Custom Jutsu Submission - IV

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Lili-Chwan

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( Fuuinjutsu: Furui no Manmosu ) Sealing Technique: The Tusk of the Lost Mammoth

Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 ( +20 per turn )
Damage Points: N/A
Description: Mammoth is an ancient sealing technique that combines Elemental Ninjutsu with Fuuinjutsu. The user creates a ball of chakra the size of a pea, with the kanji for "Primal" inscribed in it's surface. The user is then able to feed their own elemental chakra onto the pea, which will then grow and collapse at a rapid rate, becoming darker and darker. The user is required to maintain contact with the collapsing ball for a whole turn, as one embues the elemental chakra. After a turn passed, the user is capable of passively manipulate Mammoth with shape manipulation to turn into any generic weapon of the user's choice, normally a Shakujo, which can then be used to perform Bukijutsu and any fitting Weapon CFS, passively acquiring an elemental edge of +20 damage and rank boost to their technique. The user is capable of performing one freestyle action with the weapon itself, be it a slash, or a parry, or launching an elemental crescent or blast of chakra, with the power of an S rank ( 80 damage ) per turn, counting towards the jutsu slot per turn. This attack will always follow the main release of the elemental nature, and entails generic and simple attacks like blasts, crescents, slices, parries, cuts, strikes, etc.

In the turn that Mammoth is charging, the user is unable to perform any other technique, though one is capable of manipulating or sustaiting techniques that were previously activated. The technique lasts until deactivated or the user runs out of chakra. This technique can only be used 3 times per battle, requiring a cooldown of 3 turns between usages.

Yin Release or Sealing Specialists are capable of spending 2 extra turns embuing the "Primal" seal with a second elemental nature. The same restrictions apply, where the user is unable to perform any other technique for 3 turns, though one can manipulate and sustain previously activated jutsu. This additional infusion wiil, in turn, create a Mammoth Weapon capable of giving a double elemental boost of +40, while also increasing the cost of the technique to 40 chakra throughout the 3 turns one is charging and 40 chakra to maintain. Freestyle techniques will now be considered an empowered S rank ( 100 damage ). The Advanced Mammoth technique can only be used once per battle and lasts 4 turns.

-Declined- honestly this is really generic it's not much different than the flounder fish 7sm sword except you are going for double elements and multiple weapon types to use with CFS, the double elements feels like a weird addition and since it doesn't mention being just the base five elements this could be really problematic.
 
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Alyx

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(Ikusa Otome Ittō-Ryū: Ryūsenka ) Warrior Maiden One Sword Style: Dragon Flash
Rank: S
Type: Defensive, Offensive
Range: Short - Mid
Chakra Cost: 70
Damage Points: N/A
Description: Ryūsenka is a unique technique created for the Ikusa Otome Ittō-ryū. Through a combination of Kenjutsu & Yin Release; a new breed of techniques where designed by Mirabelle Nariyuki. Ryūsenka is designed as a unique parry and deflect; as the user infuses amp amount of Yin Energy into their blade. Immediately upon contact with opposing techniques – the blade will forcible apply an application of Yin Release: Change into Heaven. This forces the opposing technique to first have it’s literal physical weight decreased to zero in order to make it essentially weightless and stop its momentum, while also converting the technique into the user’s own control, siphoning the foreign chakra out and converting with their own while deceptively keeping the technique looking the exact same. The user will then “deflect” the technique back towards the opponent; as it travels back in their general direction. Once released back, the technique will regain it’s original momentum and weight etc as it’s released as well. In cases of where the opposing technique lacks weight i.e energy-based techniques, the blade will simply condense the technique into a single orb and then release it afterwards as its original. This can be performed in two ways, through directly slashing the blade against the opposing technique (commonly used against small scale techniques) or by making an elongated chakra blade capable of reaching up to mid-range (commonly used for wide range techniques). The deflected technique carries its original base damage (any boosts applied is lost in the conversion); while Ryūsenka can be used against techniques up to 70 chakra. This can only be used twice per battle, with a cool down of three turns. No other Yin Release Techniques above A rank can be used in the same nor next turn. Can be utilized by a Ronin with Yin Release.
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Declined: Controlling mass/weight is more within the realm of Earth Release, so there's clashes with existing customs that are centered on weight manipulation with the inclusion of Yin Release. The application on energy-based techniques is just shape manipulation, so I don't know where the Yin comes into play there.

