Custom Jutsu Submission - IV

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Zatanna

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

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

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

Approved. Made edits.
Subete no mono | All thing connected
Type:
Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A (+10)
Damage: N/A
Description:
By taking advantage of the current rain falling down, the user is able to use the conductivity of the water to increase the range of their Raiton/Lightning release techniques by one extra range. Should the user be able to use rain release as well, they are able to manipulate the clouds as a source of Raiton, creating their Raiton jutsu to be performed from the clouds.

Declined. This doesn't really make too much sense; if you use the rain drops to conduct lightning through, you run the risk of shocking yourself. Secondary to this issue is that manipulation of the clouds themselves, as well as using them for Lightning is very close to Storm Release.

Ameton: Jinsokuna rakka | Rain Release: Swift Falling
Type:
Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (+10)
Damage: 60
Description:
With the users rain coming down and performing a single seal, they will infuse their raiton/lightning chakra within the rain, causing the rain to be filled with lightning chakra. Effectively, this causes two benefits to the user. The first being that with the rain falling down, this obscures vision for sharingan users while the second becomes the main benefit. With the rain now falling with the users lightning chakra embedded, any forgein bodies touched by the non users chakra becomes shocked and paralyzed. By constantly funnelling chakra into the rain, the user can keep the lightning rain active.
Notes:
-While active, user cannot use any other lightning jutsu
-Can only be used 3 times per battle
-Paralyzation lasts 1 turn
Declined by Sasori: Explain why this obscures Sharingan user's vision. Explain why you aren't affected by this. Also, if you're constantly funneling lightning chakra into this it makes more sense for you not to be able to use any jutsu besides lightning unless you want to give this a one time affect and not keep funneling it.
Updating CW Armour

Hattori Hanzo
Type:
Weapon
Rank: F
Range:
Short (Long)
Chakra: N/A
Damage: N/A (-5hp to user per transformation)
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. Infused with Yang chakra along lines of the Change into Hell technique, this armour has been given sentience and control over itself. Capable of manipulating itself via taking hp from the host instead of chakra, it can change its form to be what ever it or its user desires. It can manipulate its fabrics and steel to form any type of armour, or any other forms it may think of, such as wings, a cape, a shield etc.
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Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. Infused with Yang Chakra, these scales give the user a constant -40 damage resistance due to the Yang Natures vitality and ability to strengthen via chakra. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (Fuma like Shuriken) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage. Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.

Declined: You say the CW can take HP instead of chakra to change forms or whatever but you dont assign how much health this would actually cost? Also I advice against this taking out of your HP pool and just have it work on chakra. I probably wouldn't allow HP usage like this for this CW. - Daemon

Subete no mono | All thing connected
Type:
Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A (+10)
Damage: N/A
Description:
By taking advantage of the current rain falling down, the user is able to use the conductivity of the water to increase the range of their Raiton/Lightning release techniques by one extra range. Similarly to releasing Nagashi from the users body or something like Chidori/Raikiri where the users body is coating in their own lightning release, the have no risk at shocking or harming themselves via shape manipulating to control where the chakra is going. Should the user be able to use rain release as well, they are able to perform Raiton from the clouds, similar to the process of the B rank technique Fangs of Lightning.

Declined: Alright so, you aren't gonna be able to use any lightning technique from the sky with this technique. Secondly, what kind of technique is this anyway is it passive, active or what? Do you use it in the same time frame as another technique? This technique is very weirdly worded. Also no restrictions? - Daemon

Ameton: Jinsokuna rakka | Rain Release: Swift Falling
Type:
Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (+10)
Damage: 60
Description:
With the users rain coming down and performing a single seal, they will infuse their raiton/lightning chakra within the rain, causing the rain to be filled with lightning chakra. This causes two effects to hamper enemies while benefiting the user. Using shape manipulation, they are able to bend the light by manipulating the raindrops by chaning the shapes of each drop falling to be convex, angling the light generated from the lightning towards the opponents causing blindness. By each raindrop refracting light from another, this effectively creates an endless loop of light being reflected from old rain that is currently falling to new rain that falls. Additionally, due to the heavy rain that is filled with chakra, this effectively creates a wall of chakra that the sharingan and rinnegan see's. However due to the amount of rain falling, it would be like several thousand walls of chakra between an opponent and the user.
Notes:
-While active, user cannot use any other lightning jutsu
-Can only be used 3 times per battle

Declined: That light refraction part is a REACH. You didn't finish explaining the sharingan and rinnegan part, all you said is that they see the chakra. I assume you meant it makes it hard to see through the rain but I doubt you'd need lightning infusion to do this. I feel like this is something you can do fundamentally with a canon rain technique that causes it to rain. Please develop this idea more. - Daemon

Ameton: Arashi no Kuro | Rain Release: Black Storm
Type:
Offensive/Defensive/Supplementary
Rank: S
Range:
Short-Long
Chakra: 140
Damage: N/A
Description:
A powerful rain release technique that summons forth jet black clouds that cover the battlefield, producing a fierce storm and rain. They create powerful winds comparable to gales and tornado's, although lack any damage capabilities. However, due to the severity and power of the rain falling combined with the powerful winds blowing, it reduces all fire/heat based elements and wind/wind based elements techniques from both the user and the opponents by -20 damage. The reason being that the rain falling begins cooling and dousing all fire, while the sheer power from the winds begins to miss shape and redirect all winds. Additionally, this makes any ranged ninja tools B rank and below rendered useless.
Notes:
-Can only be used twice
-Negetive debuff affects both user and opponent.

Declined. I'm not necessarily declining this because it doesn't make sense, or anything like that. But I just want to say, you don't need an S-Rank custom that costs 140 chakra to debuff an opponent by 20 damage lol. Rework this a bit and reduce the chakra cost.
 
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Never

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Resubmitting, still not checked from archived thread here (x); did some grammatical edits.

(Jiongu Fujitsuboātsu : Katsuryoku o Kizutsukeru) - Earth Grudge Fear / Barnacle Arts : Corrupted Vigour
Type:
Supplementary
Rank: A
Range: Short
Chakra Cost: N/A (-30)
Damage Points: N/A
Description:
Inner Daemons and Lena's Unique Structure of having a body Made of Dark Threads make them a strange but symbiotic relationship as Barnacles use tendrils similar to that of Threads. Inner Daemons have more freedom of the Body of a Jiongu user their tendrils wrapped through the threads of their body and after a long time living together have polymerised positively. Through this the Inner Daemons have some form of control and flexibility with the Dark Threads themselves, creating a new Arsenal for them as they can use Dark Threads Techniques independently from the user.

Because of the symbiotic relationship between the Inner Daemons and the Dark Threads, this allows access to the elemental hearts. Inner Daemons can take priority on one of them at the start of battle, giving them access to that particular element the user has Chosen - to Switch a Heart the user must make a Chakra Sacrifice of 30 and requires one of their three moves. The focused element gains more chakra from Inner Daemons when used, spawning Rhizocephala that further fuel the techniques and strengthen them giving them a Rank boost, S-Ranks gain +20 damage. Since Inner Daemons can't perform handseals, any techniques that require them cannot be used and if the Heart isn't within the Body due to the mask separating then it cannot be used.

The Inner Daemons have the option to Summon straight from the Barnacle Contract being apart of Lena's skin the tattoo registers with their chakra. However as a perk of this way of summoning the user and the Inner Daemons have an option to summon one of the hearts to a Summon on the contact as long as it is a "Community" or "Mecha" or "Kozui" - however this can only be one of the hearts at a time (Cost of Summon is used and this counts as a Summoning Ritual). When summoned to a barnacle summon the Masks can be placed over the face of the Communities/Kozui/Mecha and the Dark threads are completely entwined through the summon just as their pink tendrils are also. The Masks give Dark Thread and Elemental capabilities depending on their heart, but only for as long as they are out on the Field - they also act independently from the summon but can still channel elemental jutsu through it's body or another medium instead of just the mouth.

- Summoning Hearts to Summons can only be done four times and has a two turn cooldown. (Post Jutsu in Move for Reference)
- Switching Hearts has a two turn cooldown and saps 30 chakra each time
- Jutsu must either be stated in bio or posted at start of battle and Inner Daemons ( ) must be on the User's Bio
- Must have Access to Dark Threads and Elemental Hearts
- Must have Signed the Barnacle Contract

Declined: This technique seems like it does alot and shouldn't be allowed seems like a lot of reaches. When I say this I mean specifically the second portion of it. The 1st half seems like a reach but a more believable one- Daemon

Resubmitting to fit new speciality rules : x

(Fūton Hijitsu : Ken no sandan jū) - Wind Release Secret Technique : Sword Shotgun
Type:
Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description:
The Sword Shotgun Technique is an advanced Wind Ability and uses the very structure of one's sword and positioning to created quick and powerful attacks, through the use of wind as a propellant through quick bursts that last not even a second. The Bursts of Wind are extremely strong and are imbued with the blade, using it's structure as a way to aim said bursts to create quick and powerful blade strikes.

These bursts can be use in various ways that the user desires, the most simplest way to use this technique is vertical and horizontal slashes. The Blast of wind will shoot from the back of the Katana's Blade, creating a really fast strike that happens in a split second. However, through the same way the user can do a 360 degree spin on the spot because of the burst of winds power, however their body must be positioned in such a way that they are standing on one leg so that they are easily spun around. The ordinary slash would be performed whilst standing on both feet.

Then there is the more acrobatic way to use this Technique, for example the user can point the blade behind themselves and expel the burst of wind from their blade to shoot them towards the target in short range, they can then slash them when they are close after travelling the distance (Maximum of 5 meters). The Blade can also be pointed at a target and expelled that way blasting the opponent away if they are in point blank range, if it's used this way they will receive no damage and just be shot into midrange; the user will also be push back from the recoil created. Another acrobatic use would be as the user is performing a vertical upwards slash, they expel the blast of wind, lifting them from the air whilst slashing transitioning into a 360 degree midair spin slash - sort of like doing the shape of a "9" with the tip of their blade.

- Can be used with other Swords other than a Katana
- Can be used on two swords at the same time, power is split between them (C-Rank each)
- Must be Taught by LonelyAssassin
- Requires Mastery of Ordinary Taijutsu
- Can be used consecutively for Combos, however can only be used twice a turn

Approved
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(Meiton/Mokuton: Shifuku no isan) Dark / Wood Release: Blissful Legacy
Type:
Offensive / Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 Chakra to the opponent)
Damage: 80
Description:
A Technique first created by Angela Bliss but further developed by Lena after she took her heart. The user will create two strands of dark chakra from her marks on the palm of her hands, like whips. Then from the ground Wooden ornamental segments with various kanji and designs engraved on them shoot out from the ground and hit the dark strands, latching onto them until they form a pair of wooden swords with each dark strand fed through them. The user can split the wooden segments at will and essentially have whip swords the segments held together by the dark strands; and then they can have them fix together again into that of normal swords - they can then be sheathed in this form.

The purpose of this technique is to allow for a numerous amount of versatile and fluid, but deadly attacks. The Wooden segments are very sharp and can cut through flesh with ease. When utilised as Whip Swords the user can strike forward and restrict the target with the blade wrapping around the limbs and even sever them if the user pulls on their hilt. This weapon serves great at disarming as well, capable of being manipulated in such a way that it can easily take things off targets. Normal attacks like this only reach short range.

By Command and movement of Lena the swords’ dark strands rapidly extend with more segments seemingly multiplying forwards. The elongated thrusts or slashes or however the user wishes to attack as the dark strands are at his command to twist and turn at any angle will be an S-Rank Wood attack. The power of the attack can be split between the two swords or focused into one, once the sword(s) hit the intended target they will rapidly retreat to their original length. If successfully combated the extra wood and dark is destroyed, but the swords remain intact. This S-Rank attack costs a move in the turn and 40 Chakra dealing 80 damage.

