Custom Jutsu Submission - IV

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The_Empire

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Samuraiseibāāchā | Samurai Saber Archer
Type: Offensive | Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Samurais who has the love for archery also could use the same concept as Samurai Saber but with bows and arrows and even crossbows. They would coat their arrow in chakra and using shape manipulation they can change the chakra shape into whatever they see fit. This can only defend against A rank and below techniques. This gives them more range then a sword.

Declined: I'm pretty sure you can do this with Samurai Sabre already - Daemon


Kuikkudorōācherī | Quick Draw Archery
Type: Offensive | Defensive
Rank: A
Range: Short - Long
Chakra Cost: N/A
Damage Points: 60
Description: SSA is a technique that uses the concept of Iaido; and still can only be used by Samurais, but in the form of using bows and arrows and crossbows. They would use this technique to quickly draw out their bow and taking an arrow and pulling it back and releasing it. This can be done to prevent handseals for Ninjutsu but in the form of using Archery instead. The speed follows the same rules as Iaido.

Declined: Per usesr's request - Daemon

Updated Version Hachimaru Samurai Bio
 
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Alyx

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(Hyouton: Karisuma wo Touketsu) Ice Release: Freezing Charisma
Type: Supplementary
Rank: B rank
Range: N/A
Chakra: N/A (+ 10 Per Infusion)
Damage: N/A
Description: One of Anastasia’s signature techniques, utilizing one’s ability to use their ice-based chakra to infuse into future water and wind-based techniques. Upon its activation – this technique immediately locks the user out of the ability to utilize any other element bar that of Ice, Water and Wind. This, however, allows for them to use this infusion to change the nature of their techniques, allowing for them to become completely frozen or drop the temperatures drastically. In the case of water techniques, the water upon its formation immediately becomes frozen solid. Normally this would be considered a drawback to most but the user control over the technique’s manipulation – those an example would be if the user forms an orb of water around the opponent. This instead becomes an orb of ice that solidifies and keeps the opponent in place but the user can still manipulate the orb to instead be a triangle prison of ice instead. This leaves a large room for creativity in the technique’s execution. In the case of wind techniques however it differs as rather than freezing like water, the wind techniques temperature instead drops immensely. This causes techniques for example that forms tornadoes to have visible icy winds flowing around it that can cause intense freezing damage but also cutting/pelting damage by the ice within. This infusion lasts three turns, with it only be able to be used twice per battle. It’s initial activation can be done within the same time frame as another technique but then remains passively active until it’s duration times out, which at the end leaves the user unable to use water, wind and ice above A rank for two turns. This doesn’t increase the power of the technique but those that lack any sort of damaging properties will gain defensive/offensive power rivaling it’s rank. It also gains the inherent strength and weaknesses of ice release.

Declined: lmao no at the bolded - Daemon

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-20637078
(Jūho: Tamashii no Hairetsu) Gentle Step: Soul Array
Type:
Defensive
Rank: S -ranked
Range: Short
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: A technique that was inspired by the Hyuga’s Eight Trigrams Absolute Heavenly Spin which was created to deal/handle with faster moving opponents. The user will channel there chakra from all tentektsu’s in an emergency and release the chakra instantly as a layer of chakra over the user’s body. This layer of chakra manifests as an extension of the clan’s “absolute” defense technique. The layer of chakra leaves a light blue hue of chakra resonating around them. This actual nature behind this technique is that much like the rotation this chakra is constantly spinning around the user’s body and limbs rapidly to the point that it’s hard to notice. The spinning layer of chakra acts like a constant shield which the user can use to defend against techniques that directly target the body. This adds some protection to the natural blind spot of the user’s Byakugan. When clash against an enemy in close rnage combat, the revolving chakra will “push” off the enemies back and allows some distance to be cleared for the user(5m). The revolving chakra can play on equal terms with elemental chakra up to S-rank. Can be used once per battle, lasting four turns; which while active the user is unable to utilize any Gentle Fist techniques above A rank or any above S rank in the turn it ends.

Updated Approved - Daemon
 
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Skorm

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(Jinton: Hāmonikkureiji | Dust Release: Harmonic Rage)
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Harmonic Rage is a supplementary technique that is used to further increase the effect of any dust release technique the user knows within the same time frame. The user perform two extra seals towards their original count and infuse extra chakra into a technique(+10) and increase its damage by 20 points.

Note: Can only be used four times per battle.
Note: Requires a cooldown of two turns after usage.
Note: Can only be taught by Skorm.

(Jinton: Chūmon suru chikai | Dust Release: Oath to Order)
Type:
Supplementary
Rank: A/S-rank
Range: N/A
Chakra: 30/40(-10/15 turn)
Damage: 60/80
Description: Oath to orde is a simple technique which combines dust release and advances chakra manipulation. The user touches any object they want to affect or weaves three seals to affect an object up to mid-range away from them. The technique infuses a chosen object(as long as it has a physical structure, such as a solid or liquid) and coat it with a 2D barrier, only a mm thick. This barrier will disintigrate anything it touches and deal massive amount of damage following the S/W of dust release. This barrier can only coat one object at a time or if S-rank version is used, two objects can be coated at the same time but each coating will be of A-rank. This barrier can be combined with other elemental barriers that does the same thing. The user can soend additional chakra passively to fuel the technique, making it last longer at the cost of their chakra reserves. The user can coat themselves or clones or summons as well.

Note: A-rank variation can only be used four times per battle while S-rank version can only be used twice.
Note: Requires a cooldown of two turns after usage for S-rank version but only one turn for A-rank version.
Note: Can only be taught by Skorm.
Still unchecked^

(Jinton: Rasutaraizu | Dust Release: Rasterize)
Type:
Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will expand a 3D field using their own body as a base for the expansion of the technique. This means the 3D shape expands around the user in all directions. Depending on the rank of the technique it will reach short(B rank), mid(A rank) and long(S rank). Everything that is captured in the field(that has a cubic formation at the edge) will be disintigrated which will essentially rasterize the user away from their surroundings and leave them intact while everything around them is disintigrated. B rank can be used at all times, requirung a single seal. A rank can be used 4 times, once every secound turn and requires two seals. S rank can be used twice, requiring a cooldown of three turns and requires three handseals.

Note: Can only be taught by Skorm.

Dust training if needed;


Declined: Since this is a dust technique and three dimensional space matters a lot to the element, give actual size dimensions for the size of these creations. - Daemon
 
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Alyx

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(Hyouton: Karisuma wo Touketsu) Ice Release: Freezing Charisma
Type: Supplementary
Rank: B rank
Range: N/A
Chakra: N/A (+ 10 Per Infusion)
Damage: N/A
Description: One of Anastasia’s signature techniques, utilizing one’s ability to use their ice-based chakra to infuse into future water and wind-based techniques. Upon its activation – this technique immediately locks the user out of the ability to utilize any other element bar that of Ice, Water and Wind. This, however, allows for them to use this infusion to change the nature of their techniques, allowing for them to become completely frozen or drop the temperatures drastically. In the case of water techniques, the water upon its formation immediately becomes frozen solid. Normally this would be considered a drawback to most but the user control over the technique’s manipulation – those an example would be if the user forms an orb of water around the opponent. This instead becomes an orb of ice that solidifies and keeps the opponent in place but the user can still manipulate the orb to instead be a triangle prison of ice instead. This leaves a large room for creativity in the technique’s execution. In the case of wind techniques however it differs as rather than freezing like water, the wind techniques temperature instead drops immensely. This causes techniques for example that forms tornadoes to have visible icy winds flowing around it that can cause intense freezing damage but also cutting/pelting damage by the ice within. This infusion lasts three turns, with it only be able to be used twice per battle. It’s initial activation can be done within the same time frame as another technique but then remains passively active until it’s duration times out, which at the end leaves the user unable to use water, wind and ice above A rank for two turns. This doesn’t increase the power of the technique but those that lack any sort of damaging properties will gain defensive/offensive power rivaling it’s rank. It also gains the inherent strength and weaknesses of ice release.