(Ikusa Otome Ittō-Ryū: Jakōsen ) Warrior Maiden One Sword Style: Snake Bite
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 50
Damage Points: 100
Description: Jakōsen is a unique technique created for the Ikusa Otome Ittō-ryū. Through a combination of Kenjutsu & Yang Release; a new breed of techniques where designed by Mirabelle Nariyuki. Jakōsen is one of the more offensive techniques designed for the style - utilizing lightning release (or an AE/CE primarily composed of lightning release) and Yang energy. Through energizing the user's sword with the two chakra natures, they will quickly dash towards the opponent, moving thrice their base speed moving from different points and angles, allowing to strike from different directions. They would slash the opponent each time; in which causes massive electrical damage towards them though the final slash will cause a powerful AoE burst of electricity to occur afterwards. In terms of Yang Energy, it serves to increase the user's natural speed and striking power, while also making them immune to the final explosion. This technique can be used thrice per battle, with a cool down of two turns. No Yang Release above A Rank can be utilized within the same nor next turn. Due to the sheer speed the user moves at, it leaves behind lightning afterimages of the user after leaving another point; reflecting their previous posture prior to moving again.
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Declined: You're infusing energy into your sword, which lets you move at 3x your base speed? It's very generic too, which makes it difficult to approve without any unique characteristics.
 
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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: 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?

(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 pounce on them carefully as to not cause harm. 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. The animals would all lay down on the enemy or hold them down in place until what appears to be their leader appears. Upon being in the gen for two turns, they would suffer mental dmg on the second turn as the leader and the animals inflict a fatal blow. Which leads to the release of the genjutsu unfortunately. This Genjutsu can be cast on a maximum of three targets per usage, and weakening per additional target.

Notes:

-This genjutsu can only be used x3 per fight with a 2 turn cool down.

Approved: with edits

[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 (May be used on regular genjutsu, but never MS genjutsus). 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. This technique may only be used on abilities which restrict or harm the user through a spiritual tether or through affecting their chakra network directly (Ex: Hungry Ghost). Techniques which would require using surges of Yin, Yang Release/NE to break. It cannot purge the user of things that affect the user genetically such as Amino-Geis.

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 concept doesn't really have a good base, like it seals curses, then basically uno reverses them and that also causes 80 damage? It's doing too much and is really broad in the scope of what it can do, I don't think it could be approved without going back to the drawing board on a lot of the ideas.


(Inton: Bouei sona Hayashi) - Yin Release: Protection of the Forest
Type: Defensive | Supplementary
Rank: S
Range: Self
Chakra: 60
Damage: N/A
Description: After performing 3 handseals, the user will manipulate their spiritual energy in a way that an aura of purple energy in appearance seeps out their body and takes shape of an animal of their choosing with various effects. The spiritual ethereal beast grows about 2meters taller and wider than the user himself and completely engulfs him, while lifting him off the ground. Having the user basically in the middle region of the beast. The creature is transparent, making it possible for the user to see outside and vice versa.

Gorilla: Upon the user utilizing his spiritual energy to take on this animal, the user will be granted several abilities. Such as a 2x to their running speed and being capable of leaping to great heights. With the mock 'strength' the user is capable of breaking free from elemental binds of A rank and below (such as swamp of the underworld by simply jumping) once every 2 turns.

Hawk: Upon the user utilizing his spiritual energy to take on this animal, the user will be granted several abilities. Such as flight at 2x the user's running speed. Once every 2 turns the user may use a boosted flight evasion ability to move 4x speed in a linear path to evade a technique of logical size.

Notes:
-Each form last for a total of 4 turns with a 2 turn cool down period.
-May only be used thrice per fight.
-If used by Ronin, doesn't require handseals. Simply needs to focus through his weapons (such as gif below)
-Upon utilizing, the user's chakra flow and spiritual energy will be momentary tampered with. Breaking them free of any S rank and below mental/spiritual techniques not Yin/MS level.

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Wasn't check, but resubmitting to change it up entirely.

(Inton: Bouei sona Hayashi) - Yin Release: Protection of the Forest
Type: Defensive | Supplementary
Rank: S
Range: Self
Chakra: 60
Damage: N/A
Description: After performing 3 handseals, the user will surge their body with a flow of chakra to manipulate their spiritual energy. This can be used to break the user free from genjutsu up to it's rank or dispel techniques which would require using surges of Yin, Yang Release/NE to break. After performing the handseals an aura of what appears to be purple flame like energy can be seen around the user (similar to Raikage's lightning armor). The purpose of this spiritual energy manipulation is simple, to break the user free from negative techniques while also giving him the ability to manipulate his spiritual energy into the shape of an animal for defensive/supp purposes only. Such as using it to form a bird around him for flight purposes, or a turtle for defensive purposes. This works as one of the user's best defense due to the yin energy present. Which makes it neutral to nearly all forms of attacks (Elemental or not) and strong to raw chakra. Being able to shave off -60dmg per clash, surviving a standard S rank attack easily. Once used for supplementary purposes, it may only give a singular flight/running boost of x3 that lasts until the creation is destroyed or relinquish.


