Custom Jutsu Submission - IV

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System001

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( Raigō: Hyakushiki Kannon ) - Welcoming Approach: 100-Type Guanyin Bodhisattva
Type
: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 ( -40 per turn )
Damage: N/a
Description: This is the ultimate technique known only by monks from the Silent Temple, taught only to its ninja monks, and requires the special Gift of the Hermit Group chakra.

The technique is activated when the user takes a specific stance with their left leg crossing horizontally over to their right as though to take a sit (resting their left ankle on their right calf), meanwhile clasping their hands together in a fluid motion, as if in prayer. Once the stance is taken, the user surges an enormous amount of Pure chakra heightened through the use of Yang chakra. This result levitates them off the surface as their shrouded in a tough lukewarm of Pure Chakra w/ Yang Chakra (A-rank or below physical ninjutsu is nullified). This action prompts the ethereal summon a multi-armed Pure Chakra construct infused Yang entity behind themselves (F-rank Durability) which takes the form of a gigantic statue of Guanyin (Boss Summon Size).

To execute a freeform action, the user clasps his hands twice together in a fluid motion, as if in prayer, after which one of the arms on the statue move upon to their mental will, up to speeds equal to that of lightening (x2 Sage Speed). The procedure is repeated before every generic attack, however for specialized attacks:

First Prayer “Listen beyond yourself” - After clasping his hands together, they perform a chopping motion, causing the bodhisattva to strike the target with a heaven chop. (S-rank DMG, Mid-Long Range, maximum of 2 hands each equal to S-rank).

Second Prayer “Find Solace for the meek” - After clasping his hands together, they perform a clapping motion, causing the bodhisattva to attack the target with a clap, crushing them between four of its hands, crashing the victim with sheer pressure. Making a sort of cube in the process of the capture. (S-rank DMG, Short-Mid Range, can be utilized Twice per turn, each hand equal to S-rank)

Third Prayer “Give and Receive” - After clasping their hands together and then joining their thumbs and index fingers together, making a sign with their hands that looks like the number ninety-nine. The bodhisattva unleashes a barrage of palm strikes with all its arms, resulting in a massively powerful attack that can dig deep into the ground. The user doesn’t need to "pray" in-between blows, and instead maintains the pose that started the technique. (Standard F-rank DMG, Short-long Range can be utilized Once per turn)

Fourth Prayer “Essence of living isn’t without innocences” - This is known as Silent Temple’s ultimate technique which is deemed as the last resort, meant to be used only when they cannot utilize any other of Guanyin's abilities to subdue their adversity . The user first prays with all their heart, raising only one hand. The bodhisattva then appears behind their enemy and tenderly clasps them within its palms. Then, it focuses every last ounce of user’s Yang chakra and Pure Chakra in its mouth before mercilessly firing it as an enormous flare of unparalleled destructive power. After executing it, the user ages rapidly as a result of his Yang chakra being nearly drained, resulting in 50% of the user’s health depleted. (F-rank, 120 DMG Short-Long range, can be utilized Once per Match)

Note: Despite floating off the ground, the user is anchored in their respective space unable to move unless releasing the jutsu. This jutsu requires Gift of the Hermit Group and Yang Release. Utilizing the fourth prayer results in the user unable use Taijutsu, Yang released ninjutsu, and Gift of the Hermit Group chakra. Lasts for 6 turns, unless the user utilizes the fourth prayer.

-Declined- This needs restrictions at the base level not just if you happen to use the fourth prayer. Also I'm not keen on the whole durability thing because it's implying this has 90 damage resistance on top of being able to cause that level of damage with multiple different moves. Also the yang release is kinda tacked on like nothing in this is really indicative of containing yang.
 
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Arthorius

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( Jujutsu: Hyōi shita chi o kontorōru suru seimei) - Curse Technique: Life Controlling Possessed Blood
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: This technique functions in the opposite form of the standard Jashin technique. In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and his face becomes white with various gold markings that commonly resembles an angel, a symbol of life. Once the sacrificial ritual has been done, the victim and the user are linked. Any healing that the user takes will be reciprocated on the target, and vice versa allowing the user to be healed by the targets techniques, against opponents the user can force this link to act as a healing theft, causing the opponents healing jutsu to fail to heal themselves instead healing only the jashinist.
Note: This jutsu persists as long as the Jashinist remains in the circle.
Note: While this works on all methods of healing, the advanced methods granted through yang release can only be stolen if the user has yang release.
Note: This jutsu can only be used by Jashinists.

Declined: This technique won't totally nullify the effect of the healing technique on its original user. It'll either heal both you and the target for the full value of the jutsu, or it will split the full value between both you and the target.

( Jujutsu: Kyōyū sa reta hisan ) - Curse Technique: Shared Misery
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some of the blood on a second target. Once the ritual has been done, the two targets are spiritually linked. Any tether or mind altering techniques applied to one target are reciprocated on the other, ranging from things such as hungry ghosts tether and eye of the red star to the amino-geis or even Yamanaka techniques and genjutsu.
Note: This jutsu lasts for as long as at least one of the targets, or the jashinist, remain within the Jashin circle, although it respects the duration and effects of the tethers applied so it will not increase or lessen their durations regardless of shared misery ending.
Note: This jutsu can only be used by Jashinists and may only be used once per battle.

Declined: I feel this technique, specifically in the case of things like the Amino-Geis or the Hands of Sloth, should only be able to transmit the effects of techniques to a max number of targets across any usage of this technique. Maybe two. So you could spread the enslaving effects of the Amino-Geis to two targets, and then if you were to use this on someone else, one of your previous targets would no longer be affected by this jutsu. Things with a more benign effect, like Hungry Ghost or Eye of the Red Star, that don't allow for total control of a bio, wouldn't have this limitation.

( Jujutsu: Keiyaku-jō no noroi ) - Curse Technique: Contractual Curse
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some of the blood on a summoning contract scroll or tattoo. Once the ritual has been done, the victim will be forcibly added to the users summoning roster and removed from any of his own, this allows the Jashinist to summon the victim to his side by performing the generic summoning technique and prevents the victim from summoning any of his own contract animals, causing any currently on the field to be reverse summoned to their home immediately.
Note: This link will remain active for the duration of the battle but the opponent can only be summoned to the user whilst the user is standing inside a jashin circle and performs the summoning technique.
Note: This jutsu can only be used by Jashinists and may only be used on a single victim at a time.

Approved

(Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly raised into the air by a cross, nails will slam through their hands and feet causing blood to spill down the wooden frame. Once this has happened a figure of the users choosing will step in front of the victim holding a long rusty spear, these figures can either be simply visually similar to creations of tiamat, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage from the spear being thrust through the victims heart.
Note: Victims of this jutsu are not entirely paralysed by it, being able to perform jutsu that require no seals, they however can’t make seals or move under their own momentum in the illusion.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.

Approved by Imperfect.

(Genjutsu: Ten'nomegumi) — Illusionary Technique: Heavenly Grace
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique places a delayed trigger in the opponents mind, waiting to be triggered at a later point. From that moment forwards whenever the opponent uses a technique that creates a source of bright light the genjutsu will trigger, causing the victim to visualize the jutsu they used being multiple magnitudes of brightness higher than usual, causing their retinas to rupture and bleed and blinding them for the remainder of the turn this jutsu is triggered in. Aside from the blinding effect this genjutsu doesn't paralyse in any way. The illusion can only trigger once per person it's applied to, but will remain dormant until it triggers regardless of how long that might be.
Note: A source of bright light can vary, but generally speaking any fire or lightning jutsu would cause the genjutsu to trigger along with anything similar. Additionally genjutsu kai will cause this to trigger however it won't cause damage simply blinding the victim.
Note: Can only be used thrice and can be placed on multiple targets, counting as a single technique usage.
Note: No Genjutsu above S-rank next turn.

Approved by Imperfect.
 
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Vayne

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Removed first, adjusted wording and added same t/f.

(Nano Henkan: Suringā ) - Nano Transformation: Slinger
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (5)
Damage: N/A
Description: Utilising their Nano Transformation when releasing a physical technique from short range, the user is able to supplement the released attack/technique. It is accomplished by releasing the NT into the technique and have it act as a coating for the technique wherein the layer of NT would serve as a protective layer with the NT acting as a means to cause attacks to slide/skid away from the affected technique due to how the NT would be formed around it. Strength wise the NT would be sufficient to defend from techniques one rank lower than that of the affected technique's strength/rank, typically making it only a mere buffer to lower the hostile techniques in effect. It's true strength is due to it enabling the performance of other NT through the coating, opening up options for the user, with it being able to occur in the same t/f as coating. Usable four times, and only on physical techniques that originate from short range around the user, lasting as long as the affected technique is in play.

Approved - Daemon

Approved CW
Custom Weapon Technique
(Hairihhi Bōgun: Kanzen Ni) - Holy Bow: Vollständig
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Vollständig, literally meaning "in full", is the Holy Bow's ultimate set of techniques that combine the weapon's innate 'Reishi' abilities with adv.fuinjutsu and medical ninjutsu. These abilities elevate the weapon's inane function of absorption to include spiritual and physical factors on the level of Yin and Yang techniques, while also unlocking a new modes of attacking and a supplementary offensive technique.

(Za Desudīringu Derakkusu) - The Deathdealing Deluxe
Similar in applications to The Deathdealing base state, the Deluxe variation enables the absorption of higher level concepts of inhibiting factors such as those presented via Yin & Yang release. The barrier would now be capable of detecting said factors and absorbing them for future infusions at higher potency similar to the base version. Similar to the base version the higher potency is restricted to either increasing the damage or defensive qualities, with the former being at twenty damage points and the latter being either twenty damage points or ten additional chakra points dependent on the nature of the technique. This comes at the cost of decreasing the turns said effects would have lasted by one, with the infusions themselves lasting said duration. The Deathdealing Deluxe is capable of taking in any unranked factors from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 15 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of seventy chakra, separated by a turn interval. As in it's base form, these substances can only come into effect in the Bow's partial and full released states. Notably, the cap for absorbed substances increases by one to reach six, with up to three being absorbable in a turn.

(Howaitou~ōkā) - The White Walker
The White Walker, accessible in the partial and full release states, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) to apply an effect based on the Medical Sealing Technique: Chakra Purge technique, preventing any external chakra/energy/etc from influencing the target based on the capabilities of the aforementioned technique. However in The White Walkers, the sealing tag is replaced by either the chakra fire through the Reishi or appearing on the arrows summoned.These effects last for a single turn should the arrows graze the target or be detonated within short range of the opponent, but should it pierce them, it would last for three turns. The White Walker can only be used thrice for an additional chakra cost of seventy, and must be separated by a two turn interval, with the chakra naturally not being factored to the strength of the arrows themselves.

(Gifuto Beraihi) - Poison Realm
Accessible only in the Bow's full released state, Poison Realm allows the creation of a combing both Reishi and fuinjutsu aspects, costing seventy chakra (15 per turn). The barrier can be made as small as short range around the user or up to long range potentially covering up an entire landmass. Naturally the barrier can be used for the Bow's abilities due to it being a mixture of Reishi and Fuin, but it's main function is creating an inescapable zone of combat, both through physical movement and S/T techniques. Within the barrier neither the user or opponent can make use of S/T techniques such as summoning or other, being forced to remain in the zone until the battle ends or the user cancels out the technique. While the zone is in effect it can also be used to release the previously stored infusions in the form of a mist that can effect up to mid range dimensions, costing fourty chakra and dealing eighty damage in addition to the side effects of the infusions if any, with it lasting until removed. The barrier can be used thrice, separated by the same period it remained active, with the mist being usable thrice but most be separated by two turns at least.

Activation of Vollständig would cost ten chakra per turn, increasing the overall of using the weapon to fifteen per turn. Required Adv.Fuin.

Declined: While Custom Techniques for your CW are allowed, this essentially gives your custom weapon more abilities than it had in the original submission. It's basically a whole new set of abilities with the exception of possibly Deathdealing Deluxe. A technique like this would be easier if they were based off of the three abilities you already had in your CW. As for the abilities themselves in terms of concept, White Walker is fine. You'll have to tone down poison realm a bit by giving the opponent a way to destroy the barrier. and Deathdealing Deluxe as a concept is fine as well you just may have to shorten the usage limit. And I may have to talk to the mods to see if we'd allow a technique to absorb techniques that have no chakra value as Fuuinjutsu capable of absorbing things typically have to work through chakra interaction. - Daemon
Approved CW
Decreased DDD to 2, and added chakra requirement and a counter for barrier.

(Hairihhi Bōgun: Kanzen Ni) - Holy Bow: Vollständig
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Vollständig, literally meaning "in full", is the Holy Bow's ultimate set of techniques that combine the weapon's innate 'Reishi' abilities with adv.fuinjutsu and medical ninjutsu. These abilities elevate the weapon's inane function of absorption to include spiritual and physical factors on the level of Yin and Yang techniques, while also unlocking a new modes of attacking and a supplementary offensive technique.

(Za Desudīringu Derakkusu) - The Deathdealing Deluxe
Similar in applications to The Deathdealing base state, the Deluxe variation enables the absorption of higher level concepts of inhibiting factors such as those presented via Yin & Yang release. The barrier would now be capable of detecting said factors and absorbing them for future infusions at higher potency similar to the base version. Similar to the base version the higher potency is restricted to either increasing the damage or defensive qualities, with the former being at twenty damage points and the latter being either twenty damage points or ten additional chakra points dependent on the nature of the technique. This comes at the cost of decreasing the turns said effects would have lasted by one, with the infusions themselves lasting said duration. The Deathdealing Deluxe is capable of taking in any unranked factors from an opposition (should it contain chakra), whereas it can take in any of the user's own regardless of it's rank, consuming 15 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to two times per battle, at a cost of seventy chakra, separated by a turn interval. As in it's base form, these substances can only come into effect in the Bow's partial and full released states.

(Howaitou~ōkā) - The White Walker
The White Walker, accessible in the partial and full release states, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) to apply an effect based on the Medical Sealing Technique: Chakra Purge technique, preventing any external chakra/energy/etc from influencing the target based on the capabilities of the aforementioned technique. However in The White Walkers, the sealing tag is replaced by either the chakra fired through the Reishi or appearing on the arrows summoned.These effects last for a single turn should the arrows graze the target or be detonated within short range of the opponent, but should it pierce them, it would last for three turns. The White Walker can only be used thrice for an additional chakra cost of seventy, and must be separated by a two turn interval, with the chakra naturally not being factored to the strength of the arrows themselves.

