Custom Jutsu Submission - IV

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Zatanna

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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.
Subete no mono | All thing connected
Type:
Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A (+10)
Damage: N/A
Description:
A passive technique by taking advantage of the rain falling down from the sky, the user is able to spend an extra 10 chakra per Raiton technique extend the range of their technique by one.
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. The secondary advantage of this technique is that by jumping from one raindrop to the other, the user is able to use shape to cause the lightning technique to strike from different angles. Th example being that each raindrop would represent a vector or point, allowing the lightning to jump from one to the next, moving about as the rain falls.
Notes:
-Can only be used 5 times
-Can be used with the users Rain or by natural rain
- Can only be used with unfocused Lightning Techniques like Chidori Nagashi etc.

Approved with edits made - Daemon


Ameton/Raiton: Jinsokuna rakka | Rain Release/Lightning 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. This raiton technique, similar to (Raigen Raikochu) – Lightning Illusion Flash of Lightning Pillar causes bright raiton chakra to blind the targets. 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. Due to this chakra wave, users with doujutsu (excluding byakugan) can only see chakra, and not the actual user, unless within short range. By paying 10 chakra per turn, the user can keep the effect active but cannot use any other lightning techniques while active.
Notes:
-While active, user cannot use any other lightning jutsu
-Can only be used 3 times per battle, each usage lasting 3 turns.
-Must have a two turn cool down inbetween uses

Approved with edits made - Daemon

Ameton: Arashi no Kuro | Rain Release: Black Storm
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+10 per turn to focus)
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 from 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. The technique lasts four turns.
Notes:
-Can only be used twice
- Two turn cooldown inbetween uses on ending

Approved. Made significant edits. Contact Drackos if you want it declined.

Mythical contract animal
Summoning Animal:

Treant

Scroll Owner:
Strix
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:
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"You remember the Old Forest? On the borders of Buckland? Folks used to say that there was something in the water that made the trees grow tall, and come alive. Trees that could whisper, talk to each other. Even move. "​
Treants, Ents, Treekin, Nymphs, Bowtruckles, many names but one creature that has been spoken about generation to generation, trees that have come alive, that move and have spirit. These creatures, mostly dormant until forced awake have been in many tales of forests that are alive.
Standard Ability 1: Being made of Wood, they have a natural affinity to wood release, capable of using the Advanced element with no handseals, as well as Earth and Water the elements that make up the AE. If a summon is capable of using other elements that require handseals, they will perform the element without handseals but will still take the time it takes to perform the handseals.
Standard Ability 2: The Treeants are in tune with nature and the energy that flows in the world, and as such all Treeant attacks are infused with Natural Energy, being on par with Sage mode, excluding the bonus though.
Standard Ability 3: Treeants are hearty strong creatures, comprised entirely of wood and oak, strong ancient beings that have lived for ages. They are strong with the natural energy running through them, having a passive -20 damage to incoming damage. However similarly to Wood, Treeants also have a weakness to lightning, and as such, the damage shaving is not applied to the element.
Unique ability: The Treeants, being one of the original creations of the world when it was made, are comprised of wood, and as such know how to manipulate it with ages and generations of knowledge. As a result, they are capable of using wood on the same level as Hashirama, using all techniques he is able to, without the need the need to be in Wood Sage Mode.

Declined: Advanced Elements haven't been allowed on Summons for a while now. I believe the only "recent" exception would be Korra's Xenomorphs, but they don't inherently possess an AE on their own as I understand it. Even without that example, having Wood on all Summons of a given Contract, on top of whatever the individual Summons themselves do might be too much. This gets worse since you're trying to get Hashirama level Wood, which is a 20k purchase, on all Summons of an entire Contract. That simply won't happen. On top of that, the Senjutsu passive ability probably won't be allowed either, because I see it as a way of saying anything your Summons do is able to compete with Y/Y, which I'm skeptic about because there's a number of ways that neutrality can be abused in individual summons. The only part that can work is the Passive Damage shaving, because it's basically a Bio Specialty, and not as high as say Yang, which has 30 damage shaving.

I'm not entirely sure how to help guide you to improve this, or make it more approval, but my primary note would be that you simply can't have Hashi level Wood as a Unique. At best, you might be able to get Basic Wood as a Unique, and even then, you're best consulting LoK on that one, because like I said, AE's aren't allowed on Summons any more, and it's made worse by the fact you're trying it for an entire Contract. Instead of going for Wood Release, you could give them the ability to manipulate their own bodies on the same level, but it'd need to be clearly defined and restricted in regards to damage, usage, range, interaction with other things, etc. It seems like splitting hairs, but AE's aren't allowed on things like Summons anymore, because it basically invalidates the need to make something that exists on the scale of a biography. Having it as something your Treeants can biologically do though doesn't give you access to the Wood Release list, and thus doesn't conflict with that rule.
 
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Lytes

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Resubmitting Summoning Technique: Ekitei
Link to approved summoning animal


(Kuchiyose No Jutsu: Ekitei) – Summoning Technique: Ekitei
Type:
Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ekitei is a black monitor the size of a regular adult Bengal monitor but will usually transform into the size of a lizard in order to hang/fuse to someone’s back and follow him like a parasiting technique, his weight being so light that this person won’t know or suspect anything. While he does so, he will camouflage himself and be completely unseen from regular eyes. When Ekitei is summoned in battle, it will appear as a fail as he will already be in camouflaged mode (i.e. he will be the size of a lizard and hanging/fused to the summoner’s back/any other spot, as well as camouflaged to deceive regular eyes). There, he will keep check of any disturbance in the summoner’s chakra flow and promptly release him from Genjutsu and other mind-related abilities (up to S-rank), as well as link his senses to the summoner's and vice versa allowing the user to look out (requires physical contact for link to work) for any attacks coming towards the summoner, alerting him of such dangers in a timely manner.

Ekitei's makes up for his lack of size and firepower expected of a summoning with his exceptional senses and his talent for illusion techniques. He is capable of sensing the chakra within a landmark and his vision is thrice as good as his fellow monitors. He is also capable of casting all non-bio specfic genjutsus without the use of handseals.

Note: Can only be summoned by those who have signed the Bengal Monitor contract.
Note: The summoner of Ekitei must be Jonin rank or above.
Note: Camouflaging will not deceive Sensor-type ninja, including Byakugan users and Sharingan users. Furthermore, it will not deceive sensory techniques that makes use of physical conditions other than visual ones, such as Chakra Sensing Rain which makes physical contact, or the Inuzuka's smelling senses.
Note: While fused with summoner, Ekitei still maintains his independent Chakra network and as such genjutsus specifically targeting the summoner won't affect him
Note: Releasing the summoner from Genjutsu counts as a move. Casting a genjutsu also counts as a move.
Note: Being on the back of the summoner, Ekitei is unaffected by regular genjutsus as long as his presence is undetected. However he is also capable of breaking himself out of genjutus

Declined by Imperfect. Originally I was just going to remove the "thrice as strong vision" part, and approve. That was because that would allow your Summon, and you by extension of fusing and sharing senses with him, to have a passive tracking speed boost of 4.5x at all times, which is higher than Sage Mode, Y/Y Sensory, and many others, which just won't be allowed considering those are Modes with defined limits, as well as the fact that they cost Kumi. But the more I kept reading, and remembered that you intend this to be a Personal Summon, the more difficult it became to allow, simply because of how much you have going on, even without the attempt at 4.5x tracking. What originally was a Summon purely intended for espionage, or monitor hehe your Chakra network to ward off Gen, now you want to give it insane tracking that it shares with you, as well as full blown sensory within the same Landmark in the WSE, and the ability to use Genjutsu itself, all while being invisible to anyone who doesn't have their own Sensory means of detecting the Summon? It's a lot to pile on a single summon, especially one you intend to have as a Personal Summon.

Additionally, as stated in Discord, in future please be sure to bold your changes, you can't have a Personal Summon "approved" through CJ submission. Each Personal Summon is approved or declined for the biographies it's taken on, and is a case-by-case basis, at the discretion of the checker. I've had Personal Summons declined for being too wild to allow, or that they have an ability that would be "broken" if they were permanent, so it's not that uncommon a thing to happen. Some summons are approved with unique/ stronger abilities than the norm because they have a specified time limit. So I suggest you perhaps ask the Head Bio Mod why a specific Summon wouldn't be allowed as a Personal, and not see if you can update it with what they advise in mind, or maybe create new summons that are more probable to be approved as a Personal.
Resubmitting Summoning Techique: Ekitei. Original submission Here
Link to approved summoning animal

Major Changes so I didn't bold.

(Kuchiyose No Jutsu: Ekitei) – Summoning Technique: Ekitei
Type:
Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ekitei is a black monitor the size of a regular adult Bengal monitor but will usually transform into the size of a lizard in order to hang/fuse to someone’s back and follow him like a parasiting technique, his weight being so light that this person won’t know or suspect anything. Unlike other Bengal Monitors, Ekitei possesses no ties with the Bengal Monitor kingdom having spent all his life in the human world. As such Ekitei can't be summoned, he can't be desummoned and he can't use the reverse summoning technique (Can only be used as Personal Summoning). Unlike most summonings, Ekitei would simply die if he takes enough damage (80). He possesses a 300 chakra pool however he can passively drain the chakra of whoever he's attached to in order to refill his own.

Ekitei is always camouflaged and in lizard form unless stated otherwise. While he does so, he will be completely unseen from regular eyes. In battle, Ekitei maintains his camouflaged mode (i.e. he will be the size of a lizard and hanging/fused to the user’s back/any other spot, as well as camouflaged to deceive regular eyes). There, he will keep check of any disturbance in the summoner’s chakra flow and promptly release him from Genjutsu and other mind-related attacks/effects (up to S-rank) by spending the same chakra amount as the genjutsu/mind-related attacks, as well as link his senses to the summoner's and vice versa allowing the user to look out (requires physical contact for telepathic link to work) for any attacks coming towards the summoner, alerting him of such dangers in a timely manner.

Ekitei makes up for his lack of size and firepower expected of a summoning with his exceptional senses and his talent for deceit(Illusion techniques). His vision is slightly better than his fellow monitors (x2 rather than the default x1.5), he is also capable of casting all non-bio specific genjutsus however he needs to be uncamouflaged and the target must be in his area of awareness. Ekitei also possesses exceptional chakra control making him capable of using the chakra transfer technique once every 4 turns.


Note: Can only be used by those who have signed the Bengal Monitor contract.
Note: Can only be used as a Personal Summon
Note: Camouflagging is a passive ability.
Note: Ekitei's master must be Jonin rank or above.
Note: Sensory ninjas will sense Ekitei's chakra but without extra information won't be able to tell it's a summon. Sharingan/Rinnegan/Tenseigan users won't be able to sense Ekitei unless he is in their range of vision (Basically if there's a body that has chakra e.g The user between the opponent and Ekitei, the opponent won't be able to see him). Byuukugan users can see/sense him. Furthermore, it will not deceive sensory techniques that makes use of physical conditions other than visual ones, such as Chakra Sensing Rain which makes physical contact, or the Inuzuka's smelling senses.
Note: While fused with user, Ekitei still maintains his independent Chakra network and as such genjutsus specifically targeting the user won't affect him however when the user uses techniques, Ekitei acts as an extension of the user's body (E.g should the user use Earth Armour, the armour would also cover him. Should the user use Leech of all creation, Ekitei would also merge into the ground like the user)
Note: Releasing the user from Genjutsu counts as a move. Casting a genjutsu also counts as a move.
Note: Being on the back of the user, Ekitei is unaffected by regular genjutsus as long as his presence is undetected. However he is also capable of breaking himself out of genjutsu.
Note: Due to living with the user, Ekitei is unaffected by poison/toxins etc created from the user's chakra. This however only applies to substances the user himself is unaffected by.

Declined: Refer to the highlighted. I'm really sorry to do this, but did you read the previous check? I'll say it very clearly this time. Personal Summons are not, and will not be approved within the CJ Submission. They are approved on the level of a Biography, at the Biography checkers discretion on a case-by-case basis. You blatantly disregarded that, and are still trying to make this a Personal Summon, going so far as to say it can't be used outside of being one. Can't you see how needlessly restricting that is? If it isn't approved on your bio, you can't use this Summon period, so it's a waste of a Summon on your Contract. Personal Summons aren't some unique archetype of Summons that are approved here in the CJ thread, because it implies they're somehow different from other Summons, but they're not. I hate being strict, but this is your last chance. If you still don't get it, next time I'll decline you from updating this Summon in the future.

Side note, move Notes 5 and 6 at the bottom of the Summon, the ones that specifically detail the abilities of your Summon, back into the Summons description. It makes the technique look even longer than if they were just in the description itself, and clarification on abilities shouldn't be hidden away at the end of the Summon. Notes are for the more technical aspect of a technique, such as how long they last, or restrictions for the abilities themselves, but you're placing explanatory mechanics of your Summons abilities there where they're less likely to be read.
 