Notes:
-Each form last for a total of 2 turns with a 2 turn cool down period.
-May only be used thrice per fight.
-If used by Ronin, doesn't require handseals. Simply needs to focus through his weapons (such as gif below)
-Upon utilizing, the user's chakra flow and spiritual energy will be momentary tampered with. Breaking them free of any S rank and below mental/spiritual techniques not Yin/MS level.

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-Declined- Much like the other technique this is just really broad, you can turn your spiritual? Energy in to a physical? Defense but it also breaks spiritual techniques, that's a little scuffed already but then the numbers? 60 damage shaving and x3 speed? That's higher than yang release boost wise. This really is just a yang boost masquerading as a yin genjutsu kai.
 
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Zatanna

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Fuinjutsu: XII: Tsurusareta Otoko - Sealing Arts: XII: Hanged Man
Type: Supplementary/Offensive/Defensive
Rank: S
Range: N/A
Chakra: 70
Damage: N/A (dependent on technique sealed)
Description:
Chakra signtures have been able to act independently, reacting to what events have happened to the particular technique used, examples include the Messenger Scroll technique (writing a message on a scroll which then replicates a message), items such as Naruto's chakra within a replicated arm for Kawaki, additionally the ability for Deidara to activate/detonate his chakra clay creations at range at will. This technique focuses on replicating a seal at range using advanced Fuuinjutsu due to the size and complexity of the seal used. When a sealing technique is used, an additional 10 chakra is used to convert the ordinary seal with extra sealing script, giving it a sending or receiving action. This action is then replicated upon an additional Sealing script, linking the two seals together. The user can then perform a sealing or unsealing technique on one script, which is replicated upon the other script. An example would be the user sealing a tool within script A, giving secondary linked seal B to another then unsealing at A, to unseal at seal B.
Notes:
-Can only be used 4 times per battle
-Requires Adv Fuuin
-Maximum of 4 seals can be linked together at 1 time
-This technique doesn't replicate the sealing actions through both seals, it simply links what ever technique/action is sealed which can then be used across multiple seals.

-Declined- these type of fuuins haven't been allowed since the fuuin race ended and that isn't changing tbh, DNR.

XI: Chikara - XI: Strength
Type: Offensive/Defensive
Rank: A-S
Range: Short - Long
Chakra: 30-40
Damage: 60-80
Description:
A combination of Wind Natured chakra, chakra shape manipulation and taijutsu, this technique allows the user to launch wind projectiles by creating balls of wind chakra then using strength to launch them. Effectively using a system similar to a bullet with a shell casing and projectile, the user creates a 'bullet' of wind chakra infront of them, then encasing it in a solid form of chakra. This allows the user to the punch/kick the shell to launch the projectiles towards a target. Depending on the strength of the casing the user can either launch it up to mid range or long range. Should the user choose, they can create multiple projectiles in one instance, however they will share the technique splitting rule (S rank split into 2 shots will be 2 A ranks).
Notes:
-S Rank can only be used 3 times
-A rank can only reach up to mid range, S rank can reach Long Range.
-For every 10 additional damage above the techniques threshold, the technique travels 1 base speed faster

-Declined- This is just a basic wind release technique, with the exception of the insane uncapped boost you tried to slide in there, don't try that again.
 
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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, 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.
( 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 or even Yamanaka techniques and genjutsu. However it will only work on spiritual based tethers.
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.


( 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 two 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. For users that have learned kinjutsu this duration is increased to five turns by default.
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.


( 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. While the seal comes premade, the user must make a unique handseal and expend a move slot to activate the seal.
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.

All Approved
 
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(Zen Shūchū Jōchū) - Total Concentration Breathing: Constant
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A
Damage: N/A
Description: A practice of Martial Arts where a combatant forces complete control of their breathing, in order to increase their physical and mental capabilities; Total Concentration Breathing: Constant is the practice of doing so constantly, even while sleeping, to train one's body and mind at all times. The benefits from doing so make practitioners more fearsome opponents, granting them a handful of benefits: the practitioner increases the level of their Speed Resistance within Short Range by 1; their base speed increases by 1, their base tracking speed increases by 1; and when the practitioner takes damage, either by getting hit, taking recoil damage, or taking fatigue effects (Torso, Spiritual, etc), they can delay the damage and its effects entirely by one turn.
Note: This technique is passive, and is considered always active.