Declined: lmao no at the bolded - Daemon

Updating: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-20637078
(Jūho: Tamashii no Hairetsu) Gentle Step: Soul Array
Type:
Defensive
Rank: S -ranked
Range: Short
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: A technique that was inspired by the Hyuga’s Eight Trigrams Absolute Heavenly Spin which was created to deal/handle with faster moving opponents. The user will channel there chakra from all tentektsu’s in an emergency and release the chakra instantly as a layer of chakra over the user’s body. This layer of chakra manifests as an extension of the clan’s “absolute” defense technique. The layer of chakra leaves a light blue hue of chakra resonating around them. This actual nature behind this technique is that much like the rotation this chakra is constantly spinning around the user’s body and limbs rapidly to the point that it’s hard to notice. The spinning layer of chakra acts like a constant shield which the user can use to defend against techniques that directly target the body. This adds some protection to the natural blind spot of the user’s Byakugan. When clash against an enemy in close rnage combat, the revolving chakra will “push” off the enemies back and allows some distance to be cleared for the user(5m). The revolving chakra can play on equal terms with elemental chakra up to S-rank. Can be used once per battle, lasting four turns; which while active the user is unable to utilize any Gentle Fist techniques above A rank or any above S rank in the turn it ends.

Updated Approved - Daemon
Removed bolded.

(Hyouton: Karisuma wo Touketsu) Ice Release: Freezing Charisma
Type: Supplementary
Rank: B rank
Range: N/A
Chakra: N/A (+ 10 Per Infusion)
Damage: N/A
Description: One of Anastasia’s signature techniques, utilizing one’s ability to use their ice-based chakra to infuse into future water and wind-based techniques. Upon its activation – this technique immediately locks the user out of the ability to utilize any other element bar that of Ice, Water and Wind. This, however, allows for them to use this infusion to change the nature of their techniques, allowing for them to become completely frozen or drop the temperatures drastically. In the case of water techniques, the water upon its formation immediately becomes frozen solid. Normally this would be considered a drawback to most but the user control over the technique’s manipulation – those an example would be if the user forms an orb of water around the opponent. This instead becomes an orb of ice that solidifies and keeps the opponent in place but the user can still manipulate the orb to instead be a triangle prison of ice instead. This leaves a large room for creativity in the technique’s execution. In the case of wind techniques however it differs as rather than freezing like water, the wind techniques temperature instead drops immensely. This causes techniques for example that forms tornadoes to have visible icy winds flowing around it that can cause intense freezing damage but also cutting/pelting damage by the ice within. This infusion lasts three turns, with it only be able to be used twice per battle. It’s initial activation can be done within the same time frame as another technique but then remains passively active until it’s duration times out, which at the end leaves the user unable to use water, wind and ice above A rank for two turns. It also gains the inherent strength and weaknesses of ice release.

Approved - Daemon
 
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Sauron

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Updating:

Summoning Animal: Cougars
Scroll Owner: Sauron
Other Users who have signed contract: N/A
Summoning Boss if existing: Goddess Adara
Other Summoning Animals tied to contract:

  • (Kuchiyose:Tsuin Tozu Ando Fiela) Summoning: Panther Twins Solis and Luna
  • (Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser
Description and Background: Cougars are often found in the most northern parts of the ninja world, they are accustomed to cold climates, and as a result have a resilience to cold temperatures, they are not really effected by natural snow or general arctic environments. Living in such harsh weather conditions, the most difficult aspect of the weather to deal with is the sharp, gale force winds that carry the chill making the already icy conditions feel much colder than they actually are. Cougars learned to harness this wind and redirect it around their bodies so as to avoid the worst of the chill allowing them to live in what would otherwise be uninhabitable climates. As a result cougars became wind specialists being able to use all cannon wind jutsu and any custom wind techniques the user knows, using them with simple gestures and such. Due to their affinity all of their wind jutsu have a passive +10 damage increase.

Being natural predators that like to go unnoticed, they have a passive technique where their chakra is always suppressed so that they can't be sensed. They can only be sensed by chakra sensory types when they use a jutsu as it causes their chakra to spike. Being hunters they have an excellent sense of smell being able to distinguish different people, bodies and summons on the field. Also capable of having a mental link with the user.

New custom:

Crystal Tracking (Advanced Crystal Release Telescopic Technique)
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/a
Description: The user will perform a handseal releasing their chakra up to long range around them. In doing this they will crystallise moisture in the air on a microscopic scale, not enough to be seen, though if it's sunny, they will be a slight sparkle in the air as though there was glitter. Aside from that only doujutsu users would be able to see this. The user will hold this in the air at the cost of 5 chakra per turn. This has two uses, first of all the user will be able to sense any movement of the particles of crystal, alerting to something coming their way even if they were blinded or if it were coming from behind them. The second plays on the (Tomegane no Jutsu) - Telescope Technique, in which, the user creates a thin layer of crystal over one of their eyes which acts as a screen connecting to the crystal particles in the air. The user will be able to see all around as long as the crystal remains. The crystal particles can only be used for this jutsu.

Note: Usable 3 times
Note: Lasts for 4 turns.
 
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Zatanna

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(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type:
Weapon
Rank: S
Range:
Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.

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Approved: Rank of Weapon dropped, did not need to be F rank at all. - Daemon
Updating

(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.

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Approved with Edits made - Daemon
(Fuuinjutsu: Ido o okurasero) - Sealing arts: Delayed action
Type:
offensive/defensive/supplementary
Rank: D-A
Range: Short
Chakra: 10-30
Damage: N/A
Description:
The user with either a premade or written seal for 'delayed' seals an incoming attack or tool from the user themselves. Much like a timed explosive tag, this seal is on a timer which is then released 2 turns later. Additionally the user is able to seal in an attack much like a Kote, except with the same timed delay.
Note:
Can not be used while something has been delayed.

Declined: Usage Limits? Also word this technique better, its a bit hard to follow. Also what ranks can this seal store? - Daemon

(Nintaijutsu: Saani mukō e, Purasu Urutora) - Ninja Body arts: Go Beyond, Plus Ultra
Type:
offensive/defensive/supplementary
Rank: A-F
Range: Short-Long
Chakra: 30-50
Damage: 60-90 (-10 to user)
Description:
A core technique for close combat taijutsu users, this technique derived its name from the ninja that seeks to go beyond conventional fighting, and using everything at their disposal to win. The use of ninjutsu and Taijutsu, its a simple case of applying chakra to their taijitsu techniques while using the environment to their advantage. While at low ranks this could be something such at picking up a rock to throw towards an opponent with great strength, where in higher forms the user with actually compress and conduct their chakra into their fist along the lines of Chakra Enhanced Strength, however instead of releasing it into the technique, the user releases it outwards to form a massive chakra burst from their fist, effectively hitting everything infront of them in short range.

A
At this lower rank, the user can lift massive boulder out of the ground, punching or kicking them towards opponents. While being hit my a massove rock itself would do damage, the increased strength from the user infused with their chakra increases this to the max as they pass this chakra into the boulder. Upon contact the rock explodes causing large rock shrapnel to fly everywhere.

S
With an increase in rank, the user pushes their body to the upmost limits, being able to deal blows equal to the best taijutsu masters. As the user is able to strike the ground creating a mid range shockwave, they also create a large crator, as the rocks are thrown into the air. Simultaneously striking them, the user unleases a barrage upon the opponent(s) of natural material, each one coming increadibly fast thanks to the users massive strength boosted by the chakra.

F
A technique that gains its name from its parent, the Plus Ultra causes the user to go beyond their limits, causing damage to themselves as they force every fibre of their body to strengthen. Any strike to physical objects wpuld be too much, causing them to shatter instantly, however striking an opponent and unleashing the chakra causes a huge flash of light as they are sent flying away by the chakra explosive punch. Should the user perform this without an enemy infront of them, there will only be a large chakra explosion within the user covering all of short distance.
Notes:
S rank can only be used 3 times
F rank can only be used once
There must be a 2 turn cooldown inbetween each use regardless of rank.

