts: All For One
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: All For One is a seal that takes the form of three dots that appear on the user's ear lobe. Normally dormant, All For One will go into effect upon the usage of another technique that seeks to drain the opponent's chakra without transferring it back towards the user. Upon the usage of said techniques, this seal will directly connect to the user to such techniques, granting them the ability to steal the opponent's chakra in order to transfer it directly back to the user's own chakra pool. This technique can be activated a maximum of four times according to the user's volition, able to be activated within the same timeframe as the chakra-draining technique.

Declined. Conceptually this idea is viable. The flaw I see with this is how does a body seal achieve this connection?
(Inton: Sutā Purachina) Yin Release: Star Platinum
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 60
Damage:
120 (80 beyond short range)
Description:
Star Platinum is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. The user will create 6 hand signs to to summon Star Platinum. Extremely muscular in build and slightly taller than the user, Star Platinum contains a purple color scheme and is a physically formidable Stand. Star Platinum possesses immense power and speed, containing precise movements and capable of moving through the air at speeds equivalent to a Sage's tracking speed when in short-range of the user. Beyond this range, Star Platinum's power decreases to dealing damage equivalent to S-rank through its blows and moves at the speed of a regular Lightning jutsu. Like all Stands, Star Platinum is not truly alive, and is instead merely a projection of the user's consciousness and will. As such, Star Platinum contains only pseudo-sentience, acting according to the user's best interest and will. As an extension of the user's own consciousness and mental energy, anything Star Platinum perceives becomes known to the user instantly(as with all Stands). Star Platinum, like most Stands, also contains a unique ability; in line with its extreme precision, Star Platinum also possess the ability to become ethereal in form. Like the Hands of the Sloth technique, Star Platinum can become intangible to other physical objects. In this state, Star Platinum retains its visibility but becomes translucent. While Star Platinum is capable of becoming intangible passively, reverting back to its corporeal form occupies a move slot from the user.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while Star Platinum is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

Approved
-Reborn

(Inton: Za Warudo) Yin Release: The World
Type:
Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 80
Damage: 100
Description:
The World is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, The World is grey in color and adorned with yellow clothing-like armored plates. Like most Stands, The World also possesses a unique ability, an S-rank Genjutsu known as "Frozen Time." When executed, The World will release from itself a wave of Yin-infused chakra, appearing as though the color of the world around it is being reverted to an inverted color scheme. This wave spreads rapidly, extending up to short-range, and is capable of placing any targets that are caught by this immaterial wave within the Frozen Time Genjutsu. This Genjutsu affects the target's perception of time, severing their senses from the world around them for one turn, effectively shutting them off. Targets caught experience a "total" shut down, with the moment immediately before the Genjutsu sets seamlessly blending into the moment the Genjutsu ends, as though no change had occurred from their point of view. Mental defenses or barriers that are Yin/MS level, or seals capable of absorbing chakra(by absorbing the wave before it lands) can serve to block the Genjutsu.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while The World is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: Frozen Time occupies one of the user's three slots per turn, but can be utilized within the same timeframe as The World's conception
Note: While the opponent is within the Frozen Time Genjutsu, the user cannot activate any ninjutsu but can still utilize The World's physical abilities
Note: Frozen Time can only be used once per usage of The World

Declined

For future reference, All your techniques, new or updates will require hand signs or I'm auto declining. Unless I missed where you establish them as requiring hand signs. Either that or prep time for you to summon/create these stands.
-Daddy
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,323
Kin
778💸
Kumi
3,524💴



(Ririsu, Shiso) Lilith, Mother of All Things







Type: Puppet
Rank: A
Range: Short - Long
Chakra: N/A (+10 per turn)
Damage: N/A
Description: The second Angel of the Hands of God puppet lineage, but arguably the first to exist, is Lilith the progenitor of all modern puppets who is summoned only through the Heaven's Host seal. This impressive piece of machinery blurs the line between what is considered begotten and that which is manufactured with its strikingly organic body covered in an elastic, white material that resembles and behaves like skin and it's inner gears and chakra core which is surrounded by water dyed red to symbolize blood. Lilith is a humanoid puppet standing eight feel tall with a face holding seven eyes and no other prominent features except for a lower body that ends in white, flailing tendrils that eerily resemble tiny, human legs. The Angel stays afloat through chakra control and has no physical weapons like the others but instead has an instrumental device called an S² (Super Solenoid) Engine which is actually a intricately designed casing that houses a supplementary orb of the Ōtsutsuki Puppet Cursing Technique (S-Ranked). On the outer shell are two seals that perform two of Lilith's key abilities while the orb itself is used in a bit more complex manner. No other puppet that came before it had such a contraption and very few after it do. All techniques performed by Lilith will count towards the user's moves.

Divine Subjugation: When on the field, all other puppets are referred to as Lilin, meaning children of Lilith as it is the progenitor. Through a seal with the kanji for "My" on the aft side of the unique engine in its body Lilith is able to create an invisible and intangible barrier that spreads from its body up to the borders of mid range in all directions. The barrier operates by recognizing the connection(s) established between masters and their puppets by using the user's own connection as a basis. This applies to both chakra threads and Otsutsuki methods. Once these connections are recognized the barrier then takes it a step further to discern which are of the Hands of God lineage by searching for the unique chakra signature of the Heaven's Host seal which is present only on puppets of that line. All other puppets who don't possess this seal are automatically treated as 'enemies' and will be subjected to the barrier's true effects where a debilitating amount of chakra is siphoned from opposing puppets and by extension their users per turn and stored inside the seal and not the orb/engine itself. The siphoning takes ten chakra per turn per puppet from the puppets' user through their connections (be it threads or Otsutsuki connection) which lowers the rank and power of all their abilities while retaining their original cost (so an A ranked moved to B while still costing 30 chakra). Divine Subjugation can also affect familiars and sustained creations such as Stone Golem Technique (i.e. non-sentient creations that require constant chakra input and control from their users). This move is A-ranked, costing 30 chakra, and can affect puppets/creations up to its own rank. Costs ten chakra per turn from the user, lasts up to four turns per use and requires a two turn cool down.
A Cruel Angel's Thesis: Through another seal on Lilith's engine with the kanji for "Children", the Angel is able to self destruct. This releases a hellish amount of the red water which was stored inside its body, that can create a powerful wave to crush and drown an enemy (A ranked in strength) or even serve as source for up to S ranked water techniques. In the chaos of it's self destruction, the Solenoid Engine will be destroyed and it's precious chakra 'core' exposed. The orb will then diffuse into the water as it escapes giving the water a special effect. This effect allows the red water, now teeming with the orb's chakra, to temporarily take control of anything that it touches and effectively link them back to the user. This only lasts a turn, and can affect up to two Jounin ranked shinobi, or two S-Ranked summons, or a combination of both (Jounin and above count as S-ranked puppets). The same limitations of the Puppet Cursing Technique apply. This is an 'either or' type of technique where either the user will employ the water's A-Ranked crushing force or as a source to attack OR use the water to control an opponent(s). Never both. Needless to say, this can only be performed once.

AT-Field Generation: The final ability of Lilith is its AT-Field which it shares with Adam, the First. This is a unique, defensive barrier that covers the puppet's body like a second skin and originates from a seal on its chest. The barrier is mundane for all intents and purposes being able to defend from up to two A ranked attacks or one S ranked. Upon being destroyed it takes up to three turns to regenerate. The ability is A ranked and costs 30 chakra from the user to activate.
You must be registered for see images

Declined: the issue with "Divine Subjugation" still persists in spite of some editing and frankly, it seems close to scrapping. Adding an interaction with familiars, among other things, has only served to obfuscate the CJ and the basis for how it functions. There are multiple distinct methods and chakra upkeeps for controlling or sustaining things—but no easy way for an autonomous move to really account for only them.








(Ririsu, Shiso) Lilith, Mother of All Things
Type: Puppet
Rank: A
Range: Short - Long
Chakra: N/A (+10 per turn)
Damage: N/A
Description: The second Angel of the Hands of God puppet lineage, but arguably the first to exist, is Lilith the progenitor of all modern puppets who is summoned only through the Heaven's Host seal. This impressive piece of machinery blurs the line between what is considered begotten and that which is manufactured with its strikingly organic body covered in an elastic, white material that resembles and behaves like skin and it's inner gears and chakra core which is surrounded by water dyed red to symbolize blood. Lilith is a humanoid puppet standing eight feel tall with a face holding seven eyes and no other prominent features except for a lower body that ends in white, flailing tendrils that eerily resemble tiny, human legs. The Angel stays afloat through chakra control and has no physical weapons like the others but instead has an instrumental device called an S² (Super Solenoid) Engine which is actually a intricately designed casing that houses a supplementary orb of the Ōtsutsuki Puppet Cursing Technique (S-Ranked). On the outer shell are two seals that perform two of Lilith's key abilities while the orb itself is used in a bit more complex manner. No other puppet that came before it had such a contraption and very few after it do. All techniques performed by Lilith will count towards the user's moves.

Divine Subjugation: When on the field, all other puppets are referred to as Lilin, meaning children of Lilith as it is the progenitor. Through a seal with the kanji for "My" on the aft side of the unique engine in its body Lilith is able to create an invisible and intangible barrier that spreads from its body up to the borders of mid range in all directions. The barrier operates by sensing chakra within its confines recognizing only the connection(s) established between masters and their puppets by using the user's own connection to Lilith as an example and basis. This applies to both chakra threads and Otsutsuki methods. Once these connections are recognized the barrier then takes it a step further to discern which are of the Hands of God lineage by searching for the unique chakra signature of the Heaven's Host seal which is present only on puppets of that line. All other puppets who don't possess this seal are automatically treated as 'enemies' and will be subjected to the barrier's true effects where a debilitating amount of chakra is siphoned from opposing puppets and by extension their users per turn and stored inside the seal and not the orb/engine itself. The siphoning takes ten chakra per turn per puppet from the puppets' user through their connections (be it threads or Otsutsuki connection) which lowers the rank and power of all their abilities while retaining their original cost (so an A ranked moved to B while still costing 30 chakra). This move is A-ranked, costing 30 chakra, and can affect puppets up to its own rank. Costs ten chakra per turn from the user, lasts up to two turns per use and requires a three turn cool down.
A Cruel Angel's Thesis: Through another seal on Lilith's engine with the kanji for "Children", the Angel is able to self destruct. This releases a hellish amount of the red water which was stored inside its body, that can create a powerful wave to crush and drown an enemy (A ranked in strength) or even serve as source for up to S ranked water techniques. In the chaos of it's self destruction, the Solenoid Engine will be destroyed and it's precious chakra 'core' exposed. The orb will then diffuse into the water as it escapes giving the water a special effect. This effect allows the red water, now teeming with the orb's chakra, to temporarily take control of anything that it touches and effectively link them back to the user. This only lasts a turn, and can affect up to two Jounin ranked shinobi, or two S-Ranked summons, or a combination of both (Jounin and above count as S-ranked puppets). The same limitations of the Puppet Cursing Technique apply. This is an 'either or' type of technique where either the user will employ the water's A-Ranked crushing force or as a source to attack OR use the water to control an opponent(s). Never both. Needless to say, this can only be performed once.

AT-Field Generation: The final ability of Lilith is its AT-Field which it shares with Adam, the First. This is a unique, defensive barrier that covers the puppet's body like a second skin and originates from a seal on its chest. The barrier is mundane for all intents and purposes being able to defend from up to two A ranked attacks or one S ranked. Upon being destroyed it takes up to three turns to regenerate. The ability is A ranked and costs 30 chakra from the user to activate.

Approved: with some edits (in bold and gold) - Daemon

(Kami no Te: Wankyoku Chikan) - Hands of God: Curvature Replacement
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A quick and efficient utilization of the Heaven's Host seal to avoid danger either to the puppet or puppet master. It works by employing the summoning capabilities of the seal on the user and his puppets and employing a combined version of the "Reverse Summoning" and "Substitution" technique. So long as a puppet is present on a field the user is able to focus chakra into his mark and have it resonate with the puppet's and then switch places with that puppet in a manner no less than instant, as it is an altered version of the summoning technique. This works up to long ranged and regardless if the user can even see the puppet or not. This does have a lengthy cool down though, which is three turns, along with a maximum usage limit of four times. It also can only be performed with puppets of the Hands of God lineage.