Defensive Charges | 3 Charges. Blissful Legacy can defend against attacks that come within its vicinity according to elemental strengths & weaknesses of Dark Release; the defense is automatic but it can only do this once a turn. The Absorbed chakra will go into the blade and remain dormant. Once all three charges have been used the dark strands will completely retract and the swords will no longer be able to be used as Whip Swords. The engravings on the blade glow a dark purple.
  • Like most Dark Release techniques, anyone who isn’t the user comes into contact with the whip swords’ blades will be sapped of 40 Chakra and it’ll go straight down the length of the blade and into the User’s Dark Marks for future usages.
  • The Creation of this Technique can only be done twice per battle.
  • No Wood or Dark Jutsu in the same turn this technique is created unless it directly relates to this Technique.
Approved
(Meiton/Mokuton: Ibara No Megami Miwaku) Dark / Wood Release: Enchantment of the Thorned Goddess
Type:
Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-30/40 Chakra to the Opponent)
Damage: 60 - 80
Description:
Daughter Technique to “Dark / Wood Release: Blissful Legacy” and can only be performed when the user is wielding the Whip Swords. The essence of this technique is to produce and multiply more dark strands threaded through the Bladed Wooden Segments. There are a couple applications that come with this;

The user will extend their blade so that it pierces through the ground near them, the whip sword will seemingly extend through the ground and produce more of itself. Wherever the user wishes the Dark Strands of Wooden Segments will shoot out of the ground in another location which can be far away from their current. They can create a cluster of up to four whip sword blade extensions in one location used to subdue, pierce and slash an enemy/target. OR they can extend both blades into the ground and produce two clusters with the power split between them. The dark strands holding the wooden segments together will absorb energy jutsu according to Dark’s strengths and weaknesses, but because this is a Wood/Dark Release Jutsu this technique can absorb only up to A-Rank abilities for A-Rank usage or absorb S-Rank for S-Rank usage; the wood will successfully go through other defenses according to Woods S&W. This application can be used five times A-Rank, 3 times S-Rank.

The user may also hit wooden sources like trees with their extended whip sword or the ground like the previous application, but either from the wood source or the ground the segments of wood will explode outwards in a controlled direction covered in Dark Release Blue flames hitting anything in it’s way at high speed. The user may release the explosion outwards directly from their blade but this use is limited to Mid-Range. The Wooden splinter explosion is a Dark/Wood release attack, purely offensive and carries no absorption properties.This application can be used four times at A-Rank, 2 times S-Rank.
  • Like most Dark Release techniques, anyone who isn’t the user comes into contact with the whip swords’ blades will be sapped of 30/40 Chakra and it’ll go straight down the length of the blade and into the User’s Dark Marks for future usages.
  • No other Wood or Dark Release Techniques on the same turn as this unless it directly relates to “Dark / Wood Release: Blissful Legacy”
Jiongu Bio with both Dark & Wood Release on it : https://animebase.me/threads/red-eyed-threaded-heart-reaper.765180/

Declined: For consistency sake, elemental techniques that combine two or more elements will be considered neutral to everything, so you won't just pick and choose which S/W are convenient to you.
 
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(Fuuinjutsu: Seigen sa reta genso shīru) Advanced Sealing Arts: Restricted Elemental Seal
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+ 40 chakra per additional turn)
Damage: N/A
Description: The user activated a seal located in the user's face that creates a black translucent shaded barrier with intricate patterns within a large circle that will expand from him outwards. The lines running between the circle are actually chains of kanji bearing the word "Restrict" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say, and restrict the individuals within the barrier to Basic Ninjutsu, Doujutsu, Taijutsu, Kenjutsu, Genjutsu, Fuinjutsu, Hachimon, Kinjutsu, Juinjutsu, Senjutsu and Pure Chakra usage.
Note: Can only be used 2x per battle with a 3 turn duration between each use.
Note: Lasts for 5 turns.
Note: User cannot perform higher than A Ranked Fuuinjutsu for the duration of the barrier.

Declined. You want a seal that encompasses the entire battlefield essentially (long range)? This needs more limitations than that.

(Advanced Fuuinjutsu: Seigen sa reta genso shīru) Advanced Sealing Arts: Restricted Elemental Seal
Type: Supplementary
Rank: S
Range: Mid
Chakra: 40 (+ 40 chakra per additional turn)
Damage: N/A
Description: The user activated a seal located on the user's face that creates a black translucent shaded barrier with intricate patterns within a large circle that will expand from him outwards. The lines running between the circle are actually chains of kanji bearing the word "Restrict" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say, and restrict the individuals within the barrier to Basic Ninjutsu, Doujutsu, Bukijutsu, Taijutsu, Kenjutsu, Genjutsu, Fuinjutsu, Hachimon, Kinjutsu, Juinjutsu, Senjutsu and Pure Chakra usage. In order to destroy the seal, the user must take damage, the seal on the user's face must be removed, or the user must run out of chakra.
Note: This is an Advanced Fuuinjutsu technique.

Note: Can only be used 2x per battle with a 3 turn duration between each use.
Note: Last until destroyed, the user is damaged or runs out of chakra.
Note: User cannot perform higher than A Ranked Fuuinjutsu for the duration of the barrier.
Declined: You’re restricting too much here and make an actual limit or another way to stop this

Original approval can be found HERE.


(Hyouton: Garasubari no Kuroi Kōri no Shin'nyū ) Ice Release: Glazed Black Ice Intrusion
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (+30 per turn)
Damage: +20 damage to jutsu
Description: The user creates black ice that surrounds all the user's earth techniques and ice (that aren't already black), giving it a stronger resistance to lightning (takes Lightning of the same rank as to cancel out the technique instead of one rank lower). The Glazed Black Ice isnt unnoticable, but it can be seen with a keen eye. The way it catches people of guard is in their carelessness.
Note: Can only be used 2x per battle
Note: User must wait 3 turns for each use
Note: User cannot use Ice or Earth above A Rank
Note: Can only be used with 2 Earth techniques and 2 Ice Techniques.
Note: User cannot use Black Ice Techniques until the user has completed 2 Earth techniques and 2 Ice techniques.
( Hyouton: Garasubari no Kuroi Kōri no Shin'nyū ) Ice Release: Glazed Black Ice Intrusion
Rank: B
Type: Supplementary
Range: N/A
Chakra Cost: 30 ( -10 per turn )
Damage: +20 to Ice and Earth related techniques
Description: When the user uses an Earth or Ice Release jutsu, they will coat their jutsu in a layer of Black Ice by spending additional chakra. This can be done in the same time frame as Earth/Ice jutsu. In coating the jutsu in Black Ice, they turn black in color, giving it a stronger resistance to lightning ( takes Lightning of the same rank as to cancel out the technique instead of one rank lower ).
Note: Can only be used two times per battle, lasting three turns per usage, affecting all Earth/Ice techniques whilst active.
Note: Requires a three turn cool down between usages.


Approved
 
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Satetsu: Daiku shigoto ✦Iron Sand: Carpentry
Type:
Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Approved - Daemon

Raiton: Raitoningukurakkā ✦ Lightning Style: Lightningcracker
Type:
Off./Supp.
Rank: A
Range: Short/Midrange reach
Chakra: 15 (per turn)
Damage: 30 (per turn)
Description: This jutsu is a lightning style technique that can only be used on conductive materials via direct physical contact. Used after binding a target within a conductive source, weather it be chakra based or devoid, with physical contact the user charges the source with a concentrated stream of lightning that adversely affects the bonded target. Charging the entire binding source with lightning happens upon initiation, making the structure a lightning elemental combo when used on chakra based sources, dealing shocking damage to the target per turn while activated. The lightning used is so detrimental to the body that after successfully trapping a target for 1 turn, or more, the constant charge running through the target's body would be enough to leave their muscles paralyzed as an after effect which lasts as long as the target was trapped for which kicks in after they escape, or the jutsu ends. This jutsu lasts for 2 turns and can be used with conductive chakra techniques already being controlled by the user, but requires constant concentration prohibiting any further techniques.
>Has a 2 turn cooldown
>Can be used 3x per battle
Declined: Wrong rank, chakra, or damage
Satetsu: Kinzoku hokyō ✦ Iron Sand: Metal Reinforcement
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +25 or -25
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique fortifies a defensive/or empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Defensive techniques will be layered with additional compact iron sand that reduces the incoming damage of techniques by -25, while offensive techniques will experience a boost of +25 damage due to the additional layer adding more weight behind its force amongst other things. The process is swift, and the additional layer adds size behind the targeted jutsu's dimensions, adding up to 5m, and can also change the surface properties of jutsu; making it have spikes, changing its design, giving it additional features, etc., within the mentioned dimensions. This jutsu lasts as long as the targeted jutsu stays in play, ending with it.
>Can only be used on Iron Sand jutsu with a structured form
>Can be used once a turn
>Can be used 5x per battle

Declined: Alright a couple things with this. Firstly, this will only be allowed to have +20 damage. Secondly, adding 5 meters on to a technique is wild just leave it as a coating around your jutsu. Thirdly, that last line is slick, but we aint having that, remove it. Also add usage restrictions. - Daemon

Sutetsu: Jiki no eikyō ✦ Iron Sand: Magnetic Influence
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<. This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns.

Approved with Edits Made - Daemon
 
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System001

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Advanced Fuuinjutsu in inventory: https://animebase.me/members/telie.70437/#dbtech-shop-inventory
Referenced Techniques:
Fenrir's Lesser Oblige
High Breed
Spectral Sense

Môrō Moro
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A (100 for abilities)
Damage: N/A
Description: Moro is a relic of weapon long lost to the current line of Inuzuka heritage. Sealed deep within the recesses of The Land of Fire's most treacherous forests lay a necklace whose antiquated appearance completely belied its strength. Moro appears as a simple string from which three wolfish fangs are suspended, and aside from being indestructible, will prove useless when not worn around the neck of an Inuzuka. However, a master Inuzuka will be capable of unveiling the secrets of the runes carved into the wolf fangs, and thereby attain powers previously thought impossible. Infused with vast amounts of Yin chakra and inscribed with Fuuinjutsu seals, Moro serves the purpose of implementing the power of imagination to increase the synergy between man and beast. By default, Moro will strengthen the link between Inuzuka and Ninken so that during transformations, hosts will be able to perfectly adopt the aspects and physiological traits of constituents, thereby elevating the symbiosis of all Inuzuka transformations to a level of perfection. Fundamentally, this will allow wearers of Moro to have their usage of Fenrir's Lesser Oblige furthered, and by this they will be able to begin battle with Fenrir's Lesser Oblige active as is usually allowed, but without the drawback of having to sacrifice one of three moves on the first turn of battle for it to be so. Further reactivations of the technique, however, will still cost their respective moveslot. Finally, while the heightened link that Moro affords serves to strengthen the physical bond, true to the nature of Yin, Moro is, in fact, primarily concerned with the spiritual. Beyond the physical, Moro will empower the collaborative efforts and the mental and spiritual connection shared between Inuzuka and Ninken - for the purpose of defence - and thus grant access to an ability called Sacrifar, which comes in three stages.

Sacrifar I: When stuck by a mental or spiritual attack, Sacrifar I will activate and effectively seal the victims mind (primarily their consciousness) unto itself - along with any remnants of the attack that might attempt to linger in the victims body. Normally this would render the victim unconscious and incapable of fighting, however, as Inuzuka and Ninken are always aided by one another, this will not be the case. Instead, Yin will empower the spiritual and mental connection to the point that an Inuzuka or Ninken will be able to substitute for the unconscious victim, piloting their body for them. Normally the piloting of one body by the ego of another would lead to an inefficient result - however due to the fact that Inuzuka and High Breed have shared a mental and experiential connection for years, or decades even, it would be an easy feat as they are already well aware of all the inner workings, secrets, and preferences of their partners mind and body - thereby allowing them to utilise the victims body and all their techniques to full capacity in their stead. Furthermore, by sealing the victims mind, mental anguish and mental damage is avoided entirely. Instead, Moro will gradually drain chakra from whichever spiritual or mental attack afflicts the user, at a rate of 40 per turn. Once purged, the user's mind will be unsealed, and the user will be capable of returning to battle, regaining control of their mind and body as though being jolted from slumber. Naturally, this comes at the tradeoff of the fact that when piloting another's body, the substitute will not be able to pilot their own. Once purged, however, the substitute will be capable of re-assuming full control over their own body.

Sacrifar II: Sacrifar II takes substitution to an opposite, but logical conclusion. When struck by a mental or spiritual attack Sacrifar II will activate and, by widening the pathway of the mental and spiritual connection that Ninken and Inuzuka share, allow the spiritual or mental attack to be diverted from its intended victim onto a substitute. Instead of affecting whoever was struck, the invading chakra or energies that comprise the genjutsu/mental/spiritual attack will be entirely redirected to the mind of another Ninken/Inuzuka, causing them to suffer the full effects in the would-be victims stead. Unlike the other variations, Sacrifar II does not provide reductions or neutralisations to the effects of the attack, but as a tradeoff is the most foolproof, instantaneous version, diverting every aspect of the attack onto a substitution before any mental damage can be done, and isolating the substitute from the user if need be so that it cannot re-infect them. The latter variant is an extreme case, as it will effectively remove the substitute from battle until the effects of the attack expires on its own, or permanently if it never expires.