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Scorps

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(In'yōton-Onmyōton: Goshiki Dōkan) Ying-Yang Release: The Five Colours Path
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short-Range
Chakra: N/A
Damage: N/A
Description:
With Yin-Yang release teachings, the user masters the ability to fully change the nature of his chakra into the 7 natures that exist within chakra. Earth, Water, Fire, Wind, Lighting, Yin and Yang. The ability to understand and master all natures of chakra opens up different ways to use it and, as a result, diferent approaches to chakra as a whole. By using this knowledge, Scorps developed the The Five Colours Path. The user will focus and manifest the 5 elemental natures of his chakra into 5 spheres (roughtly the size of a fist) that will hover around him, within short range. To do this, he takes half of his total chakra (his max possible chakra), divides it into 5 equal portions and changes the nature of each into one of the 5 basic elemental natures. Each of the spheres contains 1/10th of his chakra molded into one of the basic 5 natures and establishes itself as a separate chakra pool from the users remaining chakra inside his body (which can, from that point forward, only be used for non elemental techniques) and from each of the other spheres. Once the technique is active, any elemental ninjutsu will be used either from the spheres or by having the spheres be the medium to do the technique (for example, for an earth technique that would otherwise require the user to put his hands on the ground, the sphere will move to touch the ground to trigger it; a fire technique that would engulf the users fist in flames would see the fire orb merge with the users fist; etc). The advantage is that, by using the orbs as his proxies, the user can use elemental ninjutsu without needing to use handseals, independently, needing only to focus on the orbs and control them to do the required action. Additionally, each technique performed using the orbs will not pull chakra from the user but from the orbs, with all that entails. However, all of this comes at a great cost: each orb carries only 1/10th of the users total chakra and, since its separated from the users main chakra pool inside his body and the other orbs, it can be depleted. If an orb is depleted, it will disappear and the user will lose te ability to mold that elemental nature for the rest of the fight. It also means that each orb can be used independentely of each other but that they can be targeted by sealing techniques or chakra absorption techniques. If all 5 orbs are depleted, the user will lose the ability to change the nature of his chakra into the five elements and be restricted to Yin and Yang nature manipulation. The user can, however, merge 2 or more orbs into one in order to use elements composed of more than one nature, like KGs or CEs, but this action cannot be reversed and the user loses the ability to use the basic natures that were used (for example, if one combines the orbs of Water and Earth to be able to use Wood techniques, one becomes unable to use Earth and Water techniques). The orbs carry an ultimate defensive capability, allowing them to be sacrificed to cancel a technique of their own element, regardless of property, rank, speed, etc. However, by sacrificing an orb to cancel a technique, one essentially depletes the orb and becomes unable to use the nature of its element for the rest of the fight. The technique can be canceled and the user can reabsorb the remaining chakra in the orbs into himself but this prevents any future use of the technique and doesn't reestablish any ability to mold a given nature that could have been lost.
Note: Can only be used by Scorps
Note: Nature manipulation restrictions that may come from sacrificing or depleting orbs, cannot be reversed by healing or any other method and will last until the fight ends
Note: Defensive ability is absolute and counts as one of the users moves
Note: Usage of the technique prevents the user from doing summons or using clones and cannot be used if any clone technique has been used before
Note: Must cancel any Sage Mode (or Senjutsu related modes) before activating and cannot use them during or after the technique ends
Note: Usable once per fight

Declined: Alright, so my main issue with this technique is the "absolute" defense part. How does it actually work? You spent a good portion of the technique explaining the elemental section which is fine but don't go into depth on how the defense actually works. Does the orb clash with the technique to disperse it? and by what method is it dispersing it? Is it negating the technique similar to a truth seeking-ball or is it something else? I notice that your technique has no chakra cost, for your sealing/chakra absorption line, what is the threshold to be able to absorb these orbs? like can an S rank Dark technique (which can absorb up to 40 chakra) just absorb your orb straight up? - Daemon

(Yōton/Suiton: Megami no Renrakusen) Yang/Water Release: Touch of the Goddess

Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
One of the unique properties of Water Release is its ability to serve as a medium to facilitate the use of Medical Ninjutsu. This is due to Water being the major component in most living beings; from mammals to plants, Water is essential to life. Water is a medium for proteins, energy, ions, its what gives cells their "volume" and form, etc etc. Using this principle, Medical Ninjas have long since been able to use water to remove poisons, make healing less painful, create medicine, etc. With the mastery over Yang Release and Medical Ninjutsu, one can further explore and improve those characteristics and employ them more pratically. The Touch of the Goddess is a technique in which the user will be able to embue into his water techniques healing properties as well as use them as a medium for specific healing techniques. An activation passive technique, it gives all Water techniques used afterwards the ability to heal any ally in contact with them for the same amount of chakra used for the technique. For example, using an A-Rank Water technique will allow the user to heal an ally (or himself) 30 points. This is limited to some factors, the main one being that the technique used needs to be one that can be shaped and used in a non offensive manner (even if its original use or type is offensive). Additionally, techniques that don't "last" and are "one shots", will only produce a momentary, "one shot" healing. On the other hand, techniques that last and are sustained, will heal while they last, for the same amount as the chakra needed to create it. A part from the additional healing effect given to the users water techniques, this technique also allows the user to use Water and Water techniques as a medium for his healing techniques. For example, if the user and an ally are in a lake and the user wants to heal him using Mystical Palm Technique, he needs only to use the technique and put his hand into the body of water. Passive abilities that Medical Ninja have such as Diagnosis Methods, that are used normally before healing a target can be used with Water Techniques and Water as a medium as well. All of these effects, however, require additional chakra to be used with each Water technique (10 additional chakra points) or Healing technique (20 additional chakra points)
Note: Can only be used by Scorps
Note: Lasts until deactivated
Note: Any technique labeled Medical Ninjutsu can be used but also any Yang Release technique with a healing effect as well as healing techniques not labeled as Medical Ninjutsu or Yang Release

Declined: This is a cool technique. However it is a bit broad, I am fine with your using yang healing through your non offensive water techniques as a healing method. the way how the restriction is worded, its as if you can use literally any Medical Ninjutsu through your water even if it isn't healing based. So clarify that part up. I'm skeptical to let this last until deactivated especially at no chakra drain/cost. I'd prefer is this had an actual turn limit. If you were to deactivate it, whats the cool down needed for you to use it again etc etc. - Daemon

(In'yōton-Onmyōton: Nagareru ) Ying-Yang Release: Flow

Type: Defensive/Offensive
Rank: N/A
Range: Short (Short-Long)
Chakra: N/A
Damage: N/A
Description:
As one masters Yin-Yang natures and their respective Ninjutsu applications, one learns to master his own chakra flow, control chakra, shape chakra and change chakra. Using this basic principle but applying it into a direct use, a ninja is able to use this ability to shape, control and change chakra that is released into the battle field by both himself and an opponent. This requires the ninja to be able to perceive said chakra, be it by his normal senses or enhanced ones (like Doujutsu, Sensory, etc) to then be able to exert control over it, which can be used to disarm a technique and dispel it, reuse the chakra in it, redirect the chakra into an attack, etc. Essentially, the user will be able to shape and take control of any chakra within short range around him (if the chakra also spans beyond the short range area, it can be pulled and manipulated towards the user) and, through body movement, syphon and transform it into its raw form, which he can then absorb into himself, dispel or redirect against his opponent in a raw form or shape with its original strength. The downside of the technique is that it requires the user to overpower the targetted chakra with his own, requiring him to spend double the amount of chakra than that of the original technique.
Note: Can be used against any form of chakra present on the field, affecting the user or allies, as well as any technique that uses chakra (elemental or not)
Note: Cannot be used against Genjutsu or Fuuinjutsu
Note: Can only be used once every 2 turns, up to 4 times per battle
Note: Can only be used by Scorps

Declined. In it's current state you could use this on techniques that form from the opponent's body and essentially instantly redirect that on them. It's just too broad and too strong to be allowed like this. The Truth-Seeking Balls are the best negation technique in the RP using Yin-Yang Release to achieve this; it requires physical contact in order to negate Ninjutsu. This technique, in its current state, can be done remotely at what seems to be any range and allows for a lot more versatility.

(In'yōton-Onmyōton Fuuin: Eien no Shichikakukei ) Ying-Yang Release Seal: Eternal Heptagram
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short-Range
Chakra: N/A
Damage: N/A
Description:
Using the same principle as the various seals and methods used to create Jinchurikii but applied to the entities created by the use of Creation of All Things, this technique is a hybrid between Yin-Yang Release and Advanced Fuuinjutsu. When branded with this technique, the user will have his creation sealed within himself, something that is achieved via a modified version of the (Hakke no Fūin Shiki) Eight Trigrams Sealing Technique that was used by the Uzumaki Clan to seal the Bijuu Kurama (Nine Tailed Demon Fox) in its various Jinchurikii all the way up to Naruto Uzumaki. There are significant differences, however, that allow this seal to be simpler and, at the same time, more versatile and effective than the (Hakke no Fūin Shiki) Eight Trigrams Sealing Technique. While the Uzumaki’s technique had to account for Kurama’s unwillingness to be sealed in its vessels and had to progressively allow the vessel to accommodate to the Bijuu’s chakra (to avoid risk of rejection and death), in this scenario the Creation is willing to be sealed and its chakra is that of the vessel (since it was its creator). By not having to account for the resistance of the Bijuu or the possibility of rejection, the seal is much simpler and easy to apply. The user will press his palm in the chest of the Creation and use Yin-Yang Release to manipulate it into a raw chakra form (a sphere, the size of a large basketball). He will then take his other hand (it will glow in what seems like a blue flame that will “burn” the symbols into him) and engrave the symbols for Earth (地球), Fire (火), Wind (風), Water (水), Lightning (電), Dark (闇)and Light (光), surrounding the symbol for Creation (創), in his stomach. The sphere of raw chakra will then flow into the seal and the technique will be completed. There are core differences between this technique and the seals used to create Jinchurikii: the user has no ability to restrain the creation inside him (like Naruto had to retrain Kurama) and the creation cannot take control over the user’s body, even if he wants to allow it. They will both share a mental world where they can communicate and interact outside the laws of space and time, much like Jinchurikii’s and their Bijuu do. Additionally, the presence of the Creation inside the user doesn’t offer him any special passive trait. However, it does allow the user to take on the form and the physique/physical abilities of the Creation (partially or completely) and share chakra between each other. If the user takes on the complete form of his Creation, he will merge his own Chakra Pool with half of his Creation’s Chakra Pool, allowing him a boost to the skills his Creation has and will also have access to a makeshift Bijudama-type attack. Finally, unlike a Jinchurikii, the user can fully materialize and externalize the Creation into the real world, at any time, as an independent entity, at will. Essentially, once the technique is applied, the user can seal and unseal the Creation into himself freely and at will.

Abilities:
  • When the user merges with the creation and takes its form completely, he receives +20 damage bonus to the elements the Creation can use, gains 1000 chakra points and receives the creation’s passive trait/skill
  • While transformed, the user can release, from a part of his body (that makes sense RP wise) a beam, a single dense sphere or a barrage of small spheres of chakra from one of the elements the Creation can use (similar to a Bijudama in form), called (Kiseki) Miracle
  • Incomplete mergings/transformations serve only RP/Aesthetic purposes or to take advantage of some physical trait of the creation (for example, if the creation has a tail, the user can incompletely transform and manifest a tail himself to use; the user can manifest an arm or wings, etc)
  • While sealed, the Creation can transfer 100 chakra points to the user, once every 2 turns (counts as a move and can release the user from Genjutsu)
Restrictions:
  • Sealing and Unsealing the Creation costs a move and 70 chakra points but can be done at the same time as another technique
  • Complete merging with the Creation lasts for 6 turns, after which it forcefully ends and can only be used once per fight
  • (Kiseki) Miracle counts as a move each use, has a Short-Long range and can range from C-Rank to Forbidden rank
  • Using a Forbidden rank (Kiseki) Miracle consumes 2 turns of duration from the merging/transformation
  • (Kiseki) Miracle does not receive the passive damage bonus
  • Incomplete mergings/transformations don’t have a time limit or consume chakra
  • Requires the user to have Advanced Fuuinjutsu Mastery as well as Yin-Yang Mastery and have a valid Chakra Creation created with (In'yōton, Onmyōton: Banbutsu Sōzō no Jutsu) Yin-Yang Release: Creation of All Things
  • Once applied to a bio, the user will always enter the field with his Creation sealed within him
  • While sealed, the Creation cannot use techniques that affect the world outside the user’s body but can use techniques on the user
  • While sealed, the Creation cannot transfer more than 400 chakra points to the user per battle
  • Enemies cannot interact or target the Creation while its sealed inside the user
  • Can only be taught by Scorps
Declined: Mainly this is declined because Drackos already have a similar seal with a Y/Y Creation. Something like this would require Drackos' permission to be made since its basically the same as his seal. Secondly, this seal does entirely too much. I had to nerf Drackos' seal because I didn't want him to running around with Bijuu like abilities to that extent. This is more or less that. If Drackos does give you permission to submit something similar to his creation seal, it'd have to be toned down. if you want techs such as partial transformations, attacks with the creation etc i'd have to be submitted through separate techniques. Something to note in general in the RP since I know you've been out of the game for a while, chakra reserve boosts dont stack, the highest is applied so for example you can't stack the 1000 chakra you gain from this technique onto the 1000 chakra you get from specializing in Yang. If you do end up with permission make it more inline with Drackos' seal (obviously not a direct copy of it) but something similar. - Daemon
Resubmitting:

