Custom Jutsu Submission - IV

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ReXii

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( Yoton: Hamon ) - Yang Release: The Ripple
Type:
Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short (Short-Long depending on attack)
Chakra cost: 50
Damage points:
???
Description:

The Ripple is an energy identical to the Sun's rays, which the human body can produce through controlled breathing along with skill and training in yang release, having the effect of producing ripples of energy propagating from the bloodstream to the rest of the body and other objects in contact with it. The Ripple manifests itself as electricity-like sparks, and it can be seen by ordinary humans.
The Ripple can also affect non-living things. An object charged with Ripple energy will have one or several attributes enhanced by the energy, making it a more effective tool, or weapon. Liquids conduct the Ripple especially well (and the user's Ripple shows on liquids as actual ripples).

Due to its identical nature to the positive energy of the Sun, the Ripple's primary uses are to heal various wounds or ailments, and combat creatures such as edo's or constructs lacking life and spiritual entities.
Living organisms can be affected by Ripple attacks, but are not hurt by it unlike the aforementioned beings without life. To harm a living person the user must consciously choose to do so and this will cause severe burning to the target. Translating to someone being hit by offensive ripple taking the full damage of the ability(Which is how much?) as well as taking an additional 10 dmg per turn until the chakra is purged from them which is possible with medical ninjutsu or methods that expel foreign chakra such as kai provided it's equal rank or above Hamon.

Once activated the ripple will remain active for three turns unless interrupted. When invoked, which costs a move slot, the ripple will surge chakra through the whole body before being released from one or more focal points of the users choice this includes limbs or even basic objects or liquids. In the case of liquids they will become more viscous and dangerous such as infusing hamon into saliva and spitting it like a bullet or channelling it in to hair making the follicles stiffen and become deadly sharp like senbon. Basic objects or freeform actions will take on the full damage of the ripple ability. While supplemental additions of ripple to jutsu would just be considered a yang infusion allowing it to behave on equal terms to other elements.

Note: Once activated ripple will remain activated but costs a move slot to actually invoke any effects.
Note: Placing Hamon into a living container can heal the person affected up to the damage limit of the Hamon ability.
Note: Once invoked Hamon can only be channeled once before requiring a one turn cooldown period. So it can't be used every turn.
Note: Basic objects infused with hamon can be launched physically by the user up to long range. Such as shuriken.
Note: As mentioned some beings are more susceptible to the Hamon. This essentially applies in the same way as an elemental strength would. In the case of Edo tensei. Injury caused by Hamon will not repair itself similar to injury from the TSB (TSB does this through negation of the technique, how do you justify this with only Yang?).
Note: Hamon must be activated to use any techs based on Hamon. But activating Hamon is instant using no timeframe.

Declined
Beyond what I scoped in the comments I'm a little unclear about a few things. Is your technique constantly propagating a surge through your body or this Ripple through your body for you to use on objects and techniques? If so you're going to need to specify a chakra limit by turn. You also need hand signs to activate this, at least 5 (didn't add them because you're going to modify this yourself with some things). It sounds as though you activate the jutsu and then apply the various affects after the fact (healing, offensive, etc) so it's almost mode-like in that regard unless not everything gets boosted from this (only when you specify). In the case of the latter, Ripple should be either a stand alone "activate and does x" or a "in the same timeframe as" technique where you apply it to whatever you want.

-Reborn
( Yoton: Hamon ) - Yang Release: The Ripple
Type:
Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short (Short-Long depending on attack)
Chakra cost: 50
Damage points: 100
Description:
The Ripple is an energy identical to the Sun's rays, which the human body can produce through controlled breathing along with skill and training in yang release, having the effect of producing ripples of energy propagating from the bloodstream to the rest of the body and other objects in contact with it. The Ripple manifests itself as electricity-like sparks, and it can be seen by ordinary humans.
The Ripple can also affect non-living things. An object charged with Ripple energy will have one or several attributes enhanced by the energy, making it a more effective tool, or weapon. Liquids conduct the Ripple especially well (and the user's Ripple shows on liquids as actual ripples).

Due to its identical nature to the positive energy of the Sun, the Ripple's primary uses are to heal various wounds or ailments, and combat creatures such as edo's or constructs lacking life and spiritual entities.
Living organisms can be affected by Ripple attacks, but are not hurt by it unlike the aforementioned beings without life. To harm a living person the user must consciously choose to do so and this will cause severe burning to the target. Translating to someone being hit by offensive ripple taking the full damage of the ability as well as taking an additional 10 dmg per turn until the chakra is purged from them which is possible with medical ninjutsu or methods that expel foreign chakra such as kai provided it's equal rank or above Hamon.

Once activated the ripple will remain active unless interrupted and is self sustaining hamon can also be activated alongside yang based modes. When invoked, which costs a move slot, the ripple will surge chakra through the whole body before being released from one or more focal points of the users choice this includes limbs or even basic objects or liquids. In the case of liquids they will become more viscous and dangerous such as infusing hamon into saliva and spitting it like a bullet or channelling it in to hair making the follicles stiffen and become deadly sharp like senbon. Basic objects or freeform actions will take on the full damage of the ripple ability. While supplemental additions of ripple to jutsu would just be considered a yang infusion allowing it to behave on equal terms to other elements.

Note: Once activated ripple will remain activated but costs a move slot to actually invoke any effects.
Note: Placing Hamon into a living container can heal the person affected up to the damage limit of the Hamon ability.
Note: Once invoked Hamon can only be channeled once before requiring a one turn cooldown period. So it can't be used every turn.
Note: Basic objects infused with hamon can be launched physically by the user up to long range. Such as shuriken.
Note: As mentioned some beings are more susceptible to the Hamon. This essentially applies in the same way as an elemental strength would. In the case of Edo tensei. Injury caused by Hamon will not repair itself similar to injury from the TSB, this is caused by granting life to the edo via hamon but in excess it will essentially give them a life to only be taken away.
Note: Hamon must be activated to use any techs based on Hamon. But activating Hamon is instant using no timeframe.

Declined. There are a lot of questions I have here that need to be addressed to move this closer to approval. I highlighted a lot of stuff in red that should be addressed in the revision. The first overarching issue is that, after reading this multiple times, I'm not exactly sure *what* this is. It reads like it is a combination of a lot of things; an aura of lightning-like energy, a mode, a technique you infuse into others, etc. So you should reword that so brainlets can figure it out.

Second issue is that as soon as you step into altering physical properties of other techniques/matter you've now ventured into Yin Release territory. Honestly this technique is closer to a Yin-Yang custom in its current state than purely Yang Release. So you'll need to adjust that somehow to make it more approvable.

Third issue is that you've made a mode, but you say it can be used alongside other modes. It seems you're trying to get best of both worlds here. This is a mode, it needs a duration, and it needs restrictions on its usage (think Power of the Sun). Also give it a per turn chakra cost. This brings me to another point - based on what this technique can do it seems that every turn you get free access to 100 damage/heal. That's pretty wild and unrestricted.

I'm also not entirely sure about the Edo Tensei part either. I can see Yang MAYBE being able to pull that off, but not in the form you've described. Truth-Seeking Balls prevent Edo Tensei from repairing because they literally negate the technique itself (a product of Yin-Yang Release as a whole). Your justification for this, "It will essentially give them a life to only be taken away" doesn't make much sense to me.
 
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-Best-

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Witch Queen's ritual: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21954116

(Sensō no Kami Seifuku) – God of War’s Conquest
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: One of the sibling techniques to the Witch-Queen’s Ritual, applying a similar principle to advanced Shikotsumyaku manipulation and control that alter its inherent structure. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumayku technique it is used with. God of War’s Conquest, or Conquest for short, essentially alters any Shikotsumyaku technique it is applied to be produced as a set of finely compressed grey and black threads of bone, rather than a perfectly solid structure. The resulting technique appears as it would normally aside from appearing a mixture of grey and black, but in reality, it is composed of these highly compressed bone threads. The infusion results in a technique that sheds its weakness to Lightning Release due to the bone threads becoming able to redirect electrical currents through them more evenly, but loses its strength to Water Release because it loses its inherent structural integrity. Likewise, the technique gains an increase in damage potency, causing an increase of +1 rank or 20 damage for techniques above S-Rank. God of War’s Conquest can be used thrice per battle, with a two-turn cooldown between usages.


Approved - Goetia

Armory of Israel: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21954595

(Mi Kyoka Jōrei) – Unhallowed Ordinance
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: This technique is the sibling technique to the Armory of Israel, allowing the user to produce bones from anywhere on the user’s body in the shape of a variety of weapons like swords, shields, kunai, etc. Unlike the sibling technique, Unhallowed Ordinance and the weapons it produces utilize a large number of thin black bone threads giving the weapons an appearance of blackened solid bone. These weapons, through a passive siphoning of the user’s chakra, are imbued with a limited sentience akin to that in the Bone Dragon technique that allow the user to operate independently of their creations. The weapons, like in Armory of Israel, are connected to the user via a similar Bone thread allowing for manipulation of the weapon. With their composition of black Bone threads, the weapons are able to passively reshape themselves at will. This allows a weapon created in the shape of an axe to reshape itself into a sword, or a shield, essentially anything within the user’s imagination. Unhallowed Ordinance can be used three times per battle with a two-turn cooldown between usages. Within the same turn the user is unable to use Shikotsumyaku techniques above A-Rank.


Approved w/ slight edit - Goetia

Worm God's pact: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21831499


(Kodo Kyōtei Dōka) – Worm God Assimilation
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is the sibling of Worm God Pact. Like its sibling, Assimilation combines the principles of the Dance of the Young Ferns, Shikotsumyaku’s ability to merge itself with other Bone matter, with the concept of sentient familiars. Unlike its sibling which merges the user with their own familiars or structures, this technique creates a union between two familiars. This technique can be used by Shikotsumyaku familiars that the user creates, or by the user themselves, in order to initiate the merger, requiring a single seal to activate. One familiar will be merged into another, causing the initiating familiar to adopt the abilities of the merging one. Outside of obtaining the abilities of the merged familiar no boosts in strength will occur, remaining at the equivalent strength unless another external technique is used. Assimilated familiars will bind their duration to the familiar in which they are merged to. Worm God Assimilation can be used four times per battle.

Approved w/ edits - Goetia
 
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BusinessManTeno

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(Fuinjutsu :Kasukana ōmen) - Sealing Arts: Faint Omen
Rank:
A
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from within 24 hours. Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.

Note: Can use Once per person
Note: Damage is sealed for only four turns.
Note: The user can still take damage
Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)
Note: Does not revert physical damage such as limbs. Excludes brain and heart

This seem like some advanced Fuuin to me dawg which you don't have so - Declined. - Daemon

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank:
S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Fuin is A rank and Kenjutsu is S rank, allowing this technique to be used on S rank and below
Note: Technique last for three turns and counts as a move per swing.

Declined: Just because the Kenjutsu aspect of the technique is S rank doesn't mean the seal itself can absorb S rank techniques FYI. While the technique is cool, I'm probably not gonna allow it to just slurp up S ranks for free. Also if you want this seal it's gonna have to be a one and done kinda deal where, you slap it on the sword then swing it and the seal only lasts for the turn you place it on the sword. - Daemon
(Fuinjutsu :Kasukana ōmen) - Sealing Arts: Faint Omen
Rank:
S
Type:
Supplementary
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from within 24 hours. Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.