Sacrifar III: Instead of diverting the attack onto just a single substitute, Sacrifar III operates by 'sharing the load (ayeaye comrade)'. Mental/Spiritual attacks will have their effects split between available minds; for instance an attack that inhibits the user from A rank and above spiritual attacks will be reduced by the four minds (one Inuzuka, three Ninken): Thereby its effects will be quartered (half would be an S rank restriction applied to both, halved again would be an F rank restriction to all four) . Essentially, under Sacrifar III multiple people suffer, but less than if only one suffered alone. The amount of minds the load is shared between can range from 2, up to the maximum cap which is typically four. In the case of attacks that would normally end the fight immediately, Sacrifar III will share the burden so that each recipient only takes 70 dmg (for two) down to 35 for four. In addition to distributing the attack, Moro will activate and begin to drain the chakra of persistent spiritual or mental attacks, by 50 per turn, split evenly or selectively. III is especially effective against attacks that might seek to spread and tether to allies of the victim on its own, as Sacrifar will take precedence, achieving this outcome first and making it impossible to reinfect what has already been affected, even if the alternative outcome might have been superior.

Note: Sacrifar is an S rank ability, costs 100 chakra, can activate automatically, and because it operates through subversion rather than direct opposition, it can effectively neutralise any genjutsu, spiritual, or mental attack so long as the appropriate version is used. For example, Sacrifar I is only absolute against techniques that solely target a victims mind, in the case of attacks that also target the body (i.e hungry ghost which latches to the chakra system), I will only be fully effective when faced with 70 chakra or less, anything greater may still leave the victims body de-buffed even after their mind is sealed.
Note: Sacrifar can be used four times, however this is reduced for each mind that is killed, if one of the wearers Ninken's is already dead then it would only be useable three times, and vice vera. Shadow clones do not contribute to the effects of Sacrifar. When Sacrifar activates, the user will be unable to use Fuuinjutsu above S rank or Yin above A rank for the next two turns. Finally, each version can be used a maximum of two times, with a two turn cooldown between each. Each activation logically costs a move.
Note: Wearers of Moro will have Spectral Sense' passively activated, on account of a heightened attunement to the spiritual.
Note: Requires adv fuuin.

Declined at request of the user.

Link to Mythical Contract in Inventory: https://animebase.me/members/telie.70437/#dbtech-shop-inventory
Dropping Wolves, sorry Roku but it's been 8 years ;_;


Summoning Animal: Inugami / Inukami ( | )
Scroll Owner: I, Scaze Telie!
Other Users who have signed this contract: None
Summoning Boss: Unknown - TBA
Other Summoning Animals tied to this contract: TBA
Description and Background: In Japanese mythology and folklore, Inugami, or 'Dog God', is a familiar spirit that resembles or originates from canines. Typically considered to be either benevolent or malevolent guardians, Inugami are known for performing acts of protection or vengeance on behalf of their Inugami-Mochi, or 'Inugami owner'. It is widely believed that Inugami owners are to be blessed with great fortune and success, however Inugami have also been known to act impulsively, and in rare cases may even turn on their owners. Consequently, Inugami-Mochi are often shunned by society due to feared paranormal interference.

Unique Ability: The special ability of Inugami is that they can passively shed their physical form to adopt a spiritual one instead. Once transformed, an Inugami loses the ability to attack, but can instead instantly possess their host - as they do in mythos (this can occur as early as the same timeframe of their summoning). Accordingly, they are known for endowing their summoner-hosts with great fortunes, empowering them with an Inugami summon's abilities so long as the summoning lasts. However, by default, possession does not increase a hosts available chakra, health, or mental/spiritual resistance, and a host can only be possessed by one Inugami at a time.

Standard Abilities: As Yokai, Inugami summonings possess a variance of otherworldly appearances, ranging from spectral or divine variants of standard dog breeds, to mutant, mythical, demonic or godly interpretations of a canine anatomy (i.e multi-headed, humanoid, multiple/enlarged appendages etc etc). They can speak or communicate telepathically and, physically, they can move across land or air at twice Jounin speed to attack with fangs, claws or tail. True to their nature, Inugami possess adept spiritual awareness, thereby allowing them to sense entities with spiritual energy within the landmark. However, Inugami kind possesses no particular universal elemental inclination, instead their affinities for elemental or non-elemental fields (if they have one) is often decided on an individual or familial basis (To be specified within individual summons.) Although, when an Inugami does possess an affinity for a particular field, their millennia of mastery affords their usages of it a rank boost, or +20 dmg (or defensive power) in regards to S rank and above.

Further Restrictions: When a possession ends, there will be a cooldown before subsequent possessions can take place: One turn for B rank summonings, two for A rank, and three for S rank and above, unless otherwise stated)
Possessions do not count as a mode, however the possessed cannot use techniques that actively surges additional natural energy through their body to empower it (CM, SM, Sage Transformation) or opens the bodies gates without first cancelling the possession. (Unless otherwise is explicitly stated within a summon.)

Declined. This just looks like using your contract for one big power grab for your bio itself. The unique on it's own isn't anything wild, until you take into consideration that you don't specify passive, active, both, neither or just the general abilities of the Summon, like a field, or whatever. So, with how loosely it's worded, anything your Summons can do, you would be capable of too.


So, if I'm reading this right, that's x2 Jounin speed passively, on both land and air via flight, allowing you to do what's restricted mostly to Oonoki and Muu bios, as well as attacking at that same speed, which bypasses the restriction leg weight users need to abide by, eg; slowing down to attack their opponent while sped up from removing the weights. Then we've got passive spiritual sensory which I'm assuming is basically intended to be a copy of the Yin passive, which allows you to passively have a biography specialty, and then finally a universal +1 Rank, or +20 to any field, element etc that the Summon itself is capable of using. And that's just passively for each Summon, and not including what the Summons themselves can do, which I suspect will also be applicable to your bio? Waaay too much in my opinion man. I respect the attempt, and the thought put into it, but no.


As for that first "restriction", that just looks like you're planning ahead, and want to make it look like they have a drawback as summons, but then you can just have one of these as a Personal Summons. It looks like you can use the unique after a set number of turns have passed based on the Rank of the summon, because Summons last a set number of turns, and can't be summoned again once that "timer" runs out, but really, the Unique already stated that the possession lasts for as long as the Summon does, which to a Personal Summon is infinite, unless they are dispersed. So it's less of a "restriction" and more of a cooldown for show. There aren't even any repercussions from your own body being invaded by a foreign spirit, even if it is an ally, so the restriction itself is hollow. Then finally, that last restriction, jeez. Um, question. Where does the unique ability of your Contract mention anything about "Natural Energy", like Sage Mode, Cursed Mark, etc, and thus would cause conflict like you suggest? You say it's Spiritual in nature, not Natural, but in that last bit you specifically say "additional" Natural Energy, so either that's an error, or you want that passive +20 to be counted as a Natural Energy boost, like Senjutsu, for the whole "Senjutsu can play on par with Y/Y reasoning", in which case that's bs and you know it.


I suggest you have one of these Summons possess you, and endow you with some extra strong luck, fortune and success for the next submission. Alternatively, you can take what I've said into consideration, properly define the more ambiguous aspect of that Unique, and then not make the basic abilities so blatantly broken so you actually have a chance with this. Also, if you're going to add "restrictions", actually make them restrict you and/ or your Summons in some manner, or at the very least, stay consistent with them. Are they Spiritual Entities, or Natural Entities? Senjutsu or Yin? Obviously the answer to that last one should be clear, but if nothing else about them even remotely involves Natural Energy, then they shouldn't have anything to do with Natural Energy, Sage Mode, Cursed Marks, etc.
 
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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. Realizing things I didn't recognize as problems a year ago; this is far too many abilities packed into one. You make a familiar that makes rain that augments people, hinders people, and then also can use any Yang technique the user is able to. Oh, don't forget merging with other techniques too. And look at those restrictions. Hardly anything meaningful. Out, out, out.

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, DNR. Sorry, but the concept of this is just too broad to be allowed. There are too many ways to abuse it that can't be restricted for.

Yoton/Ninpo: Kyōki no Fukkatsu - Yang Release/Ninjutsu: 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 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, though their will is connected to Kabuto's and they act based on Kabuto's will. The infusion of yang energy 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: I just checked the Doki and how they look, most of them seem to have their face covered with bandages and such. Yang wouldn't remove this. I understand this jutsu is meant to edit the weaknesses that are inherently within the summon. While a nice idea, I don't think this can be allowed in this form (an infusion technique). Try another avenue. - 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. A remote albeit weak version of the active ability. The aura rips every creature other than a living human of their life/sentiency. 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. The active ability of the staff which is a touch version of the aura, requires direct contact with living being in order to render them lifeless(not dead)/non-sentient. By leeching 70 chakra from the user, the staff is able to spawn up to 2 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 until they are out of the hold just like the original jutsu. Warriors last for 2 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 15m 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 30m 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 2 turns and this can only be made one time per battle.
The staff can only 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 still seems like multiple techniques combined into one. It really doesn't flow together well. You want a relic that makes all sentient things lifeless, then the ability to create two warriors. Then also the ability to open up a portal to the netherrealm. Doesn't make much sense. - Daemon

Ninpo/Kuchiyose: Kyōki no Fukkatsu - Ninjutsu/Summoning: 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 been studied by Kabuto, just like Manda II, he created his own version while making a few modifications and give them a new set of abilities. By clapping his hands, Kabuto would simply summon the modified Dokis. 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 as anything covering them would already be removed. The modified Dokis would need not hear any tune from Tayuya's demonic flute again before they act or perform techniques thus they attack anyone who's not an ally autonomously, though their will is connected to Kabuto's and they act based on Kabuto's will. During modification, Kabuto blesses the Dokis with yang energy, thus summoning and sustaining them require more chakra than usualThis 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. While the Dokis still have access to and can use their special ninjutsu, their techniques gain power too, adding up one rank or +20 damage.
Note: Can only be summoned once and can only be used by Advanced Kabuto Bios with Tayuya DNA active
Can not summon the default Dokis while this version is in play or after they have been summoned
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. Had to speak to the other mods; summonings involving Yin-Yang Release are not allowed, even if they are the Doki's.

Removed the 3rd ability completely but in turn, buff the second a little​

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. A remote albeit weak version of the active ability. The aura rips every creature other than a living human of their life/sentiency. 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. The active ability of the staff which is a touch version of the aura, requires direct contact with living being in order to render them lifeless(not dead)/non-sentient. By leeching 70 chakra from the user, the staff is able to spawn up to 2 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 that doubles that of 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 until they are out of the hold just like the original jutsu. Warriors last for 3 turns and can only be spawned twice.
The staff can only be destroyed by damage exceeding 100.
Can only be summoned once per battle
Staff lasts 8 turns while in battle but can remain if the user is not in a battle.
User can desummon the staff any time he wants
While on the field of play, user can not use Yin and genjutsu of any rank

Declined. A custom weapon that isn't a custom weapon, but is also Custom Kinjutsu and Yang, that passively makes every 'sentient' jutsu lose that trait, kills off clones, and makes Edo Tensei useless. And that is its PASSIVE use. Not to mention you're already trying to abuse speed and it lasts EIGHT turns.
 
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Drackos

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(Fūinjutsu: Koeteiku Tengoku) – Sealing Technique: Transcending Heaven
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+30 chakra to applied technique)
Damage: N/A
Description: A passive technique available to masters of Advanced Fūinjutsu; this technique allows the user to augment a standard Fūinjutsu technique to their higher level of mastery. Though this technique comes at the cost of greater chakra strain, as well as forfeiting the user’s ability to boost their Fūinjutsu by an additional ten chakra points, it affords the user much greater versatility within their own set of seals to combat advanced techniques, such as Yin-Yang Release. The technique can only achieve a maximum chakra sealing and absorption capacity of 70, and cannot boost beyond that even if mathematically the technique is higher than 70. Transcending Heaven can be used four per battle, and only by users of Advanced Fūinjutsu. After use the user is unable to apply this technique again for two turns.
Declined: I can't allow this because it essentially goes against the rules. The new update states that your old Fuin aren't able to just be boosted to absorb more just because. The general idea is to create new seals or possibly update old ones. Overall, it's not fair for you to have this when other people aren't supposed to and can't either.
 
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Korra.