Declined: This is three separate techniques jammed into one. - Daemon
 
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Geezus

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Nine Tails in Inventory -

Bijutsu - Bijūdo | Tailed Beast Skill - Tailed Beast Fury
Rank:
C
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description: This technique is a passive skill granted to Tailed Beasts, and by extension their Jinchuurikis. As the Tailed Beasts are beings made of pure chakra, they are able to maintain control and sentience through their chakra when the Jinchuuriki is using a transformation that allows the use of chakra arms or partial transformations. The Tailed Beast may independently control the body parts allowing them to act on their own with or without input from the Jinchuuriki and allowing the Tailed Beast to fight without being fully released. This allows the Tailed Beast to protect their host against threats they may not be aware of or even surmount a surprise attack when the opponent least expects it. Due to the unpredictable nature of this ability, this control can be initiated at any time not costing a move and within the same timeframe as another technique. This skill makes it hard for even a fully matured Sharingan user to track and react to the sudden movements as there are no outward signs to signify the manipulation taking place.
Note:
The jinchuuriki must have a chakra shroud or be in initial transformation to use. Naruto bios may use this technique in any of his Bijuu Modes.

Approved: Gave it a chakra cost - Daemon


(Fuuinjutsu | Anka)- Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: N/A
Chakra: -20 per turn
Damage: N/A
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor seal is a unique body seal technique that utilizes the properties of the Earth Release: Super Added Weight Technique. The seal's formula is directly connected to the user's chakra network in order to protect the user's chakra from being absorbed or drained by outside means by utilizing the principles behind the Super Added Weight Technique, which allows the user to drastically increase the weight of objects. The seal does this by applying the weight to the user's own chakra passively weighing down and anchoring the user's chakra to their network via the seal. The seal working similarly to sealing techniques used to keep Tailed Beast sealed within their host or vessel, allowing the user to release their chakra as needed with no issue. However, in this case, it's function is keep the user's own chakra from being drawn out by unsolicited means. This seal may be passively activated and stays active as long as the user has chakra to maintain it. While active, it causes the user's chakra to be substantially heavier and makes it harder to drain chakra from the user's body. In order to drain or absorb chakra directly from the user's body, the opponent would need to utilize an equal ranking technique which is capable of draining the user's chakra with no issues. Lower ranked absorption/draining abilities would fail in their attempts to draw out the chakra from the user's body and the user would therefore be unaffected by them.
Note: Must be stated in the user's biography.

Declined: The way Earth Release is applied here is a little flawed. Arguably, the effects you want to achieve aren't actually feasible. At least not in the way you've attempted here. The Added Weight technique magnifies weight, which is an intrinsic property of physical objects. Chakra is energy, something non-physical. Moving past that though, you say it functions similarly to the Biju seals as justification for the technique not affecting your use of it, but this is a flawed comparison, since we're talking about entirely different pools of chakra in that case. The seal directly targets your chakra by intensifying its weight, so how would this not affect your ability to wield it normally? – Goetia

Fuinjutsu| Anka Bājon Tsū - Sealing Arts | Anchor Version 2

Rank: S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: Like the Anchor Seal, this sealing technique utilizes the properties of the Earth Release: Super Added Weight Technique but instead can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent that connects directly to their chakra supply. This weighted object will encase this limbs or body of the opponent and depending on where it was applied and effectively seals the opponent's movement by utilizing the seal as a anchor. The seal makes it harder for the opponent to move reducing them to half their base speed and preventing movement based abilities (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release or Fuuinjutsu. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Can only be used twice per battle.
  • Requires Adv. Fuuin
Declined: The same problem I outlined in the check on the first Anchor seal also applies here, but only in the case of restricting the opponent's S/T usage. That aspect of the seal is also just not explained well I feel, even if you get past the problem of flawed fundamentals. As for the layering aspect of the seal, I feel like it's kind of redundant. If anything, it'd probably be allowed to be layered on top of another A-Rank Fuin technique at maximum, and increase its strength by a single rank, and no other Fuin above A-Rank usable in that turn. – Goetia

Fuinjutsu| Kage Bushin Fuin no Jutsu - Sealing Arts| Shadow Clone Sealing Technique

Rank: S
Type: Supplementary
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A variation of the Shadow Clone Jutsu, much along the lines of the Shadow Clone Explosion. At first glance these clones appear to be normal tangible clones, however, each clone is branded with the Reverse Four Symbols Seal. When the clone is defeated or detonated at will by the user, the seal activates and pulls any target(s), into the clone's body and seals them. The clone will then disappear in a puff of smoke and effectively destroy the object. The user, if nearby when this occurs can also be affected by this technique.
Note:
  • These clones may only use regular ninjutsu and taijutsu.
  • The user may only create two of these clones per battle.
  • Other techniques which produce clones cannot be used while this technique is active
  • No S-Rank or above Fūinjutsu can be used during the turn of this technique's activation
Approved: Let me know if you don't like the edits and I'll reverse the approval.



Myth Contract in Inventory
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Summoning Animal: Hakutaku - White Marsh
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:
The Hakutaku is a holy creature originating in Chinese folklore usually appearing as a bovine or felid creature said to be an extremely good omen that brings good fortune to those who encounter them. In Japanese folklore, they are creatures that know all and can ward of evil spirits and disease, and because of its vast knowledge, evil creatures would stay away from it. They are very knowledgeable of the world and may speak in human languages. This clan of mythical beasts can only be encountered in the remote holy mountains of the Land of Lightning. As mythical creatures, the Hakutaku take different appearances often appearing as a monstrous white ox or white lion creatures with a varying number of eyes and horns. The most common depiction being the eyes appearing in sets of three, with three on the face and three on both flanks, along with six horns. However, the number of eyes and horns can vary between the creatures. According to its Chinese legend, it once told a legendary emperor about all the various types of mythical creatures in the world and how to defeat them and the disasters they caused. This knowledge was recorded but has since been lost. In Japan, the creature was said to warn a village of a coming deadly plague and how to craft magical talismans and that would protect them. When they were saved, the creature became revered as a symbol of medicine.

To aid the user in the Narutoverse, these legends have been translated into a variety of abilities that aid the user in combat.
  • White Marshes are highly intelligent creatures said to know everything that ever was and everything that ever will be. They have the ability to look into and gain an understanding of people, things, and phenomena, which alone couldn't account for their incredible amount of knowledge and understanding, but it only serves to compound that gained by millennia of research and study. As such, White Marshes are very advanced sensors and have a sensory ability comparable to Karin Uzumaki's Mind's Eye of Kagura which is how they gain an understanding of the world. This sensory ability, allows the White Marsh to sense chakra over vast distance (2 landmarks) and with acute clarity. They are able to perceive the most minute fluctuations of a person's chakra and can tell when someone or themselves are under genjutsu.
  • White Marshes are creatures revered as symbols of healing and medicine. They each carry a talisman that grants them immunity to toxins and diseases until the talisman is destroyed. These have durability equivalent to one rank below that of the summoning wearing it.

Approved: nerfed the sensory ability and established a damage threshold for the talismans.

-Pekoms
Combined the two Anchor Seals above into single technique.