Note: Can use Once per person
Note: Damage is sealed for only four turns.
Note: The user can still take damage
Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)
Note: Does not revert physical damage such as limbs. Excludes brain and heart

Declined: 24 hours is kind of a weird time limit for a CJ like this. When counting time in the RP, do it by turns. - Daemon

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank:
S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

Approved: My bad forgot about this one. - Daemon

(Fuinjutsu: Anubisu no norowareta shukufuku) - Sealing Style: Blessed Cursed Of Anubis
Rank:
S
Type: Supplementary
Range: Long
Chakra Cost: 40
Damage points: N/a
Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form into the sky, affecting everybody within the vicinity. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -20 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.
Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.
Note: Can only be twice per battle with a 5 turn cool down
Note: Last four turns

Declined: Cool technique, however it'd work better as a barrier that can reach up to mid range. I can't allow this to go into long range even if it effects both users. Making it a barrier also allows for the technique to be destroyed/countered/exited by the opponent. - Daemon

Fuinjutsu: 1000 Koe) - Sealing Style: 1000 Voices
Rank:
S
Type: Supplementary
Range: Self
Chakra Cost: N/a (-10 per technique used) (+10 per day)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does.This seal works by storing chakra into the seal (the closed eye) on their hand by using +10 more chakra for every technique they use. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: This is mainly used for arcs (can gain chakra all throughout the arcs) and resets after every arc
Note: If used in the BA, 500 of the users chakra is stored and reserved in the seal
Note: tuser gains +10 chakra to the seal a day
Note: Technique last for five turns before it wears off.

Declined: Ima need you to stop using days and hours in your customs for time periods, because it doesnt translate well in the RP and please proofread your customs before submitting they are hard to read and follow along with at times. Secondly, an influx of chakra that was stored from your techniques doesnt necessarily mean you can get an increase in speed or healing(especially since this isn't a medical ninjutsu custom). There is no real need to make a distinction between NW or BA usage for this type of custom, it should work the same in both instances. Give it a flat rate for how much chakra it seals. It'd probably be easier to give it a base amount thats stored within the seal at all times. - Daemon
 
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Daemon

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Approved Rinnegan bio: https://animebase.me/threads/emily-drexel-lela-kaldwin-i-empress-of-the-empire-of-the-isles.769560/

The Dark Soul (
Dākusouru)
Type: Supplementary/Defensive/Offensive
Rank: S
Range: N/A
Chakra: 70 per transformation
Damage: N/A
Description: The Dark Soul is a Rinnegan Technique developed by Emily Kaldwin that utilizes the mechanical ability of the Asura Path and combines it with the power of Yang Release. Once gifted the ability of mechanical body manipulation by the Asura Path, the user gains the ability to freely manipulate their body to create various sets of eyes, faces, arms, canons etc. The Dark Soul is an extension of this ability granted by the Asura Path and allows the user to transform their body according to three distinct forms: The Abyss Watcher, Spear of the Church, Devourer of Gods. Each of these forms is unique and provides the user different benefits depending on the form. Each form lasts a total of 4 turns and can be used three times per battle with a three turn cool down in between usages. No other Asura Path techniques (besides the Asura Path activation technique) or Rinnegan techniques can be used the turn this is activated. Once deactivated, the user is unable to use Asura Path techniques above A rank for the next two turns.


The Abyss Watcher: The Abyss Watcher is a form based around increased tracking speed and increased overall speed and is thus useful for quick enemies. The user's body begins to transform, growing a second set of arms as well as faces on either side of their head and a face in the back. These increased number of eyes around the user's head increases their tracking speed by x3. The user's shoulder blades and calf muscles also begin to open up revealing two sets of chakra jets that allow for the ability of flight. The addition of Yang Energy while undergoing this transformation, further enhances the physical capabilities of the user and their newly produced body parts. Similar to Power of the Sun, the increase in Yang Chakra throughout the entirety of the body, greatly increases the user's speed albeit to a slightly lesser extent than Power of the Sun. Through the use of Yang, the user's speed triples. However, this influence of Yang Chakra does not increase the user's physical strength. In summary, the combination enhanced speed with increased tracking ability, gives Emily unparalleled insight.

Spear of the Church: Spear of the Church is the offensive form of The Dark Soul. The user begins by transforming their body in at various places. Much like in "The Abyss Watcher" form, the user produces an extra set of arms that are capable of functioning like normal arms (capable of forming handseals while the opponent does another action, etc). However, these second sets of arms also contain powerful canons that can shoot powerful beams and blasts of pure Yang Energy that deal 140 damage. Due to being blasts of Pure Yang energy, they are neutral to all elements and contain effects granted by Yang Release, when an opponent or living entity is struck by the Yang blast, the Yang chakra invades their body, causing an intense burning sensation and imbalance of Yang and Yin chakras. In reality, the burning sensation is destruction of the target's chakra system, causing irreparable(unless through the use of Yang Healing). This chakra system damage makes it so that techniques that require chakra maintenance such as modes, dojutsu and or even passive techniques become deactivated on contact. When used on techniques that attain sentience through the use of Yang Release, the blast from Spear of the Church (if it were to land) would instantly disperse that sentient creation. Firing a Yang Blast counts as a move in a turn, and each blast can reach into mid range, each blast of Spear of the Church requires 70 chakra and is an S ranked ability, naturally.

Devourer of Gods: This form of the Dark Soul is used for purely defensive measures and as such is designed so it has no equal. The user begins to transform their body by creating various cores around their body by opening up sections of their body to reveal these cores. Two cores will be located on the shoulder blades of the user and a central core will be created on the user's torso. These cores will glow a whiteish/golden color due to being powered by Yang Release. These cores are able to erect Yang-Infused Fuuinjutsu Barriers capable of sealing techniques up to S rank. The Yang Infused Barrier then converts the absorbed technique into a sentient mass of chakra that hovers around the user's immediate area (around 2 meters around them) that serves to act as a defensive shield for other incoming techniques. The now sentient technique has damage equivalent to its pre absorbed form but cannot be used to attack and only acts as a shield, requiring damage equal to or greater than the absorbed technique to be destroyed. Due to it being sentient, the shield can mentally communicate with the user to alert them of incoming attacks as well as readjust and move on its own without the need of the command of the user. Due to the nature of Devourer of the Gods, the Yang infused barrier can only absorb one technique and the shield created from this absorption lasts for the entire duration of Devourer of Gods or until destroyed.

Note: Can only be used by Daemon

Approved.

-Drackos


Gift From The Outsider - (Bugai-sha kara no okurimono)
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Gift from the Outsider is a weapons utilized by Empress Emily Kaldwin that takes the form of a sword . The sword is made entirely of Chakra Receiver Rod material due to Emily's usage of the Rinnegan allowing her to produce this weapons from anywhere in her body for usage, and as a result can reproduce this sword if it should be destroyed at the cost of 40 chakra from her body. Attacks with the Gift from the Outsider do S ranked damage and cost a move per turn. The Folding Sword is a three foot sword capable of cutting through most materials. The true abilities of Gift From the Outsider reside in the chakra rod material to transmit the user's chakra over distances. This comes into play when using any of the Six Paths, as a result Gifts From The Outsider gain additional abilities depending on which of the Six Paths are active.


Preta Path: While the Preta Path is active, Gift from the Outsider is capable of absorbing chakra and techniques regardless of their chakra nature following the same restrictions as ( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal . This absorption method is done by intercepting an attack with the blade of the sword. However, this can only be done twice per battle with each usage taking a move in a turn. However, unlike the Blocking Technique Absorption Seal, the chakra from the absorbed technique is stored within the sword itself and is not transferred to the user.

Asura Path: Under the effects of the Asura Path, the user is able to transform the sword into a handheld crossbow that is no larger than the size of a pistol. This crossbow is capable of shooting chakra rod crossbow bolts that reach into long range. The crossbow due to its compact size is capable of firing these crossbow bolts silently. These crossbow bolts do that same damage as the regular attacks of this technique.

Look of the Crossbow:
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Human Path: Using the ability to remove the soul of its target, the Gift From the Outsider is capable of piercing or slashing an opponent weakening their spirit/soul. While this ability cannot completely remove the soul of target, it is possible to weaken mental and spiritual techniques utilized their opponent causing a debuff to the opponent weakening their Genjutsu, Yin Release techniques, Dojutsu or other spiritual based techniques by one rank. This debuffing effect lasts for a total of three turns.

Look of Gift from the Outsider:

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Can only be used by Daemon


Approved.

Arcane Bond (Higi no Kizuna)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Arcane is an S-ranked Fuuinjutsu technique developed by Emily Kaldwin to help her better use her Rinnegan Abilities. Arcane Bond functions by placing a seal at any location on the user's body either before a battle or mentioned in the user's biography. Normally, Rinnegan restricts the user's usage of paths where the user can only have a certain number of paths active at the same time. Arcane Bond serves as a way to lift this restriction, not by allowing the user to have more paths active, but allowing the user to switch between other path(s) while always having a maximum of two active. Arcane Bond works by sealing a path ability that's currently active thus inactivating the path allowing the user to activate new ones in it's place. This sealing can be done on up to two paths at a time. For the path(s) that are sealed, they are sealed for two turns before they are unsealed in which they have the ability to be activated once again. Activating paths through Arcane Bond follow the rules associated with the Six Paths i.e. if the Path can be activated passively, then it will be through Arcane Bond. This also applies to chakra cost, where activating a path(s) will still cost the normal amount of chakra.
Note: Must be stated on the user's biography or placed on the user before a battle begins.
Note: The user can only exchange paths once a turn with up to two paths allowing to be switched out per usage.
Note: Can only be used by Daemon

Pending. Leaving for Lord of Kaos.

Deep Grave (Fukai Haka)
Type: Supplementary/Defensive
Rank: F
Range: Short - Mid
Chakra: 50 (-30 per turn)
Damage: N/A (-10 to user)
Description: Deep Grave is a Forbidden Rank Fuuinjutsu technique developed by Emily Kaldwin I to utilize the abilities of the Human Path. The user begins be performing six handseals and slamming their hands on the ground or on a surface. This allows the user to send chakra underneath a target that erects four chakra rod pillar that spring up from the ground. Immediately upon erection, the chakra rods produce barrier that encompasses the four pillars and the target inside. This physical barrier is unique however due to its synergy with the Human Path. The Human Path is capable of manipulating the mind and removing the souls of its targets. Deep Grave slowly weakens all the targets within its confines, sealing parts of their soul(s) and tethering it to the barrier itself. This can be seen as the person slowly losing "part of themselves". To describe this, the removal process is broken up into stages over the course of three turns. For the first turn, the opponent loses access to all spiritual based techniques such as Yin Release, Yamanaka Techniques, Dojutsu. Fuuinjutsu, Kinjutsu etc. The Second Turn within this barrier the opponent begins to lose access to the ability to mold and manipulate chakra. Lastly on the third turn, the opponent's soul is removed completely resulting in death. This can be applied to non-human targets also such as Edo Tensei. In the case of Edo Tensei, upon entering the barrier results in the immediate deactivation and ending of the Edo Tensei technique, dispersing it. The soul tethering and sealing is possible due to the Chakra Rods abilities to project the user's chakra over long distances and as a result also replicated the abilities of a Path over that long distance (as seen when Nagato was able to control the Six Paths of Pein over long distances and replicate his Six Paths abilities within those bodies). The size of this barrier is dependent on the target, the barrier can be human sized for locking down one opponent but at its max size the barrier can be large enough to lock down a fully transformed tailed beast. This barrier is capable of being destroyed by techniques of the same rank. While this barrier is active, the user is unable to use other Human Path techniques, or Fuuinjutsu.
Note: Must have Human Path activated.
Note: No Human Path techniques the turn this technique is activated and for three turns after.
Note: The Barrier Lasts for a total of three turns.
Note: Can only be used by Daemon, can only be used twice per battle with a six turn cooldown in between usages.

Declined. I believe it was stated to ZK that Human Path abilities, which can have customs, must always be engaged through direct contact from the user's body. You can't use extensions, whether through Chakra Rods, Fuuinjutsu, etc, to circumvent that direct contact requirement.