(Gifuto Beraihi) - Poison Realm
Accessible only in the Bow's full released state, Poison Realm allows the creation of a combing both Reishi and fuinjutsu aspects, costing seventy chakra (15 per turn). The barrier can be made as small as short range around the user or up to long range potentially covering up an entire landmass. Naturally the barrier can be used for the Bow's abilities due to it being a mixture of Reishi and Fuin, but it's main function is creating an inescapable zone of combat, both through physical movement and S/T techniques. Within the barrier neither the user or opponent can make use of S/T techniques such as summoning or other, being forced to remain in the zone until the battle ends or the user cancels out the technique. Alternatively, barrier dispersing techniques of S rank can disperse the barrier, or techniques 100 damage or higher. While the zone is in effect it can also be used to release the previously stored infusions in the form of a mist that can effect up to mid range dimensions (if the user is caught in the mist, they will be affected as well), costing fourty chakra and dealing eighty damage in addition to the side effects of the infusions if any, with it lasting two turns. The barrier can be used twice, separated by the same period it remained active, with the mist being usable twice but most be separated by two turns at least.

Activation of Vollständig would cost twenty chakra per turn, increasing the overall of using the weapon to twenty-five per turn. Required Adv.Fuin.

Approved with Edits made - Daemon

(Inton: Ēteru) - Yin Release Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50)
Damage: N/A
Description: Through applying Yin energy to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 30, whilst also enabling a passive shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied on allies and objets themselves to enable future remote activation, whereas in the case of applicable techniques it can be applied within the same timeframe of their utilization. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 4 turns or until canceled, with a chakra cost per turn of 15 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS.

Declined: +30 damage, phase shifting that can become immune to physical attacks, placed on separate entities for later activation with little to know restriction (+30 is gonna take a lot of restrictions btw.) And no not being able to use your Non existent yang release is not a restriction. - Daemon

(Inton: Sulphur) - Yin Release: Sulpher
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 90 (20 per turn)
Damage: 100
Description: Through a surge of chakra throughout their body, the user would bring forth an autonomous familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 5 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it while gaining it for itself. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, and summonings being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier and deal increased damage. Should the opponent exit Sulpher's zone, they would regain their defenses within two turns. As for the qualities absorbed by Sulpher, they would be applied to the cat, allowing it to utilize them either by itself or transforming into different forms and allowing the user to access them at equal levels of efficiency. For instance, should it absorb a speed/damage boost, it can be used to boost it's own spiritual attack's strength, or transform into an armour/shoes around the user allowing them access to said boost. If a technique's sentience is absorbed for instance, Sulpher can apply it to a future technique of it's choosing by wrapping itself around it, granting it said sentience in addition to it's own qualities. Under the influence of Yin the shapes it can take are numerous and can fit almost all scenarios, with the abilities/boosts themselves following the restrictions of the original technique. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar can be used, nor Yang techniques.

Declined: Well for one, you are gonna have to start putting handseals on your techniques. Secondly, what in the world is the bolded section? That's a hard no. Why does this do 100 damage? Nothing about this technique is particularly offensive and more supplementary. - Daemon
 
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KeotsuEclipse

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Link to techniques, pending since May 2018. Resubmitting with no changes since their last submission.

(Densetsu-no Kamei Gigei: Akira) Legendary Command Art: Daybreak
Type:
Offensive
Rank: S
Range: Short-Long (Short-Mid)
Chakra Cost: 40
Damage: 80 or 40x2
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend, while the Command Arts as a whole have always taken on the characteristics of the blade used to perform them. This Legendary Command Art is the ultimate form of the first Command Art Keotsu ever created, (Kamei Gigei: Kougenjin) Command Art: Mirage Blade and its later child technique (Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing, and takes complete use of the nature of Mythos. Like Mirage Blade, this technique focuses Keotsu's energies within Mythos and allows his energies to rebound and resonate with themselves, augmented by the nature of his blade and held as a type of charge. Swinging Mythos allows Keotsu to release the energy as a brilliant shockwave, capable of dispelling shadows in a medium range area around the shockwave. Like Mirage Blade, Daybreak carries the properties of the blade used to fire it - in this case, Mythos - though this ability is expanded upon slightly due to the nature of the technique as a Legendary Command Art. The shockwaves released by Daybreak are capable of cutting through any object that is not in itself indestructible, just as Mythos is capable of doing.
*Note: Daybreak can launch either a single shockwave, or two shockwaves in a single casting; like the parent technique, the two shockwave varient of Daybreak is capable of the same "silver-bullet" stacking that Mirage Blade is known for. Unlike Mirage Blade, however, the Silver-Bullet version of Daybreak has a lesser range than its single-shockwave varient.
*Note: Like all Command Art shockwave attacks, this technique is elementally neutral and moves at twice the rate of traditional shockwaves.
*Note: Like Violent Mirror Severing, Daybreak can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: For the purpose of interacting with other Command Arts, this technqiue's name is treated as (Kamei Gigei: Kougenjin) Command Art: Mirage Blade, and it does not satisfy Legendary Command Art requirements that require other Legendary Command Arts to be used.

(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The shield, carrying the blessing of the Goddess, will grant an additional usage to all Kenjutsu techniques - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can use its abilities through proxy - meaning anything neutralized due to the nature of the composition of the shield will restore chakra just as Durendal would; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle, though it still consumes chakra to assume the form.

-Pending- Leaving all for someone else
 
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Zatanna

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(Okii Arukana: 0, Gusha) Major Arcana: 00, The Fool
Type: Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 100
Damage: N/A
Description: A combination of Medical technique and Yang release, the user inserts their chakra into the opponents chakra network system, flooding it over with Yang Release, specifically concentrating on the nerve pathways via the Tenketsu. Releasing the Yang chakra via the Tenketsu, the user floods the point of chakra causing it to swell and burst disrupting the nerves and causing damage. Causing the opponent to start to feel hot, with Yang Chakra flooding through their network, it begins to make it harder for them to balance their chakra ratios, doubling the cost of all future techniques. After two turns of the technique being active, the user is reduced to half their base speed as the chakra burns away their nerve network causing their muscles to stop responding to their brains commands. After the Yang flooding the opponents body for 3 turns their muscles and tenketsu burn away causing 3 times the chakra cost as well reducing their vitality increasing all damage they take by 30.
Notes:
-Can only be used 3 times with a 2 turn cooldown in between
-Can only be purged by a surge of chakra from higher than 100 for Yang and Senjutsu chakra or 50 from YY

-Declined- what do you mean "inserts" their chakra, are you just trying to spawn this inside an enemy? Also targeting tenketsu is generally part of the byakugan, Also the chakra cost is ridiculously high and it's just to make it harder for them to purge as far as I can tell, dial it back explain it better.

(Okii Arukana: VII Sensha) Major Arcana: VII, The Chariot
Type: Defensive
Rank: B
Range: Short/Self
Chakra Cost: 70
Damage: N/A
Description: Flooding the users body with Yang chakra, they burn away all foreign chakra sources within short range starting from themselves. As a circular white golden orb of chakra, the Yang chakra burns away all foreign chakra disrupting the ratio of yin and yang within.
Notes:
-Can only be used 5 times
1 turn cooldown in between

-Declined- Did you just not finish writing this before the thread closed? Obviously this won't just burn away all foreign chakra it needs limits and the chakra cost much like the last one is just insanely high for the purpose of being able to purge things it definitely shouldn't be able to as a B rank, I'm tempted to DNR this but you can try again since I'm fairly sure this wasn't finished.
 
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Xylon

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-Replacing Fusion swords (Original CJ thread where the weapon was submitted is gone). Hence, they cant be quoted. And im not sure if they could be considered a CW without any abilities.
-Fusions swords would be resubmitted as a technology.

Shinokawa (River of Death)
Rank
: S
Type: Weapon
Range: Short-Long
Chakra cost: N/A
Damage Points: 80 (if the weapon is used to perform a physical attack/costs a move per turn)
Descriptions: Shi no kawa is a blade held by Mugetsu. The weapon was retrieved unknowingly along with Mugetsu when he was brought back from the ‘Golden River’ after losing control of his abilities and erasing himself. Reborn Hayabusa rescued Mugetsu where Reborn witnessed a golden river of infinite creation. From Mugetsu’s perspective, however, He spent an eternity being tortured in a dark river of infinite death. Mugetsu had to cross a river swarmed with snakes every night. After 10,000 cold nights, Mugetsu found a sword stuck in the middle of the river, It’s blade against the river's flow cutting through the currents, and any serpents caught against its edge. The blade is both formless and capable of taking any weapon form Mugetsu requires. It is a manifestation of Mugetsu and his powers as well as the place the weapon was conceived in, as such it is part of Mugetsu’s being. Similarly, Mugetsu does not have to manifest the blade to use its abilities because Mugetsu is the blade.
The blade governs the flow and conversion of energies through Yin-Yang release. Its effects represent the duality between the Golden river and the river of death in the fact that the weapon takes and it gives. The weapon’s first ability is that it tithes on destruction: Being part of the user, the sword empowers any technique they use and siphons energy from the destruction it has caused. This energy has a restorative effect on the user, thus by causing destruction around him the user is able to rejuvenate himself. The sword tithes at 35% efficiency, meaning it gives back a smaller amount relative to the destruction the user causes. For example, If the user destroys or neutralizes an enemy technique through a damage dealing technique of his own. The sword would tithe 35% of the technique's damage, meaning a technique with 80 damage would recover (35% x 80) 28 health for the user. The ability similarly works with defensive or other techniques that include a damage value. This skill is on par with Yang healing and recovers physical or spiritual damage for the user although in very small quantities. It would not recover a lost limb or heal damages the likes of Eight Inner Gates. As such, this ability is not fit to heal grave injuries and for the most part, a Yang technique or Medical Ninjutsu would be far more effective being able to instantly heal much greater amounts using a single technique (And by comparison, the average mode passively heals for at least 20 damage with no other requirement). However, the ability is beneficial because it does so passively in synergy with users' own attacks. This skill activates if the user deals any kind of damage to an enemy technique, object, summon/animal partner/familiar/etc or the enemy themselves. However, should the enemy technique win an interaction, this technique will only heal for the damage it is able to deal. I.e. After a clash between two techniques an enemy technique that originally dealt 80 damage moves towards the user with 60 damage (shaving away 20). The skill would only heal for a meager (35%*20) 7 health.
If the user is completely healthy (at full health). All healing past the cap is transformed into an energy that begins to spill and radiate around the user forming a visible black aura. This energy is measured as Jin, derived from the practice of Neijing (Harnessing force/power from life force/Ki/Qi). The more Jin the user gains, the denser this aura gets. This is the secondary ability of this weapon. The aura primarily has a defensive effect, acting as an intermediary between an enemy attack (or the user's own recoil) and the user, shaving away damage of equal value. I.e. If the user has an aura worth 24 Jin, he will take 24 less damage upon incursion. Should the user wish, he could transfer this aura onto a technique. The downside of this ability is that it is only active when the user is fully healthy.
Note: The maximum capacity for Jin is 50% of users max health. I.e. A Jonin-ranked individual could hold a total of 80 Jin.
-All skills passively activate only when requirements are met as stated in the technique.

Permission gained from Drackos over discord for spiritual healing.

Declined. I thought a lot about this. What this essentially becomes is passive healing available for a biography, like Wood Healing. At level 1 Wood Healing gives the user 30hp/turn. That's restricted to Madara, Hashirama, and basic Wood Release biographies like Yamato. So my threshold this first run through is 30HP. In my head that's the key number. So while an S-Rank seems tame, a lot of techniques can exceed that 80 damage number pretty easily. Be it through active boosts or the sheer damage that some Yin-Yang or Tier 5+ abilities can. So that 28 HP you listed can be easily exceeded to the point where someone could theoretically heal for 50 or 60 damage even in one go. Now you're hitting levels achieved by medical techniques used separate of damage, or even Sage Mode healing. So we're going to tune that. Here's what I want you to do. We're going to lower the percentage to 25%. But we're also going to cap that to no more than 50 healing in a single instance.

Here's my conceptual problem with this. You're tithing destruction. That's a cool concept. But for a lack of better terms, think of this as like the law of conservation of energy. So if you're tithing energy from the technique wouldn't that logically make it weaker? Where does the healing come from?

So now last two issues. What fields can this be used with? It seems that any technique that inflicts damage works. But let's talk two specific examples: Genjutsu & Shinra Tensei. Does this work with spiritual damage? I imagine it does, and I'm fine with that. I just want to clarify on that end. But here's the other problem - techniques like Shinra Tensei. The damage from Shinra Tensei comes from the scale of the technique, not the input made by the user. The chakra put into Shinra Tensei is literally just for initiating the technique at a specific scale. Would this tithe from that damage? Because logically I can't understand how that would work since gravity doesn't really have anything to do with chakra or Yin-Yang.

Also this bit - "Should the user wish, he could transfer this aura onto a technique" has got to go. I don't know how that would work, but it's got to go. It seems to imply that you could technically lump on 100 extra healing to a technique? How would that work? Would it be extra damage? Durability? I think the easiest way would be just to remove this. Because I can't see how this would work without being either useless or just disgustingly overpowered.
 
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Alyx

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(Inton Fuinjutsu: Hitoshi ) Yin Release Sealing Technique: Benevolence
Type: Offensive, Defensive
Rank: S Rank
Range: Short
Chakra: 70
Damage: 100
Description: Benevolence is a uniquely designed seal crafted by Mirabelle Nariyuki after her unfortunate encounter with Tsukiyomi. The seal in question is highly energized with spiritual Yin Energy, constantly fed and sealed into it in the event such a thing happens again. It will automatically trigger when her mind is invaded with spiritual chakra of high caliber, such as EMS/MS, Yin Release etc. The seal will break open, immediately flushing the user’s body with the spiritual energy – quick literally stabilizing her spirit. The chakra would utilize its unique chakra absorbing properties, siphoning the foreign chakra from their system and releasing it outwards from their body. The external release however causes an omnidirectional burst of black yin energy that weaponizes the absorbed chakra creating an attack. This external burst deals 100 DMG to anyone near towards the user but only travels up to short range. This allows it to absorb up to 70 chakra, releasing the user from the confines of the illusion, without traditionally breaking it as it is simply guiding the chakra out of the body. This technique can only be used twice per battle, preventing the use of Yin Release and Fuinjutsu above A rank for the next three turns. The seal also has a cool down of two turns before being able to be utilized again though it should be noted the second use is a lot weaker than before. In this case, it will only be able to absorb 50 chakra insteadof the initial 70 and will only trigger for high level spiritual techniques (MS, Yin Release etc). Requires Adv. Fuinjutsu and counts as a body seal.