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Blood Eye/Med Bio https://animebase.me/threads/skarlet-chinoike-blood-eye-goddess-v-4.775797/

( Ketsuryūgan/Iryo Ninjutsu: Bakuhatsu Ningen no Jutsu ) - Blood Dragon Eye/Medical Ninjutsu: Degrading Human Technique
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A ( -15 per turn )
Description: A jutsu that is was created as the reverse of Exploding Human. When a Ketsuryūgan-wielder makes direct skin contact with a target, they can infuse some of their chakra into the target. The said chakra becomes poisonous to the target, making their bodies unstable, dealing slow but constant damage over turns. Causing the victim's body to become consumed in a pitch-black substance, the opponent will suffer 15 damage every turn until 4 turns have passed. Instead of causing the victim to explode, a Ketsuryūgan-wielder will cause blood clots to form inside the victim's body. Using Medical knowledge, the user will have the blood clots form around chakra points. The clots would form around the points and highly pressurize causing the points to be damaged and destroyed after longer exposure. The more turns that go by, the more chakra points in the victim's body will get damage. The area that the user hits on the victim will be affected at the touch and it will spread from there. The user can use their doujutsu to see the spread and control what area gets affected next. Whenever the target's health drops to lower than 15 or 10 turns have gone by ( whichever is shorter ), all of the victim's chakra point will be damaged or destroyed causing them unable to mold chakra above B rank and leaving the target unable to continue until healed. Only by rendering the target unconscious (such as with genjutsu) or defeating the user will the virus be nullified. With proper medical aid, the poisonous chakra can also be extracted, saving the victim completely. Opponents can stop the damage by either using Med Jutsus, Yang Healing, or a high enough chakra surge to over power the chakra.
Note: Requires direct contact to utilize. Can only be used after the Ketsuryugan has been activated. Can only be used on a single opponent once
Note: Can only be used a total of 3 times a match (if multiple opponents)
Note: Cannot use this and Exploding Human on the same opponent at the same time
Note: When afflicted, just like Exploding Human, any passive having abilities the target has active will be ceased such as Yang specialties, Sage Mode, etc.

Approved
 
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21 Savage

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(Harrier Kuchyosei: Redemption of the Harrier Gods) - Harrier Summoning Arts: Redemption of the Harrier Gods; Extensions of Kings
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The signer of the contract claps his hands and summons a pair of large wings from an Harrier Bird summoning in their world to serve as an extra limb in battle. These large wings are capable of sustaining flight and maneuverability whilst in the air at the cost of 10 chakra points per turn. These wings can maintain flight and can be sustained for an entire battle as long as the user remains conscious. Signers of the contract with access to Fuuinjutsu are able to utilize the wing's special ability which allows them to be utilized as a shield against high profile energy attacks. Through the use of a Fuuinjutsu script that comes along with the wings, once per two turns, the user creates a barrier capable of absorbing the chakra of energy related attacks (Fire, Lightning and similar CEs) of S rank and below When any energy technique has been absorbed, the wings are able to repel/deflect the absorbed energy back to the target in the same time frame (passively). While these wings are active, the user moves at his current running speed. Alternatively, while active, signers of the contract are able to utilize wind technique using the wings as a medium by flapping them and conjuring the aforementioned elemental techniques. Due to being another entity's parts, wind techniques used through the wings gain an increase in rank for A ranks and below while S ranks gain a meagre +20 damage increase.
• Need to have signed the Harrier Birds Summoning contract.
• Requires Fuuinjutsu
• Absorption can only be used four times per battle and can not be used in consecutive turns.

Declined: Summons aren't able to utilize Fuin in any fashion.
(Harrier Kuchyosei: Osun, the Goddess of Clairvoyance) - Harrier Summoning: Osun, the Goddess of Clairvoyance
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Osun is one of the special elders of the Harrier Birds Kingdom. Popular for her warm and motherly nature, she is calm and known for her excessive detest for violence; only engaging in combat in defense of her virtues & her family. Unusually blessed by the gods, Osun is nicknamed the goddess of clairvoyance as testament to her heightened intelligence and sensory capabilities. Apart from being able to use D rank & below Ninjutsu efficiently, Osun is able to sense any shinobi and differentiate between active chakra sources around her up to a landmark away, effectively discerning between the different elemental chakra natures as well as foreign chakra in both her & her allies chakra pathway; providing the chakra surge to free them from such at the cost of a move slot. This is applicable to S rank & below illusions and mind altering techniques bar MS Genjutsu and above. With her intelligence and experience as an elder summon, she understands the fiery nature of fire release, the fluidity of water release, the coarseness of earth release, the smoothness of wind techniques and the devastating intensity of lightning release. She's able to relay these information to her allies through her special ability "Afoshé." Afoshé is Osun's special ability which allows her to transmit her battle analysis, active reconnaissance and sensory information to her allies via physical contact. As long as she is with short range of her ally, she is able to make them constantly "feel" her detailed sensory information, serving as an indispensable aid in battle. This ability translates to a meagre x2 increase to allies tracking speed, gifting them her clairvoyance while she's on a battle ground. Some significant features in her appearance includes her pure white feathers, bright yellow beak/talon, her average size and her elegant natural beauty for an elder summon.

* Can only summoned once per battle.
* Summon lasts 4 turns

Declined. What do you mean when you say "D-Rank and below Ninjutsu efficiently"? At a lowered cost, like the Efficiency Specialty of -10 Chakra? If that's the case, you might as well not bother. Summons Chakra costs aren't removed from your Chakra, so you're deducting -10 from nothing anyway. Aside from that, honestly, you just have a little bit too much going on here. Low level Nin, passive Sensory up to a Landmark away, active Chakra surge for Gen dispelling and then a x2 tracking passive through contact? Try and make it a bit more streamlined, and don't make it so focused on passives.

(Sandaime' Torikeshi funōna chūmon XIX) - Sandaime' Irrevocable Order XXX
Rank: N/A
Type: Supplementary
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The Raikage's Lightning Armour is famed for increasing the user's offensive capabilities to the maximum but leaves him vulnerable defensively. Being a Lightning prodigy, this technique provides the necessary defense measures against attacks of the same element. By advancing the abilities of the Lightning Armour with Fuuinjutsu, while active, the Sandaime focuses his black lightning chakra and creates a barrier around the armour into increasing its abilities, allowing it absorb available lightning electrons/energy short range around him (by extension lightning techniques) into the armour distributing the chakra to do one of two things. First, any absorbed lightning technique would be layered on the edges of the Lightning Armour like some sorts of defence, such that when any attack comes in contact, the absorbed technique is released with full force outwards. Although this strictly follows the guidelines of elemental strengths and weaknesses. Depending solely on the rank of the technique absorbed, this determines the rank of the defense shroud. An absorbed S rank lightning would form an S rank black lightning defence, an absorbed A rank lightning would form a A rank black lightning defence and so on. An alternative usage would be to serve as a power up for the Third Raikage's lightning techniques. This translates to an increase in rank for absorbed techniques A rank and below while S ranks take a +25 damage boost. Although this ability is passive, available as long as the armour is active, it counts towards the three move per turn limit. Both usages can't be used in consecutive turns or at the same time and they can only be used once in two turns.

* Usable four times per battle
* Requires Fuuinjutsu
* Active as long as the Lightning Armour is on.
Declined: Give this a rank, chakra, and a duration. Also, specify what techniques and what ranks it can absorb. Keep your boosts to even numbers. If something is passive then it means it doesn't count as a move so it doesn't make sense when you say this still counts as a move. Specify what you are trying to say there. -Sasori

(Fūinjutsu: Monryou Fūin) - Sealing Technique: Collapsing Barrier
Type: Offensive
Rank: C-S Rank
Range: Short - Long
Chakra: Based on Rank (+20)
Damage: Based on Rank or Damage of Barrier
Description: This sealing technique allows the user to either create several barriers around a target or take control of an existing barrier, be it the user's or that of the opponent. Taking control of the opponent barrier requires chakra for the rank of the technique plus an additional 20 chakra to be spent. This means the user would spend 30 (+20) chakra for an A-rank opposing barrier. However, taking over the user's or allies' barrier would only require chakra according to the rank of the barrier. Having created the barrier or taking over the barrier of someone else, the user would make them collapse on themselves and inwards causing physical damage equivalent to the default damage of the barrier or if not applicable, the rank of the barrier i.e :- an A-rank barrier would collapse to deal 60 damage points. However, the user is able to create several layers of barrier and also able to make intricate structures via their imagination.

• Note: S Rank creation or takeover requires an handseal or an hand gesture (be it a snap, wave or clap)
• Note: Usable 2 times every 3 turns

Declined: This has been done before.
 
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NightKiing

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Hogo-sha no michi-Way of the guardian
Type: Supplementary
Rank: N/a
Range: Short-Long
Chakra: N/a (-10 per turn)
Damage: N/A
Description: The user will infuse their ice chakra into an existing ice technique or structure, to take control of it, using advanced shape manipulation to shape them into tiny, sharp ice shards. These will have the same strength as before just reshaped into tiny blades that the user can then control with hand gestures. These can be used for attack or defence or simply reforming into a new structure. This does not create more ice, only reshapes existing ices. This can be done in the same time frame as an ice jutsu used.

If the user was to use this on an opponents jutsu, the user must spend +10 more chakra than within the ice jutsu to take control of the jutsu, but only works on opponents ice jutsu up to A rank.

Note: Can be used 4 times per battle. The user can retain control of the ice shards up to three turns, costing a move per turn to do so, though able to use other ice/wind/water elemental jutsu at the same time.
Note: Requires one turn cool down.
Declined: Make this at least D-rank. This won’t be used on enemy techniques. Also, no forming into new structures.-Sasori




Osun no hogo-Osun's protection
Type: supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20 to Ice techniques
Description: This is a unique technique used on the user's ice jutsu. The user will infuse more chakra into the ice, in doing so creating an outer layer. This outer layer will be thousands of ice shards covering the the jutsu like scales, creating small layers of ice shards. With this it adds cutting damage to any ice jutsu while increasing it's strength by +20 or increasing it's defensive properties by one rank. This can be done at the same time the user releases an ice jutsu, happening in the same time frame.
Note: Can only be used four times
Note: Requires two turns cool down between each use.

Declined: Has been done before try to make it just a bit more unique.
ReSubmitting.

Hogo-sha no michi-Way of the guardian
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10 (-10 per turn)
Damage: N/A
Description: The user will infuse their ice chakra into an existing ice technique or structure, to take control of it, using advanced shape manipulation to shape them into tiny, sharp ice shards. These will have the same strength as before just reshaped into tiny blades that the user can then control with hand gestures. These can be used for attack or defence. This does not create more ice, only reshapes existing ices. This can be done in the same time frame as an ice jutsu used.

Note: Can be used 4 times per battle. The user can retain control of the ice shards up to three turns, costing a move per turn to do so, though able to use other ice/wind/water elemental jutsu at the same time.
Note: Requires one turn cool down.
Note: Cannot be used on opponent's Ice technique.
Note: The technique this is used on retains it's damage.


Approved.

Osun no hogo-Osun's protection
Type: supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20 to Ice techniques
Description: This is a unique technique used on the user's ice jutsu. The user will infuse more chakra into the ice, in doing so creating an outer layer, a shell which surrounds the ice technique this is used on. This outer layer will be thousands of ice shards covering the the jutsu like scales, creating small layers of ice shards, although the outer layer doesn't come in contact with the actual ice technique, leaving a tiny (2 inches) vacuum in between. With this it adds cutting damage to any ice jutsu while increasing it's strength by +20 or increasing it's defensive properties by one rank. This can be done at the same time the user releases an ice jutsu, happening in the same time frame.
Note: Can only be used four times
Note: Requires two turns cool down between each use.
Approved
 
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Ańbu Juniør

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Updating

Ōkami No Keitaku | Blessing of the Wolf God
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique, the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken and Inuzuka, but cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform Gatsuuga or Gatenga techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, it can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.
Approved
Updating [X]

(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other techniques that serve to enhance the opponent's jutsu; upon detection of such a technique, the barrier will activate, forcibly stripping away the technique that causes the boost and absorbing its boosting power into itself. The barrier does not weaken the opponent's techniques in any way beyond that. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.