Declined, Do Not Resubmit: You aren't about to get a free Mutually Instantaneous Revolving Technique for you and your puppets. Nice try though - Daemon

Resubmitting from archived thread here. Also, Reincarnation Sphere for reference.
(Tensei Hōhō) - Reincarnation Method
Type: Offensive, Defensive, Supplementary
Rank: N/A
Range: Short-Mid
Chakra cost: N/A
Damage: N/A
Description: Tensei Hōhō is a passive technique that is only accessible to those of the Ōtsutsuki bloodline. It deals with the constant governance of chakra within range of the user that is left whenever (Tensei Kyū) - Reincarnation Sphere has affected a technique/body. Tensei Hōhō allows for the orbs created by Reincarnation Sphere to be used for either the sake of attack, defense, or augmentation. Due to the nature of this technique, it is always activated but in a passive manner until any of it's three uses are employed. The first of Reincarnation Method's uses is offensive, where the user controls the orbs to gain offensive properties and can be launched at a target or set to explode like mines. Each of these orbs would carry very little chakra individually (10) and so and so their damage would be near negligible, however this technique allows the orbs to join forces and attack collectively instead of one at a time or merge into one. The orbs can be sent to assault in the form of bullets or condensed into greater, offense based shapes like swords, spears, etc. When quantifying the damage and rank of these offensive attacks one must consider that each orb carries 10 points of chakra individually and so three orbs coming together would create an A ranked offensive action with it's accompanying damage. When used offensively, the technique no longer becomes passive but instead takes a move. The second use is for the sake of defense, where the orbs can be called to the user's aid to form a plethora of defense based structures like walls, shield, barriers, etc by spending a move. These defense themed structures carry no damage and so the joining of these orbs will only add up to a rank specified by how much chakra was used to create it. For example, three orbs each carrying 10 points of chakra will come together to create a defensive structure of A ranked durability. Both defensive and offensive uses are equal to elemental Ninjutsu and cannot surpass the 50 chakra points mark. Once this limit is reached any further orbs added to the structure will increase the amount of damage it can reduce (for defensive structures) and deal (for offensive actions) by a rate of 2 orbs per 20 damage. Finally, the last side to this technique is its augmenting capabilities which is passive in nature unlike its other two uses. When performing a technique the user is able to have the orbs merge with or orbit his technique to add damage (in the case of offensive techniques). For every orb utilized, the offensive technique gains +5 damage. When augmenting defensive techniques the mechanics is slightly different, where for every two orbs absorbed the defensive technique as well as its defensive properties is raised a rank instead of given damage. As a final form of augmentation, the user is able to pull the orbs directly into himself or his puppets whenever performing Taijutsu, Kenjutsu, or free form attacks. The attacks will gain +10 damage for every two orbs absorbed when augmented like this to attack. Only one of each active uses (Offensive/Offensive) can be done in any one turn. If Augmentation is used in any form, this technique goes on a turn cool down.

Declined. Just like the original issues with the parent technique, this technique is way too wordy. Cut out all the useless information and boil this down into something easily digested. I'm not a fan of how this technique so closely resembles Truth-Seeking Orbs and their uses, especially with pulling orbs into you for a damage boost. That just seems illogical and added on. -Drackos

(Hoshi no Tensai) - Starborne Phenom
Type: Offensive, Defensive, Supplementary
Rank: A-S
Range: Short - Mid
Chakra: 30-40 (-5/-10 per turn)
Damage: 60-80
Description: A technique accessible only through the Ōtsutsuki bloodline, Starborne Phenom allows the user to manifest a unique application of chakra that behaves like an armor. The chakra is of a red glowing state which showcases great malleability and durability like that of Creation Tools At Will technique. The user will enshroud parts of or their whole body in this chakra to gain not only an otherworldly appearance reminiscent of their extra terrestrial heritage but also its properties to be used in and out of combat. Physically, there isn't much change to be seen in the user's own appearance apart from white, emissive eyes and occasional flickers of 'red flames' from their skin as the chakra evaporates per turn (all cosmetic). Upon creation, the technique siphons activation chakra from the user and stores it within itself, to be used per turn at a rate of -10. This means, the S ranked version of this technique can only last 4 turns with each use unless more chakra was used to activate it in any way, or chakra is supplied externally to maintain it. The armor is able to move away from the user's body to act autonomously similar to puppets, up to mid range. When the armor comes completely free it can be observed as an ancient Ōtsutsuki standing roughly seven feet tall complete with horns, ancient armor, and three eyes. It is able to move up to mid ranged of the user, surviving only off of the chakra it had been given upon birth and is capable of free form attacks (carrying the accompanying damage of the rank used). The armor is also able to partially separate itself from the user around select body parts such as an arm/leg to allow simultaneous attacks. Whenever it comes in contact with a target (or if willed) it releases violent, localized blasts of chakra to do tremendous amounts of damage equal to it's rank in conjunction with Taijutsu/free form. Upon its final turn left on the field, or when the user wishes, the armor can can erupt in a final explosion spanning up to mid ranged from its location as a last effort. While being equipped to the user, this explosion is aimed outward. When separated from the user, the explosion can be controlled ways such as in specific directions to ensure the user or allies remain unharmed. The lesser, A Ranked version to this technique can also be used by the user but is devised to equip to their puppets foremost, carrying the same abilities aforementioned but with less power and no full body separation at a rate of -5 chakra per turn. For the S ranked variant, upon willed or timed deactivation, the user will be unable to perform Ōtsutsuki related techniques above A ranked for a turn after, and for the A ranked variant no other Ōtsutsuki related techniques above A ranked can be performed in the same turn. Both variants can performed only twice, each.


Declined: just like how Creation Tools At Will is restricted to Kinshiki, so too would this CJ.
-Pekoms


 
Last edited by a moderator:

Hokusai

Legendary
Joined
Aug 17, 2011
Messages
18,073
Kin
1,512💸
Kumi
1,094💴
Updating https://animebase.me/threads/custom-medical-techniques-submission.461831/post-21632368

(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

Approved. Made edits.

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21835943

(Uwabe Dake) Semblance
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Said to be an artifact owned by the Sage of Six Paths, in truth it was owned by a follower of Ninshu. This artifact, while its appearance is unorthodox should never be taken lightly as in the hands of a person whom has the ability to utilize its full potential will surely show how potent it’s latent abilities are. At first glance, it’s two ruby earrings – roughly3 inches in size– their composition being rubies that can act as a conduit of the owner’s chakra while also being indestructible by nature. This translates to it being unable to be corroded, smashed, and melted or any type of condition that may detrimental effects to its composition. It is also grafted to only respond to the chakra of its current holder – with foreign chakra that is infused within it being nullified completely. Abilities wise the earrings itself naturally in tune with its owner – always constantly passively connecting to its user so they may utilize its ability when needed. The following abilities mentioned below are what this weapon offers with some being active and or passive in nature.

Baasuto Kyouka | Burst Enhancement: The first passive ability of the earrings, used from the right. This earring, as the name of the skill suggests – acts as a means of empowerment, siphoning chakra from the user during the performance of Explosion Release Techniques, seeking to cause more destructive and explosive power. This is outlined as passive +1 increase in rank for A rank and below, while techniques S rank and above gain a flat +20 DMG increase.

Sekai no Raito | World’s Light: The second and once more again passive ability of the user’s earrings but this one through the left. This is more of a cosmetic ability, using the user’s chakra in order to actively change the coloration of the explosive energy he/she produces. This works for a wide array of different colors, allowing for a unique degree of how the energy is produced – akin to that of how fireworks when they explode show different coloration. The coloration however cannot be used to make the explosion invisible whatsoever and thus must be within the visual coloration perception of a person.

The earrings are capable of being used once in contact with the user or within one meter of them, but how the earrings is worn is up to its user as it can be attached to a belt, in a pouch etc.

¤ Update Declined, World's Light update isn't allowed as you're aware of, not the way this is worded. Either ability would need a chakra cost that is applied to the techniques in question to enhance them either way, passive or active. If passive, it would likely require a constant cost per turn. If active, only once it is triggered. ¤

(Inton: Nenriki) Yin Release: Psychokinesis
Type: Offensive, Defensive , Supplementary
Rank: D – S Rank
Range: Short – Long
Chakra Cost: 20 - 70 ( - 15 Sustained)
Damage: 20 - 80
Description: Psychokinesis is a unique Yin Release based technique which allows the user the ability to essentially control the world around them with their spiritual and mental prowess. This is done by the user releasing their Yin chakra into the surrounding environment – in most cases the ground, using the concept of “Yin Release: Change of Heaven” as a basis. However, instead of manipulating the elements – the user manipulates the world around them to give form to things using their own mind as the controller. This can range from simply molding the earth into tools they user can launch and control as projectiles, manipulating the winds around them to “fly” but controlling the updrafts etc. The range of manipulation is endless, with only the user’s own imagination as his/her weakness. The user can also manipulate foreign techniques sent at them, with them being able to affect the same rank and below, allowing to easily counter it by redirecting it, diverting it etc. The Yin chakra used is invisible to those who aren’t masters of Yin Release but even in such cases the chakra itself is intangible thus carries no direct effect on sentient beings, however the world around them is free game. The manipulation can occur anywhere in the battlefield though it cannot be within five meters of the target unless the user is already within short range of them. Due to the nature of the technique, all the ranks have increased chakra usage with D to B rank having additional +10 chakra while A rank uses 50 chakra and S rank uses 70. A ranks can only be used thrice per battle with a cool down of two turns between each use while S rank can only be used twice with a cool down of three turns. However in the case of S ranks, no Yin Release Techniques above B rank can be used as well for two turns, while also sustaining the control of the technique leaves the user only able to use two other techniques per turn. Controlling things with one's mind requires the user to also perform hand gestures as well.
You must be registered for see images

¤ Declined, far too broad to allow in any capacity; essentially uses Yin to summon literally anything via one technique, something that wouldnt ever be allowed despite restrictions. DNR ¤
(Uwabe Dake) Semblance
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Said to be an artifact owned by the Sage of Six Paths, in truth it was owned by a follower of Ninshu. This artifact, while its appearance is unorthodox should never be taken lightly as in the hands of a person whom has the ability to utilize its full potential will surely show how potent it’s latent abilities are. At first glance, it’s two ruby earrings – roughly3 inches in size– their composition being rubies that can act as a conduit of the owner’s chakra while also being indestructible by nature. This translates to it being unable to be corroded, smashed, and melted or any type of condition that may detrimental effects to its composition. It is also grafted to only respond to the chakra of its current holder – with foreign chakra that is infused within it being nullified completely. Abilities wise the earrings itself naturally in tune with its owner – always constantly passively connecting to its user so they may utilize its ability when needed. The following abilities mentioned below are what this weapon offers with some being active and or passive in nature.

Baasuto Kyouka | Burst Enhancement: The first passive ability of the earrings, used from the right. This earring, as the name of the skill suggests – acts as a means of empowerment, siphoning chakra from the user during the performance of Explosion Release Techniques, seeking to cause more destructive and explosive power. This is outlined as an active +1 increase in rank for A rank and below, while techniques S rank and above gain a flat +20 DMG increase. This infusion requires an additional +20 chakra per technique applied but the user has the utmost control, being able to pick when it is applied.

Sekai no Raito | World’s Light: The second and once more again passive ability of the user’s earrings but this one through the left. This is more of a cosmetic ability, using the user’s chakra in order to actively change the coloration of the explosive energy he/she produces by the infusion of the user's Yin chakra. This works for a wide array of different colors, allowing for a unique degree of how the energy is produced – akin to that of how fireworks when they explode show different coloration. The coloration however cannot be used to make the explosion invisible whatsoever and thus must be within the visual coloration perception of a person. Said infusion only requires +5 chakra per change due to how minuscule the desired change is.

The earrings are capable of being used once in contact with the user or within one meter of them, but how the earrings is worn is up to its user as it can be attached to a belt, in a pouch etc.