(In'yōton-Onmyōton: Goshiki Dōkan) Yin-Yang Release: The Five Colours Path
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short-Range
Chakra: 100
Damage: N/A
Description:
With Yin-Yang release teachings, the user masters the ability to fully change the nature of his chakra into the 7 natures that exist within chakra. Earth, Water, Fire, Wind, Lighting, Yin and Yang. The ability to understand and master all natures of chakra opens up different ways to use it and, as a result, diferent approaches to chakra as a whole. By using this knowledge, Scorps developed the The Five Colours Path. The user will focus and manifest the 5 elemental natures of his chakra into 5 spheres (roughtly the size of a fist) that will hover around him, within short range. To do this, he takes half of his total chakra (his max possible chakra), divides it into 5 equal portions and changes the nature of each into one of the 5 basic elemental natures. Each of the spheres contains 1/10th of his chakra molded into one of the basic 5 natures and establishes itself as a separate chakra pool from the users remaining chakra inside his body (which can, from that point forward, only be used for non elemental techniques) and from each of the other spheres. Once the technique is active, any elemental ninjutsu will be used either from the spheres or by having the spheres be the medium to do the technique (when the spheres are being used for a technique, they emit a mild "glow" (aesthetic purposes only) of chakra). The advantage is that, by using the orbs as his proxies, the user can use elemental ninjutsu without needing to use handseals, independently, needing only to focus on the orbs and control them to do the required action. Additionally, each technique performed using the orbs will not pull chakra from the user but from the orbs, with all that entails. However, all of this comes at a great cost: each orb carries only 1/10th of the users total chakra and, since its separated from the users main chakra pool inside his body and the other orbs, it can be depleted. If an orb is depleted, it will disappear and the user will lose te ability to mold that elemental nature for the rest of the fight. It also means that each orb can be used independentely of each other but that they can be targeted by sealing techniques or chakra absorption techniques, that can be used to drain chakra from them and weaken them. If all 5 orbs are depleted, the user will lose the ability to change the nature of his chakra into the five elements and be restricted to Yin and Yang nature manipulation. The user can, however, merge 2 or more orbs into one in order to use elements composed of more than one nature, like KGs or CEs, but this action cannot be reversed and the user loses the ability to use the basic natures that were used (for example, if one combines the orbs of Water and Earth to be able to use Wood techniques, one becomes unable to use Earth and Water techniques). The orbs can be directed to move and clash with an enemy technique, allowing them to be sacrificed to cancel a technique of their own element, regardless of property, rank, speed, etc. This is possible as long as the orb has more chakra in it than the technique it aims to cancel and functions by the simple method of overpowering the enemy chakra in the targeted technique. However, by sacrificing an orb to cancel a technique, one essentially depletes the orb and becomes unable to use the nature of its element for the rest of the fight. The technique can be canceled and the user can reabsorb the remaining chakra in the orbs into himself but this doesn't reestablish any ability to mold a given nature that could have been lost.
Note: Can only be used by Scorps
Note: Nature manipulation restrictions that may come from sacrificing or depleting orbs, cannot be reversed by healing or any other method and will last until the fight ends
Note: Defensive ability is absolute and counts as one of the users moves
Note: Usage of the technique prevents the user from doing summons or using clones and cannot be used if any clone technique has been used before
Note: Must cancel any Sage Mode (or Senjutsu related modes) before activating and cannot use them during or after the technique ends

Approved with Edits made - Increased the chakra cost, and be noted with how absorption/sealing works, the opponent would need a technique that's capable of absorbing that much chakra at once from an orb (which is virtually impossible outside of rinnegan.) Didn't want this technique to be too easily counterable. - Daemon


(Yōton/Suiton: Megami no Renrakusen) Yang/Water Release: Touch of the Goddess

Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
One of the unique properties of Water Release is its ability to serve as a medium to facilitate the use of Medical Ninjutsu. This is due to Water being the major component in most living beings; from mammals to plants, Water is essential to life. Water is a medium for proteins, energy, ions, its what gives cells their "volume" and form, etc etc. Using this principle, Medical Ninjas have long since been able to use water to remove poisons, make healing less painful, create medicine, deliver medication and other substances, dilute poison, etc. With the mastery over Yang Release and Medical Ninjutsu, one can further explore and improve those characteristics and employ them more pratically. The Touch of the Goddess is a technique in which the user will be able to embue into his water techniques healing properties as well as use them as a medium for Medical Ninjutsu or Yang Release Techniques. An activation (passive) technique, it gives all Water techniques used afterwards the ability to heal any ally in contact with them for the same amount of chakra used for the technique. For example, using an A-Rank Water technique will allow the user to heal an ally (or himself) 30 points. This is limited to some factors, the main one being that the technique used needs to be one that can be shaped and used in a non offensive manner (even if its original use or type is offensive or defensive). Additionally, techniques that don't "last" and are "one shots", will only produce a momentary, "one shot" healing. On the other hand, techniques that last and are sustained, will heal while they last, for the same amount as the chakra needed to create it. Besides the additional healing effect given to the users water techniques, this technique also allows the user to use Water and Water techniques as a medium for his Medical Ninjutsu or Yang Release Techniques. For example, if the user and an ally are in a lake and the user wants to heal him using Mystical Palm Technique, he needs only to use the technique and put his hand into the body of water. Passive abilities that Medical Ninja have such as Diagnosis Methods, that are used normally before healing a target can be used with Water Techniques and Water as a medium as well. The downside to using a Medical Ninjutsu or Yang Release Techniques through a body of Water or a Water technique using this method is the additional chakra needed to be used with each Water technique (10 additional chakra points) or Medical Ninjutsu/Yang Release Techniques (20 additional chakra points)
Note: Can only be used by Scorps
Note: Techniques labeled as Medical Ninjutsu or healing techniques labeled as Yang Release, as well as other healing techniques, can all be used with this technique.
Note: Lasts 5 turns and, once it ends, the user will need to wait 2 turns to activate it again,
can be used three times in total.

Approved with Edits made - Daemon

(In'yōton-Onmyōton: Nagareru ) Yin-Yang Release: Flow

Type: Defensive/Offensive
Rank: N/A
Range: Short (Short-Long on redirection)
Chakra: N/A (2X the amount targeted)
Damage: N/A
Description:
As one masters Yin-Yang natures and their respective Ninjutsu applications, one learns to master chakra flow, chakra control, shape chakra and change chakra. Using this basic principle but applying it into a direct use, a ninja is able to use this ability to shape, control and change chakra that is released into the battle field by both himself and an opponent. This requires the ninja to be able to perceive said chakra, be it by his normal senses or enhanced ones (like Doujutsu, Sensory, etc) to then be able to exert control over it, which can be used to disarm a technique and redirect the chakra somewhere else. Essentially, the user will be able to shape and take control of any chakra within short range around him and, through body movements, syphon and transform it into its raw form, which he can then redirect in a raw form or shape with its original strength. The downside of the technique is that it requires the user to overpower the targetted chakra with his own, requiring him to spend double the amount of chakra than that of the original technique. Despite its power, there are key limitations to the use of the ability. Namely, range, since the user can only exert his control over chakra that is short range around him (as long as some portion of the chakra is within short range of the user, he can pull the rest towards him) and the requirement for the chakra to be outside of its owner, preventing the manipulation of chakra auras/shrouds like that of a Bijuu, Lightning Armor, etc or the chakra inside an enemy.
Note: Can be used against any form of chakra present on the field or in any technique
Note: Cannot be used against Genjutsu, Chakra Auras/Shrouds or the chakra inside an enemy
Note: Can only be used once every 2 turns, up to 4 times per battle
Note: Can only be used by Scorps

Declined. I just can't allow a technique that goes beyond what Truth-Seeking Orbs are capable of.

Talked to Drackos and was allowed to submit and attempt a simpler version:

(In'yōton-Onmyōton Fuuin: Eien no Shichikakukei ) Yin-Yang Release Seal: Eternal Heptagram
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short-Range
Chakra: 70
Damage: N/A
Description:
Using the same principle as the various seals and methods used to create Jinchurikii but applied to the entities created by the use of Creation of All Things, this technique is a hybrid between Yin-Yang Release and Advanced Fuuinjutsu. When branded with this technique, the user will have his creation sealed within himself, something that is achieved via a modified version of the (Hakke no Fūin Shiki) Eight Trigrams Sealing Technique that was used by the Uzumaki Clan to seal the Bijuu Kurama (Nine Tailed Demon Fox) in its various Jinchurikii all the way up to Naruto Uzumaki. There are significant differences, however, that allow this seal to be simpler and, at the same time, more versatile and effective than the (Hakke no Fūin Shiki) Eight Trigrams Sealing Technique. While the Uzumaki’s technique had to account for Kurama’s unwillingness to be sealed in its vessels and had to progressively allow the vessel to accommodate to the Bijuu’s chakra (to avoid risk of rejection and death), in this scenario the Creation is willing to be sealed and its chakra is that of the vessel (since it was its creator). By not having to account for the resistance of the Bijuu or the possibility of rejection, the seal is much simpler and easy to apply. The user will press his palm in the chest of the Creation and use Yin-Yang Release to manipulate it into a raw chakra form (a sphere, the size of a large basketball). He will then take his other hand (it will glow in what seems like a blue flame that will “burn” the symbols into him) and engrave the symbols for Earth (地球), Fire (火), Wind (風), Water (水), Lightning (電), Dark (闇)and Light (光), surrounding the symbol for Creation (創), in his stomach. The sphere of raw chakra will then flow into the seal and the technique will be completed. The creation and the user will both share a mental world where they can communicate and interact outside the laws of space and time, much like Jinchurikii’s and their Bijuu do. However, the presence of the Creation inside the user doesn’t offer him any special passive trait. Due to its simplicity when compared to the (Hakke no Fūin Shiki) Eight Trigrams Sealing Technique, there isn't as much versatility. The Creation's chakra pool and the user's are completely separate and cannot interact. Because of this, the Creation is only able to do two things while sealed: unseal itself and interact with the user in their shared mental realm. This separation does offer a benefit to the creation by preventing it from being targeted by spiritual techniques (Genjutsu, Yin Release, etc) while its sealed.
Note: Once applied, the user will always enter the field with his Chakra Creation sealed inside him
Note: The Creation can be sealed and unsealed at will, every 3 turns, by either the user or its own will
Note: Sealing/Unsealing has a chakra cost of 70 for the individual that triggers it

Declined: Alright for the seal you want, Drackos' seal gives him something like a damage boost, Able to use his creations abilities with a single handseal etc. As it is right now, you overly nerfed your own technique lmao and left pretty much nothing really worth it. So you can have this seal give you something special/a unique property. I suggest doing something with the mental connection you and your creation has and expand from there. or if you have another unique idea go for it. - Daemon
 
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Skorm

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In case of approval, dropping this [x]
(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff damage(+30). This counts as a passive boost and must be stated in the users biography as their "dark element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. Because the user has a constant radiation of Yin coursing throughout their body due to the intrinsic perk, the user is at a risk of being imbalanced. This can be countered if the user possesses Yang or Yin/Yang, but if that is a field they lack, they will instead have to tamper with the imbalance. This imbalance causes their chakra system to have to work extra hard to deal Yang and Taijutsu fielded attacks and requires them to spend normal chakra levels equivalent to ninjutsu techniques when performing taijutsu or kenjutsu(if not already applied).

Note:
Can only be used by Skorm
Note: Requires Yin or Yin/Yang specialty.

Declined: Spoke with Drackos and this still isn't meaningful enough. Especially for a passive +30 boost you want on your intrinsic perk. This is barely a restriction at all. - Daemon

(Yin/Fuinjutsu: Gyakusatsu | Yin/Sealing Arts: Carnage)
Type:
Supplementary/Offensive/Defensive
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Carnage is a rather simple kind of sealing technique that works similar to that of the five elements sealing technique. However, instead of sealing an elemental technique, the user is able store a technique in a seal that can elevate the rank of the technique itself by pressing extruding amounts of any element the user possess into each scroll and upon summoning the scroll the user can unleash the element to levels of S-rank from the seal. However, that is not what is the most unique aspect of the seal, because in the seal the aspects of Yin. The level of S-ranked elemental chakra that is stored in the seal is actually manifesting(as it is released) into that of an elemental spirit that can act similar to that of a ghost or a puppet. Not to be confused with sentience, which is a property of Yang, but rather within the lines of the Hands of Sloth technique. This means that the elemental chakra will retain its original S/W but can also become absolutely intangible but then also resulting it to be able to deal no damage but instead granted opportunities to act outside an enclosed barrier that the user might be trapped in. This needs to be stated clearly when used if the technique is to bypass physical structures or not, but what is interesting in the technique is that not the full range of the technique needs to be intangible, meaning one part of it can and the other not at the same time. Like the hands of sloth, this technique will make the unsealed chakra manifest into something that is an extension of the users body and in this case its wings. This means that as soon as the chakra has been released from the seal it will manifest on the users back and can be used for any sort of action needed.