-Declined- Given that this technique is already attempting to break such a high level genjutsu field that traditionally doesn't really have a counter I won't allow this to cause such a large amount of damage in the same act. It's essentially genjutsu kai but with an enormously powerful attack tied in.


(Fuinjutsu: Sora no Sonetto) Sealing Technique: Skyward Sonnet
Rank: S - Rank
Type: Supplementary, Offensive, Defensive
Range: Short - Mid
Chakra Cost: 70
Damage Points: N/A
Description: Skyward Sonnet is a unique technique which utilizes Fuinjutsu in conjunction with Kyujutsu. After the formation of three hand seals, the user will immediately make contact with an arrow on their person. Once they do, they will knock the arrow to the bow, releasing the bow into the direction of the opponent. What makes this technique unique is once contact was established with the arrow – a unique fuinscript became wrapped around the arrow in question. This causes it to gain a spotted coloration of sorts, but the true nature comes in once within range of foreign chakra. Once at least within range of five meters, the script located on the arrow would immediately trigger as it released a sort of cone like formation of around the arrow. This cone like barrier is two meters wide and high; but also covered in the same script. Once in it comes into contact with the opposing technique, it would become trapped within the barrier in question. The script however would keep the technique anchored onto the barrier (though only for two turns max). The power of the barrier/arrow is equal to the techniques own – as it then spirals swiftly piercing into whatever comes in its path. The barrier, due to have the original foreign technique anchored to it would also adapt the characteristics of the technique’s nature i.e if a fire technique becomes anchored to it, the barrier would become a giant flaming arrow in turn etc. This technique can only be used twice per battle, leaving the user unable to utilize Fuinjutsu of above A Rank for two turns. This also requires Adv. Fuinjutsu training in order to utilize it, with it affecting techniques of 70 chakra or lower.

Declined: On a second read through of this technique, there are a lot of things I dislike about these kinds of techniques and will likely be checking them as such going further. So the range of activation of your technique is far to wide for the size of the script and tool you are putting it on. For the barrier to be erected or triggered the technique in question has to come in physical contact with the arrow. Next, this won't gain the raw strength of the technique it absorbs. It will have to be equivalent to the rank of the technique by default being 80 for S ranks. (yes this includes Y/Y as well). And Lastly, if the barrier is single usage why isn't the technique contained for that single usage? It's not like this has a duration or anything. This is a one and done technique. - Daemon


(Yoton: Nikkou Netsuzou ) Yang Release: Sunlight Forger

Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 50
Damage: N/A
Description: Derived from “Yang Release: Change Into Hell”, this technique borrows the base principles. After weaving three hand seals, the user through either physical contact with an object or through a wave of Yang energy will grant selective an object life. However, what causes this to differ from is its ability to strictly only affect inanimate/non-sentient objects devoid of chakra. This is includes but not limited to, flora, tools, etc. Once the yang energy is infused into the object in question, the user can apply a form of manipulation to its structure alongside the use of the transformation technique. This can allow them to grant the inanimate object a humanoid body of average size. The user can also have the object in question take other forms such a tree becoming a wooden dragon or water becoming steaming hot blob. The appearance while mostly cosmetics can also rule possibilities of anatomy uses like having wings will grant them the ability to fly etc. In terms of inherent abilities, each familiar born is gifted 300 chakra points/80 HP, full human-level sentience which includes articulation, an elemental affinity (Non-Yang Specialist Can only assign one of the basic natures whereas Yang Specialists can grant AE or CEs). In the case of AE and CEs, they cannot however use the sub-elements. They move at the user's base speed but have x1.5 natural tracking. This technique can be used twice per battle, requiring a cooldown of two turns after usage and prevents the use of Yang Release above and including A Rank for two turns. The familiar shall remain in play until its chakra naturally runs out, has taken too much damage which in those cases reverts back to its normal form prior or if the user doesn’t have chakra to further sustain its body. The ranged chakra wave version can only be applied to one object, though it cannot work on anything within the opponent's person such as clothing, weapons, etc unless they remove it themselves such as thrown weapons. It doesn’t affect sentient weapons as well and indestructible custom weapons. The ranged variant cannot influence anything within short range of the enemy. Yang Specialists are capable of entering into battle (NW or BA) with one creation already created. This causes the user to only able to utilize two techniques in their starting turn; accounting for this techniques activation while also paying the chakra cost.

-Declined- Keep the original
(Inton Fuinjutsu: Hitoshi ) Yin Release Sealing Technique: Benevolence
Type: Defensive
Rank: S Rank
Range: Short
Chakra: 70
Damage: N/A
Description: Benevolence is a uniquely designed seal crafted by Mirabelle Nariyuki after her unfortunate encounter with Tsukiyomi. The seal in question is highly energized with spiritual Yin Energy, constantly fed and sealed into it in the event such a thing happens again. It will automatically trigger when her mind is invaded with spiritual chakra of high caliber, such as EMS/MS, Yin Release etc. The seal will break open, immediately flushing the user’s body with the spiritual energy – quick literally stabilizing her spirit. The chakra would utilize its unique chakra absorbing properties, siphoning the foreign chakra from their system and releasing it outwards from their body. The external release however causes an omnidirectional burst of black yin energy that is essentially harmless. This allows it to absorb up to 70 chakra, releasing the user from the confines of the illusion, without traditionally breaking it as it is simply guiding the chakra out of the body. This technique can only be used twice per battle, preventing the use of Yin Release and Fuinjutsu above A rank for the next three turns. The seal also has a cool down of two turns before being able to be utilized again though it should be noted the second use is a lot weaker than before. In this case, it will only be able to absorb 50 chakra insteadof the initial 70 and will only trigger for high level spiritual techniques (MS, Yin Release etc). Requires Adv. Fuinjutsu and counts as a body seal.

Declined, DNR. This is just a wild body seal. Also, I can't see Advanced Fuuinjutsu in your inventory so no idea what's going on there.

(Fuinjutsu: Sora no Sonetto) Sealing Technique: Skyward Sonnet
Rank: S - Rank
Type: Supplementary, Offensive, Defensive
Range: Short - Mid
Chakra Cost: 70
Damage Points: 80
Description: Skyward Sonnet is a unique technique which utilizes Fuinjutsu in conjunction with Kyujutsu. After the formation of three hand seals, the user will immediately make contact with an arrow on their person. Once they do, they will knock the arrow to the bow, releasing the bow into the direction of the opponent. The arrow in question is wrapped in fuinjutsu script after the inital hand seals are made, causing it to gain a spotted coloration of sorts, but the true nature comes in once the seal is triggered. The script located on the arrow would immediately trigger upon physical contact with foreign chakra as it releases a sort of cone like formation of around the arrow. This cone like barrier is two meters wide and high; but also covered in the same script. Once in it comes into contact with the opposing technique, it would become trapped within the barrier in question. The script however would keep the technique anchored onto the barrier (though only for for the same turn of use). The barrier, due to have the original foreign technique anchored to it would also adapt the characteristics of the technique’s nature i.e if a fire technique becomes anchored to it, the barrier would become a giant flaming arrow in turn etc though will rapidly spin as it drills into the opponent's body. This technique can only be used twice per battle, leaving the user unable to utilize Fuinjutsu of above A Rank for three turns. This also requires Adv. Fuinjutsu training in order to utilize it, with it affecting techniques of 70 chakra or lower.

Approved with edits made - Daemon

New Submission:

Revisiting an old CJ concept found here but expanding on it (also not making it an illusion): [x]
Permission from Daemon acquired should it overlap with his CFS: [ ]

(Yōton Iryo Ninjutsu : Uirusu ) Yang Release Medical Technique: Virus
Rank: S - Rank
Type: Supplementary, Offensive
Range: Short
Chakra Cost: 70 ( - 20 Per Turn)
Damage Points: N/A
Description: Based on the technique “Yang Release: Touch of the Sun”; where it normally seeks to the ultimate form of healing. Virus however seeks to be the complete opposite; causing illness to those whom it is applied to. Upon physical contact with the target in question; the user is capable of releasing an aggregation of Yang Energy into an individual – in which this aggressive energy is capable of taking the form of any kind of illness one can imagine. More accurately speaking, these illnesses can be quite literally anything, from a simple headache, a virus infection or any other medical complication in existence, utilizing one's knowledge of human anatomy and studies of medical ninjutsu, which the affects is then amplified via Yang Release. Though this portion is at best ‘cosmetic’ in the sense that the aggressive Yang Chakra is capable of emulating the effects of these illness, either at their peak or at their weakest – but in truth the true nature of the yang energy circulating has its own affect that is caused regardless of what illness is presented. In this case; the target is suffering a rapid loss in their vitality and physical energy – which in turn reduces their health points by -20 per turn though this requires continuous physical contact. Not only this but this reduces the target’s base speed by two per turn they remain exposed to the effects, while also reduces their max tracking (calculated after all multipliers apply) in half should they remain exposed for minimum two turns. This can be either done through physical contact or can be utilized in range as well; though this only creates a “zone” around the user up to short range (seen as white hazy like heat) but also the effects are less severe in comparison (only – 10 HP loss, base speed drop is only 1 while tracking de buff requires three turns exposure). The effects however are long lasting; requiring Yang Release or Yin – Yang Release in order to reverse the effects. This technique can be used twice per battle, with the “ranged” portion lasting four turns and utilizing four hand seals. Physical contact portion does not require hand seals, remains active for as long as constant physical contact is established. After utilizing, the user is incapable of utilizing Yang Release above A – Rank for three turns, while also consuming a move per turn in order to sustain this technique.

Declined: This technique is entirely too nonspecific to be allowed. You want to give someone an illness okay but clearly some illnesses are more damaging than others so it's hard to justify a "headache" being able to cause as much detriment to someone as a more serious illness. Then comes the part where I don't typically think you NEED Yang to make someone ill, Medical Ninjutsu might be capable of doing this already. If you want to give someone an illness it can be variable, it has to be a specific illness you want to give someone otherwise this technique allows for too much flexibility. - Daemon
 
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System001

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( Raigō: Hyakushiki Kannon ) - Welcoming Approach: 100-Type Guanyin Bodhisattva
Type
: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 ( -40 per turn )
Damage: N/a
Description: This is the ultimate technique known only by monks from the Silent Temple, taught only to its ninja monks, and requires the special Gift of the Hermit Group chakra.

The technique is activated when the user takes a specific stance with their left leg crossing horizontally over to their right as though to take a sit (resting their left ankle on their right calf), meanwhile clasping their hands together in a fluid motion, as if in prayer. Once the stance is taken, the user surges an enormous amount of Pure chakra heightened through the use of Yang chakra. This result levitates them off the surface as their shrouded in a tough lukewarm of Pure Chakra w/ Yang Chakra (A-rank or below physical ninjutsu is nullified). This action prompts the ethereal summon a multi-armed Pure Chakra construct infused Yang entity behind themselves (F-rank Durability) which takes the form of a gigantic statue of Guanyin (Boss Summon Size).

To execute a freeform action, the user clasps his hands twice together in a fluid motion, as if in prayer, after which one of the arms on the statue move upon to their mental will, up to speeds equal to that of lightening (x2 Sage Speed). The procedure is repeated before every generic attack, however for specialized attacks:

First Prayer “Listen beyond yourself” - After clasping his hands together, they perform a chopping motion, causing the bodhisattva to strike the target with a heaven chop. (S-rank DMG, Mid-Long Range, maximum of 2 hands each equal to S-rank).

Second Prayer “Find Solace for the meek” - After clasping his hands together, they perform a clapping motion, causing the bodhisattva to attack the target with a clap, crushing them between four of its hands, crashing the victim with sheer pressure. Making a sort of cube in the process of the capture. (S-rank DMG, Short-Mid Range, can be utilized Twice per turn, each hand equal to S-rank)

Third Prayer “Give and Receive” - After clasping their hands together and then joining their thumbs and index fingers together, making a sign with their hands that looks like the number ninety-nine. The bodhisattva unleashes a barrage of palm strikes with all its arms, resulting in a massively powerful attack that can dig deep into the ground. The user doesn’t need to "pray" in-between blows, and instead maintains the pose that started the technique. (Standard F-rank DMG, Short-long Range can be utilized Once per turn)

Fourth Prayer “Essence of living isn’t without innocences” - This is known as Silent Temple’s ultimate technique which is deemed as the last resort, meant to be used only when they cannot utilize any other of Guanyin's abilities to subdue their adversity . The user first prays with all their heart, raising only one hand. The bodhisattva then appears behind their enemy and tenderly clasps them within its palms. Then, it focuses every last ounce of user’s Yang chakra and Pure Chakra in its mouth before mercilessly firing it as an enormous flare of unparalleled destructive power. After executing it, the user ages rapidly as a result of his Yang chakra being nearly drained, resulting in 50% of the user’s health depleted. (F-rank, 120 DMG Short-Long range, can be utilized Once per Match)

Note: Despite floating off the ground, the user is anchored in their respective space unable to move unless releasing the jutsu. This jutsu requires Gift of the Hermit Group and Yang Release. Utilizing the fourth prayer results in the user unable use Taijutsu, Yang released ninjutsu, and Gift of the Hermit Group chakra. Lasts for 6 turns, unless the user utilizes the fourth prayer.

-Declined- This needs restrictions at the base level not just if you happen to use the fourth prayer. Also I'm not keen on the whole durability thing because it's implying this has 90 damage resistance on top of being able to cause that level of damage with multiple different moves. Also the yang release is kinda tacked on like nothing in this is really indicative of containing yang.
( Raigō: Hyakushiki Kannon ) - Welcoming Approach: 100-Type Guanyin Bodhisattva
Type
: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: N/A
Chakra
: 100 ( -50 per turn )
Damage: N/a
Description: This is the ultimate technique known only by monks from the Silent Temple, taught only to its ninja monks, and requires the special Gift of the Hermit Group chakra.