Update approved. Removed the part about the boost being passive on account of the chakra cost.
-Inch


(Zhouhua no Soburin) Zhouhua’s Sovereign
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Zhouhua’s Sovereign is a passive technique utilized by an Inuzuka or his/her ninken (if plausible). Through the activation of this technique, the user is capable of infusing their clan based techniques with an elemental nature – allowing for the technique to enhance the basis of the clan arts. The most basic of Gatsuga/Gatenga techniques would turn into vortex’s of elemental prowess, such as during a rotation the user may infuse their katon natured chakra into it – allowing for flames to rotate around the user to further increase their power. The rotation also takes on the properties of the chose element, such as with Fuuton – the rotations are much sharper and deadly rather than being blunt and relying on kinetic forces etc. This causes the technique to also gain the strength and weaknesses of said infused element, while also gaining a rank increase or +20 flat damage for S ranks and above. This technique is performed in the same time frame as the applied technique. This may be used twice per turn, going on a cool down accordance to how much times it was applied, while using twice in the same turn causes the user to be unable to use Inuzuka Techniques above A rank for the rest of the turn.

Declined: You reference that the technique goes on cool down according to how many times its applied, but there's no reference to what that cooldown is for either version. You'll also need to outline what activating this twice in one turn will accomplish, as the boost itself is obviously not going to be able to be applied twice. If you're just looking to apply multiple different s/w, that will be fine.
 
Last edited by a moderator:

LGeezy

Legendary
Joined
Sep 10, 2008
Messages
16,185
Kin
2,000💸
Kumi
2,229💴
Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -40 chakra per turn unsealed; -10 chakra sealed.
Damage: +20 kenjutsu unsealed
Description: The personal katana of Hotsuma Hayabusa, Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it was possible to seal the demon blade by using fuinjutsu to contain its power. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant. Hotsuma has taken it upon himself to end the bloodstained legacy of the blade.

Ariake Seal
The Ariake seal's formula runs along the length of Akujiki and forms a thin barrier along the blade equal to S-rank. The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally, this seal was a countermeasure put in place to prevent it from being undone by those whose only wish was to gain power. The chakra within the formula activates when the Ariake Seal comes within short-range a foreign sealing technique. As the sword comes near the opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and destroys the chakra within preventing the seal from activating or remaining active. The Ariake Seal can counteract one sealing technique A-rank and below three times per battle. To sustain this seal requires no concentration on the user's part, but it does drain a small portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's chakra substantially. But by sacrificing a move, the user can choose to undo the seal and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on large portions of the user's chakra seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
Akujiki shares the name with the curse placed upon the user in exchange for its power. As the Akujiki consumes a large amount of the user's chakra, the chakra becomes dense and visible in the form of a blood-red hue completely coating the blade. The chakra exuded from the blade is a manifestation of its hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu +20 damage while unsealed. For every technique absorbed, the Akujiki empowers itself by consuming the chakra and exuding a destabilizing shockwave meant to make consuming additional chakra easier. This chakra enters the body and prevents the use of elemental techniques for a single turn. However, this shockwave affects all within short-range of the sword including the user and thereby afflicts them weapon's curse. During this time, the chakra consumption of Akujiki is halted as it engorges itself on the absorbed chakra until the -40 chakra cost cannot be sustained. If less than 40 chakra was absorbed, the user's own chakra makes up the difference. If Akujiki consumes the user's chakra while in this state they will be unable to perform genjutsu due to the strain. Should the user die while in possession of Akujiki it will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
  • Requires Adv. Fuinjutsu to use.
  • Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. The seal can only be undone for a maximum of 4 turns per battle.
🐉 Approved. Made edits.🐉


Mythical Contract in Inventory


You must be registered for see images

Summoning Animal: Shussebora - Promoted Giant Tritons
Scroll Owner: LGeezy
Other Users who have signed contract: TBD
Summoning Boss if existing: TBD
Other Summoning Animals tied to contract: TBD
Description and Background: In Japan, there are kinds of fish called Shusseuo. This is the same shusse as we see in Shussebora, and it means “promotion” (uo means “fish” and bora comes from hora which is short for horagai, or “giant triton“). Shusseuo are a strange concept: they are fish who are called by different names at different stages of their lives. As they age, they “promote” from one creature to the next. This would probably be a much stranger concept to non-Japanese if not for Pokemon, which of course has made the idea of animals changing from one kind into another very common. If Charmander, Chameleon, and Charizard are each different creatures but technically the same too, then why not fish? Like many animals, giant tritons (Charonia tritonis)—a kind of sea snail similar to a conch—can turn into a mythical creature called a yōkai after living for a very long time. When a giant triton reaches an age of several thousand years old, it turns into a draconic creature called a Shussebora (lit. Promoted Giant Tritons). Long ago, it was believed that giant tritons lived deep in the mountains. They spent their lives buried under the earth. They grew larger and larger until after a period of a thousand years they descend from the mountains into the valleys during landslides. They spend a thousand more years living near human villages until they finally burrow into the sea. After a thousand more years underwater, they transform into a mizuchi—a kind of sea dragon.
Because they spend their years buried in the earth or deep in the sea, Shussebora very rarely ever interact with people. However, the caves they leave behind during their migrations serve as a testament to their existence.

You must be registered for see images

In another part of the world, a very similar creature known as the Lou Carcolh is a beast from French folklore. Said to be part serpent or dragon, part snail, the Lou Carcolh is a fearsome predator. Its massive and long body carried an enormous shell upon its back, much like a snail's shell, that was believed to live in underground caverns in southwest France. Its gaping mouth was surrounded by several long, hairy, and slime covered tentacles that could extend for miles. These appendages stretched out from the cave it inhabited for a long distance and laid upon the ground among its own viscous slime. They would ensnare and drag back to it anybody & anything within reach. It would then swallow the victim whole with its gigantic mouth. Both of these creatures provided some of the mythological contexts behind the Rokubi - or the 6-tailed Giant Slug. The host of the bijuu serving as the Rokubi's "shell".

Shusseboras possess a few unique abilities to help them function in the ninja world.
  • Shusseboras all carry a large shell on their backs, these shells are incredibly resistant to damage which Shussebora are capable of retreating into in order to protect themselves B-rank attacks.
  • Shusseboras are all capable of producing a viscous slime, this slime has varying properties unique to the summon.
  • Shusseboras have a seismic sense, an ability they developed during their time spent burrowed deep underground. They are capable of using this sensory ability both in and out of the water to locate prey.
  • Shusseboras all have a primary Earth or Water affinity, due to the longevity spent underground and in the deep sea. Because of the amount of time they spent in these mediums, they are capable of a passive manipulation up to B-rank which normally helps them burrow underground, or move throughout the sea.
¤ Declined, bro you gone need to pick ONE myth, not ones from different parts of the world to combine into one species. Yokais are spirits as well, not just creatures; saying they transform from a sea snail to a spirit isn't enough. ¤

Pending. Leaving for Pekoms or Lord of Kaos.
-Removed any reference to something living in the blade
-reduced backstory, and removed any damage loss reference, replacing it with additional chakra loss.

Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -40 chakra per turn unsealed; -10 chakra sealed.
Damage: +20 to kenjutsu unsealed
Description: The personal katana of Hotsuma Hayabusa, Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it was possible to seal the demon blade by using fuinjutsu to contain its power. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant. Hotsuma has taken it upon himself to end the bloodstained legacy of the blade.

Ariake Seal
The Ariake seal's formula runs along the length of Akujiki and forms a thin barrier along the blade equal to A-rank. The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally, this seal was a countermeasure put in place to prevent it being undone by those whose only wish was to gain power. The chakra within the formula activates when the Ariake Seal comes into contact with a foreign sealing technique. As the sword comes into contact with an opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and counters the chakra within preventing the seal from activating or remaining active. The Ariake Seal can counteract one sealing technique of equal rank and below three times per battle. To sustain this seal requires no concentration on the user's part, but it does drain a small portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's chakra substantially. But by sacrificing a move, the user can choose to undo the seal and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on large portions of the user's chakra seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
Akujiki shares the name with the curse placed upon the user in exchange for its power. As the Akujiki consumes a large amount of the user's chakra, the chakra becomes dense and visible in the form of a blood-red hue completely coating the blade. The chakra exuded from the blade is a manifestation of its hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu +20 damage while unsealed. As Akujiki continues to consume the user's chakra, it begins sapping at their consciousness and will not only make the user unable to perform genjutsu/mental attacks but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. The large chakra loss makes it impossible for the user to mold elemental chakra during its use. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
  • Requires Fuinjutsu to use.
  • Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. The seal can only be undone for a maximum of 6 turns per battle.
🐉 Declined. This weapon eating away at your consciousness and your mind would not make you any more resilient to Genjutsu/mental attacks, much less immune to them. It would make you more susceptible to them. The logic of this would be named to drastically changed.🐉

Raiton: Shippū Jinrai - Lightning Release | Whirlwind
Rank:
S
Type: Defensive/Supplementary/Offensive
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The core function of the Lightning Chakra Armor is to wrap the user's body in a layer of lightning chakra to increase their physical parameters, with more lightning causing greater increases. The lightning chakra stimulates the user's nervous system, enhancing their speed and their reaction time. Whirlwind takes this concept to allow the user to automatically react to external stimuli. Instead of the normal process in which stimulus being perceived by the nerves, transmit a signal to the brain, which in turn sends an instruction to the muscles, the user programs his Lightning Armor to send an electric signal directly to his muscles so as to instantly react to a threat, bypassing the comparatively slow nervous system. Using chakra manipulation, the armor can be programmed to respond to different stimuli: physical contact, foreign chakra sources, or someone stepping in a predetermined perimeter (short-range), and the specific response is preprogrammed as well. Concretely, this results in a drastic boost to the user's reaction time, which has both offensive and defensive uses. When one of the three stimuli has been triggered, the user's Lightning Armor will cause one to react in either an offensive or defensive manner, determined by the user at the time of this technique. Whirlwind is also effective as an offensive ability. If the opponent executes the action the user has preprogrammed a response for, he will, in most cases, be able to land an attack before they can, thanks to both his reaction and his movement speed being drastically enhanced by the current level of the Lightning Chakra Armor. This technique, being a manipulation of the user's Lightning Chakra Armor is passive and activates alongside the armor, however may only last a max of three turns per battle.
Note:
  • User may only use the Lightning Element while active.
  • Usable once per battle.
Declined: This just seems like a way to bypass the time frame rules, which is a big no. Additionally, by making this so encompassing, you can basically say that you have a pre-programmed response for ANY attack or action that the user takes within x range. And, finally, the technique is conceptually flawed. Looking at the bolded portion, by requiring the user's input and conscious thought, you're voiding the point of this technique -- autonomous responses used by the body independently of any conscious input. This technique needs some pretty heavy reworking to be approved.

(Raiton: Kuro Raiton no Jutsu) - Lightning Release: Black Lightning Release Technique
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-20 per turn)
Damage: N/A
Description: While using Lightning Release techniques, the user will continue by lacing their signature Black Lightning into the technique in the same timeframe. Techniques that are enhanced this way have their offensive or defensive output increased by one rank, or in the case of S-ranks by +20 damage points. In the event that this technique is used to enhance a technique that lasts multiple turns; This technique will add a defensive layer of black lightning. This increases the techniques defense to A-rank. This will however, cost the user to spend extra chakra while the enhanced technique is active and ends upon the deactivation of the sustained technique.
Note:
  • Requires a 2 turn cool down.
  • Can only be used twice per battle.
Declined: This isn't what black lightning does in the RP. In the RP, it isn't stronger than normal lightning, it's simply neutral to elements that normal lightning is weak to. In this case, it'd be like saying "Adding more lightning to an existing lightning jutsu to make it bigger and stronger" which would clash with Pervy's expansions.

Raiton: Kaminari no Metsujin no Jutsu - Lightning Release: Lightning God Slayer Technique
Rank:
D-S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Utilizing the user's signature Black Lightning, the user combines shape manipulation with their Black Lightning to form various tools and objects to aid the user in combat. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The objects created by this technique may be created anywhere, however, must be at least 5 m away from the opponent.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Lightning on the turn following the use of the S-Rank variant.
  • Requires one turn cool down between uses.
Approved: Note, scaling upwards B ranks would require two handseals and A ranks 3.
Revamping Whirlwind into a Medical Seal.