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase this limbs or body of the opponent and depending on where it was applied and effectively seals the opponent's movement by utilizing the seal as a anchor. The seal makes it harder for the opponent to move the affected body parts while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release or Fuuinjutsu. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Can only be used twice per battle.
  • Requires Adv. Fuuin
Declined: Since this is an elemental seal, breaking it would follow the S&W of Earth. You say that the seal's effect varies depending on where its applied, but successfully placing it on someone allows you to halve their base speed and prevent the usage of specific techniques, without specifying where the seal would need to be placed to achieve this. Being an S-Rank seal, this needs more restrictions as well. – Goetia
 
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(Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return
Type: Offensive
Rank: A – S
Range: Short
Chakra: N/A – 40
Damage: 60 – 80
Description: Tsubame Gaeshi is the fabled technique of the legendary swordsman, Sasaki Kojirō, who was said to be able to cut down a swallow in mid-flight. A highly lethal sword technique, wherein one strikes at an enemy with great speed. Use of this skill requires one to be an Iaidō user, as the speed and swiftness characteristic of their signature technique is similarly employed here. With one's sword in hand, the user will move at incredible speeds, striking at the enemy from three different directions. It is a threefold application of the Iaidō technique, as the user rapidly strikes at the left flank and redraws their sword, striking directly at the head then redrawing their sword, and finally attacking the right flank (this order can be reversed if one so chooses). The motion of striking and redrawing is performed at such speed that each strike occurs at almost the exact same time, meaning that choosing to block only one strike will result in the others connecting. While this doesn't require chakra to perform (A-Rank), the user can also infuse their raw chakra into the blade, strengthening the attack (S-Rank). Ninja who are able to perform Iaidō can, alternatively, infuse chakra of an energy-based element they know into the weapon when performing the technique. In the case of raw chakra being infused, this technique will behave as elementally neutral in clashes, whilst the S&W of the chosen elemental chakra will take effect in clashes. This technique can be used once per turn and up to three times per battle. The S-Rank variant requires a single turn cooldown before it can be performed again, and its usage prevents the user from using other Iaidō-based/Samurai techniques above A-Rank for the remainder of the turn in which it was used.

Approved - Nice technique - Daemon
 
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(Hassei) – Outbreak
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: A technique derived from the Dance of the Young Ferns which, like its parent, is focused on battlefield manipulation and control. By performing three seals the user focuses their chakra into a source that they are in contact with, typically the earth, and cause that source to be actively converted into Bone matter. This is not a conversion in the typical sense, rather Bone matter will be sent from the user’s body through the battlefield rapidly to emerge and replace the existing structure of the effected area. This technique prevents the use of an opponent’s techniques from the manipulated Bone assuming it respects strengths and weaknesses, failing to overpower Outbreak. An opponent’s techniques can only be converted should it be weaker than Outbreak. In its first usage, Outbreak can influence the entire battlefield. In its second application, the technique can influence a localized and controlled region, much like Swamp of the Underworld. This technique can only be used twice per battle, preventing the use of S-Rank and higher Shikotsumyaku within the same turn. This technique can only be used once every two turns.

(Hōki) – Insurrection
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: This technique allows the user to focus their chakra in any bone matter, weapons, or structures on the battlefield, after performing two handseals, to unleash a violent burst of Bone shrapnel from every point on the object; the shrapnel is released in all directions appearing akin to a detonation. The shrapnel ruptures outwards to a maximum of short-range from the object’s position, shredding anything within its deadly radius. With more careful control of the detonation, the user is able to control the shrapnel’s directionality and allow the burst to be directed away from their own, or others, bodies. The damage of this technique is determined by the Bone matter being detonated, adopting the detonated Bone’s damage or Insurrection’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

(Hōki Sentō) – Insurrection Prime
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: Based on its lesser variant Insurrection, Insurrection Prime is an advanced application that follows the identical principle of the user infusing their chakra into bone matter, weapons, or structures on the battlefield. This chakra, rather than detonating the matter, is used to repurpose it. After performing two seals, any pre-existing Bone can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. For example, a shard of Bone can be reshaped into a sword and launched at the enemy. A large slab of Bone can have a sword shaped and pulled from it. The damage of this technique is determined by the Bone matter being manipulated, adopting the applied Bone matter’s damage or Insurrection Prime’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

All approved, added seals – Goetia
 
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(Kōsu Hakkensha Yūzai) – Pathfinder’s Guile
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: Pathfinder’s Guile is a technique based on the Bone Arrow. This technique employs thin threads of bone that are attached to an arrowhead at the end which are shot from anywhere on the user’s body. The arrowheads on these bone threads are particularly shard and will dig into solid surfaces with remarkable ease, respecting S/W or those devoid of chakra. The bone threads serve two distinct applications; the first is to allow the user to perform mid-air acrobatics to avoid other techniques, within reason of scale, and to pull themselves to other objects. The second is to be used offensively as the threads afford the user considerable penetrative power through their arrowheads. This technique can be used four times per battle.

Approved - Daemon

(Majo Kōgō Gishiki) – Witch-Queen’s Ritual
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A (+1 rank/20 damage to applied technique)
Description: A technique that utilizes a Shikotsumyaku user’s ability to manipulate the density of their bones at will, similar to that in the Dance of the Camellia. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumyaku technique it used with. The Witch-Queen’s Ritual increases the density of the technique’s bone structure many times over, hardening them to a level that exceeds that of even Steel Release. Because of this shift in density, the applied Bone technique will appear blackened and allow the user to produce black bones, compared to their traditional white. This transition causes the manipulated Bone technique to gain an inherent strength against Steel Release, while becoming weak against Fire Release. Likewise, the increase in density increases the damage potency of the technique by +1 rank, or 20 damage for techniques above S-Rank. The Witch-Queen’s Ritual can be used thrice per battle, with a two-turn cooldown between usages.

Approved - Daemon

(Isuraeru Ōkoku) – Kingdom of Israel
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: A technique derived from Outbreak, focused on battlefield manipulation. Unlike Outbreak, which employs a type of emergence of Bone matter simply to cover the battlefield, the Kingdom of Israel creates a much more complex series of structures on the battlefield that are intended to mimic the capital city of Solomon’s kingdom, Jerusalem. After performing three handseals,The technique essentially overtakes the battlefield with a number of bone structures; the outer limits of the battlefield become encased a large ten-meter-tall bone wall forming a barrier around the city. Within the walls a massive array of buildings, varying in size and type, burst from the earth. In essence the technique recreates a perfect model of the Kingdom of Israel, imposed upon the battlefield. The Kingdom of Israel is imbued naturally with a characteristic akin to that in the Blessing of Machaon, making it capable of regenerating from damage that does not immediately destroy it and passively draws upon ten of the user’s chakra per turn in order to sustain it, although allowing the user to independently operate. This technique can be used twice per battle, once every four turns. The user is unable to use Shikotsumyaku techniques above A-Rank in the same turn.

Approved with edits: There was no need for this technique to do damage and added handseals. - Daemon
 
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(Jiin no Bōtoku) – Desecration of the Temple
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: A variation of the Ten Finger Drilling Bullets technique which allow the user to fire up to ten bullet-shaped bones from anywhere on their body. Like with the weaker version of this technique, the bullets spin through the air and drill through targets once contact is made. However, unique to this technique is that each of the bullets is composed of highly compressed Bone threads. The purpose of these threads, compressed so tightly that the bullet is essentially solid, is to act similar to that of a hollow point bullet. This causes the bullet, upon impact, to expand its threads rapidly up to short-range from the bullet’s position. The threads are incredibly sharp such that it will pierce anything they come in contact with, respecting strengths and weaknesses. Targets directly hit will suffer considerable internal damage from the bullet’s threads expanding within. The user is also able to prematurely expand the threads that compose each bullet through their chakra, which allow them to circumvent the need to directly impact a target. This technique can be used four times per battle, once every other turn.

(Savathûn Sagi) – Savathûn’s Deception
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of the Dance of the Young Ferns, specifically the user’s ability to merge structures of Bone together. This technique serves no inherent offensive purpose; normally when the user, or their techniques, merge with Bone they will emerge immediately thereafter. This technique instead allows the user to create and merge infused Shikotsumyaku techniques within other sources of Bone, including the user’s body, for storage purposes, to be used later in the battle. Techniques stored within other sources of Shikotsumyaku can be released from them, at the user’s will, without costing an additional move slot, although taking a place in the timeframe. This technique can be used five times per battle.

(Majutsu Ō Kōi) – Mage King’s Favor
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is considered the sibling to the Sorcery of the Worm and allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of Dance of the Young Ferns. This causes the user’s Shikotsumayku techniques, at their discretion, to become able to passively merge through the user’s own Shikotsumyaku techniques at will making it easier to move through physical obstacles. Like with Dance of the Ferns, techniques which merge with another of the user’s Shikotsumyaku techniques can reappear from any source of the user’s Bones. This technique can be activated three times, lasting three turns per usage. Once this technique deactivates, it is unusable for two turns.