The technique is activated when the user takes a specific stance with their left leg crossing horizontally over to their right as though to take a sit (resting their left ankle on their right calf), meanwhile clasping their hands together in a fluid motion, as if in prayer. Once the stance is taken, the user surges an enormous amount of Pure chakra heightened through the use of Yin chakra, initially shone with holy golden-white radiance. This result levitates them off the surface as their shrouded in a constant passive chakra surge made tough as a lukewarm sphere of Pure Chakra w/ Yin Chakra (S-rank or below Physical Tai/Ninjutsu is nullified). This action prompts the ethereal summon of a multi-armed Pure/ Yin chakra infused entity behind themselves (F-rank Durability) which takes the form of a gigantic statue of a Guanyin (twice a Boss Summon Size).

To execute a freeform action (S-rank DMG/ Short-range), the user clasps his hands twice together in a fluid motion, as if in prayer with a nod, one of the arms on the statue move upon to their mental will, up to speeds equal to that of natural lightening (x4 Sage Speed). The procedure is repeated before every generic attack, however for specialized attacks (Per each freeform arm/limb costs the user -50 chakra, max. two arms, twice per turn);

First Prayer “Listen beyond yourself” - After clasping his hands together, they perform a chopping motion, causing the bodhisattva to strike the target with a heaven chop. Upon contact, the victim will hear the voice of compassion requesting they listen to their inner true holistic virtues or examples of it. (Once per turn costing an additional jutsu slot; per each arm/limb requiring at least -40 chakra per each arm; A-rank DMG, Mid-Long Range, maximum of 4 arms, Universal Speed. 15).

Second Prayer “Find Solace for the meek” - After clasping his hands together, they perform a clapping motion, causing the bodhisattva to attack the target with a clap, clasping them (Under Yin influence: those captured are afflicted by this imbalance that they become incapable of using Yin-related techniques, unless they spend 2x the amount chakra ordinarily required) between four of its hands, crashing the victim with sheer pressure as to disable mobility. Making a sort of cube in the process of completed capture, meanwhile the victim will see examples/instances of kindness done upon them. (DMG: N/a, Short-Long Range, can be utilized thrice per turn, once per target each turn, each hand's durability is equal to S-rank, sustainment costing an additional -50 chakra per turn, Universal Speed. 15)

Third Prayer “Give and Receive” - After clasping their hands together and then joining their thumbs and index fingers together, making a sign with their hands that looks like the number ninety-nine. The bodhisattva unleashes a barrage of palm strikes with all its arms, resulting in a massively powerful attack that can dig deep into the ground. The user doesn’t need to "pray" in-between blows, and instead maintains the pose that started the technique. Each blow upon contact with the victim, it transcends them to nirvana of their choosing. (F-rank DMG (90), Short-long Range, can be utilized twice per every non-consecutive turns; note, due to the sheer near infinite volume this state, it can counter to cancel-out a single F-rank physical ATK of their opponent ignoring DMG rule applications, if so, this ultimately ends the Jutsu, -70 chakra cost, at universal speed.15)

Fourth Prayer “Essence of living isn’t without innocences” - This is known as Silent Temple’s ultimate technique which is deemed as the last resort, meant to be used only when they cannot utilize any other of Guanyin's abilities to subdue their adversity. The user first prays with all their heart, raising only one hand. The bodhisattva then appears behind their enemy as though slipping past their conscience, using the affinity of the Yin attribute as to relocate itself spiritually, and tenderly clasps them within its palms, moving at x4 the user's speed. Then, it focuses every last ounce of user’s Yin chakra and Pure Chakra in its mouth before, mercilessly firing it as an enormous flare of unparalleled spiritually mental destructive power (Not physical, as its akin to Genjutsu). After executing, the victim experiences a clarity of mind where they're overloaded spiritually to awaken to a degree of holistic soothing pain. (F-rank, 120 DMG Short-Long range, can be utilized only once, thus ending the jutsu)

Notice
:
A). Despite floating off the ground, the user is anchored in their respective space of jutsu release unable to move unless releasing the jutsu, moreover this jutsu requires Gift of the Hermit Group and Yin Release. This jutsu can only be used once per match, only if user utilizes the "Fourth Prayer"/ "Third Prayer"; while also they'll be unable to use pure Yin-attribute techniques (Yin-release), & Gift of The Hermit Group [Mode] for the reminder of the match. Other regular uses upon ending the jutsu, the user can utilize this jutsu after 6 cool-down turns.

B). Upon exiting this jutsu, if the user utilizes the "First Prayer"/ "Second Prayer"; the user will be worn out spiritually resulting in their inability to use Genjutsu, Fuinjutsu and Yin-release above A-rank for 4 turns. This mental fatigue will make them sluggish, reducing their reaction time by 1/2 (nullified, if user is a Yang or Yin-Yang specialist).

Declined: I had a lengthier check written for this, but I clicked out of the thread and lost it so it's gonna be a whole lot shorter and far less entertaining than it was before. This technique is way too stacked, to put it simply. A construct that negates any physical damage below F-Rank, Yin-based chakra surge to break free from any debilitating status effects that require YY or Senjutsu to remove, freeform attacks that deal S-Rank damage moving at 4x Sage speed (natural lightning?????), and no meaningful range or usage limitations on any of its abilities? It looks and sounds like a bargain brand Wood Buddha, and it can literally teleport behind an enemy to grab them at 4 x y o u r c u r r e n t s p e e d, and blast them with 120 damage. Forget the lack of restrictions for how strong it is, since it was made this strong despite the notes in the last check. Stronger, in fact. I know this account has YY, but by the way this custom is written, I can tell that your working knowledge of what Yin actually does is less than sound, and that's putting it incredibly mildly. I'm DNR'ing this, and consider this your fair warning not to wild out with future submissions, and to actually address feedback that's been left on them.
 
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(Doton: Merīgōraundo ) - Earth Release: Merry-Go-Round
Type: Defensive
Rank: C
Range: Short-Medium
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Merry-Go-Round is a very simple technique where the user focuses their chakra into a large portion of the ground beneath an area. Once done, the portion of earth the chakra is allocated to spins like a merry-go-round at a pace the user chooses to set be it slow or very rapidly. This serves many, many purposes such as redirecting a frontal technique such as a fire technique before it hits you. It can be used to rapidly spin an opponent quickly and disorient them, making them dizzy. This can also be used on the user themselves to help avoid certain attacks and could also be used on a summon for the same purposes. This technique can be sustained indefinitely, but costs 15 chakra to activate and -5 per turn to keep utilizing.

-Declined- How could this spin something above ground like a fireball, if you start spinning the ground against a technique that's not on the ground it wouldn't do anything, even in the circumstance that it's a technique on the ground you couldn't spin it around and redirect it at will cause it just keeps spinning right? You need to reword this.

(Kuchiyose: Hottochokorēto ) Summoning Technique: Hot Chocolate
Type: Offensive/Defensive/Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A
Description: This technique is very simple, but very special to the ones who utilize it. Using the generic summoning signs, the user will then slap their hand, foot, whatever they need to onto the ground so summon a cup of hot chocolate from a famous ramen shop in Konoha. This hot chocolate is useful for many reasons. For one, it is piping hot so from the pain is capable of breaking up to B rank genjutsu from taking a sip of the hot chocolate at a small price of -5 health points. It can be thrown in the eyes of the opponent, temporarily blinding them for the entire following turn. Also, if used to drink, which is its primary use, it is used to gain +15 chakra per sip but also -5 health points is the cost. The cup of hot chocolate is worth six sips, or six usages in general, so it can be used six times any way the user sees fit before it runs out.

Note: Can only be summoned twice per battle.

-Declined- Adachi did this better, hot chocolate doesn't even have caffeine.
 
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( Jujutsu: Hyōi shita chi o kontorōru suru seimei) - Curse Technique: Life Controlling Possessed Blood
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: This technique functions in the opposite form of the standard Jashin technique. In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and his face becomes white with various gold markings that commonly resembles an angel, a symbol of life. Once the sacrificial ritual has been done, the victim and the user are linked. Any healing that the user takes will be reciprocated on the target, and vice versa allowing the user to be healed by the targets techniques, against opponents the user can force this link to act as a healing theft, causing the opponents healing jutsu to fail to heal themselves instead healing only the jashinist.
Note: This jutsu persists as long as the Jashinist remains in the circle.
Note: While this works on all methods of healing, the advanced methods granted through yang release can only be stolen if the user has yang release.
Note: This jutsu can only be used by Jashinists.

Declined: This technique won't totally nullify the effect of the healing technique on its original user. It'll either heal both you and the target for the full value of the jutsu, or it will split the full value between both you and the target.

( Jujutsu: Kyōyū sa reta hisan ) - Curse Technique: Shared Misery
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some of the blood on a second target. Once the ritual has been done, the two targets are spiritually linked. Any tether or mind altering techniques applied to one target are reciprocated on the other, ranging from things such as hungry ghosts tether and eye of the red star to the amino-geis or even Yamanaka techniques and genjutsu.
Note: This jutsu lasts for as long as at least one of the targets, or the jashinist, remain within the Jashin circle, although it respects the duration and effects of the tethers applied so it will not increase or lessen their durations regardless of shared misery ending.
Note: This jutsu can only be used by Jashinists and may only be used once per battle.

Declined: I feel this technique, specifically in the case of things like the Amino-Geis or the Hands of Sloth, should only be able to transmit the effects of techniques to a max number of targets across any usage of this technique. Maybe two. So you could spread the enslaving effects of the Amino-Geis to two targets, and then if you were to use this on someone else, one of your previous targets would no longer be affected by this jutsu. Things with a more benign effect, like Hungry Ghost or Eye of the Red Star, that don't allow for total control of a bio, wouldn't have this limitation.

( Jujutsu: Keiyaku-jō no noroi ) - Curse Technique: Contractual Curse
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some of the blood on a summoning contract scroll or tattoo. Once the ritual has been done, the victim will be forcibly added to the users summoning roster and removed from any of his own, this allows the Jashinist to summon the victim to his side by performing the generic summoning technique and prevents the victim from summoning any of his own contract animals, causing any currently on the field to be reverse summoned to their home immediately.
Note: This link will remain active for the duration of the battle but the opponent can only be summoned to the user whilst the user is standing inside a jashin circle and performs the summoning technique.
Note: This jutsu can only be used by Jashinists and may only be used on a single victim at a time.

Approved

(Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly raised into the air by a cross, nails will slam through their hands and feet causing blood to spill down the wooden frame. Once this has happened a figure of the users choosing will step in front of the victim holding a long rusty spear, these figures can either be simply visually similar to creations of tiamat, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage from the spear being thrust through the victims heart.
Note: Victims of this jutsu are not entirely paralysed by it, being able to perform jutsu that require no seals, they however can’t make seals or move under their own momentum in the illusion.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.

Approved by Imperfect.

(Genjutsu: Ten'nomegumi) — Illusionary Technique: Heavenly Grace
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique places a delayed trigger in the opponents mind, waiting to be triggered at a later point. From that moment forwards whenever the opponent uses a technique that creates a source of bright light the genjutsu will trigger, causing the victim to visualize the jutsu they used being multiple magnitudes of brightness higher than usual, causing their retinas to rupture and bleed and blinding them for the remainder of the turn this jutsu is triggered in. Aside from the blinding effect this genjutsu doesn't paralyse in any way. The illusion can only trigger once per person it's applied to, but will remain dormant until it triggers regardless of how long that might be.
Note: A source of bright light can vary, but generally speaking any fire or lightning jutsu would cause the genjutsu to trigger along with anything similar. Additionally genjutsu kai will cause this to trigger however it won't cause damage simply blinding the victim.
Note: Can only be used thrice and can be placed on multiple targets, counting as a single technique usage.
Note: No Genjutsu above S-rank next turn.

Approved by Imperfect.
( Jujutsu: Hyōi shita chi o kontorōru suru seimei) - Curse Technique: Life Controlling Possessed Blood
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: This technique functions in the opposite form of the standard Jashin technique. In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and his face becomes white with various gold markings that commonly resembles an angel, a symbol of life. Once the sacrificial ritual has been done, the victim and the user are linked. Any healing that the user takes will be reciprocated on the target, and vice versa allowing the user to be healed by the targets techniques, causing any healing to be replicated on the Jashinist fully, additionally the Jashinist may pass this healing to another target if their blood has also been ingested, but this will cause the Jashinist to not receive the healing.
Note:
This jutsu persists as long as the Jashinist remains in the circle, but can only be used twice overall.
Note: While this works on all methods of healing, the advanced methods granted through Yang Release can only be stolen if the user has Yang Release. This also extends to Senjutsu based healing and other specialized fields that can have adverse effects if untrained in.
Note: This jutsu can only be used by Jashinists.

Approved, made edits in italics.

( Jujutsu: Kyōyū sa reta hisan ) - Curse Technique: Shared Misery
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some of the blood on a second target, which can be a doll also. Once the ritual has been done, the two targets are spiritually linked. Any tether or mind altering techniques applied to one target are reciprocated on the other, ranging from things such as hungry ghosts tether and eye of the red star to the amino-geis or even Yamanaka techniques and genjutsu.
Note: This jutsu lasts for as long as at least one of the targets, or the jashinist, remain within the Jashin circle, although it respects the duration and effects of the tethers applied so it will not increase or lessen their durations regardless of shared misery ending.
Note: This technique can only link two targets at any one time.
Note:
This jutsu can only be used by Jashinists and may only be used once per battle.

Declined, my issue with the line regarding Amino-Geis are because the technique has been created and detailed to be a spiritual link. Amino-Geis alter beings genetically, which goes far beyond just a spiritual link. That cannot be utilized in such a way that you link souls and control someone else through it via Amino-Geis if you have no genetic alterations.

( Jujutsu: Ketto Seigan) - Curse Technique: Bloodline Limitation
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique functions similarly to the standard Jashin technique. In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. Unlike the standard technique which requires the user to remain in the center of the circle throughout the jutsu in order for the Curse to continue to work, this technique behaves more uniquely. After obtaining the opponent's blood in some way, the user ingests the blood or uses a cursed doll and his face becomes black with various crimson markings. Once the sacrificial ritual has been done, the victim and the user are linked. This curse will seal away the victims unique bloodline abilities in a similar fashion to the medical bloodline sealing, this includes all KG and AE along with CC abilities. Unlike the medical sealing technique however this curse is considerably more difficult to remove, having a five turn duration by default, however this duration is refreshed as long as the user remains in a Jashin circle and distance to the target doesn't matter being able to work across tremendous distances.
Note: This jutsu persists as long as the Jashinist remains in the circle, refreshing the five turn duration.
Note: Once removed from the circle entering it again will not refresh the duration any further.
Note: This jutsu can only be used by Jashinists.