Iryo Fuuinjutsu/Raiton: Jinkōrai no Jutsu - Medical Sealing Arts/Lightning Release - Artificial Lightning Technique
Rank:
A-Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra: 30-50 (-20 per turn)
Damage: N/A
Description: A seal placed on the user's body with the kanji (雷) for Lightning. This seal is based upon the Raikage's Lightning Armor Technique and the medical technique Chaotic Mental Collision as the user condones medical lightning chakra to affect the nerve cells all throughout the body, energizing them in order to increase the speed, reflexes and overall effectiveness of their physical form, even while removing some of the body's "limiters" on bio-electrical power. This medical seal when activated creates countless additional nerve cells that spread throughout, namely into the arms and legs. Like an octopus, this allows a person's appendages to act solely on their own without the brain's design or command. It affords a person outstanding instinct and reflex on the battlefield, unfettered by the slowness of thought. The technique does not simply create additional nerve-cells; it causes the heart rate to steadily increase as the cardiovascular system intensifies its delivery system, sending fresh nutrients and oxygen to the all cells in the body which in turn invigorate one's muscles and lungs stopping at a happy equilibrium decided by the level in use. Billions upon billions of nerve signals shoot up and down the body at nigh-impossible and certainly dangerous rates, sending messages from the brain to the spinal cord and throughout the entire form, dozens of times quicker than what would normally be seen in even the most reflexive of individuals. Chakra fine-tuned to work on cellular, microscopic level enriches the already natural electro-chemical signals in order to improve their efficacy.

Level One -
Much like the Lightning Release Armor, the Artificial Lightning technique causes sparks of electricity to wrap around its user, though to a lesser degree. On activation, the user causes their cells to be super-vitalized with medical chakra, increasing the work and effectiveness of the cells by double their normal amount, allowing for quickness that equals the Raiton no Yoroi technique's first level providing the user with doubled speed. This is done by feeding the neurons with work-inducing sustenance and regenerating/creating neurons at a rapid pace. All of these things would no doubt cause one's reflexes and ability to process information to skyrocket increasing the user tracking/reaction by x2 as well. The body will also become immune to A-rank and below Lightning Jutsu. This level is only usable once per battle for three turns. This level is equal to A-rank.

Level Two -
Infusing more chakra into the cells and generating more neurons causes one to enter the second level which gives a person far more control over their brain than before. Reflexes and information management ascend as one can deduce and react with a point-blank distance of an attack— the user's body will spontaneously produce artificial nerve-cells which pick up on movement in one's personal vicinity. This "field" created a meter around them allows them to intercept fast pace movement and evaluate response. Several of their body's nerves will be replicated and transmitted to this cloud of invisible chakra created around them. Such action allows anything entering the radius to be intercepted by the billions of nerves floating about. If and when the smallest form of substance enters, the user of this technique will be notified. Changes in air-current, chemicals, debris and movement are also well-noted. The cloud is only signified by random sparks of electricity. Even chakra cannot enter the field secretly. The nerves do not send pain into the user's body; they simply give the body a heads up to movement within the dome in immediate procession. This technique requires a temperate amount of chakra and is invisible to the naked eye. The user's memory and ability to mimic what they see also boosts. In this field, one's rapid reflexes manifest as an abated perception of time increasing the user tracking and reaction by 2.5x, while maintaining the x2 speed of the first level. The user would also become immune to S-rank and below Lightning Jutsu. This level is only usable once per battle for two turns. This level is equal to S-rank.

Level Three-
The most powerful form of the Artificial Lightning technique is level three, allowing the user to transmit and create special neurons that are able to send specific electrical impulses straight from the brain to whatever part of the body they want to use, completely bypassing their nervous system's regular chain of movement and the already additional cells within their arms and legs. At this point all of the brain is under full control of the user and their speed leaves mirages in their wake gaining 3x the speed. Neural synapses happen at several hundred times quicker than a regular person. Sometimes only the electricity from their progression is all that can be seen. All electrical based techniques are therefore empowered considerably gaining an additional rank or +20 damage at S-rank and their special "field" triples in size. The user would become immune to F-rank and below Lightning Jutsu for the duration lasting two turns. This level is considered to be Forbidden-Rank.
  • User may only use the Lightning element while level 3 is active.
  • After the deactivation of Level 2 and 3, the user experiences decreased tracking ability and taijutsu ability. The user's tracking would be reduced by -1.5x and speed and taijutsu techniques would drop considerably by one rank lasting two turns. Level 3 usage would cause the drawback to last three turns.
  • Requires Medical & Adv. Fuuin Mastery.
Declined: The premise of this jutsu on the medical side of things seems flawed. Having extra nerve cells in your arms won’t really allow your muscles to function without signals from the brain. Having less text is also generally a good idea.

-Inch




Myth Contract in Inventory

You must be registered for see images

Summoning Animal: Shussebora - Promoted Giant Tritons
Scroll Owner: LGeezy
Other Users who have signed contract: TBD
Summoning Boss if existing: TBD
Other Summoning Animals tied to contract: TBD
Description and Background: In Japan, there are kinds of fish called Shusseuo. This is the same shusse as we see in Shussebora, and it means “promotion” (uo means “fish” and bora comes from hora which is short for horagai, or “giant triton“). Shusseuo are a strange concept: they are fish who are called by different names at different stages of their lives. As they age, they “promote” from one creature to the next. This would probably be a much stranger concept to non-Japanese if not for Pokemon, which of course has made the idea of animals changing from one kind into another very common. If Charmander, Chameleon, and Charizard are each different creatures but technically the same too, then why not fish? A few examples of shusseuo are the amberjack, which sushi lovers will know as buri. Depending on its size and the region, this fish has a number of different names. When it is under 15 cm it is called an wakashi. When it is over 15cm but under 40 cm it is an inada. Around 60 cm it becomes a warasa. And at around 90 cm it become a buri.

Like many animals, giant tritons (Charonia tritonis)—a kind of sea snail similar to a conch—can turn into a mythical creature called a yōkai, strange and supernatural creatures from Japanese folklore, after living for a very long time. When a giant triton reaches an age of several thousand years old, it turns into a draconic creature called a Shussebora (lit. Promoted Giant Tritons). Long ago, it was believed that giant tritons lived deep in the mountains. They spent their lives buried under the earth. They grew larger and larger until after a period of a thousand years they descend from the mountains into the valleys during landslides. They spend a thousand more years living near human villages until they finally burrow into the sea. After a thousand more years underwater, they transform into a mizuchi—a kind of sea dragon. The only question that remains is why on earth would anyone come up with a sea snail that lives in the mountains and migrates to the sea to become a dragon? Well, part of that goes back to a play on the word hora. Hora is also a word for caves that are left behind after mudslides and avalanches. With earthquakes being quite common in Japan, and with the whole country being covered in mountains, it’s easy to imagine that new caves would be uncovered relatively frequently. The hora (shell)/hora (cave) pun implication is that the caves were the nest spots of big horagai, and are left behind as the tritons migrate from mountain to sea. But if horagai are sea creatures, why would people think they originated in the mountains? Here’s a theory: the tops of Japan’s mountains were once located underwater, and it is possible to find shell fossils high up in the Japan alps, so 150+ years ago, someone digging in the mountains and coming across a shell would have no idea how it got there. If he or she found enough shells, they’d think they were the shells of creatures that naturally live in the mountains. The flesh of a shussebora was said to bring very long life to anyone who eats it.

Because they spend their years buried in the earth or deep in the sea, Shussebora very rarely ever interact with people. However, the caves they left behind during their migrations serve as a testament to their existence. Shussebora originate from the Lightning Mountains, the remote mountain regions are a reason they are rarely encountered. It wasn't until Hayabusa Hotsuma's exploration lead him to their lair just off the northern coast of the Land of Lightning. He is one of the first to sign a contract with these mythical creatures.

Shusseboras possess a few unique abilities to help them function in the ninja world.
  • Shusseboras may carry a large shell on their backs, these shells are incredibly resistant to damage which Shussebora are capable of retreating into in order to protect themselves B-rank attacks.
  • Shusseboras are all capable of producing a viscous slime, this slime has varying properties unique to the summon.
  • Shusseboras have a seismic sense, an ability they developed during their time spent burrowed deep underground. They are capable of using this sensory ability both in and out of the water to locate prey.
  • Shusseboras all have a primary Earth or Water affinity, due to the longevity spent underground and in the deep sea. Because of the amount of time they spent in these mediums, they are capable of a passive manipulation up to C-rank which normally helps them burrow underground, or move throughout the sea.
  • Due to the longevity of Shussebora, they are known for their amazing life force and chakra. Shussebora's are capable of using the Chakra Transfer Technique in a way unique to the summon empowering the user in different ways depending on the creature.




Declined: the superfluous remarks copy-pasted from the sources are a great example of what not to include. But more importantly, the viability of this contract is in question given that contracts for slugs, cone snails, and dragons already exist and the whole "promotion" concept leaves me reluctant to consider this for approval. In addition, the contract-wide perks were too many and some, such as the last one, too much even if it were to be the sole perk.
-Pekoms
 
Last edited by a moderator:

Onii Chan

Active member
Veteran
Joined
Apr 6, 2015
Messages
3,566
Kin
97💸
Kumi
767💴
Awards
(Ningyōra) - Puppet Aura
Type:
Supplementary
Rank: D
Range: Long
Chakra: 10
Damage: N/A
Description: The user will first manipulate a strong presence of chakra within their central core (where chakra is stored) then in a burst they'll release it all to form a visible blue-ish chakra aura around their body. The aura will sprout tentacles of chakra and thus can be controlled furthermore to attach to any puppet(s) to grant full usage of it without the need of occupied hands. These tentacles can ideally be used for any other chakra required jutsu and can even attach to other individuals if need be. This technique can be used as a passive before battle and the tentacles can reach a maximum of long range.


Declined: a chakra shroud that confers a better version of the puppetry jutsu and without an upkeep won't be permitted.
-Pekoms​
(Torikowasu) - Demolish 壊
Type:
Offensive/Defensive
Rank: B
Range: Medium
Chakra: 20
Damage: 40
Description: The user will perform any steel technique whilst holding a singular kunai then before performing the technique the chakra that would've been expelled into the technique in question will be stored inside the tool that the person is holding similar to the (Kage Bunshin Kōtsū no Jutsu) - Shadow Clone of Transportation Technique. The kunai can then be placed into the ground somewhere or thrown and upon medium radius of the adversary it'll activate the technique and thus will be performed from the steel of the kunai.

Declined: You’re going to need frequency restrictions for this, and no more than one technique stored at a time. Please specify how long techniques are stored in the kunai for. I also think you may want to simplify how the techniques are then triggered; releasing at will would be permissible and would make this easier for you and opponents to deal with.

(Shisō / Kioku) - Huginn and Muninn
Type:
Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: These two animals are considered Pelicans, both quite small according to their other brothers and sisters; only a height similar to that of ravens. Huginn/Shisō is considered white feathered with a white beak and represents the summoners good personality and thoughts, Muninn/Kioku is all black feathered with a similar color beak and is a representation of the summoners evil side and their memory of their past sins. Both of them usually will rest upon each shoulder of the summoner whether or not they're or they're not according to the individual that does (summoning specialties). Similar to Jiraiya's Fukasaku and Shima they'll always be summoned together or usually so, as although they aren't a couple they're considered close brothers. They're able to fly due to their wings, furthermore able to communicate through to their summoner from long distance through thought although they're ideally able to speak multiple languages themselves. These birds together represent wisdom and although both of them are unable to perform any jutsu, their heightened sense of eyesight due to their primitive bird species ancestral biological enhancements grant them the ability to gather information from a very long distance or envision details unable to be caught by the human eyesight. Both birds are able to see clearly with a minimum of 20/20 vision up to 1 landmarks away.