-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
(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 inanimate 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 large scale attacks as well as pinpoint ones. Most concussive and force-based attacks such as 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 has the ability to burn his body to a crisp instantly. An attack that can obliterate his body would refer to something that leaves only small remains of his body like a finger. For example, if his body was hit with a Dust release technique or any other destructive technique and there was nothing or very little for him to recover. This is not to be compared to if his body was simply shattered and the remains of his body were nearby. 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. However upon regeneration the defensive capabilities of the puppet body are lost as explained in the Notes section. 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 (assuming the original defensive capabilities of the puppet were B rank and lower). Only higher ranked attacks would completely dismantle the user's body.

Note: The user can reform passively following the above rules up to two times afterward it will cost a move and the user will not be able to recover any innate defensive properties of the puppet. This means that anytime the user recovers from this point on their body will simply be equivalent to free-form. Also, at this stage, the user will begin to feel reductions in their health from physical attacks compared to when they were not because they were defending against most attacks with the full power of this technique.
Note: Normal health rules do not apply to this body like a regular human. This means that the user does not suffer from normal ailments like fatigue, critical attacks, or subsequent effects of being hit in places like their arms, torso, or legs, etc. This is mainly because the user lacks the organs or actual ability to be physically harmed in the manner these effects describe.
Note: Reforming does not recover the user from health damages from attacks that can actually harm them like other forms of attacks besides the ones this jutsu allows the user to defend against when this technique is at full power.

Note: User must state in their Biography or at the start of a battle which puppet has this seal inscribed inside of it.

Approved with Edits - Daemon
 
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(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, 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
(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 this coating will originate from the users body and spread its way towards/around the object the user wants to use this technique on. 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.

Approved - 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 8 meters around the user) and long(S rank, up to 15 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, requiring a single seal. A rank can be used three 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.

Approved - Edits Made. - Daemon

(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
(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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Declined: This technique is entirely too powerful, tone it down a bit Lasting 5 turns and usable three times per battle is too much for an S rank. Add handseals for creation. Also if it can't absorb the energy thats attacking it, how is it converting it into dark chakra and releasing it back towards the origin? I'm okay with it having hardening, redirection and/or the spike thing. But not all 3 on one technique. Drop one of these so you can have two abilities on it. - Daemon

(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(A-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 three 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. The Dark Shockwave is equivalent to A rank and the Bone spikes are equivalent to A rank totalling S rank in strength for the technique.

Note: Can only be taught by Skorm.

Approved with Edits Made - Daemon
 
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(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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Declined: This technique is entirely too powerful, tone it down a bit Lasting 5 turns and usable three times per battle is too much for an S rank. Add handseals for creation. Also if it can't absorb the energy thats attacking it, how is it converting it into dark chakra and releasing it back towards the origin? I'm okay with it having hardening, redirection and/or the spike thing. But not all 3 on one technique. Drop one of these so you can have two abilities on it. - Daemon
(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 have absorption properties of the dark release and it can redirect energy elements back towards its origin, converted passively into dark release that is the same strength of the technique it redirected. 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 four turns. It can harden itself for protection once per turn and likewise send out the needle blast once per turn. The size of a shrieker stays the same at all times and has a diameter of three meters. This technique can be used twice 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 absorbed and redirected projectiles can reach long range and deals 80 damage.

Note: Can only be taught by Skorm
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Declined: This technique being S-Rank means that the shell and the chakra orb will each be A-Rank in strength. As such, the orb can only absorb/redirect chakra based on that, as well as the S&W of absorption-type Dark. Likewise, the Shikotsumyaku component will protect the orb or otherwise interact with incoming techniques as an A-Rank DBP structure. Closing up the Shikotsumyaku shell will cost a move slot. Lastly, this will require a maintenance cost every turn to sustain – Goetia

(Shikotsumyaku/Meiton: Puran C | Plan C)
Type:
Supplementary/Defensive/Offensive
Rank: A/S
Range: Short-Mid
Chakra: 40
Damage: 60-80
Description: Plan C is a technique that combines dark release and dead bone pulse. The user absorbs either an A or S rank technique through their marks. They will then channel that dark chakra towards their dormant leg. In the same timeframe as they absorb the technique, the user will then stomp with the leg and channel a massive amount of bones in a 360 degree circle around them. The bones will escavate into razor sharp claws all lines up without any space in-between them. This stretches up to short range for A-rank usage but mid range for S-rank. As these bones form, the user simoultaniously channels the converted dark chakra through their feet and into the claws, coating them in dark chakra. The claws can get up to 5 meters tall for A-rank and 10 meters for S-rank. The dead bone pulse and dark chakra is divided 50/50 in this technique. B+B rank, A+A rank respectively. A rank can be used 4 times with a single turn cool down, S rank can be used twice with a two turn cooldown.

Note: Can only be taught by Skorm

Declined: The wording is somewhat confusing. I'm assuming that the technique's strength is based on what you're absorbing, hence the "absorb either an A or S-Rank". Reword it so that the description reflects this, or whatever you're aiming for more clearly. Based on your wording, this would clash with other techniques based on the S&W of Dark Release – Goetia
 
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BusinessManTeno

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(Fuinjutsu :Kasukana ōmen) - Sealing Arts: Faint Omen
Rank:
S
Type:
Supplementary
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from within 24 hours. Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.

Note: Can use Once per person
Note: Damage is sealed for only four turns.
Note: The user can still take damage
Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)
Note: Does not revert physical damage such as limbs. Excludes brain and heart

Declined: 24 hours is kind of a weird time limit for a CJ like this. When counting time in the RP, do it by turns. - Daemon

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank:
S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

Approved: My bad forgot about this one. - Daemon

(Fuinjutsu: Anubisu no norowareta shukufuku) - Sealing Style: Blessed Cursed Of Anubis
Rank:
S
Type: Supplementary
Range: Long
Chakra Cost: 40
Damage points: N/a
Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form into the sky, affecting everybody within the vicinity. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -20 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.
Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.
Note: Can only be twice per battle with a 5 turn cool down
Note: Last four turns

Declined: Cool technique, however it'd work better as a barrier that can reach up to mid range. I can't allow this to go into long range even if it effects both users. Making it a barrier also allows for the technique to be destroyed/countered/exited by the opponent. - Daemon

Fuinjutsu: 1000 Koe) - Sealing Style: 1000 Voices
Rank:
S
Type: Supplementary
Range: Self
Chakra Cost: N/a (-10 per technique used) (+10 per day)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does.This seal works by storing chakra into the seal (the closed eye) on their hand by using +10 more chakra for every technique they use. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: This is mainly used for arcs (can gain chakra all throughout the arcs) and resets after every arc
Note: If used in the BA, 500 of the users chakra is stored and reserved in the seal
Note: tuser gains +10 chakra to the seal a day
Note: Technique last for five turns before it wears off.

Declined: Ima need you to stop using days and hours in your customs for time periods, because it doesnt translate well in the RP and please proofread your customs before submitting they are hard to read and follow along with at times. Secondly, an influx of chakra that was stored from your techniques doesnt necessarily mean you can get an increase in speed or healing(especially since this isn't a medical ninjutsu custom). There is no real need to make a distinction between NW or BA usage for this type of custom, it should work the same in both instances. Give it a flat rate for how much chakra it seals. It'd probably be easier to give it a base amount thats stored within the seal at all times. - Daemon
(Fuinjutsu :Kasukana ōmen) - Sealing Arts: Faint Omen
Rank:
S
Type:
Supplementary
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from the start of battle . Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.

Note: Can use Once per person
Note: Damage is sealed for only four turns.
Note: The user can still take damage
Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)
Note: Does not revert physical damage such as limbs. Excludes brain and heart

Declined: You still need to put drawbacks for after it's usage. Like Fuuinjutsu rank restriction once it's deactivated, stuff like that. Also do a better job of explaining how the seal actually seals the damage away so your opponent can understand how the tech works - Daemon

(Fuinjutsu: Anubisu no norowareta shukufuku) - Sealing Style: Blessed Cursed Of Anubis
Rank:
S
Type: Supplementary
Range: Mid
Chakra Cost:
40
Damage points: N/a
Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form on the ground. Once the seal appears it will encompass all those who are within it acting as a barrier, sealing off the exits, unless a collective damage of S rank was done. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -25 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.
Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.
Note: Can only be twice per battle with a 5 turn cool down
Note: Last four turns

Declined: Almost there, this just needs some kind of drawback after activation/deactivation like "no fuuinjutsu above X rank for X amount of turns" something like that. - Daemon

(Iryō Fuinjutsu: 1000 Koe) - Medical Sealing Style: 1000 Voices
Rank:
S
Type: Forbidden
Range:
Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does.This seal works by storing chakra into the seal (the closed eye) on their hand by using +10 more chakra for every technique they use. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: If used in the BA, 500 of the users chakra is stored and reserved in the seal
Note: the user also gains +20 chakra to the seal a day (Applies to NW only)
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.

Declined: While better since this a med fuuin tech now it still has some issues, You have to remove the part about the BA, because at it stands you have 500 for the BA but then later on say 300 chakra within the seal. Which is it? Also make it more clear that the seal takes the +10 chakra from the techniques you use. Also Forbidden aint a type. Due to it being S ranked, you need to apply stricter usage restrictions on it such as a cool down between usages and a penalty once deactivated like (Unable to use X ranked Fuuin for X amount of turns after deactivation).

Just spoke to Drackos, the way how you want to use this in the NW won't be allowed so it's just best to remove that part- Daemon


(Fuinjutsu/Senjutsu: Kurukuru umi no doragon) - Sealing Sage Art: Cradle Of The Sea Dragon
Rank:
S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage points: N/a
Description: Cradle Of The Sea Dragon is a very intricate type of fuin jutsu, utilized only by those who are in sage mode. The user once enters into sage mode will utilize the moisture in the air instead of having to use a water source (Thus why its sage mode exclusive). Doing this, the user will create a huge orb of water roughly the size of Kisames water wave dome used against the 8 tails (long range reach). Due to the water being infused with senjutsu it makes it harder to break through the technique, while even restricting the opponent on breathing underwater and making absorbing the water dangerous, causing them to turn into a stone due to the senjutsu present inside the water. Once the dome is placed, A Seal will appear and form on the top of the water dome, sealing any and everybody who is caught within the dome and sealing any and all forms of chakra. This technique is similar to gaaras sand pyarmid sealing technique. Thus making it that once you are sealed within, you cant get out unless the seal from the outside is undone.

Note: Can use twice per battle
Note: Cant use any fuinjutsu above S rank in the same turn
Note: No Water technique above S rank in the same turn

Declined: This is a pretty good technique, but you need to tone it down a bit on the range if you plan to seal all chakra forms. For example, making it reach only into mid range. Also while absorbing senjutsu does make an opponent turn into stone if they can't control the senjutsu, just absorbing one senjutsu technique is not enough to result in the opponent being petrified. So absorbing this technique alone probably won't result in turning into stone. Also add a little more to the usage drawbacks like "No Fuuinjutsu above A rank, the next turn" things like that. - Daemon
 
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Korra.

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Blood Bio https://animebase.me/threads/skarlet-chinoike-blood-eye-goddess.768988/
Training https://animebase.me/threads/blood-eye-gang.769054/post-21944858

(Chi no kami no dōgu ) - Blood God Tools
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost:10-40
Damage Points: 20-80
Description: This is the basic application of blood usage through Ketsuryūgan where the user will use their chakra to take control of their blood or create from existing blood sources, anything they can imagine on a basic scale. This can be anything from weapons to walls, to spikes, domes, waves, anything inanimate which they can use as projectiles as well. For example, the user could create a kunai of Blood and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user, they will need to be A rank. To use the A rank and above versions of technique the user will need to perform 3 hand seals. This can also be used to manipulate and reshape and redirect existing blood costing a move. This cannot be used on the blood within an opponents body. If the opponent were to have drawn blood, then the user can infuse chakra into that to take control of it.