Declined, this technique will require either more setup time before it's initiated or it'll have to be weaker. Jashin as a skill is still Tier 1 in comparison to Medjutsu, a Tier 3 skill. For a normal Ninja to seal KG/AE, they need to have Med Fuuin or advanced Fuuin typically, fields that are rather difficult or require some form of Kumi to get. I can't allow a better version of their abilities in an inexpensive and lower tiered ability.

( Jujutsu/Fuuinjutsu: Jashin no haaku) - Curse/Sealing Technique: Grasp of Jashin
Type:
Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a unique variant of jujutsu that incorporates sealing jutsu, formed by creating a small jashin insignia with the kanji for consume in the center of the insignia. This seal can be placed on weaponry, paper tags or through direct contact. Created for the purpose of applying the effects of Jashin techniques to things that do not contain blood such as elemental techniques in humanoid or animal forms like the lightning beast running technique, along with any sentient creations such as those made through yang release or yin-yang creations. By applying this seal to the target through the aforementioned means the user gains limited control over the target, being able to prevent it moving or performing techniques leaving it essentially disabled, each turn the seal remains on the target it'll drain 50 chakra from the target causing it to be inevitably dispersed. Should the user wish they can also cause any harm inflicted on themself to be mirrored on the victim of the seal similar to the basic cursed jutsu.
Note: Unlike most Jashin techniques this doesn't require a large circle on the floor, instead the user has a replication of the insignia on their own body which receives the drained chakra each turn and must be mentioned in their biography
Note: This jutsu can only be used by Jashinists.

Declined, nah, I can't allow this to be something done passively on bios. The ability to control entities in any way needs to be an actively utilized technique, especially with a concept such as mobile Jashin prayer circles.
 
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Xylon

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Original Submission: Breath of Shapeshifters> https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-43#post-21163076

-Updating and renaming the technique, reworded the whole description.
-The technique was negatively affected as a result of recent changes and rule updates: Being B rank, severely affected Yoru’s offensive capabilities as well as his ability to dodge techniques (being slower than most techniques now). The technique has been updated as an S rank, reflecting standard S rank power (sacrificing Yin-Yang damage scaling in order to maintain the frequency of use). Movement speed is now properly indicated, it cannot be maintained over several turns.
-Yoru can now use his abilities under this technique, a stupid restriction I added before for no real reason. Everything else is more or less copied verbatim.

Midnight: Winged Dress (Yoru: Hagoromo)
Rank:
S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 50 (upon casting)
Damage: 80 (If the technique is used to attack upon activation, Costs a move per turn later)
Description: Hagoromo represents the perfect symbiosis between Mugetsu and Yoru. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and its creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons and forms. Yoru could stretch, expand and contract at will, as well as harden itself like high-grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long-range weapon such as a bow or even an adequate replacement to perform CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties Yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. While under Hagoromo, Yoru is able to constantly shapeshift to fit Mugetsu’s needs. Yoru is able to maintain his regular functions and abilities. Should the ability require hand seals, Yoru is appropriately able to create a pair of arms extending from Mugetsu’s body to perform the action simultaneously with Mugetsu’s own techniques. Because Yoru is created from a substance of no fixed property and brought to life using Yin & Yang release, Yoru is able to bestow material properties to the physical objects it creates such as the ability to channel chakra through an object or electrical/heat conductivity. Weapons and detached objects created using this technique can be destroyed but doing so does no harm to Yoru himself. Yoru can manipulate the objects he creates over subsequent turns. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide inside Mugetsu’s shadow.
Note: Yoru’s ability to shapeshift into a different weapon or form while attached to Mugetsu is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 20 chakra.
-Non-passive Physical attacks that deal damage and movement skills cost a move per turn.
-If used as a movement technique(such as creating wings to fly away), Hagoromo allows the duo to move at 2x Mugetsu’s base speed (this speed cannot be sustained over other turns).
-While attached to Mugetsu, Yoru lacks a proper body and cannot be affected by direct spiritual attacks such as Genjutsu. In doing so, Yoru also loses his autonomy, being unable to travel landmarks and behave on his own. If Yoru is detached from Mugetsu in a separate form, he behaves like a complete entity and becomes susceptible to such techniques again.

Declined. Adding all this does way too much. You're going to have to make some sacrifices here. Either you can increase the damage, or you can give it speed. Also where are the usage restrictions? It's just infinite?

Still Water Festival (Benzaiten)
Rank:
S
Range: Short-Long
Type: Offensive/Defensive/Supplementary
Chakra Cost: 40
Damage: 80
Description: Still Water Festival is an advanced sound technique that creates a long-range cold wave capable of freezing persons or objects. The technique is named after Ichikishima-hime-no-mikoto, the third daughter of the deity Munetsuchi (Lake without heat). Aptly named the technique is capable of taking heat away from objects at an extremely fast rate, the technique uses the principles of thermoacoustic refrigeration using high amplitude sound waves to pump heat from one place to another. After performing a series of hand seals (Ram>Dragon>Snake) the user raises their hand towards their intended targets and releases a sudden wave of sound that freezes on impact. The technique is effective against Fire release and advanced heat-based elements as well as water release and liquid elements(1 rank advantage). It’s weak to wind release techniques and wind-based elements, and on par with Earth release and solid elements. If the user releases a concentrated blast they are able to instantly freeze persons, objects, or water bodies (In case of a technique it has to be equal strength or stronger). Alternatively, the user can release a wide-angle conical blast of sound that covers a wider range while maintaining impact, however by doing so the user is only able to freeze water bodies and liquid-based elements, only slowing down or bringing to a halt incoming physical techniques (based on rank interactions). The conical blast quickly condenses the air as it moves to create a thick mist that covers the field up to long-range. Additionally, the person’s caught in the wave have their movement speed and ability to weave hand seals reduced by half. Objects or persons that are frozen can be ‘shattered’ (for an additional 40 damage) by a sound technique or a physical attack damaging everyone within short-range with ice splinters.
Note: The user is able to use this technique twice per conflict. Requiring a two-turn cool down between uses.

Declined. The moment you changed Sound's interactions (see: Fire Release), the moment this was no longer a Sound custom. I also question if this was a Sound custom at all, even with its interactions not being changed; from what I've read thermoacoustic heat engines generate electrical currents. Once again, taking you out of the realm of Sound Ninjutsu and into something far more complicated like a Custom Element. Also I swear to god if you message me and try to give me a lesson on heat engines or thermoacoustics I'll kill you.
 
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jagged

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(Bōfūu no hōshutsu: Fumo no Kumo
) - Storm Release: Barren Clouds
Type:
Supplementary
Rank: B-A
Range: Short - Long range
Chakra: 20-30 Chakra
Damage: -20, -30 chakra
Description: After performing three hand seals the user expel a huge mass of black storm clouds that permeate the entire battlefield. The clouds drain the chakra of non storm or thunder related techniques up to the rank of the technique used, storing them within the clouds themselves which the user can then use to make storm or thunder related techniques. When a technique has its chakra drained it de-ranks that technique based on the chakra taken out if not out right dispersing it(this only happens if all of the chakra is drained) this technique can only hold up to A rank chakra but can be bottomed out with another technique using its chakra. This move costs 10 chakra per turn to maintain

A rank version can only be used 3 times While B rank version can be used 4 times

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(Bōfūu no hōshutsu: Taifu no me
) - Storm Release: Eye of the storm
Type:
Defensive/Supplementary
Rank: A
Range: Short - Long range
Chakra: 30 Chakra
Damage: -30 chakra
Description: After performing three hand seals the user Inhales deeply, sucking in black clouds in a funnel formation that absorbs chakra and De ranks techniques up to the amount of the chakra absorbed (Out right dispersing them if all chakra is absorbed). This technique drains the chakra and chakra related buffs of the opponent should they be in range of the technique, this debuff follows the same rules specified above.
  • A rank version can only be used 3 times with a 2 turn cool down between each use
  • Opponents and techniques within the funnel have their speed reduced by half for the duration of the technique
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(Soma No Ko: Fu Seina Kuminai
) - Soma no Ko: Unholy Union
Type:
Supplementary
Rank: A
Range: Self
Chakra: 30 Chakra
Damage: N/a
Description: After summoning their contract animal the user will meld into their animal becoming one being thanks to the abilities of the Soma no Ko kekkai genkai. Once the fusion is complete the user will gain all abilities of the summoning animal, any summoning based techniques can now be used through the user exclusively. While fused with his brother this fusion can only last 5 turns before the summoning animal is split from the twins, if the twins are separate before the merge then the fusion lasts for the whole battle.

  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • costs 5 chakra per turn
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(Soma No Ko: ikre ni E
) - Soma no Ko: Sacrilegious Combat
Type:
Attack/Defence
Rank: B-A
Range: Short range
Chakra: N/A
Damage: 50-60 Damage
Description: With the abilities of his kekkai genkai the user will manifest at least 2 limbs to attack or block incoming damage from any angle around the users body, if the user's limbs make contact with the opponents body he will partially fuse to the opponent in the split second their skin touches resulting in a nullification of all chakra related techniques.
  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • +20 Damage to taijutsu damage
-All Declined- You need to quote the last post when you resubmit customs and also bold any changes made. Also your damage values are wrong in the last technique. I don't think I'm going to allow you to fuse with your animals that infringes on Inuzuka quite heavily especially when you want it to work for all summonings.
 
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Delta

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Proton Armor for Reference
Original Technique for Reference


(Mokuton: Adobento Ten Saku, Yggdrasil) - Wood Release :Advent of Heavenly Blooming, Yggdrasil
Type
: Supplementary
Rank: N/A
Range: N/A
Chakra: +10 chakra per technique
Damage: N/A
Description: Wooden release: Advent of Heavenly Blooming, Yggdrasil, is the second set of Pollens created to be attached and enhance wood release techniques. As with the Original Heavenly blooming, this jutsu is a set of artificial pollens created to be used in conjunction with Wood Release jutsu to empower them or to weaken the opponent. As with the Original, this set comes in a set of three different pollens with varying affects.

Ionic Pollen: Ionic pollen derives it name from the protons and ions native to the world around them. This pollen was created taking Wood releases weakness to lightning in mind, as well as applying similar techniques as, "Lightning Style, Proton Armor". Using the same process, when the user created a wood release jutsu, the pollen is created inside the technique, and immediately seeps out, surrounding the wood release jutsu with a thick yellow pollen. This thick pollen saps the wood release technique, sapping into the woods natural magnetic field which is present in most plants/trees. By doing this, the pollen alters the woods natural magnetic field, imbalancing the protons, and creating and anti lightning field around the wood. What this achieves, is lightning techniques become unable to physically make contact with the wood technique in question, being rebounded away from the wood jutsu, and never touching it, allowing the wood to pass by and through Lightning techniques without being touched.

Steroid Pollen: Steroid pollen is a pollen created with Medical Ninjutsu and Medical Ninjutsu pills in mind, primarily, Solider Pills. Using this knowledge, this pollen was created. Whenever the user attaches this pollen to a wood release technique, the affects are not immediate, as the pollen will simply spread throughout the battlefield, until the user does another technique. When the user performs a technique after the pollen has been spread is when this pollen kicks in. Using the same principle as the Solider pill, the technique will pass by the pollen, and when the pollen comes into contact with the jutsu, the chemical balance triggers, acting like an airborne steroid for the jutsu that passes through it. When a technique passes through,the pollen will latch onto the chakra inside the jutsu, enhancing it by +10 chakra, as well as adding +10 damage.

Explosive Pollen: Explosive pollen is a pollen that was created with the idea of attaching Explosive tags to a jutsu to add hidden damage as well as a surprising aspect to the jutsu. As with all pollens, this pollen is applied the moment a wood jutsu is created, and is a thin veil of pollen which coats the entirety of the wood technique in question. This pollen only reacts to foreign chakra, and is harmless when the users own chakra is in contact with it. However, when this pollen comes into contact with foreign chakra, it reacts violently, causing an outward facing chain reaction explosion over the wood technique, boosting the overall damage of the wood technique upon contact with foreign chakra/technique by +20 for the singular interaction.

Notes:
-Ionic Pollen can only rebound Lightning techniques with Equal to or Less chakra than the overall jutsu chakra total used. IE, If used on an A rank with 30 chakra +the 10 from the pollen, it can only rebound a lightning jutsu with 40 chakra or less.
-Steroid Pollen can only Boost as many techniques as the overall chakra used. If used on an A rank with 30 chakra+10 from the pollen, only 4 techniques can be boosted.
-Explosive Pollen only adds damage to the wood technique during the damage calculation, if the opponent is hit directly by the wood technique without defending themselves, the explosion will not occur.
-Only one Pollen can be applied per Wood jutsu
-This is classified as a passive technique, which can be used on One Wood jutsu per turn, occuring in the same timeframe as the wood technique applied.
-All Wood ninjutsu can have these pollens applied, excluding, Wood technique, Advent of a World of Flowering Trees, which already has its own pollen in the technique.
-Cannot be applied to any Wood ninjutsu which already utilize their own unique pollens
-Can only be applied 5 times per battle.

Declined. Okay, Ionic Pollen just straight up has to go. Nothing in Wood Release would ever let you manipulate or interact with some "natural magnetic field." I don't know what convinced you this was a good idea to pursue. The steroid one seems okay. But I don't know how you're going to make pollen explosive.
 