Approved: those things discussed via DMs have been omitted.
-Pekoms​
 
Last edited by a moderator:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,614
Kin
934💸
Kumi
4,132💴
Summoning Animal: Thunderbird
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: The legend of the Thunderbirds originates from Native American folklore and is considered a being of power and strength. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some the size of but no smaller than an eagle. Like most aerial creatures they have very keen eyesight being able to see in any type of light and depending on the bird they can have anywhere from 1 to 3 pair of wings on their bodies. They are most recognized for and named after their ability to create storms as they fly.

Abilities:
Sky Dominion: All Thunderbirds naturally and passively flood the sky with chakra creating rain clouds when the fly. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they immediately reform in the next 2 turns. The strength of these clouds are dependant on the strength of the individual bird and thus require at least a 1 rank higher wind jutsu aimed at them to disperse. Only signers of the contract are able to utilize their domain when they are on the field of battle.

Wind: Being aerial creatures Thunderbirds utilize their mighty wings to perform sealless wind style jutsu whether fan based or not. Due to their nature of creating storms upon flying the wind produced from their wings are much stronger than that of the average user. This translates their wind-based jutsu being 1 rank higher in damage.

Lightning: The other affinity of theirs is raiton and are capable of using any and all lighting based jutsu that the user knows. As the creatures fly through storm clouds and are constantly surrounded by lightning their feathers protect them from the element. This translates into Thunderbirds having immunity to all forms of it up to their individual rank both damage and effect wise.

Rain: Being a creature of the sky and creature of storms Thunderbirds have the natural ability to utilize rain ninjutsu at will though this isn't available to all of them. Thunderbirds with the extra affinity lose either the increase to wind or their immunity to lighting and the summoner of the said bird must also have rain(account).

Sources of inspiration:




Declined: be more considerate of the prior check and also know that these will not have things like an element plus AN.


(Ningyō yōshiki: Shōmetsu-hō) — Puppet Style: Disappearing Act
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: A puppetry and fuinjutsu based technique that the user will use on their puppets. This jutsu was created to help the user protect their puppets from incoming attacks or things of the like. This is because it can be quite difficult for a puppet user to protect themselves and their puppet. The user will place this seal on all puppets and must mention the seal either in their bio or at the start of a fight. Now, when the user sees an incoming attack that can be difficult for them to protect their puppets from the user can choose to activate this seal by spending twenty chakra points. Once activated, the seal will seal all of the user’s puppets(with the seal placed on them) within eight meters of the targeted puppet and seal them into a scroll. After the threat has disappeared the user will be able to passively return their puppets to their original locations in the same positions.
Note: This will not seal the puppet that has this seal placed on it.
Note: Usable four times per battle.


Approved: added a note.



Summoning Animal: Thunderbird
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: The legend of the Thunderbirds originates from Native American folklore and is considered a being of power and strength. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some the size of but no smaller than an eagle. Like most aerial creatures they have very keen eyesight being able to see in any type of light and depending on the bird they can have anywhere from 1 to 3 pair of wings on their bodies. They are most recognized for and named after their ability to create storms as they fly.

Abilities:
Sky Dominion: All Thunderbirds naturally and passively flood the sky with chakra creating rain clouds when the fly. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they immediately reform in the next 2 turns. The strength of these clouds are dependant on the strength of the individual bird and thus require at least a 1 rank higher wind jutsu aimed at them to disperse. Only signers of the contract are able to utilize their domain when they are on the field of battle.

Wind: Being aerial creatures Thunderbirds utilize their mighty wings to perform sealless wind style jutsu whether fan based or not. Due to their nature of creating storms upon flying the wind produced from their wings are much stronger than that of the average user. This translates their wind-based jutsu being 1 rank higher in damage.

Lightning: The other affinity of theirs is raiton and are capable of using any and all lighting based jutsu that the user knows. As the creatures fly through storm clouds and are constantly surrounded by lightning their feathers protect them from the element. This translates into Thunderbirds having immunity to all forms of it up to their individual rank both damage and effect wise.

Keen Eyesight: Being birds of prey and not just ordinary birds of prey Thunderbird's like their cousins have very keen eyesight. Their eyes allow them to track targets up to 1 adjacent landmark away, are able to see in low light environments, and have a 360-degree horizontal/180-degree vertical field of view.

Sources of inspiration:




Declined: DM me so this can be further discussed.
-Pekoms​
Updating:
(Ningyō yōshiki: Shōmetsu-hō) — Puppet Style: Disappearing Act
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: A puppetry and fuinjutsu based technique that the user will use on their puppets. This jutsu was created to help the user protect their puppets from incoming attacks or things of the like. This is because it can be quite difficult for a puppet user to protect themselves and their puppet. The user will place this seal on all puppets and must mention the seal either in their bio or at the start of a fight. Now, when foreign chakra comes close to them the seal will automatically activate by sapping 30 chakra points from the user puppeteer. Once activated, the seal will seal all of the user’s puppets(with the seal placed on them) within eight meters of the targeted puppet and seal them into a scroll. After the threat has disappeared the user will be able to passively return their puppets to their original locations in the same positions.
Note: This will not seal the puppet that has this seal placed on it.
Note: Usable three times per battle


Update Approved: edit(s) marked in pink.
-Pekoms​
New:
( Fūin Wana Bakuhatsu ) – Sealing Arts: Long Live The King
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A/60
Description: The user will first perform five hand-seals and form around their target a red opaque barrier. The barrier can entrap objects up to six meters in width and height. This barrier can also be used to entraps target who is in mid-air and stop them in their tracks. The main purpose of this barriers goes into place when the user has trapped their target. Once done, the user will be able to guide the barrier with gestures or movements of their body such as waving or nodding their hands. There are multiple reasons and purposes for doing so. For instance, if the user were to raise and lower their hand then they can cause the barrier to rise into the air and slam into the ground. By doing this the user will be able to deal concussive damage equivalent to this technique’s rank to the opponent. If using the barrier in this manner then the barrier will be destroyed in the process.

The user can also choose to passively and quickly wave their hands back and forth which will cause the barrier’s position to be in constant flux. As a result, the user can cause the opponent to feel dizzy and make it difficult for them to maintain their footing. Lastly, the user can choose to passively create an opening in the barrier, so that they can release objects from within. This property of the barrier is especially useful if the user were to swipe their hands really fast because then the barrier would be sent flying somewhere far away. This is useful in conjunction with the barrier’s passive ability to create openings because the user can essentially send the opponent flying out of the barrier, and into a far away location. At the most, the user can move the barrier up to mid-range distance. Also, this barrier can be destroyed by an attack equivalent to this technique’s rank.

Note: Can only be used four times with a turn cool down
Note: Can last up to four turns
Note: The user can choose to crush the opponent with the barrier in the same turn they activate this barrier so that it only costs one move

Approved.
 
Last edited by a moderator:
  • Like
Reactions: Shady Doctor

BusinessManTeno

Supreme
Joined
Jul 27, 2011
Messages
20,100
Kin
514💸
Kumi
65💴
Awards
(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader and the only summon who inherited the blue flames of the owner, being slightly engulfed in blue flames. He is able to control the heat that the flame on his back produce. This is to obviously accommodate his owner, or others he dont wish to harm. Though the flames can get so hot and intense, that the ground below his paws will melt. These fires cant be extinguished by anything other than large bodies of water (such as oceans, seas, large lakes, etc). Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed of jounin rank. He is able to speak proper english and have a very gruff voice but dont talk often. The special thing about phantom is his ability to absorb fire techniques and use them as fuel for their fire techniques. This is not only limited to fire but fire based energy elements nothing like lava, or solids. No matter the rank it increases their fire by +15. He can absorb once per two turns and expel once per two turns.

Note: Can only stay on the field for a max of 4 turns
Note: Using the absorbing techniques reduces the duration of the summon by 1
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns But it cost a move slot to adjust the heat, but heat does not hurt the user
You must be registered for see images

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is so massive that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain (This is simply for cosmetic purposes). Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution speed is that of jounin rank.Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an infinite fuel source for senjutsu giving the user +15 to their senjutsu techniques Up to 105 per battle. Though this only pertains to imperfect sage mode. Perfect sage mode with this summon can simply prolong perfect sage mode by 3 turns.

Note: Can stay on the field for a max of 4 turns
Note: The body of Caution even though it causes 3rd degreen burns doesnt have a rank, simply deals 40 Damage
Note: If the user is who summons this has a KG that contains fire, the fire portion of the KG gains +10DMG

You must be registered for see images

¤ Both Declined, you didnt address the things I asked you to change. Due to the update for Summoning Contracts, message me regarding this and I'll edit the techs directly for approval. ¤


ピコータ - Pure Rebel
Type:
Weapon
Rank: S
Range: N/a
Chakra: N/a (-10 per turn its held)
Damage: N/a
Description: Pykouta is a legendary sword of the Ninja world, created by unknown means but harnessed and held by Hakumen. The sword is roughly six feet which is always in its holster on the back of the user. The Hilt of the blade is roughly two feet while the blade itself is roughly four feet. This weapon has one main unique thing about it, and two sub unique things about the application of how its used.. The hilt of the blade has a jewel application that seems to be linked to fuinjutsu. For every turn the sword is being held chakra is being drained by the user, pooled into the sword to be used in conjunction with its later abilitites. By Stabbing the sword in the ground, it will absorb any chakra into the blade making anything that could have came from below as a form of attack would cease(occupying a move slot, costs equivalent chakra cost to what was absorbed), causing the jewel to glow a light blue. Doing this would automatically cause the chakra to surge into the blade of the sword increasing the kenjutsu based attacks by +20(+10 to S-ranks and above). The two sub unique things about this is its ability to use the chakra that was absorbed in either an defensive, or offensive way.

Trinity Ghoul: Trinity Ghoul is the offensive part of this weapon. The user will take the chakra that was absorbed and release it in some form or fashion be it a wave of powerful destructive chakra, senbons, multiple whips/vines that can reach up to long range and short range in width.The great thing about this is that the damage output is equivalent to what was absorbed. The released portion plays on par with elemental damage. This application can only be used two times per battle

Wish Ender: Wish Ender is the defensive part of this weapon. The user instead of releasing it in an defensive manner, the user will release it in a form of a unique looking barrier infront of the user that can span as far and wide as two people. Upon impact with the barrier, anything non physical will be absorbed, and then released right back to the opponent but even stronger (+20 damage to the technique due to the pooling of chakra being drained from the user, +10 if S-rank and above.) If its anything solid, it will simply be obliterated upon impact, destroying it completely. This can only be used three times per battle and must be within the line of sight of the user (meaning this isnt an omni-directional barrier) If used for an Forbidden rank, it will cost an additional usage meaning the user will only have one usage left which can only be used on S rank and below.

Note: The user can use the absorbing property once every two turns and can only absorb forbidden rank once per battle which still onlyy gives +20/+10 to kenjutsu based attacks (This would increase the cooldown by +1 making it a 3 turn cool down before being able to use again). While only being able to Absorb A and S Rank twice per battle each.
Note: The User has +20 damage to kenjutsu for 3 turns, before it goes out. In which the user has to release it before the end of the third turn or its simply wasted.
Note: The Technique can only be used a max of 5 turns per battle.
You must be registered for see images
🐉 Approved. Edits made.🐉
__________________________________

Updating MSC
Original Approved Here: https://animebase.me/threads/custom-jutsu-submission-iv.764493/#post-21854431

Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus. while majority of the hellhounds are actually coated in fire overall. Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. The unique thing about hellhounds, is that due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower.


Update Approved: edit(s) marked in pink.
-Pekoms​
(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader. He is able to control the heat that the flame on his back produce. This is to mainly to accommodate his owner, or others he dont wish to harm. Though the flames can get really hot and intense, that the ground below his paws will melt. Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed of jounin rank. He is able to speak proper english and have a very gruff voice but dont talk often. The special thing about phantom is his true mastery of fire, and fire sensing allowing him to increase his heat sensing by 1 additional landmark while not needing handseals to use fire jutsus that require handseals

Note: Can only stay on the field for a max of 4 turns
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns But it cost a move slot and has a one-turn cooldown to adjust the heat, but heat does not hurt the user


Approved: edit(s) marked in pink. And due note that one sentence has been omitted.
-Pekoms​
(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is very that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain (This is simply for cosmetic purposes). Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution speed is that of jounin rank. Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an fuel source for senjutsu giving the user +15 to their senjutsu techniques Up to 105 per battle. Though this only pertains to imperfect sage mode.