Note: B rank and below blood creations can be made or a single hand seal. A rank can only be used three times per battle and requires two handseals. S rank can be used twice per battle, with two turns in between uses and no Blood jutsu above B rank in following turn and requires 3 handseals.

Approved with Edits Made - 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



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
Removed the stuff about the modes. Turned it into a body seal, cuz I need more seals.

Kage Bushin Nettowāku Fuin - Shadow Clone Network Seal
Rank
: A
Type: Supplementary
Range: Short -Long
Chakra: +5 per clone linked, per turn
Damage: N/A
Description: The Shadow Clone Network Seal is a passive body seal that makes use of the small link between the shadow clones and the original. Although separate, shadow clones maintain 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. This body seal which can be passively activated at the time of a clone's creation, allows a Shadow Clone Specialists to exploit this link to network their shadow clones, granting a unique benefit. The seal first links the user and his clones chakra pools together, which in turn allows the clones chakra to stay meshed with the user rather then being divided evenly among the user and his clones. The clones essentially act like cellphones and the user' becomes the signal tower. Any technique used by the clone is thereby drained from the user's total reserves rather then the clone's own individual reserves. 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 6 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.
Note:
Must have a Shadow Clone Specialty.
This technique must be posted in the user's bio or at the start of battle.

Declined: This removes the need for the Shadow Clone Specialty while giving yourself a massive drawback for what 25% of your chakra health pool. Not worth it. Save your slot chief. - Daemon


Rewriting to try and keep this a bit more in line with how I want it to be utilized. Hopefully this makes it a bit less broken and I can achieve my desired effect.

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. By adding another handseal to the total necessary for a basic or standard elemental ninjutsu, the user will be able to infuse the chakra for up to two shadow clones within the technique essentially transforming their clones into the appearance of the technique while maintaining the physical properties of the jutsu. Offensive techniques infused this way lose their damage stat and become supplementary in nature, as they are simply the clone(s) transformed to maintain the appearance of the jutsu, only for them to break the transformation and confuse and disorient unsuspecting opponents. This transformation can be broken passively in the same time frame as another technique allowing it to be used often times to launch a surprise attack at the opponent once they have thought to avoid or defended the technique, but this action still counts towards the user's move count at the time the transformation is broken.
Note:

Usable three times per battle.

Declined: The passivity of the technique is still there making this a no go. The issue is you basically get to replace a weaker technique with a stronger one on whim. Like for example, you can use this technique to infuse a clone into a C rank offensive technique. You can literally, with this technique, turn that one C rank jutsu into one of Naruto's 400 damage+ Rasengan combos. This also lets you use any technique once your clone pops out of the transformation. There is just too much you can do with this technique for it to be not broken. - Daemon
 
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Shady Doctor

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Initial approval: https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/post-19778932

(Tiglon Kuchiyose: MoMo No SìdūoKíck)-Tiglon Summoning: MoMo The Sidekick
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts self proclaimed greatest side kick, MoMo. MoMo is the daughter of the Tiglon Bach, as such she bares a striking resemblance to him in terms of their dark black fur that wrapped around their bodies. Unlike most Tiglons, MoMo isn't very large at all, in fact she only stands about 1ft tall and weighing a few pounds at most thus allowing her to sit on a summoners shoulder or head. Just like her father and uncle who are summonings of the contract, she has inherited the keen ability to communicate mentally with signers of the contract, allowing them to better strategize mid battle.

Abilities:
MoMo's abilities come from her being a pure ninjutsu specialist, being able to perform normal ninjutsu up to S-rank, but has no skill in elemental usage or Genjutsu. Her real talent comes in the form of specific jutsu such as the chakra transfer technique, which makes her the perfect side kick. She has Mastered the chakra transfer technique to such a degree that at all times that she's in contact with her summoner or another Tiglon, she begins passively transferring chakra into them, boosting the damage of their techniques +10. The only downside to her constant transferring of chakra into who she's aiding is they're chakra would constantly disrupted so they wouldn't be able to perform jutsu that are overly complex such as Genjutsu. Along with her amazing ninjutsu skill, she has the trademark senses of a great cat, being able to hear extremely good, smell the difference in odors between people within mid range, and can see greatly in a dark environment. Another unique aspect about Momo is her being able to use her Ninjutsu skill in order to transform into a fur scarf the same color as her fur. In this form, she still retains all of her previous abilities but can also control herself with raw chakra manipulation to protect the user as hardened fur. This can be expanded and controlled to be up to 3x3 meters in size at max, blocking up to A-rank attacks and costing a move to expand/transform.

• Can only be taught by Shady Doctor
• Can only be summoned once and lasts only 4 turns, while all of her moves and techniques count towards the users own 3 technique per turn count

Declined: What warranted the removal of Fuuinjutsu restriction from the original technique? - Daemon
 
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( Inton/Ototon: Melkor's no uta) - Yang/Sound Release: Melkor's Verse
Type: Supplementary
Rank: A-S
Range: Short-long
Chakra Cost: 50
Damage: N/A
Description: The user will perform 3 hand seals while releasing a a low pitched sound that resonates all around up to long range from the user. Though it may seem simple, this sound is infused with yang chakra, enhancing the sound to have two unique properties. The first of which acts in the same way to ringing madness, where the sound remains within the ear's of those who hear this sound. What makes this unique is it's two effects:

1. The sound is infused with yang being sentient in the way it works. While in the ear's of those who have hear it, it will feed off the though thoughts of those whose ear it's in and from there begin to mess with them by generating the voices of people from their memories. Be it a loved one who passed or an old enemy, the sentient sound will create the voices in the ear of those it's in. This cannot be used to harm the opponent/s, just to create the ultimate distraction, creating the voices in different ways, be it a scream, a cry or even making the sound seem distant or that i came from a certain direction rather than just within their ear. A perfect distraction or even a torture device.

2. The sound is not only made sentient but carries the yang chakra to create an effect similar to the Yang White Tiger technique. The sound acts as a medium and from there the yang will be injected into the opponent/opponent's body causing degenerative effects. The opposite to the "Yang Release: Ring of Hell " technique. This prevents the use of techniques F-rank and requires 2x the normal cost for techniques S-rank and below. Yin-Yang Release users can use A-rank at the normal cost due to their elevated control.

A side effect from the sound in their ears and the toll from the yang chakra is that any effect will have their speed and reaction times halved. This can be countered through a surge of chakra to re set the balance based on the attribute of Yin yang and sage chakra. This lasts until the balance is restored to their chakra system

Note: Usable twice per battle and with a 4 turn cool down.
Note: Can't use yin jutsu in the same turn as this.
Note: No sound jutsu above A rank in the following turn.

Declined: The First ability is definitely more in line with Yin than Yang. For the second ability, the increase chakra cost will have to be a flat number unlike White Tiger which does it in multiples (sucks, I know). Also this technique in general does too much. I suggest two options making it multiranked to allow such variation or two just remove either ability 1 or 2 so you can still keep the after effect. - Daemon

( Inton/Ototon/Genjutsu: Reisuwārudo ) - Yin/Sound/Gen Release: Wraith World

Type: Supplementary
Rank: S
Range: Short-long
Chakra Cost: 60
Damage: N/A
Description: The user will start by releasing a screech like one not of this world, the would cause any hearing it to feel it to their very core, much like nails on a chalk board. This would act as a medium, using the sound as method of binding one in this yin genjutsu. Upon hearing the screech, they will be bound in an illusion where suddenly the world around them changes. It would be like the world had inverted to a negative effect, like that of a wraith world;

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It would seem as though the world was set afire by white flames, anything containing chakra would be burning, including people, hence the name wraith world. The targets would see their own body in this form as though they were just a spirit, burning a white flame, a searing pain shooting through their entire body. Though, this doesn't cause physical damage, this has it's own negative effects, due to the yin chakra within the illusion:
  1. The screech from the inducing of the illusion would leave the target's deafened for 2 turns
  2. The Yin aspect of the illusion is that it's infused with fire, causing the burning, but rather than damage, it acts as a severe distraction, halving the tracking/reaction time of anyone effected.
  3. The yin would set in on the targets causing an imbalance in their chakra system, along with the distraction, making it so they would be required to pay an addition 20 chakra per jutsu used and each jutsu they use would have -1 rank in damage.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of this through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. The user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques in the same turn in the turn this is used.

Declined. I'm a little lost for why the screech would instantly cause deafening in the target, other than on the merit of you saying that is how it is. The third debilitating effect is fine but remember -1 rank in damage doesn't mean surges would fall in 1 rank in potency. Increase the drawbacks a bit.

( Fuuin/ In'yōton : Merkor's Azamuku) Sealing Yin/Yang Art - Melkor's Deceit

Type: Supplementary
Rank: S
Range: Short-long
Chakra Cost: 60
Damage: N/A
Description: This is a unique jutsu where the user will combine fuuin with either yin or yang. The user will start off by creating an Intangible wall or barrier (which can be around the user) which can be up to a 10m diameter. Both Yin and Yang have shown aspects of making something intangible through "Hands of Sloth" And "8 Branched Giant Snake". The user will only infuse this barrier with Yin OR Yang chakra and through this give it a unique effect:

Yin: Upon a person/summon/body/edo passing through the barrier, it will activate it's effect. The barrier will become tangible wrapping around the target applying the hungry ghost effect as it binds them. Once the hungry ghost comes into contaact with the opponent through the barrier it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.

Yang: Upon a person/summon/body/edo passing through the barrier, it will activate it's effect. The barrier will become tangible wrapping around the target. This barrier will have a couple of unique effects of yang release. First and foremost the barrier will bind them preventing them from moving, being semi sentient being aware of how to bind them. Secondly it will force the yang chakra from the barrier into the target causing degenerative effects. Firstly the imbalance will prevent them from using jutsu above S rank, similar to the white tiger technique. Secondly it will make them feel extremely drained, causing any jutsu they use while bound to cost double the chakra and reducing any physical based abilities by 20 damage, such as taijutsu, kenjutsu etc.

Notes: Useable twice
Note: Can only use yin or yang version of the barrier, not both at the same time
Note: The barrier can be created and lasts until it's triggered. It can't be used again until 2 turns after the first use has been triggered.
Note: If the yin version of the barrier is used, While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques. (Only when the barrier is triggered)
Note: If the Yang version of the barrier is used While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques (Only when the barrier is triggered)
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.

Declined. Restrict where this barrier can be created. As per your wording this could happen anywhere (short-long range) and states that it *can* be around the user. I want to see some more restrictions on this so no weird abusive usage happens with creation.

( Inton/Ototon: Melkor's no uta) - Yang/Sound Release: Melkor's Verse
Type: Supplementary
Rank: A-S
Range: Short-long
Chakra Cost: 50
Damage: N/A
Description: The user will perform 3 hand seals while releasing a a low pitched sound that resonates all around up to long range from the user. Though it may seem simple, this sound is infused with yang chakra, enhancing the sound to have two unique properties. The first of which acts in the same way to ringing madness, where the sound remains within the ear's of those who hear this sound. What makes this unique is it's two effects:

1. The sound is infused with yang being sentient in the way it works. The sound mantains itself acting on it's own to constantly grow louder or quieter while changing it's pitch/frequency to constantly mess with the users mind distracting them constantly and effecting their brain's ability to process and react.