Sorcery of the worm for reference: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21831499

All approved – Goetia
 
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(Genjutsu/Yamanaka: Misute Rareta | Illusionary/Yamanaka Arts: Forsaken)
Type:
Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50(-25/turn)
Damage: N/A
Description: Forsaken is one of the ultimate combinations of the Yamanaka combinations with Genjutsu, created by none other than Ghostmother. The user starts by infusing a massive amount of chakra into the mind of their opponent. This chakra will echo through the mind of the opponent and do three things that all happen simultaneously. Two of these traits are both locked into the skills of a Yamanaka clan member which is why this technique cannot be performed by a regular genjutsu user, no matter how good they are. Yamanaka's are known for their mind reading skills and although it is most effective when they have placed their hand on their targets head, this technique can give them a good understanding of what the victim is thinking and experiencing in their head. The secound Yamanaka trait of the technique is to affect the nervous system of the victim, shutting down all movement, including muscles. Vital organs take longer to fully shut down but essentially after two turns they will also be affected. After three turns, a victim will lose brain activity due to lack of oxygen as their lungs and heart will have completely failed. Other limbs are affected immediately, such as arms, legs and eyes. The third component is the genjutsu itself, which is a multi-layered genjutsu that will first put the victim in a room of their absolute biggest fears which causes them to panic. This is where the mind reading component of the technique become so lethal. The user can imagine exactly what the victims ideal solution is to escape the genjutsu and alter the secound layer of the illusion to match the exact release of the victims imaginary release from their genjutsu and paint the world just as they want it, most likely the user of the techniques defeat or other. While they do not know it, their body is slowly shutting down completely. This technique is Forbidden but the genjutsu and the Yamanaka techniques are independently of S-rank in strength and since its a double layered illusion, each layer is A-ranked. Even if the opponent escapes both layers of the genjutsu they still have to break free from the hold the Yamanaka has over their muscles. This technique takes a huge toll on the user and lasts up to three turns. During these three turns, the user of the technique may only use elemental/ninjutsu/taijutsu/kenjutsu techniques up to A-rank while they are completely compelled of using either a Yamanaka or Genjutsu while having the hold. After the technique, the Yamanaka is left drained of chakra and will not be able to use genjutsu or yamanaka techniques above B rank for two turns while gaining the ability to use A three turns after, S rank four and Forbidden five.

Note: Can only be taught by Skorm.
^^Remains unchecked

(Jinton: Hāmonikkureiji | Dust Release: Harmonic Rage)
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Harmonic Rage is a supplementary technique that is used to further increase the effect of any dust release technique the user knows within the same time frame. The user perform two extra seals towards their original count and infuse extra chakra into a technique(+10) and increase its damage by 20 points.

Note: Can only be used four times per battle.
Note: Requires a cooldown of two turns after usage.
Note: Can only be taught by Skorm.

Declined: Just "infusing more chakra" isn't enough grounds to increase the damage of a Dust technique. - Daemon

(Jinton: Chūmon suru chikai | Dust Release: Oath to Order)
Type:
Supplementary
Rank: A/S-rank
Range: N/A
Chakra: 30/40(-10/15 turn)
Damage: 60/80
Description: Oath to orde is a simple technique which combines dust release and advances chakra manipulation. The user touches any object they want to affect or weaves three seals to affect an object up to mid-range away from them. The technique infuses a chosen object(as long as it has a physical structure, such as a solid or liquid) and coat it with a 2D barrier, only a mm thick. This barrier will disintigrate anything it touches and deal massive amount of damage following the S/W of dust release. This barrier can only coat one object at a time or if S-rank version is used, two objects can be coated at the same time but each coating will be of A-rank. This barrier can be combined with other elemental barriers that does the same thing. The user can soend additional chakra passively to fuel the technique, making it last longer at the cost of their chakra reserves. The user can coat themselves or clones or summons as well.

Note:
A-rank variation can only be used four times per battle while S-rank version can only be used twice.
Note: Requires a cooldown of two turns after usage for S-rank version but only one turn for A-rank version.
Note: Can only be taught by Skorm.

Declined: There are many things wrong with this technique. First off, if its a barrier used to coat a 3 dimensional object, the barrier must also be in three dimensions. Second this barrier cannot be used with other barriers. Third, you will not be able to coat yourself or summonings with this technique. Lastly, Dust techniques will always have to originate from the user's body. Such as making the shape and expanding it. - Daemon
(Jinton: Hāmonikkureiji | Dust Release: Harmonic Rage)
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Harmonic Rage is a supplementary technique that is used to further increase the effect of any dust release technique the user knows within the same time frame. The user perform two extra seals towards their original count and add an additional chakra pool towards an applied technique. This increases the prior technique in terms of power and adds extra chakra into a technique(+10) and increase its damage by 20 points.

Note: Can only be used four times per battle.
Note: Requires a cooldown of two turns after usage.
Note: Can only be taught by Skorm.

Declined: Adding this bolded line does not change my last check. You are still going with the "I added chakra to that means its more powerful" thing. - Daemon

(Jinton: Chūmon suru chikai | Dust Release: Oath to Order)
Type:
Supplementary
Rank: A/S
Range: N/A
Chakra: 30/40(-10/15 turn)
Damage: 60/80
Description: Oath to orde is a simple technique which combines dust release and advances chakra manipulation. The user touches any object they want to affect or weaves three seals to affect an object up to mid-range away from them. The technique infuses a chosen object(as long as it has a physical structure, such as a solid or liquid, summonings, clones and the user themselves cannot) and coat it with a 3D barrier, only a mm thick. This barrier will disintigrate anything it touches and deal massive amount of damage following the S/W of dust release. This barrier can only coat one object at a time or if S-rank version is used, two objects can be coated at the same time but each coating will be of A-rank. The user can send additional chakra passively to fuel the technique, making it last longer at the cost of their chakra reserves.

Note: A-rank variation can only be used four times per battle while S-rank version can only be used twice.
Note: Requires a cooldown of two turns after usage for S-rank version but only one turn for A-rank version.
Note: Can only be taught by Skorm.

Declined: You never addressed the fact that the Dust needs to originate from your body and affect that target.- Daemon

(Jinton: Rasutaraizu | Dust Release: Rasterize)
Type:
Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will expand a 3D field using their own body as a base for the expansion of the technique. This means the 3D shape expands around the user in all directions. Depending on the rank of the technique it will reach short(B rank), mid(A rank) and long(S rank). Everything that is captured in the field(that has a cubic formation at the edge) will be disintigrated which will essentially rasterize the user away from their surroundings and leave them intact while everything around them is disintigrated. B rank can be used at all times, requirung a single seal. A rank can be used 4 times, once every secound turn and requires two seals. S rank can be used twice, requiring a cooldown of three turns and requires three handseals.

Note: Can only be taught by Skorm.

Dust training if needed;


Declined: Since this is a dust technique and three dimensional space matters a lot to the element, give actual size dimensions for the size of these creations. - Daemon
(Jinton: Rasutaraizu | Dust Release: Rasterize)
Type:
Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will expand a 3D field using their own body as a base for the expansion of the technique. This means the 3D shape expands around the user in all directions. Depending on the rank of the technique it will reach short(B rank, up to 5 meters around the user), mid(A rank, up to 10 meters around the user) and long(S rank, up to 20 meters around the user). Everything that is captured in the field(that has a cubic formation at the edge) will be disintigrated which will essentially rasterize the user away from their surroundings and leave them intact while everything around them is disintigrated. B rank can be used at all times, requirung a single seal. A rank can be used 4 times, once every secound turn and requires two seals. S rank can be used twice, requiring a cooldown of three turns and requires three handseals.

Note: Can only be taught by Skorm.