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(Hadō ) - Wave motion
Type:
Offensive/Defensive/Supplementary
Rank: A-F
Range: Short-Long
Chakra: 50-100 (50, 70, 100 for A S F respectively)
Damage: 80-120 (80, 100, 120 as above) (-30 damage to user for F rank uses)
Description:
Wave motion is the expression of pure Yang release concentrated in a manifestation of chakra. Other Yang release techniques may manipulate the vitality or sentience of an element, where some Yang techniques reinforce the body giving increased vitality. However Yang Release in its purest for can also create constructs of chakra, such as the 8 Branched Giant Snake or White Tiger. These however are still only constructs of chakra, meaning that they are a concentration based technique (lasting until released). Wave motion however takes the idea of the 8 Branched Giant Snake and White tiger and converts them into projectiles, spiralling beams of chakra that has the appearance of a white spiralling beam with heat distortion around them. These beams have unique properties compared to other beams of chakra, but consistent with other techniques of Yang Release. Primarily, should a target be struck with these, they will feel an imbalance of chakra, burning away 3 times the chakra amount of the technique used. Should the user be a Yin-Yang release specialist, they can maintain balance better, only losing twice the amount of chakra. However should a target be struck subsequently again by this technique, the chakra burn will increase, each time by 1x more. (eg non YY user will then have a x4 chakra burn, then x5 etc) Additionally, these beams are capable on causing an imbalance to chakra within techniques, when clashing with other techniques overpowering and burning away chakra of clashing techniques that are lower regardless of any damage advantage. The last effect of being struck by this technique is the imbalance of yang and yin chakra to the users system, namely causing them to be unable to balance their spiritual side. Should the user be struck by an A rank technique, they will be unable to use Genjutsu above S. S rank will be able to create genjutsu above A, while F rank will be unable to create genjutsu above B.
Notes:
-This technique can only be used a total of 4 times per battle. Yang release specialist can use this technique 5 times.
-This technique can only be used 4 times at A rank, 3 times at S rank and 2 times at F rank.

Declined: Toolbox techniques based on YY aren't gonna be approved. And especially not ones that just rip the effects of canon YY techniques. The effects are explained really poorly too, especially @bold. These chakra/damage values are pretty out there too.

(Uchinaruhi) - Inner Fire
Type:
Defensive/Supplementary
Rank: A
Range: Short/Self-Mid
Chakra: 50
Damage: N/A
Description:
An application of Yang release comparable to Ring of Hell or Touch of the Sun, this technique is based within Yang Releases ability to fortify the body and heal. Upon touching contact with another user, placing their hands or singular hand on them, they begin to channel chakra into their body to flood it with Yang, healing the body at 40 damage points per turn. Additionally to this, the user will transfer 50 chakra points per turn of contact to the targets chakra pool. Should the user then stop the technique, the remnant Yang will continue to heal for each turn of contact using the chakra stored within the target. Should the target be at full health, the chakra will be able to be used by the target for their techniques.
This technique can also be applied at range (up to mid range) by channelling the user Yang chakra towards the target however there will be no chakra transfer and no ongoing healing for later turns.
Notes:
-The user can use this technique on themselves.

Declined: This is just Chakra Transfer and Touch of the Sun merged into a single technique, and can be used at range.
 
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Tsuki

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Jashin bio: https://animebase.me/threads/bwonsamdi.779401/
Jashin training: https://animebase.me/threads/the-healthy-jashinist.779056/

Resubmitting both: reduced area of effect for the first cj and speed for the second cj.


(Hakkā no Domein) – Hakkar's Domain
Type:
Supplementary
Rank: B
Range: Short-Long (mid range influence)
Chakra:
20
Damage: N/A
Description: This technique is classified as a ninjutsu and requires there to already be a blood-drawn Jashin insignia on the terrain from the same or any previous turn. The user applies chakra to the drawn Jashin insignia and performs a hand seal to apply the shadow clone effect to the Jashin insignia, effectively duplicating it many times over. The seemingly countless replicas of the insignia would be contained in an area of mid range radius around the original insignia. The duplications are also applied on constructs such as walls (vertically) within that domain. The purpose of this technique is to provide the jashinist with an area where they get to skip having to manually form the insignia all over again during their future jashin techniques. Hakkar's Domain can be created 4 times per battle.

-Declined- The last check mentioned this removes virtually any risk and this is exactly the same, you're basically covering two whole ranges in insignia's this is just too much.

(Suiton: Kyokanaku Kariru) – Water Technique: Borrow without permission
Type:
Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user manipulates moisture on, and/or around a target to scratch through the target’s skin enough to cause a droplet of blood to come out. This minuscule amount of water blends with the blood droplet, acting like a container as it quickly travels back to the user either in a condensed needle-like form or scattered droplets of liquid. The minuscule amount of water cannot be tracked with the naked eye by normal means (bio rank alone) because of its speed and size combined (travels at speed level 16).

-Declined- The speed level is still too high even more so now that a speed chart exists for elemental techniques, also you can't spawn attacks on your opponents body. You can't give a flat speed either like "naked eye" because some characters naked eye speed is superior to dojutsu. Ex Minato has a x3 reaction modifier meaning his "naked eye" is superior to a 2T sharingan in some cases, best to just reword that in general.
Resubmitting, removed text and changed it from many insignias in one area to only +4 in scattered places:

(Hakkā no Domein) – Hakkar's Domain
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This technique is classified as a ninjutsu and requires there to already be a blood-drawn Jashin insignia on the terrain from the same or any previous turn. The user applies chakra to the drawn Jashin insignia and performs a hand seal to apply the shadow clone effect to the Jashin insignia, effectively creating 4 duplicates across the terrain. The insignias cannot be made too close to one another and must therefore be made with at least a maximum of short-range distance apart. Hakkar's Domain can be created 4 times per battle.

-Declined- Dude, last check I said covering 2 whole ranges would be problematic and your fix to that was to make 4 seals, each one short range apart? That's almost exactly the same range.

Resubmitting:

(Suiton: Kyokanaku Kariru) – Water Technique: Borrow without permission
Type:
Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user manipulates moisture around a target to scratch through the target’s skin enough to cause a droplet of blood to come out. This minuscule amount of water blends with the blood droplet, acting like a container as it quickly travels back to the user either in a condensed needle-like form or scattered droplets of liquid. The speed of this minuscule technique follows the speed chart for C-rank water techniques.

-Approved- I feel like I should note that this saying miniscule doesn't mean it can't be seen, you put emphasis on it's size twice so I figure that may be what you're trying.
 
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Imperfect

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Resubmitting these with changes bolded.

(Kageki-ha Shōnin no Michi) Path of the Millitant Merchant
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As it's name implies this technique was created by Merchants, individuals whose skill with Chakra is at best questionable, as a way of more easily defending themselves in combat by extending their arsenals. This technique can be stated within the user's bio, or posted whenever it's utilized alongside an existing Taijutsu or Kenjutsu technique, and acts a passive modifier for existing Chakra-based Taijutsu and Kenjutsu the user knows, which allows them to perform the chosen technique(s) through physical strength alone. Naturally the user cannot recreate techniques that perform actions that specifically require Chakra to achieve, for example, if a strike is simply infused with Chakra to strengthen it, it can be performed without Chakra through this technique, however, if the end result is an arc of Lightning Chakra directed at the target after a punch, this effect cannot truly be recreated through sheer force alone. Finally, while primarily intended to increase a Merchant's available arsenal, this technique can be utilized with any non-Merchant biography, provided they have some form of Body-Related Specialty on their bio (Taijutsu, Kenjutsu, Speed, etc).

-Declined- My only real problem with this is the whole substituting purely raw strength but also being a merchant, people who are not trained combatants. I think I'd be fine with this if you made it specifically something you'd need one of the damage increasing bio specialties for rather than any body related one, cause then you'd be able to better justify this increased chakra devoid strength.




(Shizukesa Omei) Brand of Tranquility
Type:
Supplementary
Rank: B-Rank
Range: Self
Chakra: 20
Damage: N/A
Description: A unique body seal which utilizes the deep understanding of biology that comes with Medical Ninjutsu, Brand of Tranquility allows the user to passively seal and unseal specific aspects of their biology. Visually the seal takes the form of a sunburst tattoo/ glyph that can be applied anywhere on the user's body. Utilizing the principle found within the "Bloodline Sealing Technique", the Brand of Tranquility allows the user to target aspects of their biology that go beyond that of a "regular" Shinobi, such as Kekkei Genkai, or Custom Clans, and seal them away within the brand itself where they cannot interact with the user's body. This includes both physical aspects of their biology, as well as more metaphysical, or conceptual aspects within their biography. As an example, the ambient Keigoku within a Nekura, or Prana within a Surgebinder, could be targeted, removing their shared trait of resisting, or outright nullifying external attempts at healing, but conversely it would also make it impossible for the respective character to utilize techniques associated with those energies, as well as remove any beneficial traits associated with them until the seal is released. Effectively the sealing of these energies removes any positive or negative effects and abilities granted by their presence within the user's body, with similar logic for other applicable Clans, abilities, etc. Both the activation and deactivation of the seal are passive acts performed via mental command, and while the former costs 20 Chakra to perform, the latter doesn't. Finally the user can only perform either an activation or deactivation of the seal per turn, but not both within the same turn.

Note: Requires Advanced Fūinjutsu & Medical Ninjutsu.

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-Declined- Good news and bad news, good news first, this is possible. Bad news is this is too easy, you're gonna need some kinda drawback to doing this other than just locking you out of the element, also you'll have to remove any mention of passive usage, it won't be able to be passive.
(Kageki-ha Shōnin no Michi) Path of the Millitant Merchant
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As it's name implies this technique was created by Merchants, individuals whose skill with Chakra is at best questionable, as a way of more easily defending themselves in combat by extending their arsenals. This technique can be stated within the user's bio, or posted whenever it's utilized alongside an existing Taijutsu or Kenjutsu technique, and acts a passive modifier for existing Chakra-based Taijutsu and Kenjutsu the user knows, which allows them to perform the chosen technique(s) through physical strength alone. Naturally the user cannot recreate techniques that perform actions that specifically require Chakra to achieve, for example, if a strike is simply infused with Chakra to strengthen it, it can be performed without Chakra through this technique, however, if the end result is an arc of Lightning Chakra directed at the target after a punch, this effect cannot truly be recreated through sheer force alone. Due to the removal of Chakra within these techniques, their offensive capabilities take a rather substantial hit, resulting in a loss of one of the following, provided they are applicable to the affected technique; Reduction in the techniques Rank by -1 or damage -20, a loss in the technique's Speed by -3, or a reduction in the techniques range by 1 stage. Finally, while primarily intended to increase a Merchant's available arsenal, this technique can be utilized with any biography, provided they have some form of Body-Related Specialty on their bio (Taijutsu, Kenjutsu, Speed, etc).

-Declined- An issue I hadn't noted before really, with the removal of chakra from the attacks completely I couldn't allow any of these to actually increase range in regards to like air pressure blasts or anything, since that would clash with both EIG's and Daemons CFS I believe. With that said you'd need to remove the line about one of the drawbacks possibly being reducing range by one, that would have to be a permanent debuff most likely, even in the case of shockwave based techniques like Sakura uses, they all come from CES which as the name implies is chakra based.




(Shizukesa Omei) Brand of Tranquility
Type:
Supplementary
Rank: B-Rank
Range: Self - Direct Contact
Chakra:
20 (-5 per turn)
Damage: N/A
Description: A unique body seal which utilizes the deep understanding of biology that comes with Medical Ninjutsu, Brand of Tranquility allows the user to target, seal and unseal specific aspects of the biology of their target. Visually the seal takes the form of a sunburst tattoo/ glyph that can be applied anywhere on the body. Utilizing the principle found within the "Bloodline Sealing Technique", the Brand of Tranquility allows the user to target aspects of the targets biology that go beyond that of a "regular" Shinobi, such as Kekkei Genkai, Advanced Elements, or Custom Clans, and seal them away within the brand itself where they cannot activate, be utilized, etc. This includes both physical aspects of their biology, such as a Kaguya's bone manipulation and inherent healing factor related to it, as well as more metaphysical, or conceptual aspects within their biography, such as unique energies found within Custom Clans. As an example, the ambient Keigoku within a Nekura, or Prana within a Surgebinder can be targeted, removing their shared trait of resisting, or outright nullifying external attempts at healing, but conversely it would also make it impossible for the respective character to utilize techniques associated with those energies, as well as remove any beneficial traits associated with them until the seal is released. The Brand can be used outside of, or during a fight, requiring the user expend one of their Jutsu slots per turn if performed in the latter. The effects can last for up to 10 turns (half if applied to another target), after which the seal automatically deactivates, and the ability/ abilities return. Once the seals effects end, whether through the time limit, willing (not applicable if the Brand is applied to another target) or forced deactivation/ destruction, the Brand cannot be used again for 5 turns. Finally, once the effects of the seal end and the user's targets return, due to the forced repression of their body's natural functions, the targeted skill, ability, element, etc receives a -20 reduction in their damage for 4 turns. Also they may not use the targeted skill, ability, element, etc above A rank for two turns after it's unsealed.

Note:
Requires Advanced Fūinjutsu & Medical Ninjutsu.
Note: Can be used a max of 2 times per battle/ NW Arc.

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-Approved- Edits made




New submission:

(Muramasa Ittōryū: Kyasutōfu) Demon Blacksmith One Sword Style: Cast Off
Type:
Offensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: N/A
Damage: 60
Description: Although not a traditional skill of the Muramasa school, the smith had the habit of vehemently tossing works he considered imperfect. This in and of itself would be negligible if it were not for the sheer force with which he dismissed them, easily able to carve a path through stone. As such, it was immortalized in the Muramasa school as "Cast Off", a technique where one intentionally, violently jettisons their weapon towards a target, attempting to penetrate through whatever happens to be in the weapon's path. This is done through physical strength alone, requiring no Chakra on the user's part, however there is a secondary effect that this technique produces. Starting at +20, for each +10 damage points the user's Kenjutsu receives, whether through passive or active means, the sword's speed is multiplied, with the user's base speed acting as the base for the weapon. For example, for a Jōnin Rank Ninja with a +20 damage boot to their Kenjutsu, the blade's speed is that Ninja's base speed x2, making it's speed 20. This logically continues, and is capped at a max of +40 for a x4 boost to the impromptu projectile's speed. The boosts do not need to be purely Kenjutsu based, and only require that they empower the user's Kenjutsu and follow reasonable logic. For example a boost to the user's Taijutsu that allows them to throw harder via strengthened muscles would apply, as would Elemental infusions, like a Wind Or Lightning Release infusions allowing the blade to more easily cut through the air, or Fire acting as a propellant, etc. Finally, if the user wishes to not inflict damage with this attack, they can opt to throw the weapon with the hilt aimed at the target, with the base damage inflicted being equivalent to an E-Rank Jutsu, with no usage limit.

Note: Can be performed 4 times per battle, with a 2 turn cooldown between uses.

-Declined- After discussion, this is actually kinda problematic, it's doing stuff that swift release can do and other boosting abilities, however those are all expensive and count towards bio power limits while this doesn't. I don't think I can allow it to increase speed that much, x2 might be the limit for this unless you can think of some drawbacks.
 