2. The sound is not only made sentient but carries the yang chakra to create an effect similar to the Yang White Tiger technique. The sound acts as a medium and from there the yang will be injected into the opponent/opponent's body causing degenerative effects. The opposite to the "Yang Release: Ring of Hell " technique. This prevents the use of techniques F-rank and requires an additional 20 chakra cost for techniques S-rank and below. Yin-Yang Release users can use A-rank at the normal cost due to their elevated control.

A side effect from the sound in their ears and the toll from the yang chakra is that any effect will have their speed and reaction times halved. This can be countered through a surge of chakra to re set the balance based on the attribute of Yin yang and sage chakra. This lasts until the balance is restored to their chakra system

Note: Usable twice per battle and with a 4 turn cool down.
Note: Can't use yin jutsu in the same turn as this.
Note: No sound jutsu above A rank in the following turn.

Declined: While better, the first ability just says that it messes with their mind distracting them and effects their ability to process and react (which is still Yin based in my opinion), but you didn't give this any actual values or quantitative debuff, so it's kind of just like fluff text. I suggest just removing the first ability entirely and making it it's own Yin Technique. You also have to add in a way for the way to break the second effect, if possible. If it works like White Tiger it should be able to be countered by Yang, Yin and Senjutsu body surges etc. - Daemon


( Inton/Ototon/Genjutsu: Reisuwārudo ) - Yin/Sound/Gen Release: Wraith World

Type: Supplementary
Rank: S
Range: Short-long
Chakra Cost: 60
Damage: N/A
Description: The user will start by releasing a screech like one not of this world, the would cause any hearing it to feel it to their very core, much like nails on a chalk board. This would act as a medium, using the sound as method of binding one in this yin genjutsu. Upon hearing the screech, they will be bound in an illusion where suddenly the world around them changes. It would be like the world had inverted to a negative effect, like that of a wraith world;

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It would seem as though the world was set afire by white flames, anything containing chakra would be burning, including people, hence the name wraith world. The targets would see their own body in this form as though they were just a spirit, burning a white flame, a searing pain shooting through their entire body. Though, this doesn't cause physical damage, this has it's own negative effects, due to the yin chakra within the illusion:
  1. The screech from the inducing of the illusion would leave a slight pain in the targets ear from the sudden shock of such a loud sound, similar to when a blasts goes off, leaving them hard of hearing for 2 turns as their ears adjust.
  2. The Yin aspect of the illusion is that it's infused with fire, causing the burning, but rather than damage, it acts as a severe distraction, halving the tracking/reaction time of anyone effected.
  3. The yin would set in on the targets causing an imbalance in their chakra system, along with the distraction, making it so they would be required to pay an addition 20 chakra per jutsu used and each jutsu they use would have -20 in damage taken off, though this doesn't effect the rank when it comes to surges etc. This extra chakra isn't added to the jutsu, it's just what's required due to the strain.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of this through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. The user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques in the same turn in the turn this is used.
Note: No sound/genjutsu above A rank in the following turn.

Approved - Daemon

( Fuuin/ In'yōton : Merkor's Azamuku) Sealing Yin/Yang Art - Melkor's Deceit

Type: Supplementary
Rank: S
Range: Short-long
Chakra Cost: 60
Damage: N/A
Description: This is a unique jutsu where the user will combine fuuin with either yin or yang. The user will start off by creating an Intangible wall or barrier (which can be around the user) which can be up to a 10m diameter This barrier can be made away from the user but act as a single wall with a 10m diameter, though it must be formed at least 5m away from the opponent. Both Yin and Yang have shown aspects of making something intangible through "Hands of Sloth" And "8 Branched Giant Snake". The user will only infuse this barrier with Yin OR Yang chakra and through this give it a unique effect:

Yin: Upon a person/summon/body/edo passing through the barrier, it will activate it's effect. The barrier will become tangible wrapping around the target applying the hungry ghost effect as it binds them. Once the hungry ghost comes into contaact with the opponent through the barrier it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.

Yang: Upon a person/summon/body/edo passing through the barrier, it will activate it's effect. The barrier will become tangible wrapping around the target. This barrier will have a couple of unique effects of yang release. First and foremost the barrier will bind them preventing them from moving, being semi sentient being aware of how to bind them. Secondly it will force the yang chakra from the barrier into the target causing degenerative effects. Firstly the imbalance will prevent them from using jutsu above S rank, similar to the white tiger technique. Secondly it will make them feel extremely drained, causing any jutsu they use while bound to cost double the chakra and reducing any physical based abilities by 20 damage, such as taijutsu, kenjutsu etc.

Notes: Usable twice
Note: Can only use yin or yang version of the barrier, not both at the same time
Note: The barrier can be created and lasts until it's triggered. It can't be used again until 2 turns after the first use has been triggered. Meaning only one barrier can be on the field at a time.
Note: If the yin version of the barrier is used, While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques. (Only when the barrier is triggered)
Note: If the Yang version of the barrier is used While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques (Only when the barrier is triggered)
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
 
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Kinjutsu: Herena no Ibutsu - Forbidden Arts: Relics of Helena † Arc of Covenant
Type:Supplementary
Rank: Forbidden
Range:N/A
Chakra: 150
Damage: N/A
Description:
A forbidden self reincarnation technique based on the spiritual hands of the netherworld from Impure World Seal Destruction and Shinigami from Dead Demon Consuming Seal. The user would have made a covenant with the shinigami, in return, the shinigami would claim his body and soul whenever he looses the will to fight or whenever he dies after his deal with the shinigami is used up. When this happens, a portal would open instantly behind the user and a powerful suction would drag the user into the shinigami's hands while the portal disappears.
The covenant is the shinigami would one time per battle, help the user cheat nature and death. By drawing the user's chakra, lifeforce and physical/spiritual energy in it's raw form just before he dies, the shinigami would return the user to the plane of existence whenever he is killed in battle either through physical damage, snuffing out his spiritual essence or erasing his entire existence while using his life essence and energies to give him a physical body, spirit and soul that is totally free from damage. The shinigami would rejuvenate the user completely to his sound form though he can only give him back half of his maximum chakra even if the user had maximum chakra before his death. The way this works is simple. When the user dies, the shinigami would automatically and autonomously collect the user's body, soul and entire essence in any plane of existence. Then via a portal linked to the Netherworld, the user is spat out after rejuvenation. Rejuvenation takes a day in the Netherworld, but the time it would take the shinigami to grab the user and return him in the normal plane of existence is instantaneous. The user cannot be returned within 5 meters of his opponent should he be in battle.
Usable only one time per battle.
The covenant is applicable to the bio and thus this technique must be mentioned in it. Activation of this jutsu upon the user's death would count as two moves from the user's next turn, though used autonomously by the shinigami.
The chakra used for the technique is deducted at the beginning of a match or RP.

Declined: I'm fine with the whole once per battle resurrection thing. But this also functions as an instantaneous teleport that places you anywhere in the battle that you want (as long as it's not within 5 meters of the opponent). That part I can't allow. Also this tech probably won't be able to bring you back if your existence is erased. When your existence is erased, your soul is typically erased also, so the shinigami aint bringing you back. - Daemon
Kinjutsu: Herena no Ibutsu - Forbidden Arts: Relics of Helena † Arc of Covenant
Type:Supplementary
Rank: Forbidden
Range:N/A
Chakra: 150
Damage: N/A
Description:
A forbidden self reincarnation technique based on the spiritual hands of the netherworld from Impure World Seal Destruction and Shinigami from Dead Demon Consuming Seal. The user would have made a covenant with the shinigami, in return, the shinigami would claim his body and soul whenever he looses the will to fight or whenever he dies after his deal with the shinigami is used up. When this happens, a portal would open instantly behind the user and a powerful suction would drag the user into the shinigami's hands while the portal disappears.
The covenant is the shinigami would one time per battle, help the user cheat nature and death. By drawing the user's chakra, lifeforce and physical/spiritual energy in it's raw form just before he dies, the shinigami would return the user to the plane of existence whenever he is killed in battle either through physical damage or snuffing out his spiritual essence while using his life essence and energies to give him a physical body, spirit and soul that is totally free from damage. The shinigami would rejuvenate the user completely to his sound form though he can only give him back half of his maximum chakra even if the user had maximum chakra before his death. The way this works is simple. When the user dies, the shinigami would automatically and autonomously collect the user's body, soul and entire essence in any plane of existence. Then via a portal linked to the Netherworld, the user is spat out after rejuvenation. Rejuvenation takes a day in the Netherworld, but the time it would take the shinigami to grab the user and return him in the normal plane of existence is instantaneous. The user can only be returned 10 meters away from his opponent should he be in battle.
Usable only one time per battle.
The covenant is applicable to the bio and thus this technique must be mentioned in it. Activation of this jutsu upon the user's death would count as two moves from the user's next turn, though used autonomously by the shinigami.
The chakra used for the technique is deducted at the beginning of a match or RP.

Declined: The issue with your original submission wasn't the distance you appear near your opponent but the fact that this is a revival AND and instantaneous teleport at once, which won't be allowed, by me at least. You would have to remove the whole teleportation thing, which would require you to rework how you want this technique to work. - Daemon


Yang Release: Fallen - Yoton: Ochi
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: 100
Description:
A sister technique to Yin Release: Fallen.
This Fallen is a white translucent corporeal and sentient familiar which is made entirely of Yang energy and shaped according to the user's taste. Since it is corporeal in nature, it can take the form of any figure that can physically traverse from one place to another and can physically be affected by matter that are only physical in nature. Fallen has great physical strength and durability which is equivalent to its strength.
Fallen has a passive ability called "Eternal Grace" which enables him through the use of "Change into Hell", " Power of the Sun" and White Tiger", convert physical energy mixed water molecules in the air into rain. This yang infused rain falls up to long range and depending on who it touches, different affects occur. Eternal grace affects the user and his allies different than an enemy. The user and allies while constantly being touched by the rain would continuously have yang energy surging through their system until the rain ends. They would also be augmented physically, gaining 3x their normal speed, passive healing of 15 damage per turn, B-rank resistance to physical damage and +30 to Taijutsu. Anyone perceived as enemy however, upon touching the rain, would be infused with potent yang energy that would cause yang energy imbalance in their body, causing them to momentarily lose control of sustained techniques and modes though this would unfortunately work effectively in breaking them out of genjutsu. However, they would also become weak physically. Their physical techniques and strength suffers a -40 damage decrease and their speed halves. The rain is particularly detrimental to enemy techniques and scientific tools/weapons that uses any type of chakra, dampening them, making enemy techniques decrease by a rank and tools/weapons take 3x more time to execute a task. This means, a tool that is supposed to perform a task in one turn, would now take 3 turns to perform that task.
Actively, the familiar can use yang techniques that the user is able to use while siphoning chakra from its owner to use them. Fallen is able to retreat into the user, merging with him or a technique of his that is currently present so as to hide in plain sight. However, destroying the user or the technique would end Fallen. An advantage of merging however is that the presence of Fallen in an object will cause an opponent be affected by the properties of Eternal Grace when they make contact with that object. This means if Fallen merges with the user and the user makes direct contact with an opponent, they would be affected by the properties of Eternal Grace.
Requires six handseals to create Fallen.
Rain only falls for 3 turns
Usable twice per battle
While Eternal Grace is in play, the user is unable to conjure Yin techniques of any rank.
User can not use Yin techniques, Yin-Yang techniques in the same turn as creating Fallen and the next turn.