Notes:
- This barrier can be erected in the same timeframe as another technique.
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per use.
- Requires a two-turn cooldown between erection of barriers.
Declined: Keep the original. There's no reason for you to be able to erect this at the same time as another technique besides it being convenient to you. -Sasori
 
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Punk Hazard

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(Ame no Habakiri) - Snake-Slayer of Heaven
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Ame is a moderately curved katana, a golden trefoil-shaped tsuba. It has a white color scheme matching its "Heaven" motif. Its kashira and kojiri are both gold with its sheathe being lacquered solid white a lot like its tsuka with three cords, both the saya and tsuka have simple light five-petaled flower motifs on both sides. Forged through the use of a Ninjutsu and chakra metal, Ame is a blade most suited for a Ronin capable of utilizing Typhoon Release. Once per turn, the swrod is capable of passively altering the user's Kenjutsu techniques into a Typhoon Release technique. The user's slashes become capable of generating gusts of Typhoon Release, effectively extending the range of the user's slashes by one. These flying slashes follow the same rank as the Kenjutsu technique it accompanies, producing the same amount of damage and consuming chakra from the user corresponding to the rank of the Kenjutsu technique and retain the strengths and weaknesses of Typhoon Release. Ame no Habakiri's effect will manifest so long as the sword remains in contact with the user's person, even while sheathed.
Note: Can only be used with non-elemental Kenjutsu.

(Enma) - Enma
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Enma is a moderately curved Shobu Zukuri-style katana with a lilac and gold color scheme. the tsuba is trefoil-shaped, and each lobe is holed in the middle and thickly ridged. The tsuka is lacquered solid lilac (rather than cloth-wrapped), as is the saya. Both are embellished with simple, golden, five-petaled flower motifs on each side. Enma was forged from chakra metal through the use of a Ninjutsu, and is capable of acting as a substitute for Samurai armor in the usage of Bushido so long as it remains in contact with the user's body(even in its sheath). Once per turn, Enma can grant the user the ability to release any Ninjutsu technique through the use of their blades, so long as it carries a physical form.

Both Approved
 
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Lord of Kaos

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Submitting a variation of the above for Yin:

1. ( Inton: Ōtō o okuraseru - Yin Release: Delayed Response )
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 70 (-15 per turn)
Damage points: N/A (+30 to techniques)
Description: The user, after inserting a significant amount of Yin energy from an outside source, disrupts the ratio of his Yin to Yang energy on a such a high level that his body becomes flooded with excess Yin energy that bolsters his spiritual attributes and energy. The result of this is that due to the influence of the overwhelming Yin energy, his body naturally enhances the abilities and effects of these natured techniques. This translates into a significant modifier towards those techniques' base capabilities and a large increase in their destructive power by a degree of 30. For supplementary or defensive techniques, this causes them to be able to effects things of a higher rank of chakra count normally incapable of by a degree of 1 or 2 ranks, depending on the technique in question (explained in Notes). Because of the excess Yin energy within him, this has the added effect of making physical techniques become delayed in their attempts to target him, taking at least 2 turns before they can begin to affect the user due to this imbalance of energy having to first be reset before made imbalanced again. This shows in a delayed damage effect as well as health drawbacks associated with the health system such as those listed when receiving 40% torso damage.
Note: Use of this technique can be triggered alongside other Yin techniques if an outside source infuses the needed excess energy as the user uses a technique, extending the abilities inferred in this jutsu to said technique.
Note: In the case of Defensive techniques, this allows the user's techniques to work on other techniques of one rank higher if they are of a spiritual nature. In the case of non spiritual techniques that seek to imbalance the user, these effects will allow the user to defend against techniques of 2 ranks higher.
Note: In the case of Offensive or Supplementary techniques, the power increase is on par of that of a Six Paths Senjutsu based bios allowing it to add this influence to said abilities and techniques, including others seeking to augment the user's abilities and Jutsu.
Note: Can only be used up to 4 times, twice against any opponent. Each use lasts until the user forgoes the chakra cost each turn to maintain it or 6 turns go by, whichever is shorter.

Declined: Elaborate on the bolded because it doesn't make sense for the Yin variant of this technique. For the Yang Variant it'd made sense because spiritual based techniques target your Yin energy and since you destroyed that ratio it'd logically delay it. But for Physical techniques they don't really "target" anything other than your physical body. I don't think shifting your yin - yang ratios would delay the effects of you getting punched in the throat. Do you mean this to make your body intangible or something else? - Daemon

2. ( Inton: Okuninushi ) - Yin Release: Okuninushi
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50 ( -15 per turn )
Damage: Dependent on jutsu absorbed
Description: Based on Hands of Sloth, Uchihageshi, and Fukurokuju, the user blocks an incoming attack and absorbs it using his gunbai as a medium, nullifying its effects and purifying it on contact. However, this jutsu differs from the Uchihagaeshi jutsu due to it's special ability; before or after chakra has been absorbed, the user adds Yin natured chakra to the war fan. Granting it the intangibility and spiritually degenerative properties of the Hands of Sloth technique, the user becomes able to apply this converted chakra to various Uchihageshi variations when released. Upon release, this energy is near blindingly white and due to it's intangibility properties, is capable of passing through obstacles to seek spiritual energy to feed on. Upon contact with the target's chakra, this causes the afflicted to have aspects of their chakra usage weakened. What this does is causes opponents hit to gain the inability to use multiple jutsu in one timeframe or the ability to infuse chakra from other techniques into their jutsu. Should the opponent be hit twice, then the effects will double/worsen proportionately and they become unable to utilize above A rank Ninjutsu for 4 turns. This effect only takes place should the user choose not to make the attacks physical, in which case they carry high physical damage.
Note: When used, Okuninushi lasts for 3 turns and can be used twice, requiring at least 4 turns in between usages. After using, the user cannot make use of any Uchihageshi variants for 3 turns nor any Yin jutsu for the same turn.

Declined: A couple of things with this right, so you absorb the chakra of the jutsu and release it into other Uchihageshi variants which is fine and all but why does this have a damage stat then? Clarify it because once the chakra is released for a blast back to the opponent like in Uchihageshi, that chakra should be gone and shouldn't be able to be infused into other Uchihageshi based techniques. So It's either you make this technique a one off where you absorb the opponents technique and release it as a blast with those Yin properties. Or you take up their chakra, and release that chakra in conjunction with another Uchihageshi jutsu, where it only acts as an infusion-type technique. - Daemon
================
( Inton: Ōtō o okuraseru - Yin Release: Delayed Response )
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 70 ( -15 per turn )
Damage points: N/A ( +30 to techniques )
Description: The user, after inserting a significant amount of Yin energy from an outside source, disrupts the ratio of his Yin to Yang energy on a such a high level that his body becomes flooded with excess Yin energy that bolsters his spiritual attributes and energy. The result of this is that due to the influence of the overwhelming Yin energy, his body naturally enhances the abilities and effects of these natured techniques. This translates into a significant modifier towards those techniques' base capabilities and a large increase in their destructive power by a degree of 30. For supplementary or defensive techniques, this causes them to be able to effects things of a higher rank of chakra count normally incapable of by a degree of 1 or 2 ranks, depending on the technique in question ( explained in Notes ). Due to an excess of Yin energy in comparison to Yang within the user, this allows the user to gain a limited form of intangibility. This allows physical attacks to pass through his body unobstructed if he is in full intangibility mode, appearing as if still normal. The user is capable of determining how intangible his body is, capable of changing from as solid as spongy flesh to as tangible as mist. While in spongy tangibility, this causes Taijutsu and blunt force attacks to have their force absorbed, or rather slowed, for 2 turns before damage and impact sets in. Kenjutsu and sharp attacks will still deal damage, removing the limb when done ( if applicable ) but the damage and blood will not set in until a turn later. This allows the user a chance to better combat physical attacks and effects, slowing them from setting in in order to utilize defenses against them in the meantime.
Note: In the case of Defensive techniques, this allows the user's techniques to work on other techniques of one rank higher if they are of a spiritual nature. In the case of non spiritual techniques that seek to imbalance the user, these effects will allow the user to defend against techniques of 2 ranks higher.
Note: While active the user cannot access Yang techniques or use Taijutsu/Kenjutsu based attacks.
Note: Can only be used up to 3 times, twice against any opponent. Each use lasts until the user forgoes the chakra cost each turn to maintain it or 4 turns go by, whichever is shorter. This technique has a three turn cooldown in between usages

Approved edits made - Daemon


2. ( Inton: Okuninushi ) - Yin Release: Okuninushi
Rank: A
Type: Supplementary
Range: Short - Long
Chakra: 50 ( -15 per turn )
Damage: N/A
Description: Based on Hands of Sloth, Uchihageshi, and Fukurokuju, the user blocks an incoming attack and absorbs it using his gunbai as a medium, nullifying its effects and purifying it on contact. However, this jutsu differs from the Uchihagaeshi jutsu due to it's special ability; before or after chakra has been absorbed, the user adds Yin natured chakra to the war fan. Granting it the intangibility and spiritually degenerative properties of the Hands of Sloth technique, the user becomes able to apply this converted chakra to various Uchihageshi variations when released. Upon release, this energy is near blindingly white and due to it's intangibility properties, is capable of passing through obstacles to seek spiritual energy to feed on. Upon contact with the target's chakra, this causes the afflicted to have aspects of their chakra usage weakened. What this does is causes opponents hit to gain the inability to use multiple jutsu in one timeframe or the ability to infuse chakra from other techniques into their jutsu. Should the opponent be hit twice, then the effects will double/worsen proportionately and they become unable to utilize above A rank Ninjutsu for 4 turns. This effect only takes place should the user choose not to make the attacks physical, in which case they carry high physical damage.
Note: When used, Okuninushi lasts for 3 turns and can be used twice, requiring at least 4 turns in between usages. After using, the user cannot make use of any Uchihageshi variants for 3 turns nor any Yin jutsu for the same turn.

Approved - Daemon
 
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Daemon

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New Cycle: 07/03/2020 - 07/10/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions must not be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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

Never

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(Fuuinjutsu : Keiyaku) - Sealing Art : Covenant
Type:
Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (+10 Per Jutsu)
Damage Points: N/A
Description:
The user presses their index and middle finger against the base of the blade of their sword and swipes them up the length of it, an array of Kanji (契約 動 猟 守 写 令) is formed on the surface glowing a chosen colour to the user before setting on it as black inscriptions. Seals are placed on the user’s Chosen Ninja Tools prior to engagements with enemies; these ninja tools are usually small projectile weapons like Kunai, Shuriken or anything of the like and substitutes and remain on the user’s person until this jutsu is activated. Upon activation the tools donned with these seals on the user’s person will take up arms and float up and around the user, many of them within their vicinity floating high and low all around no more than a couple meters away and will continue to passively float around the user as they move around suspended in the same location away from them. If the user sheathes their blade (or puts their other marks weapon away) then the tools floating around them will go back into pouches or holsters wherever they were located before.

The Seals on the weapon act as a beacon or transmitter of sorts and transmit chakra-based information to the tools around the user and vice-versa. The user can swing or thrust their sword and a select number of tools can shadow said movements to aid the attack; it is down to the user to how or when the tools attack as in they can influence a delay, say for example they defend an attack with their sword or strike through one, the tools don’t have to do anything until after the attack as a sort of counter to the interaction right after. Though the main passive application of this Seal is when Techniques utilising the sword is used and a sacrifice of chakra due to this technique then the tools floating around will also gain the same properties, because of the volume of the technique increasing it will gain +20 damage OR gain a Rank. The Tools will copy how the technique channelled into the blade will act, if they are to be covered in wind and slice an opponent then the tools will, unless the user wants to add a delay to when the tools attack - the user may also split the power of the technique between the sword and the rest of the chosen tools however they like. This all works within reason.
  • Jutsu performed through this technique have the Kanji light up a chosen colour for cosmetic effect, but it also creates a small source of light around the blade.
  • Freeform Tools can be fired passively from their vicinity and any that leave it through this or otherwise are replaced by others on the user’s person.
  • Jutsu an be activated four times
  • The Array of Kanji can be created upon the length of other weapons, not just swords.
  • Must be stated on the user’s bio or referenced at the start of battle stating they have seals on their chosen Ninja Tool
Declined: Goetia already made a jutsu like this.
(Jiongu : Hojo no Nejikiri bodi) - Earth Grudge Fear : Auxiliary Threaded Body
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description:
A Passive Technique and one that is innately attached to those with the Earth Grudge Fear, their body’s genetic makeup made up in the majority of just thousands of threads. The threads shown to easily stitch up wounds and dislocate the body without any negative effects, seen when Kakuzu utilizes them in the Manga. The user would in turn have an immunity to physical fatigue drawbacks of the health system, Jiongu bios not capable of breaking their limbs or suffering from blood loss. The drawbacks of Jiongu bios is that if they lose enough health then their hearts will shut down one by one reducing the abilities they are capable of using.