Note: Can stay on the field for a max of 4 turns
Note: The body of Caution even though it causes 3rd degree burns doesnt have a rank, simply deals 60 Damage


Approved: note that starting with the bit about PSM, the rest of the CJ thereafter has been omitted.
-Pekoms​
 
Last edited by a moderator:

Xylon

Legendary
Joined
Jan 7, 2009
Messages
19,210
Kin
82💸
Kumi
7,086💴
Awards
Yin release: Five Books of Musashi (Inton: Musashi no Gosho)
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra cost: 50
Damage: 100
Description: Musashi no Gosho is a Yin release technique that allows to user to manifest elemental techniques for various offensive/defensive and supplementary uses, quite similar to the way Sage art: Yin release: Lightning Dispatch works. Upon activation, one or multiple trigrams appear floating behind the user. These trigrams are any combination of these five corresponding to the basic 5 elements: ☲ Fire, ☳ Thunder, ☴ Wind, ☵ Water, and ☶ Mountain. Each trigram corresponds to a unique technique specific hand seal followed by a seal of confrontation. Upon initiation, the corresponding element is brought to existence in a predetermined shape or form. The technique can be used to create more complex elements such as Lava or Steel, that possess their natural qualities. Advance applications of the technique require an additional hand seal, lava, for example, would require the user to perform the technique specific seal for mountain, fire, and seal of confrontation.
Notes: The elements are devoid of chakra preventing the user from using Shape manipulation (beyond the initial shape or form the element is visualized and given form in) or any subsequent manipulation of the element. I.e. If the user generates a mud wall, they cannot further manipulate it into a mud dragon or cancel the technique and cause it to crumble. The exception to this rule is users own Yin, Yang, and Yin-Yang techniques.
-The seal of confrontation separates the preparation and execution of this technique. By performing the technique specific hand seal(s) the user can prepare the technique and release it at a later time by performing the seal of confrontation. By doing so, the trigram appears on the user’s backside rather than float behind them. This does not hinder their capability for other ninjutsu. The technique counts towards one of the 3 techniques in the turn it is prepared, not when it is used.
-Elements cannot be formed within 5 m range of the opponent unless the user himself is within said range.
-Can only be used 4 times per conflict.

Special Note: Due to the somewhat broad nature of this technique, I willfully forfeit my exclusivity rights for Yin release: Five Books of Musashi (Inton: Musashi no Gosho). Therefore, allowing others to submit techniques of similar nature granted they are sufficiently differentiated or unique enough from this technique. RP moderators would of course reserve the right to decline similar techniques in the future.

Declined

Even if this is similar to an existing technique, it doesn't really encompass the properties of Yin Release. In Lightning Dispatch the creation of the lightning wasn't the component of Yin so simply replicating this but with different natures isn't really going to fly. As you said, it is too broad, this is basically a "create any elemental technique" unrestricted if you have the appropriate combination. You'll need more hand signs for this technique.
-Reborn


Yin release: Dissipation (Inton: Kai)
Rank: C-S
Type: Supplementary
Range: Short-Long
Chakra cost: (C rank: 25, B rank: 30, A rank: 40, S rank: 50)
Damage: N/a
Description: An advance Kai technique that leverages the user's mastery of Yin release to allow for a more effective dissipation. The user performs a single hand seal and floods the environment with Spiritual energy. The user can subsequently manipulate the spiritual energy in the environment to create a deficiency or a spike of spiritual energy like Genjutsu Kai, allowing the user to dissipate illusions, spiritual techniques, genjutsu or a Yin release technique, working on multiple targets if needed. This allows the user to release Genjutsu more effectively than Genjutsu Kai by 1 rank. For example, C rank Inton Kai would allow the user to break a B rank Genjutsu, S rank Kai could break a Forbidden rank Genjutsu. The exception to this advantage is Yin release techniques which require a Kai of the same rank.
Notes: The technique cannot release Tsukiyomi or KuninoTokotachi.
-Can only be used thrice per battle.
-The user must wait for 1 turn between uses.

Declined

Doable, however not at the current range, not without hand signs (this isn't ordinary kai so you don't get privleges like you do with that), not without correct logic (this needs to be targeted otherwise it will release everyone in a radius from genjutsu rather than the identified few). If you're going to release more than one person, you have to account for the chakra necessary to release multiple targets from a genjutsu. For example; if you were to release you and one other person from S-rank genjutsu you need S-rank equivalent breaking power for each partner. Not a one thing fits all, especially if you're trying to leverage releasing comrades in the same breath without contact.
-Reborn
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
6,916
Kin
2,603💸
Kumi
19,040💴
(Taiyō to tsuki no shita) - Tongue of Sun and Moon
Type:
Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: N/A (30)
Damage: 60
Description:
The user takes advantage of the strength in their legs and the terrain to bound between natural formations such as boulders or trees, ricocheting from one to the next in an unpredictable like pattern. Leaping from these formations allows the user to attack from unique angles, performing a double hurricane kick or round house punch. Should there be no terrain for the user to bounce between, they can use their chakra to form earthen or water pillars (depending on the ground beneath) to rise up to spring off of.

Declined: I don’t really see a reason for this to be A rank. B rank would suit it better, especially if it can be performed without chakra. Also, please bring it down to mid-range, and add some frequency restrictions as well.
 
Last edited by a moderator:

Priest

Legendary
Joined
Apr 7, 2010
Messages
17,053
Kin
1,529💸
Kumi
9,724💴
Status
Yin in my inventory
Yin Training https://animebase.me/threads/black-and-white.766819/
Kabuto and sage bio
https://animebase.me/threads/lady-medusa.757861/
Bought Custom Kin

Sage Art: Sanity - Senpō: Kenzen Sei
Type: Supplementary
Rank: S
Range: Close
Chakra: 40
Damage: N/A
Description:
The user would infuse throughout his entire body, sage energy and become one with sage energy. This would make the user meld with their immediate environment. Melding with the environment could be achieved in so many forms depending on the immediate matter surrounding the user. The user could meld with the surrounding air, turning himself completely into air while leaving no trace of himself and can reform anywhere there is air at a speed compared to his current movement. Likewise, the user could do this with water, earth, wood and any other organic matter. However, he is not able to attack nor can any attack affect him while in this state.
2x per battle
Only usable while in sage mode or normally by those who possess Jugo's dna.

🐉 Declined. This is a rip-off of the canon Leech All Creation Ninjutsu, and also infringes on my own Enochian CCJ.🐉

Yin Release: Pentecost - Inton: Pentekosute
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A(+50 to infused tech)
Damage: N/A
Description:
Using the same logic and Yin Release: Change to Hell where a technique is made neutral to other techniques, the user would imbue a technique of his with yin energy. This however would not make the technique change form nor would it make it neutral to the basic five. However, the yin energy would curse through the technique and make it able to play on equal terms with yin and yin level techniques if it can not do that before. Elaborately, this would make the technique infused be immune to techniques like Hungry Ghost, Hand of Sloth and other spirit related techniques. The infused technique would be able to bypass the generic immunity yin techniques have over normal techniques. This infusion technique can only be used on a single technique per use and can be used 3x per battle. Due to not being a standalone technique, Pentecost can be used in the same timeframe as another technique.


Auto-declined: get further along with your training and discuss with your sensei when you resubmit.
-Pekoms​

Kinjutsu: Chūzō - Forbidden Art: Casting
Type: Supplementary
Rank: S
Range: Short
Chakra: 100
Damage: N/A
Description:
Casting is a powerful jutsu that has to do with shedding one's particular inheritance to gain another. The technique is divided into two forms and can only be used by an advanced Kabuto bio through his soma no ko ability.

First Form
Focusing chakra throughout his body, Kabuto is able to control his vessel assimilation at the point of assimilation so that he does not assimilate all the allowed abilities from a vessel in order to retain an ability of his. He would sacrifice his ability to assimilate one of the vessel's KG or HA or AN or Mode in order to be able to retain the use of one of his ability which may be lost due to the acquisition of the vessel. This form can can only be used 1x per battle

Second Form
The user would replace the sound 5's DNA except soma no ko, with DNAs acquired in battle. Having defeated and killed a bio in battle which must be confirmed by a RP moderator, Kabuto is able to acquire his DNA, adding it to his DNA collection. However, to do this, he needs to first of all, use this jutsu to shed one of the sound five’s dna bar soma no ko OR an already assimilated DNA. This unwanted DNA would eject Kabuto's body like a premature snakelike body and turn to dust. Kabuto would now take any part of the body to be assimilated even if its only a strand of hair, assimilate it into his body by making it merge with him and through this he gains access to the DNA's cannon ability though he can only gain access to them while he is in sage mode like normal.
Only one DNA can be assimilated per battle


DNR: this CJ exceeds the scope of what is permitted for such a bio.
-Pekoms​
 
Last edited by a moderator:

jagged

Member
Joined
Mar 10, 2015
Messages
294
Kin
24💸
Kumi
51💴
(Bōfūu no hōshutsu: Zeus no rōbu
) - Storm Release: Zeus’s Robes
Type:
Supplementary
Rank: D-A
Range: Self
Chakra: 30 to transform| 10 to remain transformed every turn
Damage: -10 to 30 Chakra
Description: With a snap of the fingers(Gesture) the user manipulates the chakra of his body and transforms a part or half of it into the ‘Storm Release’ element allowing the user to pass through attacks with ease. The phasing ability is limited to attacks that equal the Rank of the technique used, wind style techniques gain +10 damage against this technique.The special effect of the element comes into play when either the opponent or an attack passes through the user when in this state. When an opponent or his attack touches the user while transformed the resulting opponent/attack has 10-30 of its chakra pool taken to replenish the user, this is achieved by Storm releases ability to absorb chakra of anything that touches it, the absorbed chakra is then used to replenish the users own chakra pools. When the cloak absorbs the chakra of an attack it weakens the opposing jutsu down to the same rank of its resulting chakra pool for instance.

A Rank nin/30 - 30/Zeus’s Robe= attack nullified

Declined: There’s no reason for this to be multi-ranked, go ahead and make it A rank. I also think the phasing ability will need to be reconsidered: assuming you’re turning into storm’s cloud form, you’ll only be able to have physical attacks (any rank) phase through you. Energy attacks of any rank can harm you. Change the type to offensive, defensive, supplementary, because an enemy passing through this transformation will definitely harm them. You’ll need a limit on how many times this can be used per battle. Also, don’t call it a shroud if you’re transforming your body, there’s an important distinction.
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,320
Kin
441💸
Kumi
7,505💴
Resubbing the first jutsu

(Nano iryō hebi) Nano Medical Snakes
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama. The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. When made contact with an opponent a few snakes can easy move from the users body into the opponent undetected and start reeking havoc inside the opponents body. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes when inside opponents body eat the opponents organs, bone marrow, stem cells. The snakes can only enter an opponent's skin thru their skin with physical contact with an opponent. The snakes are also the size of aburame bugs.

Passively - The snakes are able to passive things being in the user's body. The snakes can automatically heal small cuts and wounds, bruised bones and chipped bones and some nerve damage without the user needing to do anything about it. The snakes can also detect when the user's chakra flow is being distributed and can reset the user's chakra system. Having senchakra in them and being able to use it they can break any genjutsu besides MS level and above genjutsu. The snakes can release up to S rank genjutsu up to 3 times a battle with a 2 turn cool down between usages it will count as a turn. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. With the inside the user's body, snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per turn to replenish for the user. The snakes can not hold more than the max sencharka cap the user has. For offensively purposes when the snakes enter an opponent's body the snakes can passively destroy bones and tissue inside the opponent's body. They can also release their venom through their mouth inside the opponent's body poisoning them from the inside. The user can also have the snakes stay inside the opponent's body and be able to track them due to the user having a mental link to the snakes. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. When it comes to ninja tools the snakes can eat the tools and can take the iron in the weapons to replace iron in the user's body.