Declined. Its first ability, like with how Ring of Hell works, needs a limit on how many allies it can passively effect. The debuff is WAY too potent (half speed reduction AND -40 damage to physical techniques?) That's crazy for something that happens passively. Adjust this.
Yang Release: Fallen - Yoton: Ochi
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: 100
Description:
A sister technique to Yin Release: Fallen.
This Fallen is a white translucent corporeal and sentient familiar which is made entirely of Yang energy and shaped according to the user's taste. Since it is corporeal in nature, it can take the form of any figure that can physically traverse from one place to another and can physically be affected by matter that are only physical in nature. Fallen has great physical strength and durability which is equivalent to its strength.
Fallen has a passive ability called "Eternal Grace" which enables him through the use of "Change into Hell", " Power of the Sun" and White Tiger", convert physical energy mixed water molecules in the air into rain. This yang infused rain falls up to long range and depending on who it touches, different affects occur. Eternal grace affects the user and his allies different than an enemy. The user and upto 3 allies while constantly being touched by the rain would continuously have yang energy surging through their system until the rain ends. They would also be augmented physically, gaining 3x their normal speed, passive healing of 15 damage per turn, B-rank resistance to physical damage and +30 to Taijutsu. Anyone perceived as enemy however, upon touching the rain, would be infused with potent yang energy that would cause yang energy imbalance in their body, causing them to momentarily lose control of sustained techniques and modes though this would unfortunately work effectively in breaking them out of genjutsu. However, they would also become weak physically. Their physical techniques and strength suffers a -20 damage decrease and their speed is reduced by a quarter. The rain is particularly detrimental to enemy techniques and scientific tools/weapons that uses any type of chakra, dampening them, making enemy techniques decrease by a rank and tools/weapons take 3x more time to execute a task. This means, a tool that is supposed to perform a task in one turn, would now take 3 turns to perform that task.
Actively, the familiar can use yang techniques that the user is able to use while siphoning chakra from its owner to use them. Fallen is able to retreat into the user, merging with him or a technique of his that is currently present so as to hide in plain sight. However, destroying the user or the technique would end Fallen. An advantage of merging however is that the presence of Fallen in an object will cause an opponent be affected by the properties of Eternal Grace when they make contact with that object. This means if Fallen merges with the user and the user makes direct contact with an opponent, they would be affected by the properties of Eternal Grace.
Requires six handseals to create Fallen.
Rain only falls for 3 turns
Usable twice per battle
While Eternal Grace is in play, the user is unable to conjure Yin techniques of any rank.
User can not use Yin techniques, Yin-Yang techniques in the same turn as creating Fallen and the next turn.

Declined: This technique is entirely too powerful. Passively, you want to buff yourself and your allies giving them x3 speed, while debuffing your opponents, while also ending their active modes, while also decreasing the rank of tools/weapons and decreasing their speed. Tone this down. - Daemon


Inton: Ixcariot no Kaiha - Yin Release: Ixcariot's Communion
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description:
Using the ability to change the state of matter. This techniques gives the user the ability to merge two already existing techniques together in order to become one. This can be achieved in a variety of ways that even for normally immiscible matters, the yin energy is able to change the state of matter to make them compatible and combinable. The user is able to combine fire with lightning to form a brighter and golden energy able to shock and burn at the same time. Same with physical element; combining iron with a slippery soapstone would give a slippery metallic alloy of unknown nature. Interaction between energy and solid matter may prove difficult but the yin energy could change the state of both matter into liquid so that they are able to combine and probably leave it at that or make the mixture solidify. At the end the mixture becomes homogeneous. Some heterogeneous mixtures may be formed, only if plausible. For example, a mixture of wind and sand would form a sand storm though the sand itself must be an existing technique and not dormant sand. The merged techniques would become a composite nature of both techniques, taking the size, range, appearance of the larger jutsu and becoming a composite jutsu with properties from both jutsus. This would however not increase the damage but take the average of the damage between the jutsus. This means if the highest ranking technique's damage is 60 and the lowest is 40, the resulting technique would have a damage output of 50.Once the techniques are merged, it takes on the longest time limit out of the two also as a drawback, employs the highest limitation/restriction period like resting time etc, between both techniques.
Usable in the same timeframe as another technique
Usable 3x per battle

Declined. Remove the bit of adopting the longest time limit and readjust how that is going to work. I can predict way too many ways of abuse with that.
Inton: Ixcariot no Kaiha - Yin Release: Ixcariot's Communion
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description:
Using the ability to change the state of matter. This techniques gives the user the ability to merge two already existing techniques together in order to become one. This can be achieved in a variety of ways that even for normally immiscible matters, the yin energy is able to change the state of matter to make them compatible and combinable. The user is able to combine fire with lightning to form a brighter and golden energy able to shock and burn at the same time. Same with physical element; combining iron with a slippery soapstone would give a slippery metallic alloy of unknown nature. Interaction between energy and solid matter may prove difficult but the yin energy could change the state of both matter into liquid so that they are able to combine and probably leave it at that or make the mixture solidify. At the end the mixture becomes homogeneous. Some heterogeneous mixtures may be formed, only if plausible. For example, a mixture of wind and sand would form a sand storm though the sand itself must be an existing technique and not dormant sand. The merged techniques would become a composite nature of both techniques, taking the size, range, appearance of the larger jutsu and becoming a composite jutsu with properties from both jutsus. This would however not increase the damage but take the average of the damage between the jutsus. This means if the highest ranking technique's damage is 60 and the lowest is 40, the resulting technique would have a damage output of 50.Once the techniques are merged, it takes on the longest time limit out of the two, though this would not be the case for offensive techniques. In the case of two offensive techniques merging or when one of the merged techniques is offensive, they would by default, assume a limit of four turns. Also as a drawback, the resulting technique employs the highest limitation/restriction period like resting time etc, between both techniques.
Usable in the same timeframe as another technique
Usable 3x per battle

Declined: Put restrictions on the type of techniques this cannot work on, for example cannot work for boosting techniques, or modes. Things of that nature. - Daemon
 
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(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 have absorption properties of the dark release and it can redirect energy elements back towards its origin, converted passively into dark release that is the same strength of the technique it redirected. 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 four turns. It can harden itself for protection once per turn and likewise send out the needle blast once per turn. The size of a shrieker stays the same at all times and has a diameter of three meters. This technique can be used twice 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 absorbed and redirected projectiles can reach long range and deals 80 damage.

Note: Can only be taught by Skorm
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Declined: This technique being S-Rank means that the shell and the chakra orb will each be A-Rank in strength. As such, the orb can only absorb/redirect chakra based on that, as well as the S&W of absorption-type Dark. Likewise, the Shikotsumyaku component will protect the orb or otherwise interact with incoming techniques as an A-Rank DBP structure. Closing up the Shikotsumyaku shell will cost a move slot. Lastly, this will require a maintenance cost every turn to sustain – Goetia

(Shikotsumyaku/Meiton: Puran C | Plan C)
Type:
Supplementary/Defensive/Offensive
Rank: A/S
Range: Short-Mid
Chakra: 40
Damage: 60-80
Description: Plan C is a technique that combines dark release and dead bone pulse. The user absorbs either an A or S rank technique through their marks. They will then channel that dark chakra towards their dormant leg. In the same timeframe as they absorb the technique, the user will then stomp with the leg and channel a massive amount of bones in a 360 degree circle around them. The bones will escavate into razor sharp claws all lines up without any space in-between them. This stretches up to short range for A-rank usage but mid range for S-rank. As these bones form, the user simoultaniously channels the converted dark chakra through their feet and into the claws, coating them in dark chakra. The claws can get up to 5 meters tall for A-rank and 10 meters for S-rank. The dead bone pulse and dark chakra is divided 50/50 in this technique. B+B rank, A+A rank respectively. A rank can be used 4 times with a single turn cool down, S rank can be used twice with a two turn cooldown.

Note: Can only be taught by Skorm

Declined: The wording is somewhat confusing. I'm assuming that the technique's strength is based on what you're absorbing, hence the "absorb either an A or S-Rank". Reword it so that the description reflects this, or whatever you're aiming for more clearly. Based on your wording, this would clash with other techniques based on the S&W of Dark Release – Goetia
Changing name and rank.

(Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
Type:
Supplementary/Defensive/Offensive
Rank: Forbidden
Range:
N/A
Chakra: 50(-20/turn)
Damage:
N/A
Description: Eye of Savathūn 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 four 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 Eye of Savathūn has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the Eye can completely shut itself together and form a very strong defense(once per turn and counts as a move). This combines the s/w of dark release and dead bone pulse of S rank, making it equivalent of forbidden. While the Eye of Savathūn does have absorption properties of the dark release and it can redirect energy elements back towards its origin, converted passively into dark release that is the same strength of the technique it redirected. 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 four turns. It can harden itself for protection once per turn and likewise send out the needle blast once per turn. The size of the Eye of Savathūn stays the same at all times and has a diameter of five meters. This technique can be used once per battle. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. All of its absorbed and redirected projectiles can reach long range and deals 90 damage.

Note: Can only be taught by Skorm
You must be registered for see images

Declined: You've changed the rank, but the notes I left in my previous check still apply here. The dark orb and the bone plating will each be S-Rank. Since this is Forbidden, this needs more restrictions. Also, you said that techniques it absorbs and redirects will retain their current strength, but later mention that redirected techniques, as well as its needle projectiles, will possess Forbidden-ranked damage. Not happening; the Dark orb is S-Rank, any projectiles will be S-Rank strength in total. – Goetia

(Shikotsumyaku/Meiton: Puran C | Plan C)
Type:
Supplementary/Defensive/Offensive
Rank: A/S
Range: Short-Mid
Chakra: 30
Damage: 60-80
Description: Plan C is a technique that combines dark release and dead bone pulse. The user absorbs either an A or S rank technique through their marks, whichever rank the absorption is is directly translated to the rank this technique will become. If A rank chakra is absorbed, this technique becomes A rank for example. They will then channel that dark chakra towards their dormant leg. The user will then stomp with the leg and channel a massive amount of bones in a 360 degree circle around them. The bones will escavate into razor sharp claws all lines up without any space in-between them. This stretches up to short range for A-rank usage but mid range for S-rank. As these bones form, the user channels the converted dark chakra through their feet and into the claws, coating them in dark chakra. The claws can get up to 5 meters tall for A-rank and 10 meters for S-rank. The dead bone pulse and dark chakra is divided 50/50 in this technique. B+B rank, A+A rank respectively. A rank can be used 3 times with a single turn cool down, S rank can be used twice with a two turn cooldown.

Note: Can only be taught by Skorm

Approved: made some small edits – Goetia

(Shikotsumyaku/Meiton: Burakkugāden | The Black Garden)
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: 80
Description: The Black Garden is a custom variant of the dead bone pulse technique that Kimmimaro used called Dance of the young ferns. This technique lets the user create a large biome of bones that strethes out to long range with spikes and ragged trees/spikes made out of black bones. The user needs to have absorbed atleast an S ranked jutsu beforehand through their dark marks as well as performed three handseals. This lets the user infuse dark chakra(A rank) into the bones(A rank) that they spawn. The user also gain access to the mending with the bones that Dance of the young ferns provides, giving them an advantage of stealth. The meiton chakra in the bones gives it the chakra absorption properties to that of A rank dark release while the technique also already have the raw solid template of dead bone pulse. If enough chakra has been absorbed into the technique, the user can perform a single seal and have any part of the garden explode in a large void storm that is filled with bone shrapnels, dealing A rank dark release and A rank desd bone pulse damage. This takes up a moveslot from the user snd may only be used twice while the black garden is in play. The technique leaves the user hindered from using dark or dead bone pulse techniques S rank and higher for one turn. The technique can be kept for a total of 4 turns and requires a cooldown of two turns as well as limited to be used twice per battle.