Note: Can only be used 4x per battle
Note: Needs to be Yin or Yin/Yang master to have dual elemental elements such as AEs/CEs stored in the seal
Note: Can only be taught by Skorm

Declined: This technique is weird right because, 1) the way how this works I won't let you just store any technique into a scroll to then be boosted to S rank S/W to then be used as a sort of spiritual limb. You'd have to store an elemental type of chakra to be released. i.e. "I seal fire chakra into the scroll to be used for later usages." This brings to me to my second point 2) You gotta state what element you have prestored in the scroll either at the start of battle or on your bio 3) Okay you have an intangible limb that can phase through barriers, how long does the spiritual limb/wings last for? And what do you mean by "any soft of action needed" seems vague. Since these are wings wouldn't it just be flight? - Daemon
In case of approval, dropping this [x]
(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note:
Can only be used by Skorm

Approved with Edits made - Lowered the damage boost to +20 and removed the restriction you put at the end of the boost. - Daemon

Edits in bold. Added restrictions as requested.

(Yin/Fuinjutsu: Gyakusatsu | Yin/Sealing Arts: Carnage)
Type:
Supplementary/Offensive/Defensive
Rank: A
Range: N/A
Chakra: 50
Damage:
N/A
Description: Carnage is a rather simple kind of sealing technique that works similar to that of the five elements sealing technique. However, instead of sealing an elemental technique, the user is able store an elemental technique in a seal that can elevate the rank of the technique itself by pressing extruding amounts of any element the user possess into each scroll and upon summoning the scroll the user can unleash the element to levels of S-rank from the seal. However, that is not what is the most unique aspect of the seal, because in the seal the aspects of Yin. The level of S-ranked elemental chakra that is stored in the seal is actually manifesting(as it is released) into that of an elemental spirit that can act similar to that of a ghost or a puppet. Not to be confused with sentience, which is a property of Yang, but rather within the lines of the Hands of Sloth technique. This means that the elemental chakra will retain its original S/W but can also become absolutely intangible but then also resulting it to be able to deal no damage but instead granted opportunities to act outside an enclosed barrier that the user might be trapped in. This needs to be stated clearly when used if the technique is to bypass physical structures or not, but what is interesting in the technique is that not the full range of the technique needs to be intangible, meaning one part of it can and the other not at the same time. Like the hands of sloth, this technique will make the unsealed chakra manifest into something that is an extension of the users body and in this case its wings. This means that as soon as the chakra has been released from the seal it will manifest on the users back.

Note: Must be stated in battle/bio what element is stored inside of the scroll.
Note:
Intangibility may last for a maximum of 2 turns and can only be activated twice per technique/scroll.
Note: Can only be used 4x per battle, each usage lasting 3 turns.
Note:
Needs to be Yin or Yin/Yang master to have dual elemental elements such as AEs/CEs stored in the seal

Approved with Edits Made - Daemon
 
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Squidy

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Satetsu: Shiroari no miryoku ✦ Iron Sand: Termite Attraction
Type:
Offensive
Rank: A
Range: Short/Mid.
Chakra: 30
Damage: 60
Description: This is an iron sand jutsu that can be initiated by the user with 2 hand seal and either clapping their hands together, or stomping one foot on the ground. Upon completion a swarm of termites made of iron sand will spread out from the user and into the air, or into the ground if the latter initiation method was used, increasing in range with time yet staying dormant on the battlefield until triggered by the jutsu's true purpose. The swarm of iron sand termites are designed to read opposing magnetic fields produced by the moving electrical charges that come with opponents using lightning style jutsu and transform into a plethora of darts with wings that hone in on the first opposing electrical source used within their realm, striking the target from every angle, or in the case of the ground method springing fourth upwards from the earth and striking from every angle. This jutsu lasts for 3 turns; first starting off in short range and then increasing into mid.range in the second turn where the swarm then remains for an additional turn. When using the ground method the swarm only goes as far as 5m deep, but can still spread outwards horizontally.
>Has a 3 turn cooldown
>No other jutsu above S rank while in use by user
>Can be used 3x per battle
Approved

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
Raiton: Raitoningukurakkā ✦ Lightning Style: Lightningcracker
Type:
Off./Supp.
Rank: A
Range: Short/Midrange reach
Chakra: 30
Damage:
60
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, whether 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 3 turn cooldown
>Can be used 4x per battle
Approved
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
Satetsu: Kinzoku hokyō ✦ Iron Sand: Metal Reinforcement
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
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 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. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>
Can be used 5x per battle

Approved - Daemon

Updating This:
[x]

Middonaito rozu petaru - Midnight Rose Petal
Type: Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)

A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down | >A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself

Approved
 
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Geezus

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Dropping:

Hitsuki Bō | Red Moon Bō
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: +10 per transformation
Damage: N/A
Description: The Red Moon Bō (緋月棒, Hitsuki Bō) serves as Gwendolyn Otsutsuki's primary aide in combat. It becomes the channel of her offensive prowess in hand-to-hand combat and the like, allowing her to set up violent assaults at the foe. This apparently wooden bō is incredibly long and matches the height of Gwen, a difficulty she once fought with and had successfully overcame. The Red Moon Bō's appearance is jokingly compared to a cigarette, due to its variety of colors and patterns. Both wooden ends are covered in a blood-red color accompanied by golden rings near its flat tips; while black and white both cover the center.

The only known owner, Gwen, inclines to display the Red Moon Bō's versatility and pushes it past the limits. She transfers her chakra throughout its length to control its current size, but this phenomenon can only happen as long as she touches it. This transformation happens passively but draws on the users chakra to be completed. As a nod to the jokes about the bō, Gwen keeps her tool as short and as thin as a cigarette for easier keeping, putting it between her lips regularly. Note that the bō reverts back to its original shape after losing physical contact with Gwen, and therefore needs her chakra once more to do so. When entered in combat, the Red Moon Bō can be further elongated and thickened for pummeling down enemies and literally sweeping the entire battlefield (up to long-range). This superior tactic still needs physical contact, though, and loss of focus would lead to failure and an unexpected waste of chakra. It would seem odd that Gwen can still control the movement of the Red Moon Bō despite its enlarged size. To overcome this, she simply uses Red Heaven Dominion on the bō. She primarily uses it for distant targets, acting as a massive boomerang or a large spear. Gwen is even creative when it comes to combat, able to make the bō rapidly spin to deflect weak projectiles. Seeing that the Red Moon Bō gets overused for continuous offense and defense, it never seems to shred down or get a single scratch. A presumable cause is the chakra inside the bō, making it sturdy and enduring. Seeing that it's made of wood, the Red Moon Bō is highly vulnerable to fire, but the quick and strategic use of Great Heaven Wheel makes up for the said disadvantage.

Red Heaven Dominion - A supplementary technique used in conjunction with the Red Moon Bo, it starts by the user transferring their chakra into the otherwise inanimate weapon before creating three handseals. The chakra that coats the weapon turns from blue to reddish-pink before being absorbed causing the Bo to levitate around the user and can act independentaly much along the lines of the Otsutsuki Puppet Technique. This otherwise inanimate object will now follow the user's will and thoughts while it is under the influence of this technique. This is equal to a A-rank technique last four turns and is usable twice per battle draining an additional 10 chakra from the user per turn.

Great Heaven Wheel - The commonly-utilized defensive technique by Red Moon Bo users. The technique is designed to protect the user from incoming projectiles, whether it may be elemental or not. It is one of the basic moves required to master the weapon and destroys the wall that keeps the user from approaching long-ranged fighters with their bodies. Standing firm while putting the arms in front of the chest, the user performs the three required hand seals. An ominous wind would blow from behind as the Red Moon Bō places itself in front of the user. It would rapidly start spinning rapidly, forming varicolored afterimages. Soon after a cloud of strangely-red-colored chakra, released from bō, starts gathering in a circular shape. This forms the defensive component of the technique. Any weapons that would hit the shroud would bounce off as if its blown by the wind, while elemental projectiles would dissipate into chakra and get absorbed by the bō. However, it may seemingly look overpowered, but too much chakra absorbed will overload and break the barrier, thus ending the ninjutsu. It can absorb up to 3 A-rank and below elemental techniques per event (one per usage) before the weapon will be overloaded with too much chakra, each use counting towards the user's move count.

Kyūbi no Kamen | Mask of the Nine Tails
Rank: S
Type: Weapon
Range: Short-Long
Chakra: (+40 to Killing Intent)
Damage: N/A
Description: A white mask that resembles a kitsune, this mask was crafted by Menma Uzumaki with the cooperation of the Nine Tails after he became well versed in Advanced Sealing Techniques. The inside of the mask has been inscribed with a sealing inscription with the user's blood, it gives the mask a direct connection to the chakra of the Nine Tails similar to a summoning technique. The primary function of the seal comes from the wearer being in direct contact with the seal, this contact allows the wearer access to the ability to sense Negative Emotions even outside of using any of his Bijuu Transformations, although the ability to do so is reduced. The mask only capable of giving the wearer the ability to sense the negative/evil intent in objects up to two landmarks away and 1.5x tracking. However, this mask secondary ability is to allow the Nine Tails chakra to pass through the mask and grant the user the ability to influence the negative emotion of the opponent(s). The seal comes into play when the user's own Negative Emotions spike, when the user utilizes the Killing Intent technique the seal will passively activates causing the Kitsune Mask's eyes to glow red signaling the activation. This seal allows the negative emotions and chakra of the Kyuubi to pass through the user into the technique which makes the technique much more effective. Due to the Kyuubi's ability to sense and influence negative emotions and the nature of the seal, the Killing Intent technique becomes capable of affecting any and all opponents equally regardless of rank and/or number of targets. The power of the technique solely relying on proximity to the target(s) thanks to the Negative Emotion Sensing. In short range, targets will be overcome with a gruesome visualizations that cause full paralysis becoming incapable of focusing chakra for techniques above B-rank. Targets up to mid range will hesitate in movements or stumble with handseals as they visualize the appearance of the Nine Tails behind the user through the Killing Intent released. becoming incapable of using techniques above A-rank. Targets in long range would simply be rendered incapable of using techniques above S-rank. However this ability has limited usages each use would cause the mask to crack due to the power of the Nine Tails, and after two uses with a four turn cooldown between uses, the mask will break and be rendered unusable the remainder of the battle/arc.
Note:
Requires Adv. Fuin.
Only usable by Naruto bios.

Declined. How you're doing any of this without Yin Release is beyond me. Even with Yin, some of these restrictions are insane.
 
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(Marudo~uku no okurimono) Forbidden Arts: Blessings of Eidolon
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a forbidden technique that violates the laws of nature hence the reason it is labeled as forbidden. After accessing the netherworld through nefarious ways the user will on his journey there be met with the demon Eidolon. On a journey for power the user will have made a deal with Eidolon in exchange for power. However, this deal came at a grave cost. After returning to the physical world the demon Eidolon will have attached his spirit to its new host and will be a part of them until their host dies. In exchange for power the user will have promised their soul to the demon Eidolon and upon their death he will seal their soul away for eternity in a dream-like world filled with the user’s worst nightmares. However, while the user is still alive Eidolon's spiritual essence will guard the user’s spirit against things such as spiritual based techniques that seek to harm the user or their techniques. This means that the user or their techniques will not be affected by chakra draining or parasitic effects or other spiritual effects of a technique. Also, the opponent's spiritual techniques deal 20 less damage against the user's techniques. The user, however, would only be able to protect themselves from the effects of spiritual techniques and weaken techniques up to four times, with a two turn cool down in between usages. The user is capable of weakening spiritual techniques because Eidolon is capable coating the user and the user's techniques in a special layer of chakra that has spiritual properties which eat away and seek to disrupt the balance of spiritual jutsu in contact with it. In exchange It has been shown that spiritual entities are known to exist through things such as the reaper death seal and that the netherworld exists because techniques like the Impure Seal Destruction technique that seeks to drag opponents to the netherworld.

Note: Must be stated in the user’s biography or at the start of a battle.

Approved with Edits Made - Daemon

(Masutā no bōmei) Puppet Arts: Exile of the Master

Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10 (+5 for each limb)
Damage: 20
Description: Since Sasori was a human puppet he was capable of using his body in ways ordinary humans could never imagine to. This is a passive technique that allow the user to use chakra to eject parts of their body up to mid-range in a direction and sent it towards another target to hit them with freeform damage. This could also be used to get rid of infectious acids or parasites on the user's body. If desired the user can spend a move so that this does 20 damage.