Level 1 - The first level of healing the snakes can use can be automatically activated if the user suffers from moderate damage such as deep cuts, broken arms or legs, head trauma, poison being injected into the body. If poisoned the snakes can basically eat the poison and heal and damage the poison might have caused before any of the damage becomes permanent. For deep wounds and stabs, the snakes rush to the area and heal it and close off the area by using their scales to help close off the wound from further bleeding. The scales are also used to heal and give the user snake scales on their skin giving that area a more of a defense from more attacks and replacing any missing skin with scales. For the offensive purpose, the user can have them the snakes when they are inside the opponent start eating bone marrow from the opponent's bone. The user can also have the snakes start going inside the opponent's organs and start eating them or start messing with their functions.

Level 2 - The last level can be automatically activated in extreme conditions like lost of limbs, at the point of near death, spinal injury, blindness, etc. The snakes utilize the Hashirama's DNA they have injected into them to replace body parts and damage organs by using Hashirama's DNA and melding it with the user's to replace damaged organs, limbs and parts of the body that are damaged like blindless and spinal injuries. The DNA will basically be replacing damage tissues and etc. If the user gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. When the snakes reattach a limb the snakes will then heal the area/limb to allow the limb to be used again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body.


Note: Must be posted in the user's bio or in the beginning or during a fight
Note: Must have Regeneration and Self Empowerment
Note: Level 1 last for 5 turns while Level 2 last for 3 turns.
Note: After the release of Level 2 and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again. The user can not also use Medical Ninjutsu for the next 3 turns following Level 2 ending.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count
Note: Only usable by Korra.


Auto-declined: with this CJ having a 1,000+ word count, I deem it too long.



Resubmitting Its under 1000 forgot to take out the parts of entering opponents body since L mention not to have those parts anymore

(Nano iryō Hebi) Nano Medical Snakes
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama. The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes are also the size of aburame bugs.

Passively - The snakes are able to passive things being in the user's body. The snakes can automatically heal small cuts and wounds, bruised bones and chipped bones and some nerve damage without the user needing to do anything about it. The snakes can also detect when the user's chakra flow is being distributed and can reset the user's chakra system. Having senchakra in them and being able to use it they can break any genjutsu besides MS level and above genjutsu. The snakes can release up to S rank genjutsu up to 3 times a battle with a 2 turn cool down between usages it will count as a turn. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. With the inside the user's body, snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per turn to replenish for the user. The snakes can not hold more than the max sencharka cap the user has. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. Passively the snakes can heal 5 damage per turn.

Level 1 - The first level of healing the snakes can use can be automatically activated if the user suffers from moderate damage such as deep cuts, broken arms or legs, head trauma, poison being injected into the body. If poisoned the snakes can basically eat the poison and heal and damage the poison might have caused before any of the damage becomes permanent. For deep wounds and stabs, the snakes rush to the area and heal it and close off the area by using their scales to help close off the wound from further bleeding. The scales are also used to heal and give the user snake scales on their skin giving that area a more of a defense from more attacks and replacing any missing skin with scales. In this level, the snakes heal 10 damage per turn.

Level 2 - The last level can be automatically activated in extreme conditions like lost of limbs, at the point of near death, spinal injury, blindness, etc. The snakes utilize the Hashirama's DNA they have injected into them to replace body parts and damage organs by using Hashirama's DNA and melding it with the user's to replace damaged organs, limbs and parts of the body that are damaged like blindless and spinal injuries. The DNA will basically be replacing damage tissues and etc. If the user gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. When the snakes reattach a limb the snakes will then heal the area/limb to allow the limb to be used again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. In this level, the snakes heal 15 damage per turn.


Note: Must be posted in the user's bio or in the beginning or during a fight
Note: Level 1 last for 5 turns while Level 2 last for 3 turns.
Note: After the release of Level 2 and when its duration expires, the user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again. The user can not also use Medical Ninjutsu for the next 3 turns following Level 2 ending.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count
Note: Only usable by Korra.

¤ Declined, this has far too many abilities to even start going through to check, for starters where do you even get Hashirama DNA to just randomly implant in animals? Second, these varied levels of healings are a no as well as these passive uses you're trying for. Almost every other ability here is enough to exist on it's owas single customs yet are rolled into one here? This is as close to a DNR without being one you can get ¤
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
27,992
Kin
373💸
Kumi
60,351💴
New Cycle: 02/06/2018 - 02/13/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 
Last edited:

Skorm

ιn ѕιlιco
Veteran
Joined
May 1, 2017
Messages
3,592
Kin
2,196💸
Kumi
3,441💴
Status
Awards
(If approved, dropping this[x], Fuinjutsu(if needed) is found in my bought permissions)

(Wārudorainzero) - Worldline Zero
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Worldline Zero is an advanced sword, forged by incredible materials and alloys that makes it nigh indestructible and diamagnetic, which means it responds poorly to magnetic control. The sword is shaped like a katana and has a hilt with steam-punk visuals, gears and even bio-luminescent spots on it. The sword and the hilt both carries a seal with the kanji "目覚めた" - meaning "Awoken", however the word is split up between the sword "Awo" and the hilt "Ken". Each time it's master touches this seal their hidden OR advanced abilities are enhanced with overflowing chakra that fluxes through the seal. The user will be in contact with this seal at all times when having the sword in combat, although only one seal can be active at a time. It consumes a move to swap seals, and as stated previously, only one can be active at the time. If the user activates the seal on the swords handle it will increase the swords cutting capabilities and grant the user a boosted kenjutsu melee of +1 rank(+20dmg>S-class). When the seal "Ken" is active, it boosts the users advanced element/hidden abilities with +20 damage and +10 chakra. The sword can have two wielders but only one at a time. It's the clan symbol of the Organization of Hellsing and is one of the clan's most sacred relics. The sword is extremely sharp and can be used in free-form as well as standard kenjutsu moves. If the user wants, they can perform a free-form kenjutsu move with the equivalent of S-ranked damage, but that will consume a move-slot and can only be done thrice per battle.
Note:
Can only be used by Skorm

Declined: For the Bold/Red, I am not approving a catch-all boost to any AE/HA you want according to which bio you have without any other logic behind other than "it's a seal and it just works". Pick ONE AE or HA to boost and stick with that.
For the Bold/Gold, Freeform damage will always be 5 damage unless you have a specialty that states otherwise. Abilities like this on any weapon or custom that lets you boost freeform damage will never be approved. - Daemon


(Meiton/Fuinjutsu: Wandāuōru ) Dark/Sealing Arts: Wonderwall
Type:
Supplementary
Rank: S-rank
Range: N/A
Chakra: 40
Damage: N/A
Description: Wonderwall is a specific seal that is placed on the users body at the beginning of a match(or if the user possess medical ninjutsu can be placed right on the bio forever). This seal will be infused with chakra that the user eventually seals in their dark marks during a battle or other activity. The marks are directly connected to the seal and the user will chose to send the chakra into the seal or not, this is done passively. The maximum amount of chakra the seal can store is 40, when this is done the seal will start to glow in a black spectrum. The seal will then automatically burst the chakra into the users own system and can act as an detergent against mind-controlling jutsus by spiking the users chakra balance. This will cleanse the user from up to S-ranked genjutsu. The seal also have another setting to it, which is that when it is fully charged with chakra, it can passively be added to any dark release technique the user uses and split the 40 chakra points into 4 moves and ultimately give each of those 4 moves +10 in chakra value. Both forms of this seal can only be used twice per battle each and the seal will never work unless fully charged. The seal can be placed on comrades or summons that has the ability to use the dark release too. Requires full knowledge of basic fuinjutsu and complete mastery of the dark release.

Note: Can only be used twice per battle with a 3 turn cool-down.
Note: Can only be taught by Skorm.

Declined: (Bold/Gold) This property is basically a way to try to work around body seal rules and won't be approved by me in this form seeing as how you don't have advanced Fuuin. (Bold/Red) I have no issues with fuuinjutsu seals havnig multiple abilities but they have to be related somehow, in this state it's first and second abilities really have no correlation with each other and seem to be two seals put into one. My advice to you is to forego the genjutsu part and focus on the secondary part of the technique but I'll let you decide that for yourself. Due to Dark's ability to absorb chakra based on chakra count, boosting their chakra values will have to be active. - Daemon

(Meiton/Fuinjutsu: Mākā ) Dark/Sealing Arts: The Marker
Type:
Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The Marker is a psuedo dark mark that imitates a dark seal but can be placed on any surface(such as a rock, ally, clothing etc). The marker is effectively a sealing formula that has been infused with dark release chakra and uses the same functionalities as the dark marks. It is not as strong as the real dark marks obviously, but can function up to S rank in dark release absorption. The seal will Passively absorb chakra that is struck by it, following S/W of dark release up to S-rank. The user of the seal can then weave a special handseal when they want the remote seal to unleash the sealed chakra into a blast of dark release. There are three seals the user can use and for each handseal they make, the marker will unleash the dark chakra differently. If the user does the Ram seal, the marker will unleash the dark chakra into a concentrated beam of dark chakra straight up from its location. The beam will then scatter and fall to the ground, causing black rain consisting of dark chakra. If the user does the Boar handseal, the marker will unleash the dark chakra into a spheric barrier around it that is 5 meters in diameter and height. This barrier can withstand damage that S ranked dark release can take on. The last seal, Snake, sends the dark chakra from the marker into the ground from its local position and digs itself in a narrow path only to erupt into a geyser of dark release in an omni-directional field from the markers location. Each different release forms of the marker is considered S rank in dark release strength. The beam and the geyser reaches up to long-range from the markers position. The seal can be placed twice per battle. Requires full knowledge of basic fuinjutsu and complete mastery of the dark release.

Note: Can only be used twice per battle.
Note: Can only be taught by Skorm.

Declined: (Bold/Gold) This has already been done by NK/Klad through their own Dark/Fuuinjutsu techniques. I suggest you contact them someway to get permission to submit something similar. (Bold/Green) This right here is a no-no the absorption will be active. The rest of the technique while I appreciate it's utility and creativity is trying to do too much. I won't let you have a seal that can absorb somethnig passively then have three other types of usages in the same technique. Narrow it down to one of these usages. - Daemon

(Meiton: Desuabatā) Dark Arts: Death Avatar
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Death Avatar is a technique that is influenced on the dark clone technique but instead of summoning clones, an avatar of darkness issummoned on the field. The user performs a sequence of three handseals and creates the entity. The death avatar may vary in size stretching down from human size to that of a large vampire squid. Being made by the dark release itself, the death avatar can tank anything that S rank dark release can tank. Albeit being very similar to the dark clones, the death avatar has a very unique feature except its size variation and strength and that is that it can inhabit a summoning (Animal Contracts only) by merging with a summoning they control. This will coat the affected body with the chakra the death avatar is made by and while at the same time giving the affected body the same resistance as the death avatar, also being controlled by the user of the technique. In combat, the death avatar may perform all dark techniquesand even custom fighting styles based on dark release that the user knows up to A-rank. The death avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the death avatar (S-ranked dark chakra). Once used as a coating, Death Avatar loses the ability to use techniques. Due to this being a sustaining technique, The user may only use Dark Release, Fire, Lightning and non-elemental ninjutsu as long as Death Avatar is on the field. The creation of the death avatar requires absorption of an S-ranked technique through the users dark marks.

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the dark release up to S rank.
Note: No dark release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.

Approved: Edits made in Bold/Gold - Daemon
 
Last edited by a moderator:

Reborn

Legendary
Joined
Aug 15, 2010
Messages
14,090
Kin
661💸
Kumi
6,650💴
(Inton: Shibito Tatchi) - Yin Release: Deadman's Touch
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 50 (-100 from opponents)
Damage: N/A (-10 per use)
Description: The user will siphon the spiritual chakra from opponents making them weaker and more susceptible to spiritually and mentally debilitating techniques. The technique requires the user to make physical contact with their target. Unlike traditional chakra absorption, the chakra does no transfer between the target and the user, but rather, the user’s chakra simply rips the spiritual chakra from the target. Once hit, existing techniques or modes of the opponent that require consistent chakra output/manipulation will end as well due to the sudden reduction of chakra. Likewise, the target becomes more susceptible to genjutsu and spiritual/mental taking an additional 20 damage from spiritually afflicting techniques. The effects of this jutsu last for a total of 3 turns and can only be used twice per battle.