Declined, techniques like this cannot be approved for a few reasons. The entire concept of this, control over the user's breathing (albeit taken further) has already been done via Seven Heavenly Breaths. Allowing you to utilize this same concept in different physical boosts crosses into it's territory. Secondly, Specialties cannot be augmented/increased via customs - definitely not any of the Resistance ones. Thirdly, even if this were allowed, this is far too many perks to be obtained passively or actively at all times with no cost or drawback potential. This is all S rank boosts and no drawbacks at all. Lastly, though more minor, the mitigation of spiritual or physical fatigue effects and damage has been made by me already.

(Yawarakai-Te Masamune) Tender Hands Masamune
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A beautiful katana forged by the master swordsmith, Masamune. The blade has a suguha style hamon with brilliant, light colored steel, polished to a mirror finish; the handle wrappings are white, surrounding a wooden handle of mahogany, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in serenity by swordsmith who had achieved Zen, Yawkarakai-Te is flushed with natural energy, augmenting natural energy, and Dokkōdō techniques for those who can use them.

(Sekai) World - Yawarakai-Te's harmony with natural energy allows Dokkodo techniques to be cast with 10 less chakra than listed (including upkeep costs, where relevant), but act as if they were cast with 10 chakra more than listed, interact with opposing techniques as if they were cast with 10 less chakra, and allows a Dokkodo technique to extend its corrosive effects to work on both damage and chakra, whichever is more beneficial to the technique used through the blade.

(Seichō) Growth - Yawarakai-Te expands the Damage Resistance reduction of Dokkodo by accelerating the flow of natural energy into the target. It allows Damage Resistance to fall below zero; for example, if one was struck by a Dokkodo technique that would lower their Damage Resistance by 10 when their current Damage Resistance was zero, they would have a total Damage resistance of negative 10. Following this, whenever that individual took damage, whether by recoil damage, taking a hit, or any other source, the damage would increase by 10, due to their negative damage resistance. This Damage Resistance expansion extends to opposing techniques and equipment as well, allowing Damage Resistance reductions to be afflicted by the wielder's own techniques - this can be exceptionally useful against large, sustained techniques. Due to the nature of this disruption, when used against techniques, an additional Damage Resistance reduction of 20 is applied to the technique per boost the technique is receiving.

(Shizukesa) Tranquility - Yawarakai-Te is heavily attuned to natural energies, and passively draws natural energy into itself. While not to the level of those who practice Senjutsu, this offers a variety of effects to the blade: much like Frog Kata, an invisible shroud of natural energy envelops Kenjutsu techniques performed by the sword, extending their range by one level, though the wielder can control this field to prevent striking allies when needed. Additionally, Kenjutsu and related field techniques can become imbued with these energies when performed through Yawarakai-Te, allowing them to take on the benefits of Dokkodo techniques and any affects that modify Dokkodo techniques, even if they are not of that field - like with most Senkenjutsu techniques they can choose to posses either the petrification effect that petrifies the target three turns after being hit (the same mechanic as Dokkodo and affected by relevant modifications) or a corrosive effect that allows opposing techniques to be shattered and dispelled if overpowered.

Note: Yawaraki-Te has 100 HP, and an innate damage resistance of 40; the sword does not take damage, however, unless explicitly targeted.
Note: Yawarakai-Te's abilities that affect Dokkodo techniques only function if its wielder is capable of using said field. Additionally, the affects granted by the blade only function on techniques used through the blade, and not just by being on the wielder's person.

(Juuchi Yosamu Muramasa) Ten-thousand Cold Nights Muramasa
Rank: N/A
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An exquisite katana forged by the master swordsmith, Muramasa. The blade has a midare style hamon with dark, black colored steel, polished to an inky finish; the handle wrappings are black, surrounding a wooden handle of white oak, with the tsuba of the sword depicting a complex pinwheel like pattern. Forged with the purest of materials in feverish dedication by swordsmith who strove to forge a sword capable of cutting god, Juuchi Yosamu is highly attuned to the soul, and augments Ronin Spiritual Kenjutsu techniques for those who can use them.