Approved - Daemon

Dropping CW here if approved:https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-43#post-21177975
(Ōkan) - The Crown
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 (to summon)
Damage: N/A
Description: The Crown is an ancient weapon that has been circulating through the world for centuries. It takes the form of a golden crown with three rubies centered throughout its structure. The Crown is known to enhance the abilities of any Ice user who wears it. The Crown belonged to a powerful wizard by the name of Urgence Evergreen many centuries ago who was rumored to be one of the first ice elemental creatures to ever exist. After his passing, The Crown was imbued with the powerful strength that once resided inside of the ice elemental. Once the user places The Crown on their head it will cause a dramatic change to occur on their body. First, The Crown will bond itself to the user by freezing itself to the user's scalp making it near impossible to remove once on unless the user’s desires it. Next, the user’s skin will become extremely cold causing it to turn a light blue color. Due to how cold their skin will have become they will cause anyone who they do not deem an ally to feel the burn of the ice if they touch their skin. This translates to a reduction of -10 from taijutsu attacks where the opponent physically touches the user. Due to their new ice based body the user is capable of healing from small cuts and bruises by using ice to close wounds that freeze them shut which translates into a passive healing of +5 health each turn. As mentioned before, The Crown enhances the user’s Ice powers due to its origins which translates into a passive +20 or + 1 rank to the damage/defensive properties of ice jutsu depending on what's appropriate. Any one who wears The Crown is also granted the ability to manipulate Ice in ways normal users cannot. This means the user can passively create ice constructs by releasing the ice from different parts of their body. For example, the user can shoot beams of ice from their hand which can be used to freeze the ground or they can shoot a beam into the air to cause it to snow. It is also possible for the user to simply create ice constructs that can does as the user pleases. The possibilities are near endless. If desired the user can choose to spend a move and utilize their ice powers up to S-rank with the same restrictions as before. If utilizing like this then the user can only use an A-rank version three times. The S-rank version could only be used twice with a turn cool down. This ability regardless of version can be used up to long range but also regardless of rank/version all ice based abilities/usages must come from the user’s body. Any ability the user uses from this ability can only last up to three turns. For instance, if the user made it snow, construct an ice familiar, or froze something then it would only remain like that for 3 turns before melting into water.

Declined: Healing wounds by freezing your cuts won't heal you. Secondly, the whole ice beam/construct portion won't be passive that's wild. They'd have to take a move in a turn regardless of rank. You also mention the A rank and S rank variants only. I assume those are the only two variations then? - Daemon

(Yukion'na no kagami) - Ice Release/Sealing Arts: Mirror of Yuki-Onna

Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform two hand seals and channel their ice chakra in front of them. By doing so they will create a thin circular sheet of ice that will be 10 meters in length and width. This ice mirror is special because upon creation the user will have imbued it with special sealing properties. The sealing properties of this technique come into place when an incoming attack is coming in the direction of the mirror. Once an incoming technique’s reflection has been seen in the mirror it will cause the sealing properties of this technique to come into place and at that point it will begin to seal the opposing attack if it is up to mid-range away. This ability is able to seal up to A-rank attacks. When the opposing technique has been sealed that is when the next ability of the mirror comes into play. At this point, the mirror will release from it a mirror image of the opposing technique but this time crafted out of ice. The special property of this ice is that it will be freeform and once it comes into range of a target up to mid-range away (or sooner if the user desires) the user is able to cause the ice creation to explode causing snow to be released in every direction five meters of where it exploded. This, however, holds no special property besides possibly diverting the opponent’s attention/sight and the snow will soon melt after it has exploded.

Note: Can only be used twice with a turn cool down

Declined: That reflection thing I bolded is a hard no. Have it work through contact or if you are gonna do reflection at least have it be short range of you. Mid range is kinda crazy- Daemon
Note: The technique says it can use up to S-rank constructs. The A-rank and S-rank are the ones with restrictions though.
(Ōkan) - The Crown
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 (to summon)
Damage: N/A
Description: The Crown is an ancient weapon that has been circulating through the world for centuries. It takes the form of a golden crown with three rubies centered throughout its structure. The Crown is known to enhance the abilities of any Ice user who wears it. The Crown belonged to a powerful wizard by the name of Urgence Evergreen many centuries ago who was rumored to be one of the first ice elemental creatures to ever exist. After his passing, The Crown was imbued with the powerful strength that once resided inside of the ice elemental. Once the user places The Crown on their head it will cause a dramatic change to occur on their body. First, The Crown will bond itself to the user by freezing itself to the user's scalp making it near impossible to remove once on unless the user’s desires it. Next, the user’s skin will become extremely cold causing it to turn a light blue color. Due to how cold their skin will have become they will cause anyone who they do not deem an ally to feel the burn of the ice if they touch their skin. This translates to a reduction of -10 from taijutsu attacks where the opponent physically touches the user. As mentioned before, The Crown enhances the user’s Ice powers due to its origins which translates into a passive +20 or + 1 rank to the damage/defensive properties of ice jutsu depending on what's appropriate. Any one who wears The Crown is also granted the ability to manipulate Ice in ways normal users cannot. This means the user can actively create ice constructs by releasing the ice from different parts of their body. For example, the user can shoot beams of ice from their hand which can be used to freeze the ground or they can shoot a beam into the air to cause it to snow. It is also possible for the user to simply create ice constructs that can does as the user pleases. The possibilities are near endless. The user can choose to spend a move and utilize their ice powers up to S-rank with the same restrictions as before. If utilizing like this then the user can only use an A-rank version three times. The S-rank version could only be used twice with a turn cool down. This ability regardless of version can be used up to long range but also regardless of rank/version all ice based abilities/usages must come from the user’s body. Any ability the user uses from this ability can only last up to three turns. For instance, if the user made it snow, construct an ice familiar, or froze something then it would only remain like that for 3 turns before melting into water.

Approved - Daemon

(Sekai no owari) Storm Release: End of Days

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will first perform three hand seals and then channel their storm chakra into the sky. This will cause massive thunderclouds to appear above and quickly darken the sky. The intensity and ferocity of the coming storm above is something almost unnatural like due to how massive and destructive it is. As the skies darken, everyone on the battlefield can hear the thunder rumbling above and the lightning crackling in the sky. The purpose of this technique is to give the user dominion over the skies and utilize their Storm chakra to easily target opponents from the sky. Once active the user will be capable of utilizing the thunderstorm in a variety of ways. One way the user will be capable of using the thunderstorm is to release bolts of lightning from the sky. These bolts are equivalent to the rank of this technique so they will do S-rank damage. Due to the user’s control over the sky it will enable the user to send down lightning from just about anywhere they please. The user is also free to release up to four lightning bolts into separate locations but will also have their power distributed among them. Another ability the user gains from this thundercound is their ability to utilize the thunder/flashes from the clouds. This simply means that the user is able to passively once a turn release a powerful booming sound from the Storm that would deafen anyone on the battlefield/anyone who hears it for one turn including the user if they cannot defend from it. The third ability is another passively ability which allows the user once per turn to use the lightning from the storm clouds to release a wide scale flash from it which would cause anyone who sees it to be blinded for one turn including the user. The thunder and flashing ability from this jutsu cannot be used at the same time. Additionally, if desired, upon creation the user can choose to release a bolt of lightning or utilize one of the techniques other ability in order to defend from techniques as this jutsu is created. If anyone besides the user attempts to move fifteen meters into the sky they will face being paralyzed for one turn by the storm clouds. While this technique on the field the opponent will be unable to utilize the sky for any jutsu up to S-rank such as rain unless they overpower this technique.

Note: Can only be used twice with a turn cool down in between usages.
Note: No Storm jutsu above A-rank next turn
Note: Lasts four turns

Declined: Why does this do so much lmao? The first bolded section, thats just basically pseudo sound jutsu and thats a hard no. Tone with wayyy down this thing has like 5 abilities. - Daemon

(Mokusei no namida) Storm Release: Tears of Jupiter

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will perform three hand seals and focus their storm chakra five meters around them in the form of a thundercloud similar to Thundercloud Inner wave which creates a storm cloud perimeter around the user. This dark and dense storm cloud is charged heavily with electrostatic energy. The jutsu is based on the fact that the thunderclouds of storm release can absorb chakra per the description of storm release. This technique, however, is limited in the fact that it cannot absorb chakra from techniques that storm release is weak to. However in regards to energy based abilities the user will be able to absorb them into their thundercloud and use it to fuel the electrostatic energy inside of the cloud. Essentially, the user will be able to absorb an energy based technique up to the rank of this technique inside of the storm cloud causing the barrier to channel the absorbed energy into power/electricity. As soon as the technique has been absorbed the user will be able to release a beam of lightning from the storm cloud. This beam can be utilized in different manners in the sense the user can release multiple beams of lightning but have their strength divided amongst each other, or release a omnidirectional wave of electricity from the perimeter of the storm cloud itself. Either way, this technique's damage is equivalent to the rank of the absorbed technique and any released lightning can travel up to lonh-range. Also, techniques must come into direct contact with the thundercloud to be absorbed.

Note: Can only be used twice with a turn cool down
Note: No Storm release above A-rank next turn

Declined: lmaoo no to the bolded. - Daemon

(Yukion'na no kagami) - Ice Release/Sealing Arts: Mirror of Yuki-Onna

Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform two hand seals and channel their ice chakra in front of them. By doing so they will create a thin circular sheet of ice that will be 10 meters in length and width. This ice mirror is special because upon creation the user will have imbued it with special sealing properties. The sealing properties of this technique come into place when an incoming attack is coming in the direction of the mirror. Once an incoming technique’s reflection that is up to short-range of the user has been seen in the mirror it will cause the sealing properties of this technique to come into place and at that point it will begin to seal the opposing attack. This ability is able to seal up to A-rank attacks. When the opposing technique has been sealed that is when the next ability of the mirror comes into play. At this point, the mirror will release from it a mirror image of the opposing technique but this time crafted out of ice. The special property of this ice is that it will be freeform and once it comes into range of a target up to mid-range away (or sooner if the user desires) the user is able to cause the ice creation to explode causing snow to be released in every direction five meters of where it exploded. This, however, holds no special property besides possibly diverting the opponent’s attention/sight and the snow will soon melt after it has exploded.

Note: Can only be used twice with a turn cool down

Approved - Daemon
 
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https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21183323

Updating to:

(Ninjutsu: Tamashī No Ryu) - Ninja art: Dragon Soul
Type:
Supplementary
Rank: E
Range: Short-Long
Chakra: 5
Damage: N/a
Description: This technique is a form of basic shape manipulation applied when the user uses an elemental technique. It is thus used in the same timeframe as the technique it is affecting, and costs 5 additional chakra points to use this with another technique. When the user performs an elemental technique, through shape manipulation, the point of origin of the technique will form a Magic Circle made of that chosen element, almost looking like the formula of a Fuinjutsu technique. This in no way adds any power, or change the Jutsu in any way, not does it create any defensive properties, it is purely cosmetic. For example, if the user released a stream of fire from their mouth, the fire will draw an extra 5 chakra from the user and form into a circle in front of their mouth that is red in color, not burning the user, nor providing any additional effects. If the jutsu were to come from the ground, as the jutsu shoots up, the circle would form on the ground, etc. This is a passive jutsu and acts in the same time frame as another technique. Once activated it remains active as long as the user fuels the 5 chakra necessary into each of their jutsu.
Approved
Updating:
https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-46#post-6907889

(Katon/Raiton: Ikkyou) - Fire/lighting style: Surprise

Type: Supplementary
Range: Short - long
Rank: A
Chakra: 30 (+10 to jutsu)
Damage: +20
Description: This will be used in the same time frame as a lightning release technique. The user will apply more chakra in the process. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things:

1. By infusing additional chakra into the lightning technique, they will control the heat, causing flames to wrap around the lightning jutsu, making it a fire lightning combo. This will add 1 rank (20 damage) to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. By infusing additional chakra into the lightning technique, they will convert the lightning technique to a fire technique, retaining the same shape etc. If they user used a chidori spear, it would be converted to fire, making a fire spear.

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Usable 3 times
Note: Can't use water jutsu in the same turn as this.
Approved
New Submission

(Medjutsu/Yōton: Āchikontaminētā ) Medical Art / Yang release: Arch Contaminator
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 100 (-20 per turn)
Damage: N/A
Description: This is a technique that is a unique variant the Ring of Hell Technique combined with medical ninjutsu. The user will release chakra through a part of their body or through their whole body in a surge, infusing cells in their body with yang release chakra. In doing this the cells will gain a higher form of sentience while still being connected to the user's commands. These cells will then mutate into tiny microscopic bugs that are released from the users body, after which they can be passively controlled. These will be too small to be seen by the naked eye but will be able to be seen by dojutsu users as miniscule masses of chakra. They can't be sensed except by Yin or Yang users or Senjutsu based sensory. These bugs then enter the opponent's body. This is the equivalent of a Yin/Yang virus with its own unique effects.

The user can release this short range around them, allowing the bugs to travel five meters each turn, spreading until stopped. These mutated cells are known as contagion. Being linked to the user, he can feel anything that touches them as they spread out. When they are released from the users body, his cells are replaced/healed by the Yang chakra flowing through him during the use of the jutsu. This contagion lasts as long as the user can spend the chakra to sustain it or until destroyed. The contagion cells contain Yang chakra that flows into a target on contact. The effects of this "virus" will also differ, depending on if the user sees the target as a friend or foe, something that the cells are responsive to.