Though as this body has Auxiliary support, using their medical knowledge the user has gone through the task of binding any Custom Elements they have learned to additional Hearts in their Earth Grudge Fear body. Meaning a Custom Element will have their own Mask, Form and Heart, because of this also they will have their own Health pool when separate from the body (80 each) and increase that of the Earth Grudge Fear users’ health when apart of their body by 40 for each additional Custom Element in their arsenal. The released masks will only be able to use the Custom Element bound to them and Earth Grudge Fear Techniques, this also means the user can use these Custom Elements without needing to have the Elements that make it up.
  • Must know Medical Ninjutsu
  • Must be posted in a Bio capable of utilising Earth Grudge Fear
Declined: First and foremost, Kakuzu/Dark Threads bios don't evade the physical fatigue drawbacks unless explicitly stated in the rules. Secondly, This essentially gives you some kind of max HP boost which isn't allowed through normal circumstances. Earth Grudge Fear at its heart is a kinjutsu technique and you won't be able to get something like this unless you make it a custom kin and even then its a stretch. Also, "this also means the user can use these Custom Elements without needing to have the Elements that make it up." Lmao no. This is close to a DNR as it is now. Try it with Custom Kinjutsu - Daemon

Advanced Fuuinjutsu in Inventory : x

(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together
Type:
Supplementary
Rank: N/A
Range: Self
Chakra Cost: N/A (+10 Per Heart)
Damage Points: N/A
Description:
A Body Seal developed by the Jiongu Creature; Lena.This Jutsu was created to provide a more cosmetically pleasing look to Lena’s form as well as aid her. The idea is when the Jiongu user takes their opponent’s heart they also plant a seal on it in the same instance they kill their prey. This seals a segment of the victim into their heart. These seals allow the user to passively (no time frame or move slot) to release the hearts in their bodies onto the battlefield without the need to use the “Earth Grudge Fear: Dark Threads” Technique, spending 10 chakra on each heart that they want to separate. These entities are immune to Freeform damage.

Cosmetically Instead of having masks interwoven on her back and or body she will instead have them replaced with Sealing Tattoo’s and art representing each element. These seals will move around the skin depending on how she manipulates her earth grudge fear for relevant Techniques; for example, if a Technique requires a mask to be on her shoulder, the Tattoo will move from her back to her shoulder instead. The user still has her thread stitching over her body, the seals only replace the masks on her back - the stitching all leads to the seals. When the user chooses to release the heart from their body it will not take the form of a big dark threaded mass entity, it will instead morph into the form of the victim that the heart belongs to (this will be described in the user’s biography) meaning they look human but aren’t and are made up completely of dark threads within and have stitches and threaded scars like the user’s - this entity is called the User’s Issho. These new Issho entities can speak, have the personality of the victim they resemble and think for themselves; but are under the complete command of the user and can only use Earth Grudge Fear and Elemental techniques tied to the heart they are bound to with hand seal capabilities in these new forms and don’t have to rely on performing techniques through the mouth of the masks a they have a full “body” to work with. This is all tied to the seal on the heart and back.
  • If the user wishes when they release their hearts onto the battlefield, they may have the masks on their face as an actual Mask for cosmetic purposes. The Mask can be removed from the Issho’s face to reveal their look like an ANBU mask. The mask will disperse if separated from the Issho and they return to the user’s body.
  • This is an advanced fuuinjutsu body seal, which must be posted on the user’s biography.
Declined: Yeah no. At least to the second part of the technique, thats kinjutsu. And if you are placing your hearts with seals containing your hearts, how does it interact when lets say someone stabs you where the seal is. Do the hearts still die? - Daemon

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(Jiongu : Kodai Reshen) - Earth Grudge Fear : Ancient Leshen
Type:
Supplementary/Offensive/Defensive
Rank: S-Rank/Forbidden
Range: Short - Long
Chakra Cost: 40/50
Damage Points: N/A
Description:
The User performs 3 Handseals and slams their hand on the ground, their arm will pulse and throb as their Wood and or Dark Release heart (Depending on which Rank of the Technique is chosen) passes through their arm and is fed into the ground. From the earth a Mokuton entity will be created from the ground in front of the user with a cosmetic black mist enveloping it. The Wooden Entity has a tall 10-12 foot slender looking body made of twisted rudimentary wood, rags cover it’s shoulders and waist, grass and moss can decorate it along with a skull necklace or skulls impaled from the branches that stick out of its body (Cosmetics/Looks up to the User), it’s hands’ digits are long and sharp acting basically like daggers; the most notable feature however is it’s stag skull head, large horns protruding from it. Hiding within this form is the Earth Grudge Fear heart(s) threaded within the wooden shell, piloting this wooden entity which also acts as it’s protection versus outside threats depending on the rank of the Leshen created.

S-Rank Leshen: This Version only consists of only releasing the user’s Wooden Heart into the Leshen body. The Leshen can use all Wood Release techniques without hand seals and Earth Grudge Fear techniques unless they require the use of other hearts/abilities that aren’t Wood. The Leshen’s Wood Release are also passively infused with Earth Grudge Fear threads, woven within it’s creations strengthening them with either a Rank Boost or +20 Damage to S-Ranks and higher. The Leshen can make A-Rank (60 Damage) Melee slashes with it’s long claws using a move per turn, this is classed as Taijutsu.

Spriggan Walk | Supurigan'u~ōku: The Leshen also has an ability that allows it to travel quickly, as it’s speed is basically reduced to that of a Walk. Using a move per turn the Threaded heart can escape the body by moving through the Leshen and into the ground, leaving the husk behind to get hit by an attack or just to move 10 meters away underground into another wooden husk from the ground with a black cosmetic mist erupting around it as it leaves and reappears.

Forbidden Rank Ancient Leshen: This Version releases both the user’s Wooden Heart & Dark Heart. This version has all the same abilities as the S-Rank Leshen except it can also use all Dark Release Techniques as well as any combinations with the other abilities, the Leshen has two dark marks on each of its hands. It’s melee attack also has chakra draining properties, sapping 80 chakra from the enemy if it hits.

Bastardize the Bestiary | Yarō o yarō ni suru: The Ancient Leshen has an S-Rank ability to call forth a linear swarm of birds/crows from their raised arm made of Dark Threads with Meiton channelled through them, they’ll absorb energy based attacks according to strength & weaknesses of dark and when coming into contact with enemies will sap 80 of their chakra and the threads they are made of will be used to subdue and lacerate the opponent to the spot dealing Damage of S-Rank EGF technique. If these crows absorb an attack the threads covered in blue flames increase their damage by 20 and cause internal damage on contact with their enemy.
  • S-Rank version can only be used twice per battle unless F-Rank is used then it can only be used once; F-Rank can only be used once per battle.
  • Because it is Earth Grudge Fear piloting the body, it works independently from the user but still uses their chakra pool.
  • Forbidden Rank damages the user by 20 health points due to the physical exertion to push out the two hearts at once through their arm and into the ground.
  • S-Rank Can only be used by Earth Grudge Fear bios with Wood Release
  • Forbidden Rank Can only be used by Earth Grudge Fear bios with both Wood & Dark Release
Declined: How long does this last? How many turns cooldown for the S rank version. How many times can they do the Spriggan walk? Does the Melee attack take a move in a turn? (It should btw). How long does Bastardize the Bestiary last? - Daemon
 
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RuckenTM

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Summoning Animal: Mythical Smoke (煙々羅, Enenra)
Scroll Owner: Ikiru Uchiha
Other Users who have signed contract: N/a
Summoning Boss if existing: N/a
Other Summoning Animals tied to contract: N/a
Description and Background: These Mythical creatures reside in an underground mass grave that resulted in bonfires and, when emerged, they take the form of a situational Smoke Beast (of all Various sizes and forms equal or less to a giant-sized boss summon), initially appearing as a small ghosty-smoke wisp spirit. Enenra is essentially a spiritual personification of the Mythical smoke. It floats about like the wind as it climbs into the air, billowing in with wind, and appearing as fragile as a piece of delicate dark silk dancing in the breeze. It is mesmerizing and relaxing to watch as it’s alluring fumes inhabit the area. The character 羅 in the enenra's name is meant to draw a comparison between the enenra and the lofty characteristics of lightweight cloth.

Enenras are mostly considered to be extinct Mythical creatures of darkness and smoke; legend says that there are two types of enenras, the first and most common type being enenras who are born purely as enenras, whilst the second and more rarely occurring type that once were humans who have died and became transformed into enenras. In some scriptures, the enenra has been mistaken for the Grim Reaper. A creature from afterworld in a place of fire and smoke meet, it has been suggested that instead of the spirit of smoke itself, enenra may actually be the remnants of spirits of the dead. For that reason, enenra only appears before those who are indifferent, nonchalant, and pure of heart.

Abilities: Due to the nature of these creatures closely tied to the similarities of Smoke Ninjutsu. These creatures attain a set of notable perks of that nature, a quite significant connection in-fact-so comes with such drawbacks. Which as such when they’re subjected to encountering elemental weakness also, they too are greatly affected. Due to the smoke gaseous makeup of their bodies (which acts as a passive 'Body of Smoke' jutsu), Enenra’s have immunity to C rank and below physical attacks and -25 damage from up to S rank physical damage. Meanwhile, a passive smoke increase by +20 and +1 rank up with damage to all related Smoke Ninjutsu used by them. However, due to this enhancement, they are also more vulnerable to smoke counters such as some Energy-based attacks, Wind & Earth Ninjutsu; increasing the damage done to Enenras by +20 damage. Fire Ninjutsu is severely reduced by -1 rank and -20 dmg, if directly used against these creatures as they’re a natural counter and a birthing source of it. The Mythical special smoke of their bodies can easily dumber any-type flames, and weaken them or ultimately quell them all-together just by being in a vicinity of them. This special smoke can absorb chakra only to inject it directly back into their opponent (physical contact) which in turn increases their chakra cost by x2, while also decreasing their base speed by -3, due to the toxic influence of mixing it with these summons. This is a rare property of the mythical smoke is what’s known as darkness that makes up their bodies, as it also induces illusionary/ hallucinating effects similar to genjutsu. The summoning of these creatures is tied with the blood of the user, therefore by making contact with their own blood making the seal: 々 and/ tattoo then by slamming the ground they can easily summon a generic C-rank Enenra.

Tattoo:
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Mythical Summoning Ref:

Declined by Imperfect. Notes in spoiler.

Okay, so, basically you've just got way too much going on with these Summons as is. On top of that, having it in one solid block is just not very nice to look at, and makes it hard to tell where one "ability" ends, and the next begins, so my first note is to split the abilities up. Makes it easier to see what's what, and it's less to read in one go. Second, as mentioned, too many abilities. I broke it down, and while you only have two "abilities", the Passive Body of Smoke and what I assume is the "Unique" ability the Flame Quenching Smoke, the number of "abilities" that come from them well exceed what's allowed on any Contract. I counted 4 on the Body of Smoke, and Three on the Unique. It's 3 Standard and one unique for a Mythical, so you'll need to lose a few. I don't know which you'd want to drop either, so I'll list any problems with them, other than the number as that's been covered.

So, with the Passive Body of Smoke, you've got immunity to C-Rank and below physical damage, and -25 to S-Rank and below damage. The only issue with this is that 25 isn't a clean number in the RP, and it's getting close to the Yang Specialty of -30. Drop it to -20, and it's fine. The +20 damage/ +1 Rank to Smoke needs to be worded better, because as is both a +1 Rank and a +20 damage boost are applied, which won't fly. Either or please. Then we've got the Elemental interactions. Frankly you can drop this, both the increased damage from things Smoke's weak to, and the reduction on opposing Fire damage, firstly because you already have a damage shaving ability listed, and second because as far as I'm aware this should apply anyway thanks to the Elemental Interactions rules, specifically weak to Wind, and strong to Fire. So to make it clear, you're really stacking the defensive buffs on these. And that about sums everything you listed, but there is one last problem. What you didn't list. Despite them being Mythical, you didn't specifically state that one of their abilities is the ability to use Smoke Ninjutsu. So specifically state that next update, because otherwise they won't be able to use Smoke Nin.