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Venom

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(Genjutsu: Ikimono Oukoku) - Illusionary Arts: Animal Kingdom
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After performing 2 hand seals the user is able to place the opponent(s) in a genjutsu in which an animal of their choosing (from summoning contract) quickly rise from the terrain all around in different ways. The animals once out from the ground all charge at the opponent(s) and attack by either clawing, biting or pouncing on them. Moving at the speed of the caster. The user is free to manipulate how the animals attack. Due to the size, speed and power of these animals that quickly capture the opponent(s) it would be near impossible to move freely. Making them stuck in place in reality. After the animals subdue the opponent(s) the user would give instruction to take them away. The opponent(s) would simply see the user performing one last procedure before they're all reverse summon back to what appears to be the land of the animal attacking them (For example; Ryuchi cave for snakes, Mount Myoboku for toads etc). By this time the animals all around would begin ripping the opponent(s) up limb by limb, dealing mental damage. If not release after 1 turn of being within it, the opponent(s) would pass out for 2 turns.

Notes:
-This genjutsu can only be used x4 per fight with a 2 turn cool down.

Declined: What bearing does your body's physical attributes have on those of the illusory animals? It doesn't make sense, put simply. The reverse summoning part is kind of weird too, and seems kind of tacked on. Lastly, this technique can't deal mental damage and then knock them out. Once the technique deals mental damage, the Genjutsu is automatically released.
(Genjutsu: Ikimono Oukoku) - Illusionary Arts: Animal Kingdom
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing 2 hand seals the user is able to place the opponent(s) in a genjutsu in which an animal of their choosing (from summoning contract) quickly rise from the terrain all around in different ways. The animals once out from the ground all charge at the opponent(s) and attack by either clawing, biting or pouncing on them. Moving at regular jounin ninja speed. The user is free to manipulate how the animals attack. Due to the size, speed and power of these animals that quickly capture the opponent(s) it would be near impossible to move freely. Making them stuck in place in reality. By this time the animals all around would begin ripping the opponent(s) up limb by limb.

Notes:
-This genjutsu can only be used x4 per fight with a 2 turn cool down.

Declined: The animals savaging your target would cause mental damage, the same way the Crushing Snake Constriction illusion does, so this having no damage value is weird.

[Inton/Fuinjutsu: Ahou Dokubutsu] - Yin/Sealing Arts: Fool's Bane
Type: Supplementary | Offensive
Rank: S
Range: Self - Mid range
Chakra: 70
Damage: 80
Description: Fool's Bane is a fuinjutsu/yin technique developed by Venom to counter and capitalize on enemies using techniques such as hungry ghost with a tether. Upon being inflicted by techniques which places the user at an disadvantage, the user may activate this by manipulating their spiritual chakra to cleanse and flush out the body of these curses. This part of the technique simply acts as a Genjutsu Kai utilizing Yin energy that deems it more powerful. Being able to break the tether from hungry ghost (and other similar techniques) or break the user from a Yin infused genjutsu up to it's rank. Instead of it just breaking the user from these curses, this technique instead also absorbs and seal the curse from the user's mind/body and give it shape into a non-sentient demon like figure created behind the user. Upon it being created, it'll be sent directly at an enemy's technique or the enemy itself. Following which ever targeted chakra source until destroyed. If the demon successfully strikes either option, the same 'curse' placed upon the user will now be placed back on the enemy himself with the same restriction and turn limit as the original.

Note:
-Requires 3 handseals.
-May only be used thrice per battle, with a 2 turn cool down period.
-Requires Adv Fuin & Yin release.

Declined. This is poorly worded. "Upon being inflicted by techniques which places the user at an disadvantage..." I mean be more specific? I know you list tether but is the list infinite?
 
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Vayne

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Approved CW
Decreased DDD to 2, and added chakra requirement and a counter for barrier.

(Hairihhi Bōgun: Kanzen Ni) - Holy Bow: Vollständig
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Vollständig, literally meaning "in full", is the Holy Bow's ultimate set of techniques that combine the weapon's innate 'Reishi' abilities with adv.fuinjutsu and medical ninjutsu. These abilities elevate the weapon's inane function of absorption to include spiritual and physical factors on the level of Yin and Yang techniques, while also unlocking a new modes of attacking and a supplementary offensive technique.

(Za Desudīringu Derakkusu) - The Deathdealing Deluxe
Similar in applications to The Deathdealing base state, the Deluxe variation enables the absorption of higher level concepts of inhibiting factors such as those presented via Yin & Yang release. The barrier would now be capable of detecting said factors and absorbing them for future infusions at higher potency similar to the base version. Similar to the base version the higher potency is restricted to either increasing the damage or defensive qualities, with the former being at twenty damage points and the latter being either twenty damage points or ten additional chakra points dependent on the nature of the technique. This comes at the cost of decreasing the turns said effects would have lasted by one, with the infusions themselves lasting said duration. The Deathdealing Deluxe is capable of taking in any unranked factors from an opposition (should it contain chakra), whereas it can take in any of the user's own regardless of it's rank, consuming 15 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to two times per battle, at a cost of seventy chakra, separated by a turn interval. As in it's base form, these substances can only come into effect in the Bow's partial and full released states.

(Howaitou~ōkā) - The White Walker
The White Walker, accessible in the partial and full release states, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) to apply an effect based on the Medical Sealing Technique: Chakra Purge technique, preventing any external chakra/energy/etc from influencing the target based on the capabilities of the aforementioned technique. However in The White Walkers, the sealing tag is replaced by either the chakra fired through the Reishi or appearing on the arrows summoned.These effects last for a single turn should the arrows graze the target or be detonated within short range of the opponent, but should it pierce them, it would last for three turns. The White Walker can only be used thrice for an additional chakra cost of seventy, and must be separated by a two turn interval, with the chakra naturally not being factored to the strength of the arrows themselves.

(Gifuto Beraihi) - Poison Realm
Accessible only in the Bow's full released state, Poison Realm allows the creation of a combing both Reishi and fuinjutsu aspects, costing seventy chakra (15 per turn). The barrier can be made as small as short range around the user or up to long range potentially covering up an entire landmass. Naturally the barrier can be used for the Bow's abilities due to it being a mixture of Reishi and Fuin, but it's main function is creating an inescapable zone of combat, both through physical movement and S/T techniques. Within the barrier neither the user or opponent can make use of S/T techniques such as summoning or other, being forced to remain in the zone until the battle ends or the user cancels out the technique. Alternatively, barrier dispersing techniques of S rank can disperse the barrier, or techniques 100 damage or higher. While the zone is in effect it can also be used to release the previously stored infusions in the form of a mist that can effect up to mid range dimensions (if the user is caught in the mist, they will be affected as well), costing fourty chakra and dealing eighty damage in addition to the side effects of the infusions if any, with it lasting two turns. The barrier can be used twice, separated by the same period it remained active, with the mist being usable twice but most be separated by two turns at least.

Activation of Vollständig would cost twenty chakra per turn, increasing the overall of using the weapon to twenty-five per turn. Required Adv.Fuin.

Approved with Edits made - Daemon

(Inton: Ēteru) - Yin Release Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50)
Damage: N/A
Description: Through applying Yin energy to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 30, whilst also enabling a passive shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied on allies and objets themselves to enable future remote activation, whereas in the case of applicable techniques it can be applied within the same timeframe of their utilization. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 4 turns or until canceled, with a chakra cost per turn of 15 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS.

Declined: +30 damage, phase shifting that can become immune to physical attacks, placed on separate entities for later activation with little to know restriction (+30 is gonna take a lot of restrictions btw.) And no not being able to use your Non existent yang release is not a restriction. - Daemon

(Inton: Sulphur) - Yin Release: Sulpher
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 90 (20 per turn)
Damage: 100
Description: Through a surge of chakra throughout their body, the user would bring forth an autonomous familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 5 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it while gaining it for itself. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, and summonings being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier and deal increased damage. Should the opponent exit Sulpher's zone, they would regain their defenses within two turns. As for the qualities absorbed by Sulpher, they would be applied to the cat, allowing it to utilize them either by itself or transforming into different forms and allowing the user to access them at equal levels of efficiency. For instance, should it absorb a speed/damage boost, it can be used to boost it's own spiritual attack's strength, or transform into an armour/shoes around the user allowing them access to said boost. If a technique's sentience is absorbed for instance, Sulpher can apply it to a future technique of it's choosing by wrapping itself around it, granting it said sentience in addition to it's own qualities. Under the influence of Yin the shapes it can take are numerous and can fit almost all scenarios, with the abilities/boosts themselves following the restrictions of the original technique. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar can be used, nor Yang techniques.

Declined: Well for one, you are gonna have to start putting handseals on your techniques. Secondly, what in the world is the bolded section? That's a hard no. Why does this do 100 damage? Nothing about this technique is particularly offensive and more supplementary. - Daemon
(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50)
Damage: N/A
Description: Through applying Yin energy to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling a active shift per turn of the shadow technique's nature, although it can start in either forms. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied on allies and objets themselves to enable future remote activation, whereas in the case of applicable techniques it can be applied within the same timeframe of their utilization. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 4 turns or until canceled, with a chakra cost per turn of 15 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active.

Declined: Allowing you to choose which state a shadow starts in with this infusion doesn't make much sense. It should always start out in the state it was in. Next, you write this technique as if it was some kind of Fuuin technique that you can put on other entities to be triggered later. From what you write earlier in the technique it's just an active infusion which cannot be just triggered at a later time. This is a Yin technique so 15 chakra per turn ain't cutting it anymore you'll have to increase that. Also, how does this allow your shadow techniques to become a source for other techniques? You kind of just say "Ah because it's yin, its possible". Remember you are dealing with Yin now and you'll have to start writing your techniques with that in mind. Can't just arbitrarily put additional effects on a tech and expect it to work. In Summary: This technique makes your other shadow techs a source, gives them +20 damage, adds active phase changing, can apply it to other entities for remote activation. Can also apply it to yourself for same time frame augmentation. - Daemon


(Inton: Sulphur) - Yin Release: Sulpher
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 90 (20 per turn)
Damage: N/A
Description: Through a surge of chakra throughout their body, followed by 4 hand seals, the user would bring forth an autonomous familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 5 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it while placing a spiritual parasite on them. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, and summonings being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier and deal increased damage. Should the opponent exit Sulpher's zone, they would regain their defenses within three turns. As for the spiritual parasite, it would latch onto the target's and cause future Yang based techniques to cost double the chakra amount, lasting for 4 turns. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar be used, nor Yang techniques.

Declined: How does the nullification happen? What causes Yang to just stop working under the effect of Sulpher? How do summons get stopped by this? Also reduce the range on this to like 3 meters. And how are you gonna up the time they take to regain their defenses. Come on man. - Daemon
 
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Punk Hazard

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(Hao: Sora no Haka) - Supreme King: Empty Tomb
Type: Offensive | Defensive| Supplementary
Rank: S
Range: Short-Mid
Chakra: 150
Damage: 120
Description: This technique is derived to fundamentally oppose the Creation of All Things technique. The character utilizes their skill in Yin-Yang Release to alter the nature of their chakra, turning it into a force of pure destruction. This force is capable of being projected outwards from the character's body or through held objects, such as weapons; highly malleable in essence, the user can release the force as widespread waves or focused bursts for precise targeting. Masters of Yin-Yang Release can harness control so finely tuned, they can select which targets are susceptible to clashing with the force of the Supreme King: Empty Tomb technique. Targets that are physically struck and overpowered by the force become subject to the underlying effects of the technique; this technique is capable of causing whatever is struck to be destroyed from the inside out, as the interaction of Yin and Yang within the technique can alter affected targets to unravel completely into the most miniscule of pieces.

Masters of Yin-Yang Release can infuse the force within other techniques; when utilized in this manner, the technique can be implemented within the same timeframe as others, and grants them the destructive properties of the Empty Tomb as well as a +30 boost in power. This, of course, can only be implemented into techniques with actual physical form. Supreme King: Empty Tomb still requires the same amount of chakra as the normal variation, but can only empower infused techniques by +10 in interactions based on volume of chakra.

This technique can only be utilized four times per battle, requiring a two turn cooldown between usage. These restrictions apply for either variation. When utilized, no other Yin-Yang based techniques can be activated in the same turn.

Declined. Discussed with the other moderators. We're not allowing 'toolbox' Yin, Yang, or Yin-Yang techniques. That said, you can have them take a specified form in a single custom. Like a ball, sword, knife, etc. The other issue here is that this has an egregious chakra cost. I mean to the point where nothing could seal this with the exception of the Preta Path and maybe one or two other skills in the RP.

(Seiryu) - Azure Dragon
Type: Supplementary
Rank: S
Range: N/A
Chakra: 100(-60 chakra per turn)
Damage: N/A
Description: This technique was inspired by the Snake Contract variation of Sage Mode. The user will combine their Six Paths' Power with Yang Release in order to assume a drastic and gruesome transformation. Due to the presence of Yang Release, the user's new form takes a beastly appearance that greatly resembles a dragon-human hybrid; the user's now skaly skin takes on a deep blue hue that is dotted with a black pattern and a tan-colored underside. Several massive horns jut from their skull, befitting the razor sharp claws adorned to their hands and feet and the rows of fangs that fill their mouth. A powerful tail emerges from the user's lower back that, along with the fangs and claws, can be used to deal devastating physical attacks.

While in this form, the user's physical abilities are profoundly enhanced, courtesy of the blend of Yang-natured chakra and Six Paths' Power. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 70 damage from any physical contact), and his speed (boosted to 4x his normal speed). Once per turn, the user is able to release a beam of Yang-based energy from their mouths, inflicting the same effects as the Yang Release: White Tiger technique(each strike with the beam corresponds to the effects of one strike of the White Tiger). becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).

Note: Can only be used twice per battle and lasts 4 turns per use. When this technique reaches its duration limit, the user becomes incapable of using Taijutsu or Kenjutsu above B-rank for two turns. The user is likewise unable to use Yang or Yin-Yang Related techniques for the same amount of time.

Declined. Discussed with the other moderators to double check; we aren't allowing Six Paths Yang or Yin customs. The field is just too undefined for exactly what it is.
 