If it comes into contact with an ally these cells will latch onto the target, releasing a surge of Yang chakra through their body, changing it and enhancing it at the same time. Similar to the Ring of Hell technique it will serve to enhance them in several ways. This can effect up to 3 people at a time. First of all, the surge of chakra will enhance all their cells in the targets body, fortifying them, increasing their size by several inches along with enhancing their muscles. With this they will gain 30 damage reduction and double their speed. Due to their increased size they will gain +20 damage to taijutsu and weapon based attacks (only as far as their physical attacks are concerned; this bonus does not amplify elements released from said weapons or the body). This contagion offers one additional effect of replicating cells within the target. They will bond with the target's neural network, taking signals from their nervous system. Due to this, they can react to the damage the target takes. Put simply, the contagion can replicate cells to close wounds. This can seal injuries ranging from minor cuts into regrowing a finger at the most. The technique can only heal 10 damage a turn. These effects last for 4 turns.

If the contagion comes into contact with an enemy, the cells will latch onto them, invading their body releasing Yang chakra to mutate them violently. Unlike Ring of Hell that enhances one's body, this will instead deform it and throw it out of balance. Their body will start to grow, unbalanced, expanding in different directions disproportionally as the cells in their body rapidly duplicate, like a fast-moving cancer of the highest caliber. Due to this, their mobility will be cut to a third, reducing their speed. Due to the increase in the size of their form and lack of control, precision based strikes, such as the gentle fist strikes will be impossible, though this does not prevent taijutsu like motions (punch kick etc), they will just be slower. The main debilitation comes from the Yang energy pulsing into their body as these cells latch on reforming them. This chakra will throw their chakra system out of balance as their body mutates, preventing them from using advanced fields of ninjutsu (Fuuin, etc.) and high level jutsu. In the first turn effected they are unable to use jutsu above S rank (or jutsu with more than a 40 chakra cost) and jutsu will cost 10 more chakra per turn. On the second turn they are effected, jutsu will cost 20 more chakra per turn and they will remain unable to use jutsu S rank and above.

If the cells the user releases make contact, they will have released the Yang chakra into the target to cause the effects immediately. However, if the cells are destroyed it will prevent the debuff from escalating to the second stage. To remove the debuff the target will need to produce a surge of yin/yang or sage chakra equivalent to 80 chakra points.

Note: Only one version can be used at a time, effecting up to 3 people. Can only be used twice per battle.
Note: Once an ally has been effected, these effects will last for 4 turns, after which they will revert to their normal shape and form.
Note: One an enemy has been effected, their form will continue to mutate for up to 4 turns, as the cells are forced to mutate in their body. Should the mutated cells not be destroyed, by this point the targets body will become one large unmovable mass.

Declined: The second half is similar to my Purple Haze Yang Custom, using ring of hell to promote unhealthy and cancerous growths. - Daemon

(Inton / Yōton/Fuuin: Ōra) - Yin/Yang/Sealing Art: Auras

Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 60 (-10 per turn)
Damage: N/a
Description: The user will perform 3 hand seals around them and release a barrier infused with either yin or yang chakra reaching 20m around the user. Much like the barrier dome method, this is intangible and offers no defence, and can only be sensed by yin and yang users or those with senjutsu sensory. This barrier is flooded with yin or yang chakra giving one effect, as outlined below. When using this technique the user must outline which version they are using. This barrier is a way to enhance the users allies, be it summons, people, creations or even their edo tensei. These will not apply to the user. If the user moves the barrier moves with them. After initially created, the user will pay 10 chakra per turn to sustain it passively.

Devotion Aura
This barrier creates an aura around the allies of the user consisting of yin chakra. This aura will be intangible until a foreign chakra or opponent comes within 2 inches of the ally. When they do, the ally will gain a skin tight coating of tangible yin chakra (similar to when the hands of the sloth become tangible) that is A rank in power. This will not only protect the target (taking into account damage interactions) it will prevent effects that would tether from passing into the target (Such as hungry ghost). This can only occur once per turn on a single target up to a maximum of 3 times per use of the barrier

Retribution Aura
This barrier creates an aura around the allies of the user, consisting of yang chakra. When an opponent would make physical contact with an ally to the user, while within this barrier, this aura of yang will burst forth, flood through the enemy's body, burning away 100 chakra points. This can only occur once per turn on a single target up to a maximum of 3 times per use of the barrier.

Concentration Aura
This barrier has a constant flow of yang energy flowing into allies, infusing them with yang chakra. This acts in a similar manner to the Ring of Hell technique but only serves to enhance allies basic 5 senses. The yang chakra flows through their body increasing their sense of touch, smell, sigh and hearing. This will increase their basic tracking by x2. Though this comes as a double edged blade. The user will be more sensitive to pain, a small cut feeling like a large gash. Other senses will be more vulnerable, for example, hearing loud sounds can through off the users focus.


Note: Only one barrier can be user at a time and only one barrier can be in use at any time. While active the user can't use any other fuuinjutsu barriers at the same time. This lasts for a maximum of 4 turns and can be used twice per battle with a three turn cool down in between usages.
Note:
These aura's don't effect the user, only those around them. If the user moves, the barrier moves with them, reaching 15m. If an ally leaves this barrier, the lose the aura.
Note: After this technique ends, no Yin, Yang, or Yin-Yang techniques can be used the following turn.

Approved with edits made - Daemon

(Inton / Yōton: Doragon no shokuyoku ) Yin/Yang Release: Dragon's Appetite

Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 80
Damage: N/a
Description: This is an infusion jutsu similar to the hungry ghost effect, that is infused into one of the users techniques in the same time frame. This offers no defensive properties but instead only applies on the interaction with a foreign chakra, be it a jutsu or contact with the opponent themselves. Upon contact this unique parasite known as "Dragon's Appetite" consumes 10 chakra from what they come into contact with going back to the original source. If this is used on a technique it will weaken it by a value of one rank (20 damage). By consuming the initial chakra it then latches onto the source much like the hungry ghost. What's unique about this parasite is it continues to consume the chakra of what it latches onto. This "Dragon's Appetite" parasite is made sentient by the yang infused into it. It latches onto the target's chakra system.

When dragon rage is latched onto the target, it begins to consume chakra turn by turn. In the first turn it consumes 30 chakra. With this the "Dragon's Appetite" effect grows stronger within the target, on the second turn within them they consume +20 more chakra for a total of 50 chakra. Each turn the Dragon Rage grows in power and increases the amount of chakra it consumes:

Turn 1: Consumes 30 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above S rank
Turn 2: Consumes 50 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above A rank
Turn 3: Consumes 70 chakra. With this it messes with the targets chakra flow, preventing them from using jutsu above B rank, while also preventing them from using advanced fields such as fuuin. From here it continue to consume 70 chakra per turn.

Dragon Rage effect can be broken by a surge of chakra. This must be yin, yang or sage chakra. On the first turn this surge will need to be 60 chakra or higher. On the second turn, Dragon rage grows in strength, requiring a 70 chakra surge to break. This goes up by 10 with each turn.

Note: Usable twice per match.
Note: No other yin/yang jutsu in the same turn.
Note: While effecting the target, the user cannot apply another similar effect to them.

Declined: Alright this one is kind of weird because you have two different rates going on. "Upon contact this unique parasite known as "Dragon's Appetite" consumes 10 chakra from what they come into contact with going back to the original source" then you have the whole turn 1 turn 2 turn 3 thing. Try to make it more uniform by removing that first debuff as it seems it was just arbitrarily put on there. And lastly restrict this more. The restrictions are far too light. - Daemon
 
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KeotsuEclipse

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(Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.
*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.
I don't have the approval link for this technique due to its age.

(Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, and increasing the effectiveness of Water element techniques by one rank. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.
*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.
Keep the original
(Kamei Gigei: Raikōsen) Command Art: Lightning Ray Flash
Rank: S
Type: Offensive/Supplementary
Range: Short – Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Raiton chakra through their blade while holding it skyward, to activate this technique. This technique fills the air with energy – so much so, that Doton jutsu fall one rank (due to the charges in the air disrupting the formation as the energy disperses into the earth), and that a lightning bolt continuously streaks from the user’s sword, enveloping it in electricity, to the sky. Though meant as a Support technique, using the lightning to augment physical and water element attacks or by creative means, this technique is not without its own offensive measure. Once per turn, the user can swing their blade, and send a bolt of lightning flying in the direction of their swing – the energy is discharged from the constantly streaking bolt that originates from the blade, though this can only be done twice, and not on consecutive turns, due for the need for the electricity to replenish.
*The lightning can only be fired once per turn, every other turn.
*This jutsu last for four turns before the electricity dissipates, and all modifiers are returned to normal.
*Only once per battle.
*Raiton cannot be used for two turns after this jutsu ends, due to the air being unable to hold a charge after being supersaturated with energy.
I don't have the approval link for this technique due to its age.

(Kamei Gigei: Raikōsen) Command Art: Lightning Ray Flash
Rank: S
Type: Offensive/Supplementary
Range: Short – Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Raiton chakra through their blade while holding it skyward, to activate this technique. This technique fills the air with energy – so much so, that Lightning element techniques are increased in effectiveness by one rank, and that a lightning bolt continuously streaks from the user’s sword, enveloping it in electricity, to the sky. Though meant as a Support technique, using the lightning to augment physical and water element attacks or by creative means, this technique is not without its own offensive measure. Once per turn, the user can swing their blade, and send a bolt of lightning flying in the direction of their swing – the energy is discharged from the constantly streaking bolt that originates from the blade, though this can only be done twice, and not on consecutive turns, due for the need for the electricity to replenish.
*The lightning can only be fired once per turn, every other turn.
*This jutsu last for four turns before the electricity dissipates, and all modifiers are returned to normal.
*Only once per battle.
*Raiton cannot be used for two turns after this jutsu ends, due to the air being unable to hold a charge after being supersaturated with energy.
Approved
As these techniques previously provided a buff and a debuff together, they essentially didn't work anymore, is my understanding. I've tried to fix them for current rules and preserve their effects, but don't know how that will translate with whats currently allowed. Apologies.

(Ani) Brother
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos, except for the ability to change shape, the original ability that Mythos possessed in its form of "Mikomi", long, long ago.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, except the ability to change shape.
Approval

(Ani) Brother
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, including access to the Legendary Command Arts.

Declined keep the original.
 
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Urda

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(Meiton Fuinjutsu: Hason Koodo ) Dark Release/Sealing Technique: Malefic Code
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique requires having absorbed a technique beforehand in order to utilize it. Upon the formation of a Dark Release, Fire, and or Lightning technique – the user will perform an additional hand seal. Doing so will create a seal marked “eradication”, which upon coming into short range of an opposing technique the seal will trigger. This causes a maelstrom of blue flames, composed of dense dark energy to be released. These flames will violently burn the opposing technique while absorbing chakra from it. This works on the basis usually found with dark release, allowing for it absorb S rank techniques weak to Dark, A rank techniques neutral to it and B rank towards techniques strong against it. In doing this, the flames would act as a sort of additional offense, allowing the original technique applied to it to continue without losing power. This can only be used thrice per battle, with a cooldown of two turns between each use. This seal however naturally fades away after two turns should no technique be encountered. Its activation is instant, performed in the same time frame of the original technique.

Declined: The blue flames from Dark release don't work like this but if you wanted you could make it so that the flames cause your opponent's techniques to become weakened. -Sasori
(Meiton Fuinjutsu: Hason Koodo ) Dark Release/Sealing Technique: Malefic Code
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique requires having absorbed a technique beforehand in order to utilize it. Upon the formation of a Dark Release, Fire, and or Lightning technique – the user will perform an additional hand seal. Doing so will create a seal marked “eradication”, which upon coming into short range of an opposing technique the seal will trigger. This causes a maelstrom of blue flames, composed of dense dark energy to be released. These flames will violently burn the opposing technique. This works on the basis usually found with dark release, allowing for it to weaken opposing techniques weak to dark by two ranks, techniques neutral to dark by 1 rank and techniques strong to dark aren’t affected at all. This can only be used thrice per battle, with a cooldown of two turns between each use. This seal however naturally fades away after two turns should no technique be encountered. Its activation is instant, performed in the same time frame of the original technique.

Approved
Update: https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-27#post20940338

(Yōton: Kyatchāgia) - Lava Style: Catcher's Gear Technique
Type: Defense, Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Yōton: Kyatchāgia is a ninjutsu that utilizes the Lava Element. After weaving the Sheep sign, rubber is generated on the body of the user to create a small armor-like plate. Unlike steel armor, the moldable substance can adjust anywhere on the body, switching to shielding to assault. Physical attacks such as Taijutsu C-rank and below and projectiles are powerless against its resilience and its ability to bounce back objects. An opponent would be cautious to approach close-range when the armor project spikes to protect the user from its blindspot.
Note: Only usable by Dodai and Custom Rubber Biography

Declined. To be able to actively adjust the armor and switch it from forms which provide defense to offense, you'll need to be sustaining the technique.