Note: Yin Release Masters may use this technique through objects to extend the range of the jutsu’s affect, rendering anyone who touches it to suffer its effects. However, the guided object cannot stray further from short range from the user.

(Inton: Genjitsu Genjutsu) - Yin Release: Reality Illusion
Type: Defensive/Supplementary
Rank: A - S
Range: Short - Mid
Chakra Cost: (Equal to the technique being used on + 20)
Damage: Equal to the technique used on
Description: This techniques allows for the user to render reality affecting entities and techniques into illusions for the user’s own benefit. The user accomplishes this by making four hand seals and altering the balance of physical and spiritual energies existing in a technique or chakra entity such that the presence of Yin is stronger and the properties are reconstructed from existing in reality to existing purely in a mental and spiritual plain. The user may utilize this technique on their own, comrade, or enemy techniques or chakra entities. Once the chakra has been imbalanced and turned into an illusion, the user may direct the reconfigured genjutsu onto whoever capable within range (or themselves). The genjutsu will be identical to the technique it was used and will generate the same effects within the genjutsu that it would’ve in reality. For example; if a jutsu created a quake or scolds the skin, the earth would quake and the skin would burn. If used against adversaries, the user may add hypnotic suggestion to alter or create false memories/suggestions in the opponent to make it harder for them to discern the effects of the genjutsu (in the same vein as Kuniotokotachi). This technique can be used on techniques of all ranks but only generates a genjutsu of up to S-rank. The genjutsu will take the rank and damage of the jutsu it was used. S-rank version may be used three times per battle and only once on Forbidden ranked techniques. Collectively, this technique can only be used 4 times per battle.

Note: This technique cannot be used on other Yin, or Yin-Yang techniques. However, given the nature of this technique, it may be used against Yang techniques to neutralize them. In which case, both techniques cancel out.
Note: At the use of this technique, the reconfigured technique becomes a Yin Release Genjutsu. The genjutsu cannot be blocked except from other Yin, Yin-Yang related abilities. However, the genjutsu created are subject to being broken like ordinary genjutsu.
Note: This technique may be used once every other turn. S-rank require two turn cool down before re-use and prevents the user from using Yin-Yang (and components) for that duration as well.
Note: Should the user expend more than 80 chakra on any given usage of this technique, the user will suffer recoil damage from extensive exertion of their Yin chakra (-20).

If needed, Permission from Drackos who possesses a CFS similar to this concept
(Inton: Akuma no Awa ) Yin Release: Demonic Bubbles
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 80 (-20 per turn active)
Damage: N/A
Description: Bubbles is a demonic spiritual creation similar in nature to the Hungry Ghost. The user invokes Bubbles by first absorbing chakra from the desired targets. Once absorbed, the user will then make four hand signs summon Bubbles and feed the absorbed chakra to it. Bubbles works in a way similar to Hungry Ghost in relation to the tethering/attachment to individuals. Whenever a genjutsu directed toward the target possessed by Bubbles, the latter will aid in both the victim’s capture and making the illusion stick. As far as capture goes, Bubbles will force any genjutsu directed toward the target to grab hold and affect them. Following the target being caught in genjutsu, all subsequent attempts to disrupt the imbalance caused by genjutsu by the victim will be reduced by 1-rank. This affect cannot be applied towards Genjutsu that prevent one form of Genjutsu breaking. Bubbles makes the attempt to break genjutsu less effective by weakening the target’s spirit. This is applied so long as the victim is subjected to Bubbles. Similar to Hungry Ghost, one may dispel Bubbles through greater surges from Yin, Yang, or Yin-Yang techniques. However, dispelling Bubbles does not remove any genjutsu affecting the target. Removing Bubbles only removes the debilitating effects it has on the target. Bubbles will naturally last 4 turns unless dispelled and can only be used five times per battle.

Note: Bubbles may be attached to more than one target at a time should the user have absorbed chakra from multiple targets. Attaching to multiple targets will require an additional 20 chakra for every target.
Note: There is a two turn cool down before being able to re-use Bubbles.
Note: While active, the user is incapable of using Yin-Yang, or Yang techniques.

¤ Approved, made edits to them ¤
 
Last edited by a moderator:

Onii Chan

Active member
Veteran
Joined
Apr 6, 2015
Messages
3,566
Kin
97💸
Kumi
767💴
Awards
https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-74#post-21565583
- practically looking to combine/remove the first two in the link i provided, or at least the second one.

(Kōton: Hojūgane Toransumyūto) Re: Transmutation
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra: Infinite
Damage: N/A
Description: The user will firstly clap their hands together then by using their own chakra they'll expel it into the atmosphere; this'll be a later setup as the chakra expelled will be a very bright blue color to represent the primitive color of its essence. Later as Steel is manipulated by the user and casted it'll immediately latch itself upon it thus gifting it a visible light thin aura of chakra. Once or if any of the steel is destroyed that has the aura placed upon it then the chakra aura will be consumed automatically to repair its structure nearly instantly. After repairing a single piece of steel the aura will disperse due to the chakra being consumed to repair the steel, therefore the user will have to perform this technique once again on that particular piece of steel to re-enable the aura on said individual piece. Each piece requires 10 chakra to cover regardless of rank; the user may choose to spend all their chakra or a small amount depending on how much the user chooses is how many steel techniques or structures will be covered in the aura at said time of casting this technique. This jutsu can ideally be used as a passive during their first post in battle.

🐉Declined. First, infinite chakra? No. Secondly, just make this an infusion technique that's uses a move slot and is used in the same timeframe as a steel technique, allowing it to reform once when it's hit by a technique up to a certain rank, with a usage limit and a cooldown period.🐉

(Tōrumā) - Mjölnir: Hammer
Type:
Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The technique of ''Hammer'' (Tōrumā/Mjölnir) is a representation based on the norse mythological appearance of Thor's Hammer, its celtic/germanic tribal writings deeply engraved into its surface brings about almost a instant fear or respect to those fighting with or against him. This aspect is now passively granted onto the user of this technique; every steel structure not only now has a deep engraving of norse art of old but now constantly has a electrified current that flows and sparks amongst its very essence equal to that of S-ranked lightning release ideally now has a white/silverish coloration to keep its depiction of the real Mjölnir.

🐉Declined. Resub this as a Lightning Release technique that adds +20 damage to Steel techniques(+10 if you wanna boost S-ranks and up), and give this the proper restrictions.🐉

(Uchūebi) - Jörmungandr: The World Serpent
Type:
Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: 60
Description: Jörmungandr/Uchūebi (english: The World Serpent) is the first puppet made entirely of steel, a large comprised structure of hardened mass consisting of a knightly design; a height of 8 feet, weighing almost 600 pounds of pure strength and gravity. Amongst his heavy like armor compliments a enlarged tower shield and long sword of the same element that he bares as arms to defend itself against the adversary. Its name is of norse origin, unique to the modern even old shinobi world, its translation is ''The World Serpent'' meaning a serpent that wraps itself around a mythical world called midgard and proceeds to consume its tail. Jörmungandr, the name is a tribute to the child of Loki, a norse god which was notorious for shapeshifting and being malicious. Unlike the majority of other puppets this one doesn't revolve itself around a offensive tactic, however its purpose is to defend itself independently as he draws slowly near the opponent to deliver a blow with the sword. Its tower shield's goal is to defend, as all shields should, however its unique ability is like no other. The tower shield is a three piece structure, the front acting like double doors as the backside acts as a protective wall for the puppet. Once the opponent delivers a attack of any type towards the puppet The World Serpent will go into a defensive stance; shield pointing forward as it covers the entirety of his body. At this moment the shield opens up acting as a doorway to the void, the technique will enter no matter the size or rank as its absorbed into the puppet's shield. When absorbing this'll slowly increase the size of the puppet to make room for the extra chakra built up inside, ideally the body and weapons alike will start to degrade, this act is called the Ouroboros technique. Slowly as the puppet continues to absorb techniques parts of the armor will crack and show rust, cracking will open a gateway for the chakra to seep through therefore causing a sharp chirping noise although it wont be enough of a loss of chakra to require calculation; but a mere cosmetic. Eventually the puppet will consume a total of 8 techniques (8 representing the ouroboros) and now having the appearance of a enlarged fat knight it'll explode to cause a maximum DMG output thats equal to that of the chakra absorbed (add up the cost of each consumed technique = DMG caused) within a medium radius. Within the aftermath of the explosion it'll leave a visible massive crater in the ground where it committed suicide, this is a representation of the ideology called Ragnarök where the norse civilization believed that a day would come where the world would end; doomsday.
- Can consume all three moves of the adversary, however each one will minus how many the user can perform that turn
- All Steel weaknesses and strengths apply to its bodily comprise
- Requires knowledge of Steel
- Can only be summoned once
- The user is required to carry a large steel scroll on their person
- Ragnarök can damage the user aswell if amongst the blast radius


Declined: in order to have a mechanism such as "a doorway to the void", fūinjutsu is required. But even supposing that the prerequisite was satisfied, the mechanism itself is bereft of adequate details and restrictions.
-Pekoms​
 
Last edited by a moderator:

Typhon

Active member
Legendary
Joined
Apr 29, 2009
Messages
15,992
Kin
655💸
Kumi
6,678💴
Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21305078

(Suna no Jutsu: Eien no Mono) - Sand Technique: Shai-Hulud
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90
Description: This technique was created based on an old Sunagakurian legend in regards to how the desert in which the Village resides was formed. Long before humans roamed there existed a species of sand worm that inhabited the world. These beasts were massive and it is said that they churned the earth into sand using their tooth filled mouths as they burrowed through the ground. It is by this method that the legend claims the deserts of the world were created, and thus the Shai-Hulud have a revered status in Suna mythology. This technique uses sand to recreate the legendary worms and birth new deserts when needed. Either from already existent sand or from grinding up the earth below the user will perform a single handseal form a single massive sand worm, or multiple smaller ones. The single version is similar in size and shape to Katsuya, when multiple are created their size is halved every time the number increases by two. At first the worm will move throughout the battlefield turning the earth it moves through into sand. This can be entirely beneath the surface, or the worm can move so that the surface of the battlefield turns to sand as well. This can continue until the entirely field has been converted into sand, at which point the worms stay dormant until vibrations on the surface draw their attack. The user can also at any point command it/them to attack in a manner of their choosing. To create smaller ones the user simply creates two at half the size of the initial, creating two worms of a rank one less than the original. Using this they can create 1 F-rank, two S-rank, four A-rank or eight B-rank worms. It takes one turn for the worm/worms to completely change the field to sand, assuming the field is earth and not something else like water or metal.
-Can only be used once per battle.
-No techniques above S-rank for two turns after use.
-No techniques above A-rank for one turn after use.
-Cannot be made directly under the target.
-Can only use sand, wind and earth techniques while active
-Lasts for 2 turns for F ranks, 3 turns for S rank and 4 turns for A rank and below.
(Suna no Jutsu: Eien no Mono) - Sand Technique: Shai-Hulud
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: This technique was created based on an old Sunagakurian legend in regards to how the desert in which the Village resides was formed. Long before humans roamed there existed a species of sand worm that inhabited the world. These beasts were massive and it is said that they churned the earth into sand using their tooth filled mouths as they burrowed through the ground. It is by this method that the legend claims the deserts of the world were created, and thus the Shai-Hulud have a revered status in Suna mythology. This technique uses sand to recreate the legendary worm and birth new deserts when needed. Either from already existent sand or from grinding up the earth below the user will perform a single hand seal and form a massive sand worm similar in size and shape to Katsuya. As the worm travels through the ground it converts the surrounding earth within short range to sand. It can be used to breach like a while and crash down on a target, or rise up from beneath a target to swallow them and pulverize them with a mouth filled with grinding teeth of sand. When complete the worm collapses into a large dune of sand.
-Can only be used twice per battle.
-No other sand techniques in the same turn.


Made it a single usage rather than turn based, dropped rank to S, rewrote pretty much the entire usage part of it, adjusted restrictions accordingly.

Update Approved: Note that this will always have to be made within short range of you and travel towards its target. - Daemon
 
Last edited by a moderator:
Status
Not open for further replies.
Top