Declined: The Dimensions for this technique are far too large to be allowed. At least for the A/S Rank Variants. Tone them down. - Daemon
 
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(Fūinjutsu: Chikai) – Sealing Technique: Oathbound Insignia
Type:
Supplementary
Rank: C
Range: N/A (Short – Long)
Chakra: 15
Damage: N/A
Description: The Oathbound Insignia is a seal with supplementary purpose, and is designed to be utilised in tandem with one’s weapons or tools. The seal can be placed on any piece of equipment or item of the user’s, or even ones they do not own, provided they make physical contact with said object. Once placed, the seal creates an invisible, form-fitting barrier on the object which is able to exert directional force and pressure on it, similarly to that of Infinite Embraces. This allows for the weapon to be controlled in a manner visually similar to that of the Lightning Blades Levitation, but through manipulation of a barrier, rather than an infusion of elemental chakra. This saves the user the trouble of having to physically reach for their weapon, and makes retrieval from a holster or from afar much easier. The user possesses total control over the behaviour of movement through the barrier, able to freely manipulate a marked object as they see fit. The speed at which a marked object can move via the barrier is 1.5x the user’s base speed at maximum, and always moves at this speed unless otherwise stated, allowing for swift recovery of the object. The user is able to mark their weapons and tools, but it must be stated in the user’s biography, otherwise one must manually place the seals during battle or when the situation allows. Only three objects can be marked at any given time, living targets cannot have this seal applied to them.

Approved. Made edits.
Resubmitting:

(Fūinjutsu: Chikai) – Sealing Technique: Oathbound Insignia

Type: Supplementary
Rank: C
Range: N/A (Short – Long)
Chakra: 15
Damage: N/A
Description: The Oathbound Insignia is a seal with supplementary purpose, and is designed to be utilised in tandem with one’s weapons or tools. The seal can be placed on any piece of equipment or item of the user’s, or even ones they do not own, provided they make physical contact with said object. Once placed, the seal creates an invisible, form-fitting barrier on the object which is able to exert directional force and pressure on it, similarly to that of Infinite Embraces. This allows for the weapon to be controlled in a manner visually similar to that of the Lightning Blades Levitation, but through manipulation of a barrier, rather than an infusion of elemental chakra. This method of control only requires the user's thought, and does not cost a move slot to utilise in any way. This saves the user the trouble of having to physically reach for their weapon, and makes retrieval from a holster or from afar much easier. The user possesses total control over the behaviour of movement through the barrier, able to freely manipulate a marked object as they see fit. The speed at which a marked object can move via the barrier is 1.5x the user’s base speed at maximum, and always moves at this speed unless otherwise stated, allowing for swift recovery of the object. The user is able to mark their weapons and tools, but it must be stated in the user’s biography, otherwise one must manually place the seals during battle or when the situation allows. Only three objects can be marked at any given time, living targets cannot have this seal applied to them.

Approved
-Drackos
 

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Blessing of Machaon here: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21825088

(Jōrei-bu Isuraeru) – Armory of Israel
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long (created within short-range)
Chakra: 20 – 40 (-10 per turn)
Damage: 40 – 80
Description: A technique which combines a Shikotsumyaku user’s ability to manipulate their skeletal structure with the user’s imagination, allowing one to produce a large variety of weapons from one’s body. The user is able to freely create any number of swords, shields, kunai, spears, etc from their body to be used in combat, with strength varying depending on the needs of the user. The weapons can carry with them unique characteristics as well, which vary them from their generic counterparts. For example, a spear can be double-edged when created, rather than with a single tip. The user is able to use these weapons for a variety of purposes including Kenjutsu. Unique to this technique is that weapons created from the user’s body are bound to the user by a thin thread of Bone, similar to that found in the Bone Arrow technique. This allows the weapons to be freely launched and then retracted to the user’s body without holding them directly. Likewise, the threads can be used to manipulate the weapons from the user’s body, moving them through the air bound by the thin thread. The thread can always be cut from the user’s body at their discretion. A-Rank applications of this technique can be used five times per battle, while S-Rank can be used three times. Both higher ranks require a single turn cooldown between usages.

Approved – Goetia

(Majutsu Shi Shukutō) – Sorcerer’s Benediction
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: A technique derived from the Blessing of Machaon that utilizes a supplementary infusion of chakra that capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates. Unlike the Blessing of Machaon, which allows for proactive regeneration of Bone matter, this technique remains dormant until the applied technique is destroyed. Once the technique in question is neutralized by an opponent’s technique the infusion will activate itself, triggering a rapid regeneration of Bone matter throughout the technique it was infused into. This does not serve the purpose of regenerating the applied technique to perfect condition; this technique is simply employed when the user wishes to retain the Bone material left over from a destroyed technique. For example, if a wall of Bone is destroyed by a Lightning Release technique then, rather being completely destroyed and incinerated, the wall will undergo rapid regeneration and leave behind broken debris rather than incinerated ashes. This allows the user to, through other techniques, make use of the Bone rubble which contains trace amounts of the user’s chakra. Sorcerer’s Benediction is usable three times per battle, once in every two turns.

Approved w/ slight edit – Goetia

(Teikoku no Suishin Ryoku) – Impetus of the Empire
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: This technique allows the user to launch a simple spear of Bone from anywhere on their body, typically their hands. The spear is three meters long once fully emerged and is composed of hardened black bone. The spear is launched at remarkable speeds at any chosen target, with a highly sharpened spearhead capable of penetrating physical obstacles. Unique to the Impetus is that it is naturally imbued with the ability to pass through structures of Bone formed from the user’s chakra on the battlefield, an ability similar to the Dance of the Young Ferns. This is done through a simple merging of the Impetus through the Bone obstacle in question, and appearing elsewhere on the structure that the user desires. Impetus of the Empire can be used four times per battle, and cannot be used in consecutive turns.

Approved – Goetia
 
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Tsuki

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Link to roadrunner summon approval:
https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-157#post-12921187

(Rōdoran'nā Kuchiyose: Shō) - Roadrunner Summon: Shō
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons Shō, a very small-sized roadrunner who spends most of his time sat on top of the user's head or shoulder (barely weights anything). He has orange feathers and possesses a blue-colored tattoo around his left eye. Shō is a jokester who enjoys to mispronounce words and behave in an obnoxious manner although it is rumored that he actually leads the entirety of the roadrunner tribe. He shares a mental link with the user and fellow roadrunners and can therefore understand their thoughts. Although proficient in water, Shō's isn't as large as most of his fellow roadrunners and has therefore focused on strengthening his mental will and can therefore withstand S-Rank and below illusions.

As for abilities:
- Shō excels in casting a strengthened form of the water release ability called "Water Style: Water Dragon Whip" utilizing it as S-Rank suiton without the need of handseals and can create it up to long range distance (counts as a move).
- Another skill Shō has is the ability to create condensed water in up to 4 different locations beneath fellow allies, acting as a glider that helps his allies fly away from incoming attacks. Once its purpose fulfilled, the condensed water continues as a directed offensive attack that can slice the target. This ability is an S-rank move although each condensed portion of water will have its rank power divided depending on how many there are.