Resubmission:
https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-93#post-21837326

(Yōton: Chō Dansei) - Lava Style: Hyperelasticity
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The power to generate Yōton to alter its physical properties for any situation. Earth Style and various vulcanize rubber techniques are empowered when this technique is activated and can change in an instant. Imbued with Yōton chakra, its nature reflects that of rubber: durable, elastic, and the ability to ricochet. Their size and power are boost +1 rank (excluding S-rank which is increased by +5) due to the surge of Yōton chakra flowing from converting and/or accumulating rubber-material through the ground. An existing Jutsu being manipulated during battle can transform to the desired shape, ready to use on any opponent.
Note: Only usable by Dodai and Rubber Custom Biography's

~ Usable on the user's Earth and Rubber Style techniques
~ The technique is applied without delay and within the same turn Earth and Rubber Style technique are being manipulated (where logical applicable).
~ Usable 4 Times per battle

Declined. You have to explain how this logically affects an Earth Release technique. Does it become Rubber? Is it an Earth/Rubber combination? If the latter, that needs to be described in exactly what that is. How does it affect elemental strengths and weaknesses of the Earth technique? I'm also not keen on just allowing a technique to boost Rubber by just adding more Rubber; it needs to have some creative aspect to that. The Earth part can work though.

New Submission


(Yōton: Kin'niku no Jutsu) - Lava Style: Muscular Technique
Type: Offensive, Defense, Supplementary
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: The "ultimate defense" using Yōton. As if wrapped in a thousand layers of bamboo, rubber covers the user's entire body. The hulking armor is akin to the muscle fiber of the skeletal muscle. Immense Strength, Immense Durability, and Enhance Speed are all boost, raising the standard of speed and power.
Immense Strength: Extreme level of physical strength which Taijutsu delivers A-rank damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into A-rank and below Earth Style techniques (Counts as a Move per the Three Jutsu Turn Limit); An incredibly powerful punch produce an A-rank shockwave that spans up to mid-range in unidirectional when the user strikes, sending the opponent flying. The shockwave can counter against C-rank and below Wind, Water, and Lightning Release. (Counts as a Move per the Three Jutsu Turn Limit)
Immense Durability: Impregnable to physical harm S-rank and below - even able to withstand the pressure of water via Water Style. Its weakness is still Lightning Release, which the electricity can rip through its defenses. Nevertheless, countering this one weakness, the user can amplify the technique, creating a bundle of rubber that swells into a cocoon that fortifies the whole body from an S-rank attack - leaving the user stationary taking the brute of the attack. Although, the risk is the Jutsu ends as the user takes too much damage. (Usable 1 Time per battle) (Counts as a Move per the Three Jutsu Turn Limit)
Enhance Speed: The user is agile and swift in this form due to the elastic nature by modifying their leg, increasing their speed by 2x
Note: Only usable by Dodai and Custom Rubber Biography

~ Unable to utilize A-rank and above Rubber Style techniques, as well as its comprising natures Fire and Earth while this technique is active.
~ Unable to perform A-rank and above Rubber Style technique, as well as it comprising natures Fire and Earth for 1 Turn when this technique ends.
~ A 1 Turn Cooldown is a condition before using this technique again.
~ Last 5 Turns until canceled by the user
~ Usable 2 Time per Battle.

± Declined. This could work if you remove the speed aspect as I don't see it working like that. Furthermore, those restrictions are pretty filler as they stand. I won't allow this for 5 turns, obviously and a turn cool down between uses. ±
Medical Training: https://animebase.me/threads/medical-arts-yursix.774613/page-2#post-22029240

(Iryō/Yōton: Chō Dansei) - Medical/Lava Style: Hyperelasticity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (2x the amount of damage healed, 100 max)
Damage: -
Description: The power to generate Yōton to alter one's lungs or body. Possessing knowledge of the human body is necessary for the development of this technique. The lungs expand increasing the capacity for the user to store more oxygen or the body is modified to mold chakra for nature transformation's exhaled through the mouth. Fire, Wind, and various vulcanize rubber techniques are empowered when this technique is activated. [A-rank Jutsu and Below] size and power is boosted [+1 Rank] while [S-rank Jutsu] is increased by only [+5 Damage]. Moreover, with more oxygen in the lungs, you can stay in water for a long period of time or [Last 3 Turns] while consuming chakra [-10 per Turn]. Another application of this technique is Breath Healing, where the user regenerates themselves through breathing. After performing the Tiger hand sign, more oxygen is delivered throughout the body allowing the blood to flow better and increase one's metabolism, increasing one natural healing ability expeditiously. In one breathe, light scratches, cuts, deep wounds, bone factories, or heavy burns are healed (similar to Medical Technique: Mystic Palm Technique).
Note: Only usable by Dodai and Rubber Custom Biography's

~ The technique is applied without delay and within the same turn Fire, Wind, and Rubber Style technique are being manipulated (where logical applicable).
~ Usable 4 Times per battle

Declined by Sasori: I don't know why you restricted yourself and gave this a +5 boost but I digress. Remove the healing application of this. Also word exactly what you do to activate this because you never specify that.



(Yōton Rabāmassurumasu) - Lava Style: Rubber Muscle Mass
Rank: S
Type: Offensive, Defensive, Supplementary
Chakra: 40
Damage: 80
Description: Yōton Rabāmassurumasu is a ninjutsu that utilizes the Lava Element to enhance the physical brawn of one's body by transforming their body into rubber. Kneading lava chakra inside the body and then unleashed it all at once, the rubber begins to wrap around the outer surface of the user's body like armor. The rubber enveloping the user's skin appears like muscle fiber - albeit in stages.

Niō Form
In the first stage called "Niō" Form," the user is clad in a rubber exoskeleton pumping chakra into the Jutsu to sustain it, costly burning the user chakra reserves [consumes -20 Chakra Points per Turn]. As it was constructed using rubber, its properties allow for immense durability, damage/high resistance, and elasticity. Those applications unique to rubber makes Tajutsu of [C-rank and Below] having no impact and resisted against [C-rank and Below] Fire, Earth, Wind and Water Style Jutsu - unharmed by the flames, not impacted by the earth, not carried away by the weight/pressure of water, and not affected by the cutting power of the wind. Due to its more polished and thinner look, the body is modified to be made lighter allowing for the user to show off its elastic capabilities allowing for the speed of their Taijutsu movements to accelerate, multiplying their base speed by [x2]. Despite its speed increased, the body is coated in rubber allowing for more devasting blows, increasing the user's Taijutsu strength by [+5]. While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].

Kongōrikishi Form
The second stage called "Kongōrikishi" Form, or also name Hercules, is the "Ultimate Defense" with the user wrapped in rubber shaped like a thousand layers of bamboo. After clapping their palms together, the body of the user appears bulky and massive in size covering the entire body. This heighten strength becomes taxing on the chakra [consuming -30 Chakra Points per Turn] yet retaining its [+5] strength to all Taijutsu strikes, however, at the expense of the user's speed being slow.
Immense Strength, immense durability, and enhance resistance are all boost, raising the human limits to the max. Its strength taking to extreme levels, the massive arm(s) is propelled with the application of the elasticity delivering [A-rank] Damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into [A-rank and Below] Earth Style Jutsu; An incredibly powerful punch produces an A-rank shockwave that spans up to mid-range in unidirectional when the user strikes, sending the opponent flying. The shockwave can counter against [C-Rank and Below] Wind, Water, Lightning Style Jutsu. (Counts as a Move per the Three Jutsu Turn Limit)

Naming it the "Ultimate Defense," it is Impregnable to physical harm of [B-rank and Below] Taijutsu and [A-rank and below] Fire, Earth, Wind, and Water Style Jutsu: resistant against flames, earth has no impact, and able to withstand the pressure/weight of water and cutting power of the wind. Its weakness is still Lightning Release, in which the electricity can rip through its defenses. Nevertheless, countering this one weakness, the user can amplify the technique, creating a bundle of rubber that swells into a cocoon that fortifies the whole body from [1 S-rank Lightning Jutsu] attack - leaving the user stationary after taking the brute of the attack. Although, the risk is the Lava Style: Rubber Muscle Mass Jutsu ends as the user takes too much damage. (Usable 1 Time per battle) (Last 5 Turns or until Cancelled by the user) (Counts as a Move per the Three Jutsu Turn Limit)
Note: Only usable by Dodai and Rubber Custom Biography's

~ A 1 Turn Cooldown is a condition before using this technique again.
~ Usable 2 Time per Battle.

Declined: Do you turn your body into rubber or are you simply making a rubber armor you aren't consistent. Also, I don't know why you over restricted and made this practically useless but again I digress.
 
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Bloo

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(Furu Kauru) - Full Cowling
Type
: Supplementary
Rank: S
Range: Short
Chakra: N/A (-20 turn to sustain)
Damage: N/A (+30 to Tai)
Description:
Full Cowling is the quintessential jutsu for tai focused Sages. Once the user has entered their sage mode they can then activate this jutsu. By pushing the gathered natural chakra to every fiber of ones being causing red vein like lines appear and spread signalling that natural energy is coursing though their body and once fully activated the user will be surrounded by a lightning like green aura. Once in this state ones tai moves are enhanced. This is done in a similar way to frog kata but instead of increasing the range it increases the force, even more so than just being in sage mode alone. This feat is accomplished at the point of impact, once a users tai move connects to any target the natural energy is released from the point of contact, acting much like a second hit. This boost in tai comes at the great cost of no longer gaining any boost to ones ninjutsu nor can one use anything other than sage jutsu, tai and tai related moves.


- Can be passively activated alongside the activation of sage mode but other wise counts as a move.
- Can be deactivated but is only usable once.

Declined. As it is now, this is just Chakra Enhanced Strength for Sage Mode. Sage Mode already achieves that by enhancing your Tai. So this is both redundant and doesn't really offer anything special to it.


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(Furu Kauru) - Full Cowl
Type:
Supplementary
Rank: S
Range: Short
Chakra: N/A (-40 turn to sustain)
Damage: N/A (+30 to Tai)
Description:
Full Cowling is the quintessential jutsu for juken. To invoke Full Cowl the user will utilize both the principles of revolving heaven, pushing chakra to every tenketsu, and mixing them with an even more advanced application of gentle step twin lion fist, molding the chakra around the body. In doing so red vein like lines appear and spread all across the users body and a lightning like green aura will appear around them. Once activated the user will reap a slew of benefits due to the chakra coursing though them; First all Tai moves performed by the user will have much more devastating power behind them, this is done by channeling all the chakra that is currently coursing though all tenketsu into a single tenketsu at the point of impact, causing even greater damage to that tenketsu than normal. (+30 damage increase). Lastly, all of the users juken techniques all become neutral with that of elemental jutsu. These benefits also come with drawbacks. While activated the user can only use tai and non-elemental ninjutsu and only those not requiring a greater control of chakra (I.E Medjutsu, Fuuin etc.) As with Twin step lion the user loses the ability to limit chakra usage, trading most utility for raw damage.


- The damage increase is only available to moves that make direct contact.

- Can be deactivated but is only usable once.

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Approved: Removed the speed boost-Sasori
 
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Imperfect

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(Hokyō) Reinforcement
Type:
Supplementary/ Offensive
Rank: C-Rank - A-Rank
Range: Short - Long (Depending on weapon)
Chakra: 20 - 30 (or 15, -5 per additional turn)
Damage: 40 - 60 (or +1 Rank or +20)
Description: Reinforcement is a simple Ninjutsu technique that utilizes the boundless potential of Raw Chakra to "Reinforce" the conceptual design of a weapon or tool. Similar to techniques that utilize Raw Chakra to increase the durability of a weapon to facilitate higher damage upon a target than a regular freeform strike would, the user Channels Chakra into their chosen weapon. The user is not exclusively increasing the durability of their chosen weapon however, rather they are "reinforcing" it by enhancing an aspect of it that helps it better achieve it's function. For example, the user could increase a weapon's sharpness to achieve a better cut, or it's air resistance to perform a quicker, cleaner cut, or increase the hardness of a blunt weapon to facilitate a harder impact. In other words there are many avenues one can take to Reinforce a weapon or tool, and it is down to the user to decide how to achieve it.

Because of it's open nature, this technique has two applications. The first utilizes the "Reinforced" aspect to perform a single attack with the chosen weapon, is equivalent to B-Rank in strength and cost, and is naturally confined by the inherent nature of the weapon itself, such as its reach, and thus range. The user can push their reinforcement a step further for this application, achieving an A-Rank usage, with the associated costs, damage, etc, but can be performed a max of 4 times per battle, and cannot be used again for at least 1 turn. The second is for a supplementary boost to existing techniques that utilize weapons. This allows the user's weapon to instead gain a +1 Rank or +20 damage boost for up to 4 turns due to the reinforcement, provided they pay an additional 5 Chakra per every following turn. This application is C-Rank in regards to cost, and again is naturally confined by the technique performed through the user's weapon. Finally, once this application ends, the user can't perform it again for at least 2 turns.

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Approved
 
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NightKiing

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(Fūinjutsu/Hyōton: Zettaireido) - Sealing technique/Ice release: Absolute zero
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30(10 per turn)
Damage: N/A (10 per turn if opponent is in the barrier)
Description: This is a technique created by the Night king himself to combat lightning specialists. With the help of fuuinjutsu, the user creates two barriers with him at the centre at all times even when he moves, the first barrier is created 2 inches away from the user's body and the second barrier is created 5 meters (short range) around the user. This barrier serves one purpose, to keep the user's ice chakra which reduces the temperature in the area drastically in short range. Due to the temperature drop and the nature of fuuinjutsu, lightning and fire techniques A-rank and below cannot exist in this barrier including the user's,Fire because the low temperature takes it out and Lightning, on the other hand, is stopped by extreme cold, as it relies on a path of superheated plasma (where the electrons are stripped from the nuclei of gas molecules) in order to conduct it, and this would be impossible with the extremely low temperature. Any water technique A-rank and below is also frozen instantly. If the opponent somehow enters the barrier, they will start to freeze slowly, taking 10 Damage per turn and will be unable to run or move at speed above their base speed. The purpose of the first barrier which is created close to the user is to keep the extreme cold away from their body, although they'll also not be able to run or move at speed faster than their base speed.
Note: the barrier lasts for three turns
Note: no other elemental techniques outside of water, wind and ice while this is active
Note: can only be used three times per battle, with a two turn cool down.
Note: no other fuuinjutsu technique can be used while this is active and a turn after it ends or is deactivated.