Note: Can only be taught by Skorm

Declined: I feel like this is too close to the referenced canon to warrant being a custom. You could reattempt this as just a supplementary jutsu that pairs with Dance of the Young Ferns, but there are still conceptual problems with the jutsu that would prevent it from being approved. You can sort that out next submission if you're looking to retry this – Goetia
 
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Daemon

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Arcane Bond - (Higi no Kizuna)
Type: Supplementary
Rank: F
Range: N/A
Chakra: N/A
Damage: N/A
Description: Arcane Bond is an F-Ranked Advanced Fuuinjutsu body seal technique developed by Emily Kaldwin I. Arcane Bond is a seal/tattoo that can be placed on any location of the user's body. This fuuinjutsu is unique in it's ability to link the user and the Gedo Statue in a similar way to how a Jinchuriki is linked to their Bijuu. By foregoing the ability to summon the Gedo Statue, the user is able to seal the Gedo Statue within this kanji formula. This Kanji formula allows the user to be linked to the Gedo Statue within the seal, giving them access to the Gedo Statue's techniques. The statue while sealed within this Kanji forumla is dormant and immobile, not granting the Gedo Mazo capabilities to break Genjutsu for the user. However, if these techniques require certain activation of paths, those paths have to be activated before technique usage. Also, this technique does not grant the user the Gedo Statue's defensive capabilities. What Arcane Bond does do is increase the potency of chakra rods produced by the user. While not a damage boost, Arcane Bond passively increases the potency of chakra receiver rods, granting them the ability to negatively influence the opponent by injecting the user's chakra into them with these rods. This affects the targets ability to mold chakra properly, reducing the strength of their techniques by one rank, these debuffs usually last as long as the chakra receiver rods are within the target's body.
Note: Can only be used by Daemon
Note: Must be stated on the user's biography or before battle.

Approved.

-Drackos
 
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Changing name and rank.

(Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
Type:
Supplementary/Defensive/Offensive
Rank: Forbidden
Range:
N/A
Chakra: 50(-20/turn)
Damage:
N/A
Description: Eye of Savathūn 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 four 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 Eye of Savathūn has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the Eye can completely shut itself together and form a very strong defense(once per turn and counts as a move). This combines the s/w of dark release and dead bone pulse of S rank, making it equivalent of forbidden. While the Eye of Savathūn does have absorption properties of the dark release and it can redirect energy elements back towards its origin, converted passively into dark release that is the same strength of the technique it redirected. 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 four turns. It can harden itself for protection once per turn and likewise send out the needle blast once per turn. The size of the Eye of Savathūn stays the same at all times and has a diameter of five meters. This technique can be used once per battle. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. All of its absorbed and redirected projectiles can reach long range and deals 90 damage.

Note: Can only be taught by Skorm
You must be registered for see images

Declined: You've changed the rank, but the notes I left in my previous check still apply here. The dark orb and the bone plating will each be S-Rank. Since this is Forbidden, this needs more restrictions. Also, you said that techniques it absorbs and redirects will retain their current strength, but later mention that redirected techniques, as well as its needle projectiles, will possess Forbidden-ranked damage. Not happening; the Dark orb is S-Rank, any projectiles will be S-Rank strength in total. – Goetia

(Shikotsumyaku/Meiton: Puran C | Plan C)
Type:
Supplementary/Defensive/Offensive
Rank: A/S
Range: Short-Mid
Chakra: 30
Damage: 60-80
Description: Plan C is a technique that combines dark release and dead bone pulse. The user absorbs either an A or S rank technique through their marks, whichever rank the absorption is is directly translated to the rank this technique will become. If A rank chakra is absorbed, this technique becomes A rank for example. They will then channel that dark chakra towards their dormant leg. The user will then stomp with the leg and channel a massive amount of bones in a 360 degree circle around them. The bones will escavate into razor sharp claws all lines up without any space in-between them. This stretches up to short range for A-rank usage but mid range for S-rank. As these bones form, the user channels the converted dark chakra through their feet and into the claws, coating them in dark chakra. The claws can get up to 5 meters tall for A-rank and 10 meters for S-rank. The dead bone pulse and dark chakra is divided 50/50 in this technique. B+B rank, A+A rank respectively. A rank can be used 3 times with a single turn cool down, S rank can be used twice with a two turn cooldown.

Note: Can only be taught by Skorm

Approved: made some small edits – Goetia

(Shikotsumyaku/Meiton: Burakkugāden | The Black Garden)
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: 80
Description: The Black Garden is a custom variant of the dead bone pulse technique that Kimmimaro used called Dance of the young ferns. This technique lets the user create a large biome of bones that strethes out to long range with spikes and ragged trees/spikes made out of black bones. The user needs to have absorbed atleast an S ranked jutsu beforehand through their dark marks as well as performed three handseals. This lets the user infuse dark chakra(A rank) into the bones(A rank) that they spawn. The user also gain access to the mending with the bones that Dance of the young ferns provides, giving them an advantage of stealth. The meiton chakra in the bones gives it the chakra absorption properties to that of A rank dark release while the technique also already have the raw solid template of dead bone pulse. If enough chakra has been absorbed into the technique, the user can perform a single seal and have any part of the garden explode in a large void storm that is filled with bone shrapnels, dealing A rank dark release and A rank desd bone pulse damage. This takes up a moveslot from the user snd may only be used twice while the black garden is in play. The technique leaves the user hindered from using dark or dead bone pulse techniques S rank and higher for one turn. The technique can be kept for a total of 4 turns and requires a cooldown of two turns as well as limited to be used twice per battle.

Note: Can only be taught by Skorm

Declined: I feel like this is too close to the referenced canon to warrant being a custom. You could reattempt this as just a supplementary jutsu that pairs with Dance of the Young Ferns, but there are still conceptual problems with the jutsu that would prevent it from being approved. You can sort that out next submission if you're looking to retry this – Goetia
(Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
Type:
Supplementary/Defensive/Offensive
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Eye of Savathūn 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 four 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 Eye of Savathūn has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the Eye can completely shut itself together and form a very strong defense(once per turn and counts as a move). This combines the s/w of dark release and dead bone pulse of S rank individually, making it equivalent of forbidden in total. Eye of Savathūn possesses its own dark mark in the core of the dark orb and lets it absorb chakra and use any dark release techniues the user knows as well as dead bone pulse techniques that are considered as projectiles. 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 four turns. It can harden itself for protection once per turn or absorb chakra/perform a technique. This jutsu counts towards the ally/clone rules. The size of the Eye of Savathūn stays the same at all times and has a diameter of five meters. This technique can be used once per battle. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. After the technique naturally ends or is destroyed, the user cannot perform release form dark jutsus for two turns or use dead bone pulse techniques for two turns either. The passive dmg resistance of Shikotsumyaku is not affected.

Note:
Can only be taught by Skorm
You must be registered for see images

Declined: Releasing dark projectiles is enough for this technique, having access to any of the user's techniques of both elements is too much. Make it so that at the cost of a move slot, the technique can fire projectiles with a total strength of S-Rank, and leave it at that. – Goetia

(Shikotsumyaku/Meiton: Burakkugāden | The Black Garden)
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: 80
Description: The Black Garden is a custom variant of the dead bone pulse technique that Kimmimaro used called Dance of the young ferns. This technique lets the user create a large biome of bone fauna in the most common cases resmbles dead trees without leaves. The user needs to have absorbed atleast an S ranked jutsu beforehand through their dark marks as well as performed three handseals. This lets the user infuse dark chakra(A rank) into the bones(A rank) that they spawn. However, instead of granting the user the merging of bones ability, the user instead get to use the environment as a dark release seal that forms wherever the user wants on the field they have created. If a technique is absorbed through their dark marks while this technique is ongoing, the user can form a release seal to appear anywhere on the field(passively) and direct the technique from a branch(for example.) Depending on the rank of a technique absorbed through the users marks while this technique is active(up to A rank and lower), the user can sacrifice the structure of where they want to release the dark chakra and grind it into small shrapnels and infuse it into the released dark chakra. This form of releae combines desd bone pulse shrapnels of A rank and up to A rank dark chakra in one release. The technique leaves the user hindered from using dark or dead bone pulse techniques S rank and higher for one turn. The technique can be kept for a total of 4 turns and requires a cooldown of two turns as well as limited to be used twice per battle.

Note: Can only be taught by Skorm

Declined: The ability to create other Dark seals on the field clashes with existing Dark customs. As for the detonation aspect, a custom was recently approved that already allows you to do this with Shikotsumyaku structures. I'd still say this is better off as its own Dark jutsu. – Goetia
 
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(Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
Type:
Supplementary/Defensive/Offensive
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Eye of Savathūn 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 four 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 Eye of Savathūn has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the Eye can completely shut itself together and form a very strong defense(once per turn and counts as a move). This combines the s/w of dark release and dead bone pulse of S rank individually, making it equivalent of forbidden in total. Eye of Savathūn possesses its own dark mark in the core of the dark orb and lets it absorb chakra and use any dark release techniues the user knows as well as dead bone pulse techniques that are considered as projectiles. 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 four turns. It can harden itself for protection once per turn or absorb chakra/perform a technique. This jutsu counts towards the ally/clone rules. The size of the Eye of Savathūn stays the same at all times and has a diameter of five meters. This technique can be used once per battle. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. After the technique naturally ends or is destroyed, the user cannot perform release form dark jutsus for two turns or use dead bone pulse techniques for two turns either. The passive dmg resistance of Shikotsumyaku is not affected.

Note:
Can only be taught by Skorm
You must be registered for see images

Declined: Releasing dark projectiles is enough for this technique, having access to any of the user's techniques of both elements is too much. Make it so that at the cost of a move slot, the technique can fire projectiles with a total strength of S-Rank, and leave it at that. – Goetia
(Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
Type:
Supplementary/Defensive/Offensive
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Eye of Savathūn 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 four 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 Eye of Savathūn has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the Eye can completely shut itself together and form a very strong defense(once per turn and counts as a move). This combines the s/w of dark release and dead bone pulse of S rank individually, making it equivalent of forbidden in total. Eye of Savathūn can absorb chakra (based on Dark's absorption S&W) and redirect it towards a target like a projectile of dark flames(chakra). The damage of the projectile will reflect the power of the technique absorbed (1:1 conversion). 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 four turns. It can harden itself for protection once per turn. The size of the Eye of Savathūn stays the same at all times and has a diameter of five meters. This technique can be used once per battle. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. After the technique naturally ends or is destroyed, the user cannot perform release form dark jutsus for two turns or use dead bone pulse techniques for two turns either. The passive dmg resistance of Shikotsumyaku is not affected.

Note: Can only be taught by Skorm
You must be registered for see images

Approved: Made some edits, message me if you're unhappy with the changes. – Goetia
 
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Deep Grave (Fukai Haka)
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (-200 to opponent)
Damage: N/A
Description: Deep Grave is a Rinnegan technique based on the mechanics of "Absorption Technique: Phantom Dragons". The user begins by either having the Gedo Mazo summoned or access to the Gedo Mazo's abilities. By infusing other Rinnegan Techniques (within the same time frame) with the power of a Phantom Dragon, the technique takes on the property of a Phantom Dragon, as a result can be manifested in two ways which have to be stated when this technique is used. The first of these enhancements is known as Shadowwalk. Shadowwalk imbues Rinnegan Techniques with the ability to become intangible similar to the intangibility of the original technique. This allows Rinnegan techniques to pass through solid material and physical elements such as Water and Earth, not interacting with these structures not damaging them but passing through freely(However, they can still interact with energy based attacks and spiritual or otherwise intangible techniques/objects). When the technique interacts with a sentient target, human, clone, summon etc, the Shadowwwalk infused technique drains -200 chakra from the target and unable to use techniques above A rank next turn and Taijutsu/Kenjutsu above C rank for two turns , while also enacting the damage/effects of the original technique. The second form of Deep Grave takes the form of Mesmerize. Mesmerize does the opposite effect of Shadowwalk where tangibility is granted to Rinnegan techniques. Doing this allows the Rinnegan technique to do damage equal to it's rank if it strikes the opponent, however this can only be done on techniques that have no inherent damage. When used on techniques with damage, they can interact with solid matter clashing with them normally.
Note: Can only be used by Daemon
Note: Can only be used three times per battle with a two turn cool down in between usages and no Rinnegan Techniques above S rank the turn after this is used.
Note: Cannot be used on Deva Path Techniques

Declined. I'm not personally keen on this idea of basically taking characteristics of the Phantom Dragons and just applying them to other abilities freely. Especially because this is an ability that is so intrinsically based in Yin Release.