Note: Summoned once
Note: Lasts 4 turns

√ Approved √
 
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(Inton/Hyouton: Vī vī vī) Yin Release/Ice Release: Viy Viy Viy
Type: Offensive/Defensive
Rank: Forbidden
Range: Short – Mid
Chakra: 80
Damage: 80
Description: Through the formation of four hand seals, the user surges throughout their body a mixture of both the user’s Yin based chakra and Ice Based chakra together. This combination is immediately exhausted outwards into the form of a spiritual familiar named “Viy”. This ghastly creation is said to be the embodiment of Anastasia’s ice manipulating powers – however nothing has fully confirmed these mystical claims. Viy’s body is rather large, appearing to be roughly eight meters tall as it’s dark colored body arcs over the user’s own; limped over as though it was dying. The real power behind the familiar is its unique creation and interaction with foreign techniques. When Viy comes into contact with an opposing technique, the familiar imposes it’s spiritual based potency in order to affect the chakra within the technique. A very specific use of the “Yin Release: Change of Heaven” is utilized upon contact as it becomes dictated by the user’s ice based chakra and causes the opposing technique to essentially “freeze”. This can be summarized as the ice’s properties forcing the opposing technique to become frozen solid, but also will be assimilated into the body of Viy. This acts to protect the user at all costs, with the familiar being controlled by the user however it is more than capable of reacting on it’s own when handling opposing foreign chakra sources outside of it’s master’s will. Outside of this, the familiar can deliver powerful strikes with it’s body, terraforming the terrain into ice easily. Due to the nature of Yin Released being used, this technique is neutral to all other nature transformations and can only affect techniques up to 70 chakra. Upon assimilating transformed techniques, it doesn’t strength the familiar in any manner – simply acting as a “clean up” tool. This can only be performed twice per battle, lasting three turns each. Utilizing the freezing of opponent techniques requires an additional move, while striking others without freezing them doesn’t. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques. When Viy expires, the user is unable to use Yin Release for a single turn thereafter.
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Approved. Made edits.

-Drackos
 
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Sasori

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(Shīringu/ iryō geijutsu) Forbidden Arts: Necromancy

Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: After becoming trained in the Forbidden Arts, Sasori became more knowledgeable about his puppet physiology and was able to experiment with it. This particular Kinjutsu technique is considered forbidden because it violates the laws of nature. Ever since Sasori converted his body into that of a puppet with only his heart still intact it was possible for him to take on different puppet bodies. Since he had a convenient way of transplanting his consciousness into differents host bodies via his core he was capable of taking on any form he wished. This technique is a forbidden seal that Sasori created in order for him to take his puppet physiology to the next level. Instead of a core/heart is the life force to his body, he would instead have bestowed his entire human soul inside of a host puppet. Inscribed on the inside of his body will be a sealing formula that will take the place of Sasori’s physical core. This sealing formula will essentially become the driving force behind Sasori’s mechanisms due to how it maintains a bond between his chakra system and his puppet body. Also, this forbidden technique involves sealing the abstract components of Sasori inside of a puppet such as his emotions, memories, etc. In this case, Sasori will have sealed his consciousness inside of a puppet body allowing him to operate as he normally does. This forbidden seal allows the user to essentially force their soul inside of an animate object and said object will serve as the force that binds the user to the physical plane. The cons of this seal are that the user loses the ability to easily shift from one body to another. The advantage is that Sasori no longer has to worry about protecting his heart container anymore. He does still need to protect his body from attacks, but most attacks he is capable of recovering from. Due to this seal, he will become able to regenerate from any attack as long as the pieces of his body are not completely destroyed which just means that some of the few ways to stop him would be for someone to incapacitate him or to completely eradicate his body. With this version of his body, it will allow for Sasori to survive certain large scale attacks as well as pinpoint ones. Most concussive and force-based attacks such as certain elemental ones will become ineffective if they only survive to knock apart Sasori’s body; this is because no matter how many small pieces that his body is shattered into, Sasori will still be capable of regenerating from it due to the parts of the puppet still being intact physically, just separated. There are, however, exceptions to this because if Sasori was hit with the Mountain Smash technique he would be incapable of regenerating due to how his body would essentially be incapacitated. Sasori’s main weakness with this body would be an attack that could obliterate his body such as a wide-scale fire attack that could burn his body to a crisp instantly. If, for some reason, Sasori’s body parts become separated over a long distance (forty meters or more) then the sealing formulae will lose its effect and Sasori will be rendered immobile; this also applies if the majority of Sasori’s body has been destroyed and there is only a small fragment left like a singular limb. This also means that if his body parts are separated then they can be called back together by the user’s will. Lastly, due to how Sasori is capable of regenerating his puppet body the user will also be able to recover his puppet body back to prime conditions if it was destroyed. For example, if his puppet body was not able to sustain any damage then it would regenerated with the same properties and it would be possible to dismantle his body with a low-rank attack, but if his body was able to defend up to B-rank damage then his body will simply regenerate back to being able to take up to B-rank damage. This applies if the user’s body is not completely destroyed. For example, if his body was hit with a C-rank it would regenerate back to normal. Only higher ranked attacks would completely dismantle the user's body.

Note: Can only be used by Sasori
Note: Must be stated in the User’s biography.
Note: Will serve as Sasori’s core.
Note: Normal health rules do not apply to this body like a regular human.
Note: User must state in their Biography or at the start of a battle which puppet has this sealed inscribe inside of it.

Declined: Elaborate on what you mean by "Note: Normal health rules do not apply to this body like a regular human." are you talking about Fatigue? Actual health values/rules etc? Also I'm assuming reforming doesn't restore actual health and just puts your body back together. Also you need to put a limit on how many times your body can reform. This technique basically makes you a walking Edo Tensei all things considered, I'm probably not gonna allow you to reform indefinitely. There needs to be some sort of restriction. i.e. how many times you can reform, if reforming takes a move per turn etc. Also for the bolded in the actual technique description, "no matter how many small pieces" and "an attack that could obliterate his body" wouldn't a tech that can obliterate his body reduce him to this small pieces that you say he can recover from? - Daemon
 
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Geezus

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Kage Bushin Nettowāku no Jutsu - Shadow Clone Network Technique
Rank
: A
Type: Supplementary
Range: Short -Long
Chakra: N/A
Damage: N/A
Description: The Shadow Clone Network Technique is a passive skill that makes use of the small link between the shadow clones and the original. Although separate, shadow clones maintains small links between themselves and the original meant to allow the user to reestablish control when needed. This link is what allows the clone's chakra and experiences to return to the user rather than being simply a permanent of loss chakra. Established at the time of creation, Shadow Clone Specialists can exploit this link to network their shadow clones, causing changes in their chakra to extend to all the others. What this means is that when the user enters a mode or transformation, they can cause this change to extend to each clone in the process. Each clone will be drained of the necessary chakra, however it would only count as a single use of the technique when utilized this way. This networked link also allows the user to consciously know exactly what each clone is doing at any given time, and they can likewise share thoughts across this link simultaneously. However, this comes at a cost to the user if the clones are linked this way as negative changes can also spread through the clones such as genjutsu, or pain from harmful chakra entering the body. The user will also have difficulty maintaining their mental energy, and after 5 turns the user will become drowsy, reducing their reaction and movement speed by 25%. After eight turns, the user will fall asleep. As the user needs to keep their focus while using this technique, all clones instantly disperse when the user falls asleep.

Declined: You are smoking that good stuff if you think, you about to have your clones enter your modes like this. Just do the normal thing, enter the mode first then make your clones. You achieve the same effect. - Daemon

Kage Bushin Chūnyū no Justu - Shadow Clone Infusion Technique
Rank
: B
Type: Supplementary
Range: N/A
Chakra: Original Cost of Technique (chakra divided equally among number of clones)
Damage: N/A
Description: The shadow clone infusion technique is a unique surprise technique that makes simultaneous use of transformation technique and the shadow clone technique. When using any form of basic or elemental Ninjutsu, the user is able to infuse one to two shadow clones into the technique within the same timeframe by adding an additional handseal to the total. As the ninjutsu nears the opponent, the clone(s) can break the transformation passively and often launch a surprise attack or defense against unsuspecting opponents.
Note:
Usable three times per battle.