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Xylon

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Original Submission: Breath of Shapeshifters> https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-43#post-21163076

-Updating and renaming the technique, reworded the whole description.
-The technique was negatively affected as a result of recent changes and rule updates: Being B rank, severely affected Yoru’s offensive capabilities as well as his ability to dodge techniques (being slower than most techniques now). The technique has been updated as an S rank, reflecting standard S rank power (sacrificing Yin-Yang damage scaling in order to maintain the frequency of use). Movement speed is now properly indicated, it cannot be maintained over several turns.
-Yoru can now use his abilities under this technique, a stupid restriction I added before for no real reason. Everything else is more or less copied verbatim.

Midnight: Winged Dress (Yoru: Hagoromo)
Rank:
S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 50 (upon casting)
Damage: 80 (If the technique is used to attack upon activation, Costs a move per turn later)
Description: Hagoromo represents the perfect symbiosis between Mugetsu and Yoru. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and its creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons and forms. Yoru could stretch, expand and contract at will, as well as harden itself like high-grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long-range weapon such as a bow or even an adequate replacement to perform CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties Yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. While under Hagoromo, Yoru is able to constantly shapeshift to fit Mugetsu’s needs. Yoru is able to maintain his regular functions and abilities. Should the ability require hand seals, Yoru is appropriately able to create a pair of arms extending from Mugetsu’s body to perform the action simultaneously with Mugetsu’s own techniques. Because Yoru is created from a substance of no fixed property and brought to life using Yin & Yang release, Yoru is able to bestow material properties to the physical objects it creates such as the ability to channel chakra through an object or electrical/heat conductivity. Weapons and detached objects created using this technique can be destroyed but doing so does no harm to Yoru himself. Yoru can manipulate the objects he creates over subsequent turns. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide inside Mugetsu’s shadow.
Note: Yoru’s ability to shapeshift into a different weapon or form while attached to Mugetsu is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 20 chakra.
-Non-passive Physical attacks that deal damage and movement skills cost a move per turn.
-If used as a movement technique(such as creating wings to fly away), Hagoromo allows the duo to move at 2x Mugetsu’s base speed (this speed cannot be sustained over other turns).
-While attached to Mugetsu, Yoru lacks a proper body and cannot be affected by direct spiritual attacks such as Genjutsu. In doing so, Yoru also loses his autonomy, being unable to travel landmarks and behave on his own. If Yoru is detached from Mugetsu in a separate form, he behaves like a complete entity and becomes susceptible to such techniques again.

Declined. Adding all this does way too much. You're going to have to make some sacrifices here. Either you can increase the damage, or you can give it speed. Also where are the usage restrictions? It's just infinite?
-Movement skill and Damaging move capped at 4 times per conflict

Midnight: Winged Dress (Yoru: Hagoromo)
Rank:
S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 50 (upon casting)
Damage: 80 (If the technique is used to attack upon activation, Costs a move per turn later)
Description: Hagoromo represents the perfect symbiosis between Mugetsu and Yoru. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and its creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons and forms. Yoru could stretch, expand and contract at will, as well as harden itself like high-grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long-range weapon such as a bow or even an adequate replacement to perform CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties Yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. While under Hagoromo, Yoru is able to constantly shapeshift to fit Mugetsu’s needs. Yoru is able to maintain his regular functions and abilities. Should the ability require hand seals, Yoru is appropriately able to create a pair of arms extending from Mugetsu’s body to perform the action simultaneously with Mugetsu’s own techniques. Because Yoru is created from a substance of no fixed property and brought to life using Yin & Yang release, Yoru is able to bestow material properties to the physical objects it creates such as the ability to channel chakra through an object or electrical/heat conductivity. Weapons and detached objects created using this technique can be destroyed but doing so does no harm to Yoru himself. Yoru can manipulate the objects he creates over subsequent turns. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide inside Mugetsu’s shadow.
Note: Yoru’s ability to shapeshift into a different weapon or form while attached to Mugetsu is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 20 chakra.
-Non-passive Physical attacks that deal damage and movement skills cost a move per turn. Damage dealing moves and/or movement skills could be used a maximum of 4 times per conflict.
-If used as a movement technique(such as creating wings to fly away), Hagoromo allows the duo to move at 2x Mugetsu’s base speed (this speed cannot be sustained over other turns).
-While attached to Mugetsu, Yoru is a half-being without a proper body and cannot be affected by direct spiritual attacks such as Genjutsu. In doing so, Yoru also loses his autonomy, being unable to traverse landmarks and operate on his own. However, If Yoru is detached from Mugetsu in a separate form, he behaves like a complete entity and becomes susceptible to such techniques again.

Approved

-Replacing Fusion swords (Original CJ thread where the weapon was submitted is gone). Hence, they cant be quoted. And im not sure if they could be considered a CW without any abilities.
-Fusions swords would be resubmitted as a technology.

Shinokawa (River of Death)
Rank
: S
Type: Weapon
Range: Short-Long
Chakra cost: N/A
Damage Points: 80 (if the weapon is used to perform a physical attack/costs a move per turn)
Descriptions: Shi no kawa is a blade held by Mugetsu. The weapon was retrieved unknowingly along with Mugetsu when he was brought back from the ‘Golden River’ after losing control of his abilities and erasing himself. Reborn Hayabusa rescued Mugetsu where Reborn witnessed a golden river of infinite creation. From Mugetsu’s perspective, however, He spent an eternity being tortured in a dark river of infinite death. Mugetsu had to cross a river swarmed with snakes every night. After 10,000 cold nights, Mugetsu found a sword stuck in the middle of the river, It’s blade against the river's flow cutting through the currents, and any serpents caught against its edge. The blade is both formless and capable of taking any weapon form Mugetsu requires. It is a manifestation of Mugetsu and his powers as well as the place the weapon was conceived in, as such it is part of Mugetsu’s being. Similarly, Mugetsu does not have to manifest the blade to use its abilities because Mugetsu is the blade.
The blade governs the flow and conversion of energies through Yin-Yang release. Its effects represent the duality between the Golden river and the river of death in the fact that the weapon takes and it gives. The weapon’s first ability is that it tithes on destruction: Being part of the user, the sword empowers any technique they use and siphons energy from the destruction it has caused. This energy has a restorative effect on the user, thus by causing destruction around him the user is able to rejuvenate himself. The sword tithes at 35% efficiency, meaning it gives back a smaller amount relative to the destruction the user causes. For example, If the user destroys or neutralizes an enemy technique through a damage dealing technique of his own. The sword would tithe 35% of the technique's damage, meaning a technique with 80 damage would recover (35% x 80) 28 health for the user. The ability similarly works with defensive or other techniques that include a damage value. This skill is on par with Yang healing and recovers physical or spiritual damage for the user although in very small quantities. It would not recover a lost limb or heal damages the likes of Eight Inner Gates. As such, this ability is not fit to heal grave injuries and for the most part, a Yang technique or Medical Ninjutsu would be far more effective being able to instantly heal much greater amounts using a single technique (And by comparison, the average mode passively heals for at least 20 damage with no other requirement). However, the ability is beneficial because it does so passively in synergy with users' own attacks. This skill activates if the user deals any kind of damage to an enemy technique, object, summon/animal partner/familiar/etc or the enemy themselves. However, should the enemy technique win an interaction, this technique will only heal for the damage it is able to deal. I.e. After a clash between two techniques an enemy technique that originally dealt 80 damage moves towards the user with 60 damage (shaving away 20). The skill would only heal for a meager (35%*20) 7 health.
If the user is completely healthy (at full health). All healing past the cap is transformed into an energy that begins to spill and radiate around the user forming a visible black aura. This energy is measured as Jin, derived from the practice of Neijing (Harnessing force/power from life force/Ki/Qi). The more Jin the user gains, the denser this aura gets. This is the secondary ability of this weapon. The aura primarily has a defensive effect, acting as an intermediary between an enemy attack (or the user's own recoil) and the user, shaving away damage of equal value. I.e. If the user has an aura worth 24 Jin, he will take 24 less damage upon incursion. Should the user wish, he could transfer this aura onto a technique. The downside of this ability is that it is only active when the user is fully healthy.
Note: The maximum capacity for Jin is 50% of users max health. I.e. A Jonin-ranked individual could hold a total of 80 Jin.
-All skills passively activate only when requirements are met as stated in the technique.

Permission gained from Drackos over discord for spiritual healing.

Declined. I thought a lot about this. What this essentially becomes is passive healing available for a biography, like Wood Healing. At level 1 Wood Healing gives the user 30hp/turn. That's restricted to Madara, Hashirama, and basic Wood Release biographies like Yamato. So my threshold this first run through is 30HP. In my head that's the key number. So while an S-Rank seems tame, a lot of techniques can exceed that 80 damage number pretty easily. Be it through active boosts or the sheer damage that some Yin-Yang or Tier 5+ abilities can. So that 28 HP you listed can be easily exceeded to the point where someone could theoretically heal for 50 or 60 damage even in one go. Now you're hitting levels achieved by medical techniques used separate of damage, or even Sage Mode healing. So we're going to tune that. Here's what I want you to do. We're going to lower the percentage to 25%. But we're also going to cap that to no more than 50 healing in a single instance.

Here's my conceptual problem with this. You're tithing destruction. That's a cool concept. But for a lack of better terms, think of this as like the law of conservation of energy. So if you're tithing energy from the technique wouldn't that logically make it weaker? Where does the healing come from?

So now last two issues. What fields can this be used with? It seems that any technique that inflicts damage works. But let's talk two specific examples: Genjutsu & Shinra Tensei. Does this work with spiritual damage? I imagine it does, and I'm fine with that. I just want to clarify on that end. But here's the other problem - techniques like Shinra Tensei. The damage from Shinra Tensei comes from the scale of the technique, not the input made by the user. The chakra put into Shinra Tensei is literally just for initiating the technique at a specific scale. Would this tithe from that damage? Because logically I can't understand how that would work since gravity doesn't really have anything to do with chakra or Yin-Yang.

Also this bit - "Should the user wish, he could transfer this aura onto a technique" has got to go. I don't know how that would work, but it's got to go. It seems to imply that you could technically lump on 100 extra healing to a technique? How would that work? Would it be extra damage? Durability? I think the easiest way would be just to remove this. Because I can't see how this would work without being either useless or just disgustingly overpowered.
-Healing ration reduced to 25%, maximum healing capped at 50 per turn
-Weapon now properly highlights interactions with damage-dealing genjutsu
-Removed the ability the transfer aura to another technique
-Added chakra cost to the technique, feel free to adjust the number if insufficient.

Shinokawa (River of Death)
Rank:
S
Type: Weapon
Range: Short-Long
Chakra cost: 20/turn this weapon is used (Not counting towards any damage boosts or chakra expenditure caps)
Damage Points: 80 (if the weapon is used to perform a physical attack/costs a move per turn)
Descriptions: Shi no kawa is a blade held by Mugetsu. The weapon was retrieved unknowingly along with Mugetsu when he was brought back from the ‘Golden River’ after losing control of his abilities and erasing himself. Reborn Hayabusa rescued Mugetsu where Reborn witnessed a golden river of infinite creation. From Mugetsu’s perspective, however, He spent an eternity being tortured in a dark river of infinite death. Mugetsu had to cross a river swarmed with snakes every night. After 10,000 cold nights, Mugetsu found a sword stuck in the middle of the river, Its blade against the river's flow cutting through the currents, and any serpents caught against its edge. The blade is both formless and capable of taking any weapon form Mugetsu requires. It is a manifestation of Mugetsu and his powers as well as the place the weapon was conceived in, as such it is part of Mugetsu’s being. Similarly, Mugetsu does not have to manifest the blade to use its abilities because Mugetsu is the blade.
The blade governs the flow and conversion of energies through Yin-Yang release. Its effects represent the duality between the Golden river and the river of death in the fact that the weapon takes and it gives. The weapon’s first ability is that it tithes on destruction: Being part of the user, the sword empowers any technique they use and siphons energy from the destruction it has caused. This energy has a restorative effect on the user, thus by causing destruction around him the user is able to rejuvenate himself. The sword tithes at 25% efficiency, meaning it gives back a smaller amount relative to the destruction the user causes. For example, If the user destroys or neutralizes an enemy technique through a damage-dealing technique of his own. The sword would tithe 25% of the technique's damage, meaning a technique with 80 damage would recover (25% x 80) 20 health for the user. The ability similarly works with defensive or other techniques that include a damage value. Similarly, In the case of Genjutsu or spiritual attacks that deal damage, the sword only tithes damage should the technique actually do some damage(i.e. If any enemy breaks out of a damage-dealing genjutsu before reaching the part of technique where they take damage, no destruction would tithe). This skill is on par with Yang healing and recovers physical or spiritual damage for the user although in very small quantities. It would not recover a lost limb or heal damages the likes of Eight Inner Gates. As such, this ability is not fit to heal grave injuries and for the most part, a Yang technique or Medical Ninjutsu would be far more effective being able to instantly heal much greater amounts using a single technique (And by comparison, the average mode passively heals for at least 20 damage with no other requirement). However, the ability is beneficial because it does so passively in synergy with users' own attacks. This skill activates if the user deals any kind of damage to an enemy technique, object, summon/animal partner/familiar/etc or the enemy themselves. However, should the enemy technique win an interaction, this technique will only heal for the damage it is able to deal. I.e. After a clash between two techniques an enemy technique that originally dealt 80 damage moves towards the user with 60 damage (shaving away 20). The skill would only heal for a meager (25%*20) 5 health.
If the user is completely healthy (at full health). All healing past the cap is transformed into an energy that begins to spill and radiate around the user forming a visible black aura. This energy is measured as Jin, derived from the practice of Neijing (Harnessing force/power from life force/Ki/Qi). The more Jin the user gains, the denser this aura gets. This is the secondary ability of this weapon. The aura primarily has a defensive effect, acting as an intermediary between an enemy attack (or the user's own recoil) and the user, shaving away damage of equal value. I.e. If the user has an aura worth 24 Jin, he will take 24 less damage upon incursion. The downside of this ability is that it is only active when the user is fully healthy.

Note: The maximum capacity for Jin is 25% of users max health. I.e. A Jonin-ranked individual could hold a total of 40 Jin.
-All skills passively activate only when requirements are met as stated in the technique.
-The user could heal for a maximum of 50/turn using this weapon’s healing skill.

Permission gained from Drackos over discord for spiritual healing.

Approved. Edits made. Will observe for any issues that might come up with how its used or future techniques related to it.
 
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