Void Spheres (Boido-kyū)
Type: Supplementary/Defensive
Rank: A
Range: Short to Mid
Chakra: 50 (-100 to opponent per sphere)
Damage: 100
Description: Void Spheres is a Rinnegan Technique developed by Empress Emily Kaldwin I. The user begins by generating six spheres that levitate around the user's body in a circular formation equally spaced apart so that the user always act as the center of the sphere which each sphere equidistant from his body. To create the spheres, the Asura Path must be active, these mechanical spheres with chakra rod receiver material interwoven within them can originate from any point in the opponent's body and a roughly the size of softballs. These spheres act as conduits for that Yang chakra the user will infuse into them, granting them sentience and additional effects. The Yang Chakra within the spheres are capable of damaging the opponent on contact by using the high energy and life force of Yang Release to accelerate the growth of organic matter on the opponent, as a result grotesque formations of growth appear on the opponent's body until they begin to decay. When encountering an opponent without organic matter or material, the Void Spheres will just damage the target normally without the decaying effect. If the user also has the Preta Path activated, these spheres gain an additional ability. Through the use of the chakra receiver material interwoven into the original spheres, the user is able to project their Preta path abilities through the spheres. Once this occurs, the spheres become encased in an opaque basketball sized covering. These spheres are miniature versions of the Blocking Technique Absorption Seal. These spheres, like their parent technique, are able to absorb chakra regardless of its nature, rank etc. But the chakra absorbed stays within the chakra receiving orbs themselves and do not transfer to the user. If the orbs comes within contact with the opponent, it drain 100 chakra per orb in contact with them. The user is able to send out any number of orbs/spheres into mid range to engage with opponents and techniques. Due to their sentience, the spheres are capable of moving on their own volition with the the 100 damage split between each sphere. The spheres function as a single unit and as a result the sum of their movements will always equal one more per turn. For example, if half of the spheres flank the opponent while the other half rush at him, this collective movement will count as one move in the turn. Void Spheres last for a total of three turns with a two turn cooldown in between usages and can be used three times per battle. Requires the Asura Path to be active. To gain the chakra absorption effect, the Preta Path must be active also. Due to the spheres having sentience, they share a mental link with the user capable of altering them to incoming attacks as well as other forms of mental communication. After the technique ends, No Yang, Asura Path or Preta techniques over S rank can be used the next turn. Use of this technique counts as a usage of the parent technique Blocking Technique Absorption Seal.

¤ Approved ¤
 
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Resubmitting Kiss of Redemption with yang

Kiss of Redemption - Shōkan no Kisu
Type: Supplementary
Rank: C
Range: N/A(in bio)
Chakra: N/A
Damage: N/A
Description:
Kabuto using Karin's DNA combined with yang energy , creates a modified version of Healing Bite. While Healing bite requires the biting of Karin's skin, Kabuto makes it so that not only his body can be bitten for healing but his navel snake and his snake ninjutsus. Further modification also makes it so that his navel snake or snake ninjutsu that are actively infused with this modified yang energy, could bite and and inject the target with healing chakra instead of the normal venom, healing them equivalent to Healing Bite. Though this particular snake ninjutsu would have to come out bearing Kabuto's white scaly skin. Healing through snake ninjutsu however, needs Kabuto's conscious input and the snakes to be physically connected to him so as to prevent enemies from unauthorized access. The normal Healing Bite and all conditions/restrictions attached to Healing Bite still applies.
Technique must be stated in the user's bio
Modification is merely a conduit thus passive on the user but still one must post the "Healing Bite" technique which counts as a move, whenever one bites on the skin or snakes for healing
Active modification requires the snakes to bite those they want to heal thus counts as a move. However, one needs to post Healing Bite though only as reference.

Can only be used by advanced Kabuto bio.

Declined: This doesn't fix the issues stated with L's checks. The way how you want to accomplish this is weird because the healing bite works through biting the user directly and siphoning their chakra/med chakra. You'd have to find a way to get that into your techniques if you want this to work. - Daemon

Advanced Kabuto Bio
Yang


Yoton: Kyōki no Fukkatsu - Yang Release: Resurrection of Madness
Type: Supplementary/Offensive
Rank: S-Rank
Range: N/A
Chakra: 70 (-15 per turn)
Damage: N/A
Description:
The three angry demons having being studied by Kabuto, he created a technique that could make a few modifications and give them a new set of abilities. By infusing the Dokis with this technique, they exhibit several uncanny characteristic and power. Unlike formally when their eyes, ears and mouth are shut, They would have their eyes open and ears working perfectly by removing anything that may be covering them. The modification would also add consciousness and independency to the Dokis via yang energy. The newly modified Dokis would need not hear any tune from Tayuya's demonic flute again before they act and from then on, they attack anyone who's not an ally autonomously. The modification also allows Kabuto to issue simple voice commands to them. The infusion of yang energy also makes the Doki incredibly stronger and faster, each immune to attacks one rank higher than they can formerly withstand. Their speed becomes twice as fast while they gain physical strength one rank higher than they have before.
Note: Can only be used once and can only be used by Advanced Kabuto Bios with Tayuya DNA active and with the Dokis already summoned
Can be used in the same timeframe as summoning the Doki
No Yin Release technique can be used in the same turn and next except for those used to augment the Dokis.
No genjutsu or yin-yang the same turn this is used

Declined: The Doki's have consciousness already. You can't use Yangs life/sentience giving abilities on things that are already alive.- Daemon



Kiss of Redemption - Shōkan no Kisu
Type: Supplementary
Rank: C
Range: N/A(in bio)
Chakra: N/A
Damage: N/A
Description:
Kabuto using Karin's DNA combined with yang energy, creates a modified version of Healing Bite. While Healing bite requires the biting of Karin's skin, Kabuto makes it so that not only his body can be bitten for healing but his snake ninjutsus. The modification makes it so that Kabuto's snake jutsus also carries Karin's genetic make up like his skin. This makes all his snakes from his snake ninjutsus appear white and scaly. Further modification also makes it so that Kabuto or his snakes from snake ninjutsu could bite and inject the target with the same healing chakra that normally would be sucked when biting Karin's skin, healing them equivalent to Healing Bite. Healing through snake ninjutsu however, needs Kabuto's conscious input and the snakes to be physically connected to him so as to prevent enemies from unauthorized access. The normal Healing Bite and all conditions/restrictions attached to Healing Bite still applies.
Technique must be stated in the user's bio
Modification is merely a conduit thus passive on the user but still one must post the "Healing Bite" technique which counts as a move, whenever one bites on the skin or snakes for healing
Active modification requires the snakes to bite those they want to heal thus counts as a move. However, one needs to post Healing Bite though only as reference.
Can only be used by advanced Kabuto bio.

Declined: Adding Yang to this technique is arbitrary and really doesn't do anything for the technique. This technique is primarily a Medninjutsu technique since you want to infuse Karin's DNA into your snake techniques. With that out of the way, this technique would have to only be used on techniques that originate from the user's body and techniques that summon actual snakes from the user's body. This would also need some kind of usage limit because I'm most likely not gonna allow you to heal off your snakes all the time. - Daemon


Yoton: Kyōki no Fukkatsu - Yang Release: Resurrection of Madness
Type: Supplementary/Offensive
Rank: S-Rank
Range: N/A
Chakra: 70 (-15 per turn)
Damage: N/A
Description:
The three angry demons having being studied by Kabuto, he created a technique that could make a few modifications and give them a new set of abilities. By infusing the Dokis with this technique, they exhibit several uncanny characteristic and power. Unlike formally when their eyes, ears and mouth are shut, They would have their eyes open and ears working perfectly by removing anything that may be covering them. The modification would also add intelligence to the Dokis. The newly modified Dokis would need not hear any tune from Tayuya's demonic flute again before they act or perform techniques and from then on, they attack anyone who's not an ally autonomously. The modification also allows Kabuto to issue simple voice commands to them. The infusion of yang energy also makes the Doki incredibly stronger and faster, each immune to attacks one rank higher than they can formerly withstand. Their speed becomes twice as fast while they gain physical strength one rank higher than they have before.
Note: Can only be used once and can only be used by Advanced Kabuto Bios with Tayuya DNA active and with the Dokis already summoned
Can be used in the same timeframe as summoning the Doki
No Yin Release technique can be used in the same turn and next except for those used to augment the Dokis.
No genjutsu or yin-yang the same turn this is used

Declined: Yang cannot grant further intelligence to sentient creatures.- Daemon

Custom Kinjutsu in inventory​


Forbidden Art: Netherworld Summoning: Lost Relic - Kinjutsu: Raise Kuchiyose: Ibutsu no Funshitsu
Type: Offensive/Supplementary
Rank: S
Range: N/A
Chakra: 150(-20p turn)
Damage: 100
Description
Lost Relic is a levitating yang reinforced and tempered staff, brought to life via yang energy. By making 3 handsigns and a clap, the user would summon the relic. Passively, the staff would be shrouded with a mid range aura of energy, affecting only those the user perceives as enemy. This energy works in reverse to how yang grants life and sentience. It rips every creature other than a living human of their life. Elaborately, every sentient jutsu would become non-sentient, clones would be undone, summonings would return to their homes and Edos would become lifeless until they are out of range of the aura. By leeching 70 chakra from the user, the staff is able to spawn up to four warriors with compositions similar to the ghostly arms of "impure world seal destruction". The warriors are translucent with a purple hue and have the same size and speed as the user. They can be used to fight for the user though since they lack kinetic essence, they can move even on air and don't do damage directly to a target but a living target touched/caught by them would be unable to mold chakra nor move. Warriors last for 4 turns and can only be spawned twice. By leeching a 100 chakra from the user, the staff is able to open a very wide portal either across the ground or up in the sky. The portal can reach up to 50m radius. The portal is a door way to the netherworld and as soon as it is opened, thousands of ghostly arms would reach out in a linear fashion upwards or downwards depending on the position of the opening. The arms would extend and have a 50m reach. However, they only affect anyone with chakra that the user perceives as enemy. The ghostly arms have the same effect as the warriors. The portal closes after 3 turns and this can only be made one time per battle.
The staff can not be sealed but can be destroyed by damage exceeding 100.
Can only be summoned once per battle
Staff lasts 6 turns while in battle but can remain if the user is not in a battle.
While on the field of play, user can not use Yin and genjutsu of any rank

Declined: This technique is all over the place and it does a little too much. You want this to passively remove Yang energy from things, then have the ability to create 4 warriors, then open up a portal to the netherworld that can reach up to the entire battlefield in its radius to basically lock down the entire battlefield. This does entirely too much you need to tone it down a lot and have the abilities actually work off each other. The removal of Yang from sentient entities literally has nothing to do with the rest of the technique. The staff also lasts entirely too long, you have actually give a reason why it cannot be sealed (which probably won't be allowed if we are being honest) and needs to have heavier restrictions due to this being a Kinjutsu technique. - Daemon
 
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The_Empire

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Approved Here

Updating this to get more clarification on this technique and its usage and usage per battle

Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this technique is used in besides Sage Mode its self of course.

Approved - Daemon
 
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