Declined: This will need at least two hand seals. Reword the line where you describe what the barrier does because it reads weirdly. Remove the lightning bit. Also, you say this causes people to not be unable to move at their base speed. What exactly does that mean? Define that.

(Fūinjutsu: Oya no hogo)- Sealing technique: Oya's protection
Type:
Supplementary
Rank: A
Range: N/A
Chakra:30
Damage: N/A
Description: This technique is used at the same time as an ice technique, the user applies a sealing formula to their ice technique. The formula is applied passively but activating it counts as one of the user's three moves per turn. This seal works in the same way as the canon sealing technique, the moment any energy based technique up to A-rank(fire, lightning, wind, typhoon, black lightning and the likes) comes in contact with the ice technique this is used on, the user activates the seal and it breaks down the energy based attack, absorbs and seals it into the ice technique coating the ice technique in the element that was absorbed.
Note: This seal lasts as long as the ice technique it was used on lasts for.
Note: Only works on Energy based techniques of A-rank and below.
Note: Can only be used four times with two turns between each use.
Note: Activating the seal can also be done in the same timeframe with other techniques but it counts as one of the user's three moves per turn.

This has been done before and isn't unique to warrant approval again-Sasori
 
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Gutsy

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Smoke Ninjutsu in inventory:

[Haí no shuraudo] - Ashen Shroud
Rank: B
Type: Supplementary
Range: Short-Long
Chakra: 20 (+10 to smoke jutsu)
Damage: N/A [+20 to Smoke Ninjutsu]
Description: With the capability of fire and the capability of utilizing smoke ninjutsu, the user will infuse his fire chakra into existing smoke and/or smoke techniques, or infuse it into smoke techniques that they are currently making [same timeframe]. This will generate smoldering ash within the smoke, it not only burns, it also makes it even harder to breath, as it increases the heat and general damage output, increasing the rank of the smoke by +1 and increasing the damage by 20. This makes the smoke thicker and harder to see through, giving it a darker color.
Note: Can be used 4 times per fight.
Note: Can only be used on a jutsu once.

Approved -Daemon

[Boido Funka] - Void Eruption

Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique allows the user to, when turning their body into smoke, the user will release a larger quantity of chakra into their technique, happening in the same time frame. This will cause the user to go off in a form of a large smoke bomb, as they are turning into smoke, releasing a blast of smoke that reaches all around to mid range. The smoke which covers the entire battlefield, is thick and restricts people's visual prowess, while also making it difficult to breath [Those who stay within the smoke suffocates within two turns, passing out]. The user can use this as they turn their body to smoke or once they are already in that form.

Additionally, as the smoke body and the outwards burst of smoke to cover the field happens, the user is capable of moving through the smoke, allowing themselves to hide and move freely, to evade incoming attacks, by still being in smoke form. The user can use this to travel up to mid range in any direction. The user can retain their body of smoke form after using this or reform at an time.
Note:
  • When used in conjunction with Body of Smoke, it is done in the same timeframe
  • Can be used three times per fight
Approved with Edits made - Daemon
 
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Punk Hazard

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(In'yōton, Onmyōton: Kōchōha Henkan) Yin-Yang Release: Harmonic Conversion
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (+80 per turn)
Damage: N/A
Description: Utilizing their supreme control over the energies that consist their chakra, this skill allows the user to adopt the properties of their techniques and apply them to their own bodies. At the same time as they are utilizing a Ninjutsu, the user will weave the any needed seals in addition to the Ram handseal to passively activate this technique. Several swirl-like markings will emerge upon the user's body and glow brightly, signifying the application of the technique. Rather than manifesting as it normally would, the technique would instead be made one with the user's body. Any of the technique's properties carry the potential to be applied, so long as it can be feasibly adopted as a physical property of the user's body. For instance, the user can adopt the heat of a technique to render their body equally as scorching to the touch, transform themselves into the same state of matter as a technique, or transform themselves into a living seal by adopting a Fuuinjutsu's effects into their body as a living medium. Discretion is needed, however, as there will naturally be Ninjutsu incomptabile with Harmonic Conversion's effects.

Note: Can only be utilized three times per battle with a three turn-cooldown following the duration's end
Note: Cannot be used on techniques above S-rank
Note: Harmonic Conversion lasts for four turns . Sealing/Absorbing based on jutsu, with the exception of those that last for more than one turn, will instead last only up to the effect's trigger.
Note: No Yin-Yang Release techniques can be activated within the same turn as Harmonic Conversion

Approved with Edits Made - Daemon
 
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Was left unchecked



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.



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.
Removed the merging part, removed the affect to tools and weapons, added more restrictions


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.
Requires six handseals to create Fallen.
Rain only falls for 3 turns
Fallen lasts for 6 turns
Usable twice per battle with 4 turns inbetween usages
While Eternal Grace is in play, the user is unable to conjure Yin techniques of any rank.
The user's physical ability reduces by a rank for one turn after the end of Fallen. i.e: Base speed reduces by 2 and a -20 to Taijutsu

Declined: In my opinion the boosts that you want to give are too much to allow in a passive manner. x3 speed, 15 healing per turn. 40 damage resistance and +30 to tai. Tone it down imo. - Daemon



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 a jounin. 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 once.
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.
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: This doesn't really fix any of the issues Drackos had with this. It does entirely too much. Like i said in my previous checks. This seems like two techniques in one. Tone this down or some up with a completely new idea. - Daemon
 
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BusinessManTeno

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(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type:
Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users. Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding. This technique can be used on things such as handcuffs, all the way to Yamanaka techniques or any techniques that target the users mental state.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.
Declined: This is way too vague. You say it works on physical things then also go to say it works on spiritual abilities. Just define what exactly you mean by "bind". There's a better way to word that. -Sasori
 
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Vayne

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Updating, didn't bold due to overhauling the overnerfed technique z.z

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn)
Damage: 80
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have swords/shields upon the arm, with the shields being capable of shaving up to fourty five damage from clashes, and only breaking if the threshold is passed.

The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. In regards to the shield, it's strength derives from the Samurai itself, wherein the eighty damage output can be split between it's striking/attacking strength and the durability of the shield, with the maximum being a 45 shaving on the shield, leaving the striking/attacking power at 35 damage points. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.

Declined: Yeah that shaving going to have to go or drop.

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is twice that of an official sage, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily and chakra functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 3 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with the objects never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of increased energy, pleasure, emotional warmth, and distorted sensory and time perception. The increased energy deceives victims into believing they are beyond their prime condition, causing them to waste ten additional chakra points per turn to each of their techniques, without it increasing the effects of said techniques, while the pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. This emotional 'bliss' makes the afflicted more susceptible to emotion altering techniques, receiving a bigger 'shock' to their systems, causing techniques such as KI & Similar tp be increased in effects by two ranks, while emotion altering illusions (or other negative emotion affecting techniques) for instance would have a boost of twenty to their mental damage, or cause damage equivalent to it's rank if non-damaging initially. As for the sensory and time effects, those afflicted would have their attention diverted to Semiramis herself, becoming the center of their attention, reducing their tracking of those besides Semiramis by a quarter. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.

Declined. Okay, a lot going on here. Biggest problem is that x2 Official Sage Speed. No to that, even on it's own. When the actual ability of your summon is taken into context, it's even worse. Speaking of, why did you think you could have a Summon that moved twice as fast as a Sage, and then have an ability that made it borderline untraceable? Bodily and Chakra functions? Okay, so basic senses including sight, smell, and sound, as well as Chakra Sensory. Add to that you're also making her prey slower, when she's already as fast as a Sage without Leg Weights, and it's a lot to have, and it's just her passive. Also the whole part about people "sensing" her presence, and that they're being targeted by her, but only within 3m, I'm absolutely convinced that's just there to make this seem not as powerful. 3m is in Short Range, so regardless of the ability to "sense" her, if she gets in Short Range with her speed, chances are she'll hit. So this part needs some serious attention. Any Custom, even summons, need to be able to be able to be reasonably countered by most people. In the case of this summon, unless you're an Official Sage with 3x Speed, and some unique, obscure Sensory, it's not feasible, so please tone just everything about this down a notch to a reasonable level.

In regards to the Queen's Feast, I don't see anything blatantly wrong with the effects there, but there are quite a few of them, and I'm unsure what Snakes are allowed. I might have to get a second opinion of this, but for now focus on Assassin of Red.

Servant of the Holy Grail is fine, no need to change anything there.
 
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Ańbu Juniør

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(Chōten Ninken) Apex Ninja Dog
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bred specifically for the Hanguri faction of the Inuzuka clan at the behest of the 29th Daijō-daijin, Sai Inuzuka, Apex ninken are a special breed of ninja dogs that can be used for both combat and tracking that can grow up to five feet in height due to their enhanced constitution. These dogs move at the speed of a sage ranked increased speed specialist, their tracking ability is twice that of their Inuzuka partners, and they can smell up to two landmarks away. Bred with combat in mind, Apex ninken receive a +20 damage boost to their Inuzuka techniques. In addition to their ability to perceive scents these ninken are able to smell chakra with such accuracy that they can determine it's nature, strength, and even how much chakra a target possesses. Lastly, Apex ninken have the unique ability to receive infusions of chakra from their partner that either protects or enhances them and is usually represented by a physical alteration to their body that matches the corresponding chakra nature (to be expanded upon in a separate technique).

Notes:
- Must be placed in the user's biography.
- Must be a member of the Inuzuka Clan.
Declined: This just seems like abilities of the Hunter Ninja and Standard dogs together.
 
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Corazon

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( Inton: Aldebaran ) ▼ Yin Release: The Follower
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: Aldebaran is a familiar, or Calamity, a manifestation of the user's spiritual energy that is given form through the use of Yin Release. By performing three handseals, the user will create Aldebaran. Unlike other Calamities though, to an opponent, Aldebaran has no actual form due to it's abilities because rather than being created beside the user, Aldebaran is created within the user's body. This is due to it being created with the same properties as the Hungry Ghost technique, wherein the user seals a parasite within his jutsu that latches onto foreign chakra, but in place of the user's jutsu, his body will act as the vessel for this parasitic energy. Aldebaran has no immediate function, unless the user in the situation where he needs it to act. Upon creation, it will remain within the user's body until a foreign chakra disrupts the users chakra network. Not unlike the Hungry Ghost technique, Aldebaran will look to latch onto the foreign chakra within the user's body and consume it. Unlike the aforementioned technique though, Aldebaran doesn't just latch onto the foreign chakra, it consumes all of it and then latches onto the target, causing the their techniques to be weakened in rank and power by one degree.

Note: Due to the nature of Aldebaran's ability, it doesn't take up a timeframe slot when it's created, but does count as one of the user's three moves per turn.
Note: Aldebaran will remain within the user's body for three turns, or as long as the user needs it, whichever is shorter, and can be used twice per battle, with a three turn cooldown between uses.
Note: While Aldebaran is in use, the user is unable to use Non-Elemental Ninjutsu, Yang Release or Yin-Yang Release.

Declined. This isn't an infusion into other techniques, like Hungry Ghost is. It needs to take a slot in the timeframe.
( Inton: Aldebaran ) ▼ Yin Release: The Follower
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: Aldebaran is a familiar, or Calamity, a manifestation of the user's spiritual energy that is given form through the use of Yin Release. By performing three handseals, the user will create Aldebaran. Unlike other Calamities though, to an opponent, Aldebaran has no actual form due to it's abilities because rather than being created beside the user, Aldebaran is created within the user's body. This is due to it being created with the same properties as the Hungry Ghost technique, wherein the user seals a parasite within his jutsu that latches onto foreign chakra, but in place of the user's jutsu, his body will act as the vessel for this parasitic energy. Aldebaran has no immediate function, unless the user is in the situation where he needs it to act as soon as it is created, attacking foreign energy. Usually upon creation, it will remain within the user's body until a foreign chakra disrupts the users chakra network. Not unlike the Hungry Ghost technique, Aldebaran will look to latch onto the foreign chakra within the user's body and consume it. Unlike the aforementioned technique though, Aldebaran doesn't just latch onto the foreign chakra, it consumes all of it and then latches onto the target, causing their techniques to be weakened in rank and power by one degree.

Note: Aldebaran will remain within the user's body for five turns, or as long as the user needs it, whichever is shorter, and can be used twice per battle, with a three turn cooldown between uses.

Declined: Mainly because this essentially does a similar thing to Sasori's Kinjutsu. - Daemon
 
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