Declined: This technique while interesting has a couple problems with it. First off, the clone popping out of the technique can't be passive due to how this technique is and what it can do. Secondly, you don't mention if the emergence of the clone disperses the technique it was infused in or does the clone just pop out the technique leaving the technique to continue forward. Also if this technique were to be allowed the infusion would only be able to be done on Defensive and Supplementary techniques. - Daemon

Nine Tails in Inventory -

Bijutsu - Bijūdo | Tailed Beast Skill - Tailed Beast Fury
Rank:
C
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description: This technique is a passive skill granted to Tailed Beasts, and by extension their Jinchuurikis. As the Tailed Beasts are beings made of pure chakra, they are able to maintain control and sentience through their chakra when the Jinchuuriki is using a transformation that allows the use of chakra arms or partial transformations. The Tailed Beast may independently control the body parts allowing them to act on their own with or without input from the Jinchuuriki and allowing the Tailed Beast to fight without being fully released. This allows the Tailed Beast to protect their host against threats they may not be aware of or even surmount a surprise attack when the opponent least expects it. Due to the unpredictable nature of this ability, this control can be initiated at any time not costing a move and within the same timeframe as another technique. This skill makes it hard for even a fully matured Sharingan user to track and react to the sudden movements as there are no outward signs to signify the manipulation taking place.
Note:
The jinchuuriki must have a chakra shroud or be in initial transformation to use. Naruto bios may use this technique in any of his Bijuu Modes.

Approved: Gave it a chakra cost - Daemon




Combined the two Anchor Seals above into single technique.

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase this limbs or body of the opponent and depending on where it was applied and effectively seals the opponent's movement by utilizing the seal as a anchor. The seal makes it harder for the opponent to move the affected body parts while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release or Fuuinjutsu. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Can only be used twice per battle.
  • Requires Adv. Fuuin
Declined: Since this is an elemental seal, breaking it would follow the S&W of Earth. You say that the seal's effect varies depending on where its applied, but successfully placing it on someone allows you to halve their base speed and prevent the usage of specific techniques, without specifying where the seal would need to be placed to achieve this. Being an S-Rank seal, this needs more restrictions as well. – Goetia
Removed the line regarding the body parts and limbs and kept it more generalized.

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Can only be used twice per battle.
  • Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
Approved - Daemon
 
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Skorm

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(Shikotsumyaku: Memento Mori | Shikotsumyaku Release: Memento Mori)
Type:
Supplementary/Defensive/Offensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Memento Mori is a relatively simple technique that lets the user shape numerous variations of the shikotsumyaku release, such as projectiles, spikes, plateaus, weapons etc. It can be anything limited only by the users imagination. Creations stay on the field self sustainable until destroyed. They dont require additional chakra to keep their shape. B rank variations require a single seal, A rank requires two and S rank requirea three. S rank variation can be used up to four times per battle with a two turn cooldown.

Note: Can only be taught by Skorm.

Declined. This has been attempted before and all variants have been declined.

-Drackos
(Shikotsumyaku: Memento Mori | Memento Mori)
Type:
Supplementary/Defensive/Offensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Memento Mori is a relatively simple technique that lets the user shape numerous variations of the shikotsumyaku release with defensive/supplementary/strategic usage that originates from the users body. It lets the user create simple structures of their dead bone release that can act as a defensive parameter or for another usage later on. Each construct can change its appearance should the kaguya user just channel chakra into it. All techniques will originate from the users body and as seen with dead bone pulse techniques they can become razor sharp and hard as steel. This technique is no exception and thorns/spikes can be added to each construct either when created or after its been creates. Creations stay on the field self sustainable until destroyed. They dont require additional chakra to keep their shape but if they are to change shape, chakra input is needed(same amount as when the technique was created). B rank variations require a single seal, A rank requires two and S rank requires three. S rank variation can be used up to four times per battle with a two turn cooldown.

Note: Can only be taught by Skorm

(Shikotsumyaku/Meiton: Shurīkā | Shrieker)
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Shrieker is a creation that combines dead bone pulse with dark release and requires both KGs to work. The user needs to absorb an S rank technique or higher through their dark marks before they can create this technique. When they have done so, the user then performs three handseals and creates a large orb of dark chakra that is casted inside a thick husk. It looks like a floating black orb with the characteristic dark flames inside it. The shrieker has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the shrieker can completely shut itself together and form a very strong defense. This combines the s/w of dark release and dead bone pulse of S rank. While the shrieker does not have absorption properties of the dark release it can redirect energy elements back towards its origin, converted passively into dark release that is the same strength of the technique it redirected. Combined with that, the shrieker can also send out an omni directional burst of strong and sharp spikes made out of bones. This technique is majorly to mark a territory on the battlefield and can be used as an excellent protection. The shrieker stays on the field until it is destroyed or for a maximum of five turns. It can harden itself for protection once per turn and likewise send out the needle blast once per turn. Should the shrieker be hit by an energy chakra as it lets out its needles it will redirect the dark chakra into every single needle and coat them with dark chakra. This would let the projectiles reach s/w of both elements at the same time. The size of a shrieker stays the same at all times and has a diameter of three meters. This technique can be used thrice per battle with a two turn cool down. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. All of its projectiles can reach long range and deals 80 damage.

Note: Can only be taught by Skorm
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(Shikotsumyaku/Meiton: Pokettoinfiniti | Pocket Infinity)
Type:
Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Pocket Infinity is a technique that incorporates the combination of dark and dead bone pulse KG's. The user needs to absorb a technique of S rank/higher through their dark mark before using this technique. This technique is started off by the user channeling their charged dark release mark into one of their fists and thus make it glow purple. The user then slams their closed fist into the ground and lets out a massive amount of energy knock back and cause internal damage to anything that is in close/mid range towards the user through sheer force. When their fist touches the ground, spikes of bones will start to root in the impact area and travel in a 360 degree fashion under the ground. This is completely hidden towards an opponent unless they can sense chakra or see through solid ground. The bones will spread and excavated behind the target as they are knocked back by the blast they get impaled by razor sharp spikes of bones(S-rank) that have protruded all around the field(up to mid-range). This technique can also counter ground based techniques weak/neutral towards dead bone pulse/dark of the same rank of the technique. This jutsu can be performed a maximum amount of four times per battle and with a two turn cool-down. In the same turn the technique is used, the user may not use dark/dead bone pulse above A rank.

Note: Can only be taught by Skorm

All Declined: Exceeded CJ submission limit. You posted this about 3 days after your first submission without the first submission being checked. - Daemon
 
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Bloo

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(Zen Shūchū Kokyū) - Total Concentration Breathing
Type:
Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description:
Total Concentration Breathing is a set of breathing techniques that enhances human physical traits, like muscle strength as well as smell, hearing and touch. Total Concentration Breathing expands the user's lung capacity. This allows oxygen to reach every cell in the user's body, increasing their blood circulation and heart rate. Taking a lot of air into the blood causes the body's temperature to spike, exciting the blood which heats up all the muscles so they can grow stronger. To activate Total Concentration Breathing, the user must concentrate, relax their upper half and brace their lower half before taking a long breath.

Breathe of Water: While activating Total Concentration Breathing the user is able to infuse water chakra into the oxygen as it circulates though the body. This has the effect of increasing ones sense of smell by pooling water particulars into the nose, which allows them to pick up on minute scents in the air that normal humans would barely notice.

While active any kenjutsu techniques that involve the use of water gain an increase of 10 points of damage..

Breathe Of Thunder: While activating Total Concentration Breathing the user is able to infuse lightning chakra into the oxygen as it circulates though the body. This has the effect of increasing ones sense of hearing by overchargering the nerves and muscles responsible for hearing, which allows them to hear sounds clearer and from farther away than the average human.

While active an kenjutsu techniques that involve the use of lightning gain an increase of 10 points of damage.

Breathe of the Beast: While activating Total Concentration Breathing the user is able to infuse earth chakra into the oxygen as it circulates the body. This has the effect of increasing ones sense of touch by covering the skin in a thin layer of earth chakra, which allows them to feel even tiny vibrations within their immediate vicinity.

While active an kenjutsu techniques that involve the use of earth gain an increase of 10 points of damage.


- Only one breathe can be activated per battle
- While any of the elemental breathes are active one may not use the element in which that breathe is weak to.(i.e. no earth allowed while using the breathe of water)
- Once activated it lasts the whole battle
- While any of the elemental breathes are active the user incurs a 10 point chakra drain per turn.
- The user can forgo the elemental breathes and just activate the base and gain an increas of 15 points of damage to all non-elemental kenjutsu.
- Samurais can only use the non elemental version.
 
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