Now with what I've assumed is the Unique, the Flame-quenching Smoke. That first part, about extinguishing any and all flames they're "near". First give it a Range. Next, make it's effectiveness limited by the Rank of the Summon. They'll only be able to extinguish Jutsu the Summon itself is a higher rank than. For weakening, make it the same rank, and define that i's a -20 or -1 Rank deal. For anything stronger than your Summon, they won't have an effect. The second ability actually comes into conflict with the first. In the first you say Fire Jutsu are extinguished, or some synonym of that, but in the second you say that's it's absorbed so it can be "injected" back into the opponent. Need to be more consistent with this, because if they're extinguished, that means the flames are gone. If they're gone, there's nothing to absorb. Aside from that, the increasing Chakra costs by x2 is a definite no. -3 Speed isn't as bad, as inhaling smoke can lead to breathing problems, coughing fits, etc, making it hard to move. Again you need to list a duration, because otherwise it's going to be 1 turn if you're lucky. Finally, what is that seemingly unranked Passive Genjutsu you added to the end? It's one sentence, and has no further explanation. Which is it? A hallucinogen? An illusion? How close does an Enera need to be to affect someone with this? Can you be affected with this? How long does it last? What does it actually do? Be clear, because I'm not signing off on what basically amounts to an unranked passive Genjutsu that can't be broken, and is a blank check for the user to cash in however they feel like.



(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode
Type[/B]: Supplementary/ Defensive
Rank
: D
Range: Short - Long
Chakra cost: 10 (-5 per turn)
Damage points
: N/A
Description: Streaming chakra into a smoke substance; they can then manipulate that smoke substance to either return into their body or manipulate that smoke substance to move across field to another place within their senses. However initiated, the user always has some sort of physical connection to the smoke substance that they're streaming chakra into it to be manipulated by them. This ability can be used passively, only if the user has '(Kemuri no Katachi) Body of Smoke' presently active, at cost of a move slot.
Declined: I don't know why I keep seeing this but if something is passive then it doesn't cost a move so I don't know what you mean by this.-Sasori
Approval Link
: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21006280


(Doton: Borudākyaribā) - Earth Release: Boulder Calibre
Type
: Supplementary/ Defensive/ Offensive
Rank
: S-class
Range
: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This technique allows the user after streaming Doton chakra into the ground to form boulders to rise within the area, after waving 10 handseals. While this allows the user to simply pull the boulders from the ground crumbling into chunks that form around the user, enabling to them to defend themselves from incoming attacks whilst collapsing those chunks onto their arm(s), the given process is quite smooth and fluid. The size of the technique depends on the user.
Note: Can only be used twice per battle, with a two turn cool-down in-between use.

Approval Link
: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-20909573

Approved
 
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Ghost-Data

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(Mikiri Sōjū) Close Encounter Maneuver
Type:
Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A (40)
Description: The Mikiri Sōjū is an ancient art practiced by both Samurai and shinobi alike. It begins with the user carefully perceiving an incoming attack of considerable size, usually like that of an incoming Kenjutsu or Taijutsu strike, though this technique is capable of defending from more unconventional attacks within reason. Once the attack comes within range the user will time it and react with a sudden move in a given direction while deflecting the strike to the opposite direction with either their weapon or limb. For example if the user moves to the left, they'll deflect the strike to the right. When done in quick succession it leaves the opponent wide open after attacking. The user may then quickly capitalize on this moment of surprise and weakness with a critical strike aiming for the head or heart with their weapon or hands. Due to its complexity, the Mikiri Sōjū may also be used to defend from small, projectile based attacks as well. Can only be performed a total of 4 times per battle.

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Approved - Daemon



(Noboru Tsuki) Vault Thrust
Type:
Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra Cost: N/A
Damage Points: 40
Description: Noboru Tsuki sees user dashing forward, gaining a momentary burst of speed (1.5x) for the purpose of closing in on the enemy in one elegant motion. The user will then thrust their sword forward to impale the target, after which they quickly climb atop the handle of the weapon and leap over the target's head to gain an aerial advantage of up to 5 meters or end up behind them where the next Tai/Ken attack they perform will be a critical strike due to being behind the opppnent. Due to the straightforwardness of the attack the user is left open during the lunge, and as such is best performed from stealth. Samurai may perform this move with the Samurai Saber Skill for added lethality. Can only be performed once every two turns.

Declined: Bolded are a hard no. - Daemon
 
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Genjutsu: Sofuto Bodi | Illusion Technnique: Soft Body
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives their body, causing them to feel as though their body has suddenly become excessively malleable and rubber like. While this illusion doesn't cause paralysis it does prevent the opponent moving their body effectively due to them believing they are suddenly rubbery, they will mess up attempting to form handseals, and will be unable to run until they break free from the illusion, additionally damage will be caused each turn after the first should the illusion not be broken as the mind is degraded by the rubbery illusion.
Notes:
-While this illusion can be layered, it can not be layered with any paralysis genjutsu.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Declined: This isn't a paralysis jutsu but the victim can't perform hand seals or "run" as in move?
Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals. Additionally any techniques the victim uses that have recoil damage, will cause an extra +10 to their own recoil damage due to their lapsed concentration. Should the victim not release this they will take damage from the constant noise.
Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Declined: I don't like the idea of opponents taking extra recoil damage for their techniques.

Taijutsu: Rendo | Body Technnique: Rend
Type:
Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique can be used either as a standalone taijutsu strike, or as part of a counter by employing a variety of bodily movement. Regardless of which is chosen, the strike will be delivered with the hands, which will be cupped similar to a clawed formation, meant to mimic the claws of feral beasts. The strike is ideally delivered to areas with soft tissue targets, such as the eyes or throat the armpits etc. Tearing with their fingernails and fingertips the user will literally rip the flesh of the victim with this powerful manouver, should it strike a soft target area it can deliver considerable damage, with strikes to the eyes causing blindness, strikes to the throat causing the target to be unable to speak or use jutsu from the mouth. Strikes to either armpit or thigh will disable the arm or leg preventing movement, while these injuries can be severe they are very rarely fatal unless by some fluke.
Notes:
-The user can avoid small scale attacks before countering with this in the second version, using a variety of movement similar to drunken fist.

-Can only be used 3 times per battle.
Approved
Pending. Leaving all for someone else.
Genjutsu: Sofuto Bodi | Illusion Technnique: Soft Body
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives their body, causing them to feel as though their body has suddenly become excessively malleable and rubber like. While this illusion doesn't cause paralysis it does prevent the opponent moving their body effectively due to them believing they are suddenly rubbery, they will mess up attempting to form handseals, and will be unable to run until they break free from the illusion, additionally damage will be caused each turn after the first should the illusion not be broken as the mind is degraded by the rubbery illusion. While the victim is incapable of forming handseals or running, they may make bodily movements, and they're capable of moving via walking.
Notes:

-While this illusion can be layered, it can not be layered with any paralysis genjutsu.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Approved
Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals, medical ninjutsu due to the fine chakra control needed, or anything similar that states it requires fine or advanced chakra control. Should the victim not release this they will take damage from the constant noise.
Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Approved
Genjutsu: Saisho No Tsumi | Illusion Technnique: First Sin
Type:
Offensive
Rank: A/S
Range: Short
Chakra: 30-40
Damage: 60-80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to see a large tree growing from the earth between himself and the opponent, knocking them both backwards in his mind, this tree will seem to grow endlessly till it's the size is capable of engulfing mountains in height and it's branches will cover the whole area in shade. Once the tree has grown to it's full height, thousands of apples will begin to fall from the tree from such a height that they reach terminal velocity striking the ground and the opponent like fleshy meteors causing serious mental damage. Optionally while the tree is growing a single large snake with yellow eyes will wrap around the opponent restricting his movement, appearing from the ground beneath the target as though it's burrowed it's way out of the earth much like the tree. The snake will hold the victim stationary while the apples bombard them each turn until released.
Notes:
- Using this illusion without the snake will be considered an A rank usage, while with the snake is an S rank usage due to it's paralysis element.
-Can only be used 3 times per battle at A rank and twice at S rank. No Genjutsu above A-rank next turn after using S-rank variant.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the per battle limit, I.E two victims is two usages.

Approved: This Genjutsu weird.
 
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Howard

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( Yoton: Seishi ) - Yang Release: Quiescence
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 50
Damage points: N/A
Description: In the same timeframe as the formation of another elemental technique the user will imbue it with a large amount of Yang energy which has no immediate effect on its own merely appearing as an excessive amount of chakra akin to an improperly balanced technique. This Yang energy will merely imprint upon the elemental technique remaining with it and being intuitively linked to the augmented technique. This Yang energy is able to use this imprinting process to "remember" the technique including its nature, size, shape, and consistency. When the augmented technique itself burns out or is overtaken by another technique is when it's true effect activates releasing the Yang energy from its bond with the technique where it travels upward as wisps of intangible energy appearing as nothing more than residual steam. As the energy moves upward five meters through its imprint upon the previous technique it passively recreates the technique above the opponent, in essence, giving it a second-life or a rebirth of sorts upon the next turn. This allows the augmented technique to reappear above the opponent roughly five meters away and allows the user to set up a fast-acting combination with the reformation of the technique. The new technique has the same amount of damage it had upon its first formation excluding any non-Yang related buffs.
Note:
Can only be used twice per battle with a three turn cool-down

Declined: Not gonna lie to you, this doesn't sound like Yang to me personally. Seems more "yin" to me. yeah you bring a technique to "life" again but its not actually live, it has no sentience, chakra pool etc. - Daemon
( Inton: Seishi ) - Yin Release: Quiescence
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra cost: 50
Damage points: N/A
Description: In the same timeframe as the formation of another elemental technique the user will imbue it with a large amount of Yin energy which has no immediate effect on its own merely appearing as an excessive amount of chakra akin to an improperly balanced technique. This Yin energy will merely imprint upon the elemental technique remaining with it and being intuitively linked to the augmented technique. This Yin energy is able to use this imprinting process to "remember" the technique including its nature, size, shape, and consistency. When the augmented technique itself burns out or is overtaken by another technique is when it's true effect activates releasing the Yin energy from its bond with the technique where it travels upward as wisps of intangible energy appearing as nothing more than residual steam. As the energy moves upward five meters through its imprint upon the previous technique it passively recreates the technique above the opponent, in essence, giving it a second-life or a rebirth of sorts upon the next turn. This allows the augmented technique to reappear above the opponent roughly five meters away and allows the user to set up a fast-acting combination with the reformation of the technique. The new technique has the same amount of damage it had upon its first formation excluding any non-Yin related buffs.
Note: Can only be used twice per battle with a three turn cool-down

Declined: The issue with this technique is that it's far to broad. Basically lets you recreate elemental techniques that got extinguished then you get to bring it back with the same buffs it had before as long as it was yin based. Seems too wild to me, if you were gonna try something like this you'd probably have to rework the last sentence and limit what this can work on. - Daemon


New

( Dokuton: Ōkina Nozomi ) - Poison Release: High Hopes
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: High Hopes is a passive technique that happens in the same timeframe as the technique it is augmenting and is based upon the ability to create or copy a specific poison from a simple drop or sample of the poison. Similar to the ability to copy and proliferate poison found in (Doku Sōzō) Poison Creation mixed with the basic ability to simply produce poison the user will produce a drop of any poison they can produce, from any Poison Ninjutsu technique they know and apply it to another technique proliferating and mixing that poison into the formation of the other technique. This allows them to impart the effects of a different poison onto a another poison technique acting as a secondary mechanism increasing the side-effect based symptoms and the physical damage related to the technique. Meaning, the user is able to uproot the symptoms from another poison and chemically bind them to another poison, or poison-based technique.
This can be done in a gaseous or liquid state and increases the chakra found in the technique by ten and the damage of any poison technique it is applied to by twenty damage up to S and Forbidden rank where it instead grants a ten damage increase. This will also give damage to normally non-damaging techniques, giving them more physical form concentrating and suffusing them with chakra and damage due to the injection of a fresh, new poison not usually added into the mixture. This means an A-rank, Poison Technique that would usually deal no damage will now deal rank appropriate damage an A-rank dealing sixty damage for example. This is because more poison from the aforementioned technique is forced into the technique pumping it up to a bigger, stronger, and more deadly form.
Alternatively, the poison can be applied to a gaseous or liquid-based technique allowing the user to impart the symptoms onto just about any other technique imaginable as long as it is elemental in nature and gaseous or liquid in nature. For example, when paired with a Wind Release Technique, the user is able to force poison into the technique giving it a poisonous nature. The same can be done with Water Release, or any other gaseous or solid based technique. This also will increase the chakra and damage found in the technique by ten chakra and twenty damage just like imparting foreign poisonous effects onto another poison technique. It remains a passive ability, that can happen in the same timeframe as another technique when used like this.
Note: Can only be used four times per battle with a one-turn cooldown
Note: The user must reference the symptoms they are imparting onto the technique by copying a poison they know
Declined: So you want this to be able to double the effects of a poison on top of an already existing one? That's a big no. You won't use this on techniques that don't already do damage. Also, if you gonna go the elemental route too then note this can't be used on techniques that don't come from the user's body. -Sasori

( Dokuton/Senninka: Hāto obu Sutōn ) - Poison Release/Sage Transformation: Hearts of Stone

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The Sage Transformation user creates a booster somewhere on their body and releases a pressurized jet of force, chakra, poison, and natural energy to create a blast of pressure that can knock an opponent up to long-range away. It has enough force to break various bones, rupture blood vessels, and cause enough force-based damage to crush solid rock, stone, and other physical matter like a hydraulic press. The poison applied to the technique is based heavily on the potential that poison release has already been shown to have, namely the ability to use bodily excretions and secretions as a source for poison ninjutsu using the very bodily secretions such as blood, respiratory waste, saliva and other substances as templates, and substances for poison use and creation.

This takes that property and applies it directly to the bodily secretion of a Sage Transformation user, the same special bodily fluids that when exposed to natural energy gives the Sage Transformation user their multifaceted abilities is applied to this technique to infect the opponent with these special fluids. When the poisonous gas touches a living being it travels through the pores or can even be breathed in through the nose and mouth, however, when inside the body it causes the opponent to draw in natural energy at an alarming rate. The same way a Sage Transformation has little control over the flooding natural energy the opponent will have no control over it as their body takes in massive swells of the foreign energy pumping it into their muscles, bones, blood, and flesh, causing portions of their bodies to turn to stone.

This starts gradually on turn one with blood vessels and blood cells being turned to grains of rock causing tearing and rupturing of the blood vessels. This causes internal damage causing ten damage as the small grains act like sharp plaque and clots the blood causing constant internal bleeding as blood pools in the body trying to escape. It causes microscopic tears, so small it is even hard to heal with things like medical ninjutsu, still possible but difficult requiring double the chakra from something like the Mystic Palm technique to heal the damage done on the microscopic level.

On the second turn these symptoms progress and muscles, and flesh begin to turn to stone the soft skin replaced by stone callouses. This causes the skin, muscles, and tendons to grind against each other tearing away and causing another ten damage as it causes patches of skin and flesh to flay off due to the sheer weight of these stone additions. It also increases the weight of the opponent doubling it due to the stone additions to their body reducing their speed in half.

On the third turn the skeleton itself, as well as the skeletal muscles, begin to turn to stone causing total paralysis, if the user hasn't purged the poison in some form by this point they lose all access to movement. Their body becomes stiff and hard, no amount of strength or force can move their joints as their speed is reduced to zero. Again they take another ten damage compounding the symptom-based damage. After the third turn, there is no room left to progress, as the poison continues to circulate through the body it causes more pain, and damage creating ten damage per turn until purged and healed.

This technique bypasses the normal use of Sage Mode or natural energy balancing techniques, ie, even a Sage Mode user is unable to mold or manipulate this natural energy. It is forced directly into the cells of the body through the poison and doesn't pass through the chakra system to be molded or manipulated. It is just as invasive as any other poison, a catalyst brought on by the poisonous bodily secretions, it is separated from their chakra pool, making it impossible to balance in any form or use in a beneficial nature. It is a poison, in it's purest form, only meant to deal damage never to aid or help the opponent. Due to being something their body already produces and uses, any Sage Transformation user is immune to its effects and the poison itself.

Note: Can only be used twice with a four-turn cooldown
Note: The user cannot use S-rank poison techniques in the same turn
Declined: Reducing speed by half is too much. -Sasori


( Yoton: Byakko no Gōon ) - Yang Release: Roar of the White Tiger

Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 50
Damage: N/A
Description: Yang energy holds an infection nature like the poisons found in Poison Ninjutsu, it has an intrinsic need to burn away Yin energy overwhelming and creating a natural imbalance in the chakra circulatory system in favor of Yang energy. The Roar of the White Tiger seeks to add that property to any technique by in the same timeframe pumping a copious amount of Yang energy into and suffusing the technique with potent Yang energy. When the technique augmented by Roar of the White Tiger touches anyone or anything a massive release of yang chakra is released into whatever it has come up against. If it comes up against a technique it infects it burning away the Yin chakra found in a technique causing the highly molded nature of a technique to deteriorate as it forms an imbalance. This causes the damage of a technique to be reduced by forty before the augmented technique has to take on the opposing technique.

In contrast when the augmented technique comes against a body, be it human, summoning creature, or animal the wave or pulse of Yang energy causes an imbalance of Yang energy flooding the body with harmful energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. Targets afflicted by this imbalance become incapable of using techniques unless they spend 3x the amount chakra ordinarily required. The incoming Yang energy becomes so great that it burns away the victim's Yin chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 50% due to the Yin energy being burned away, as well as damage being dealt to the chakra circulatory system. It causes the body tremendous physical pain due to the excess physical energy in the body. Their blood vessels, tendons, and muscles begin to tear as the Yang energy circulates through the body causing internal damage resulting in their speed being reduced by 1/4th.

Note: Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang energy and thus, will not lose any speed and will only lose 25% of their chakra. Senjutsu surges of equivalent chakra to the Roar of the White Tiger or infusions of those ranks will negate the Yang energy-related side effects, allowing it to be ended prematurely
Note: Can only be used twice per battle with a three-turn cool-down
Note: Cannot use any Yin Release or Yin-Yang Release the turn this is used

Declined: You need to tone down the second half of this technique, its way too insane with the buffs/drawbacks for just an A rank infusion technique.


Fifth for Sage:

( Dokuton/Inton: Hebi no Sake ) - Poison Release/Yin Release: Wine of the Eight-Branched Giant Snake
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The Wine of the Serpent is a spiritual parasite bound to another technique in the same timeframe as its formation, similar in form and function to the Hungry Ghost but crafted through the use of Yin Release and Poison Release basically uprooting and stealing the venom of the Yamata no Orochi itself and repurposing it through a spiritual entity. The parasite is created of the same unique venom which drains the physical vitality of the victim allowing it to lower a victim’s physical speed, reaction, and ability to use high ranked physical techniques. When the augmented technique clashes with another technique, the parasitic entity eats away at the chakra within the technique, weakening it by one rank immediately being released and instantly attaching itself to the source of the foreign chakra.
Once inside the body the vitality degenerating venom begins to propagate through the body like an infection spreading and in turn causing weakness, of a different variety to that of the Hungry Ghost itself. Upon binding the infected individual's base speed and physical damage is reduced by half, and they will lose the ability to use any form of taijutsu or kenjutsu techniques and will be rendered completely paralyzed two turns after the parasite takes root if not healed. The victim will be unable to do anything short of breathing, including using their chakra after those two turns. The parasite also blocks the use of physical elevating techniques such as Sage Mode or Eight Inner Gates as per the venom itself which is coursed through the body.
Note: Can only be used three times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Wine of the Serpent.
Note: Wine of the Serpent can only be used on S-rank techniques and below.

Declined: okay so a couple things with this technique, due to this being a Yin technique I'm fine with it being able to reduce someone's speed by so much as well as limit their taijutsu and kenjutsu abilities. However you mention the parasite blocked physical elevating techniques, I think it'd be too much to have that affect occur instantly. Make it a gradual effect. Also include a cooldown for the usages. - Daemon
 
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Farao no Hōrei #3. Ōshima no Oshirisu ? Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.

⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage
(Farao no Hōrei #3. Ōshima no Oshirisu) – Pharaoh’s Decree #3. Osiris the Overlord
Type: Supplementary
Rank: N/A (B)
Range: Short – Mid
Chakra: N/A (20)
Damage: N/A
Description: Osiris the Overlord is not intended to produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield, and is a sign of the user's greater mastery over Fire Release. There are two main abilities which comprise the technique; manipulation of movement and manipulation of structure. The former is identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, allowing the user to control the movement and behaviour of a Fire Release technique. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This aspect of Osiris the Overlord requires only the user's thought, and does not consume a move slot to perform. The second component of Osiris the Overlord is its active ability, one which allows the user to alter the very structure of their Fire techniques. By expending 20 chakra, and at the cost of a move slot, the user is capable of altering the shape of their Fire Release technique, creating weapons or enlarging a specific part of it. Alterations to a technique's shape cannot be any larger than five meters in length and width. The user can also merge or split their Fire Release techniques into or apart from each other. For example, the user can break the Great Fireball technique into two separate fireballs, or merge each individual fireball of the Phoenix Sage Fire technique into a single mass. Merging one technique into another will have its damage added to the other, and split techniques will behave according to their new rank. The active ability of Osiris the Overlord can be used four times per battle, once per turn.
Declined: Keep the original.


Farao no Hōrei #4. Ra no Kagayaki ������ Pharaoh’s Decree #4. Ra the Radiant
Type: Supplementary / Defensive
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Performing 4 hand seals and channelling chakra throughout the body to every point on the skin, the user will release a coating of fire release chakra that will form itself over the body as a flaming armour, with holes in the armour for the eyes and mouth. The fire itself is above the skin, the flames being angled away from the user’s body that prevents the heat of the fire from affecting the user at all (the user is still able to perform handseals and make movements for techniques that require any kind of movement or gestures). Since the fire is simply a layer of energy with its shape maintained through chakra manipulation, it does not impede the user’s mobility whatsoever, allowing them to move freely and unhindered. The flames themselves are tangible, so they possess a solid quality to them, allowing the armour to deflect basic weaponry, and defend from jutsu according to the S&W scheme. Utilising further shape manipulation, the user is able to passively (in terms of timeframe, though still costing a move) form makeshift weapons of variable strength (E-A rank), made of tangible fire using the armour as a source. Since they are formed from the armor, they'd weaken it proportionally upon being created. For example, forming an A rank weapon would reduce the Armor's rank to A rank as well. If the weapon is prematurely destroyed, the user can (at the cost of a move/use of this jutsu) restore the armor to its original strength. These weapons are simply manifested at will and thus are formed instantly, allowing the user to utilise them immediately upon creation. Any weapons created through the armour can extend up to 5 meters in length and 1 meter in width at maximum. Because these constructs are simply extensions of the fire itself, they possess no weight either. The user can also release single blasts of fire, slightly larger than that of basketballs, towards a target through gestures, that can reach up to mid-range and create an explosion on impact encompassing short-range, which costs a move. In close-quarters combat, this armour is incredibly dangerous, due to the strength and heat of the flames that compose the armour itself, and its ability to create weaponry and even attack on its own. Due to the nature of the technique, only Fire Release and other elements, of which Fire Release is a component of, can be used whilst this technique is active.

⇒ Usable 2x per battle
⇒ Lasts 4 turns
⇒ No Fire techniques above A-Rank on the turn of deactivation
The changes made to the way the technique functions are fairly substantial, so I didn't bother bolding them.

(Farao no Hōrei #4. Ra no Kagayaki) – Pharaoh’s Decree #4. Ra the Radiant
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Performing 4 hand seals and channeling chakra throughout the body to every point on the skin, the user releases their Fire Release chakra in the form of a gas that is imperceptible to the naked eye. This technique is a kind of armour, but not one which constantly protects its user. Ra the Radiant is similar in function to the Ash Pile Burning technique, where the gas will ignite when friction is produced in the air. When an incoming technique, or even an opponent themselves, attempts to move through the gas in order to hit the user, the friction produced by the movement will trigger an explosive reaction in the gas, creating a localised explosion of flames. The explosions created by the gas do not vary in power, always being S-Rank in terms of damage, and are always angled away from the user so as not to harm them. The user's own techniques will not trigger the gas, and due to its nature as a protective aura rather than an armour, the user can erect other defensive techniques or abilities without interfering with this one. Because the explosive flames are merely a byproduct of a natural chemical process, their creation does not result in the gas being 'weakened', meaning that it does not behave like a conventional armour technique that is weakened as a result of clashes. In order to overcome the gas' defences, producing a single attack that boasts greater power than that of the blasts is necessary. Ra the Radiant also possesses a supplementary function, which enhances the user's other Fire Release techniques. When releasing Fire chakra from the body, it will inevitably pass through the gas as it surrounds the user's body as a kind of aura, fueling its strength as a result. This grants an additional rank in chakra and damage to the user's Fire techniques up to S-Rank, with techniques above this gaining 10 chakra and 20 damage. Due to the nature of this technique, the user's elemental techniques are limited to Fire Release and other elements of which Fire Release is a component of. Ra the Radiant is usable twice per battle, and lasts four turns per usage, requiring a single turn cooldown between uses. For the remainder of the turn in which it deactivates, the user's Fire Release is limited to A-Rank and below.

Declined: @ bolded is not about to fly. I can already see how that can be abused. Limit it so that it's not doing constant full damage protection like this.
 
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