(Shikei) Dedication - Juuchi Yosamu's attunement to the spirit allows Spiritual Kenjutsu techniques to be cast with 10 less chakra than listed (including upkeep costs, where relevant), but act as if they were cast with 10 chakra more than listed, and interact with opposing techniques as if they had 10 less chakra than listed; this allows Spiritual Kenjutsu techniques to interact with opposing techniques via damage or chakra, whichever is more beneficial to the technique used through the blade.

(Shigeki) Stimulation - Juuchi Yosamu's highly spirit sensative blade, crafted in such a manner that it sought to cut god, augments the cutting power of Spiritual Kenjutsu techniques such that when they interact with opposing techniques they ignore any boosts to chakra, damage, or rank that is affecting that technique, and thus interact with it in its purest form.

(Teitai) Stagnation - Juuchi Yosamu's spirit seeped blade has a heavy presence in the spirit world, and thus wounds inflicted by the blade cause the inability to use certain body parts granted by Spiritual Kenjutsu to grant an additional turn of the effect per stack. Additionally, Kenjutsu and related field techniques can become imbued with these energies when performed through Juuchi Yosamu, allowing them to take on the benefits of Spiritual Kenjutsu techniques and any affects that modify Spiritual Kenjutsu techniques, even if they are not of that field.

Note: Juuchi Yosamu has 100 HP, and an innate damage resistance of 40; the sword does not take damage, however, unless explicitly targeted.
Note: Juuchi Yosamu's abilities that affect Spiritual Kenjutsu techniques only function if its wielder is capable of using said field. Additionally, the affects granted by the blade only function on techniques used through the blade, and not just by being on the wielder's person. However, due to the nature of many Spiritual Kenjutsu effects forming a construct or spiritual blade of their own, they are augmented by the powers of Juuchi Yosamu as long as they are "cast through the hand holding the blade," meaning techniques like (Fudōchi Shinmyōroku: Taiaki ) – The Unfettered Mind: Annals of the Sword Taia and (Seishin Iaidō ) – Art of the Spiritual Quick Draw still benefit.

Both Declined, the main problem here before we even get to the abilities is the fact each has far too many abilities in a weapon. The first paragraphs of each contain what can be seen as 3 different abilities alone. Using techs through it with 10 less chakra, they act as if they had 10 more chakra than listed which creates an effective 20 chakra difference while also interacting with techs as if they had 10 less chakra, which creates an effective 30 chakra difference based on the wording of Yosamu while the other blade has the ability to extend Dokkodo through it. Any combination of those chakra abilities in one custom is a hard no and the overall amount of perks/abilities would mean nothing else is allowed on it even if it were possible.

Growth on the first blade is also a no; negative damage resistance will not be approved as damage resistance itself can already be problematic and this only worsens that. Tranquility has like 3 abilities itself that Im seeing + a damage resistance, which would also count as an ability. In all, this is roughly 7-8 abilities in one weapon. No weapon is being approved today with more than 3 abilities and even then, 3 may be pushing it depending on the abilities themselves.

As for the rest of the second weapon, you have similar issues. Stimulation makes little sense in regards to Spiritual Kenjutsu nor does it have anything concrete ability wise to support it; as it stands, it's just being able to ignore boosts because you will it to. The references to the spirit world in Stagnation need to go because those mean a very specific thing in the context of the RP, namely the Wraith CC abilities, and as such normal ninja cannot make free mention to this world even if they have access to different spiritual abilities. In addition to this, the ability to infuse all kenjutsu techs with Ronin Ken effects that extend the duration of this will need to come with it's own drawbacks as this will not be something applied freely given that a single strike or contact would disable usage for 2 entire turns minimum.

Tl;Dr these weapons contain far too many abilities and sub abilities that all are either broken, problematic or too meta shifting in their reach to allow to exist in these CW.
 
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Ańbu Juniør

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(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type:
Supplementary
Rank: S
Range: Short
Chakra: 100 (-20 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 100 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique such as Genjutsu, Yin release, Spiritual techniques, Yamanaka techniques, or physical attacks. Upon activation it floods the user’s body with the previously stored chakra, purging the invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual Techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually then this technique will not be able to resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release or other Spiritual techniques in the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for two turns.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used twice per battle, with the seal’s activation counts as a move.

Declined: Lot of problems with this one. To start, the activation conditions for this technique are unclear. First it's just being knocked unconscious period, which implicitly includes spiritual techniques, but then you say that being KO'd by a spiritual technique prevents this technique from triggering. Second, you become immune to all spiritual techniques for, idk, forever? You don't state how much health you recover, so I suppose it's just a full restore bar damage from spiritual techniques. Being limited to A-Ranks for two turns is this technique's only real restriction, and having a second wind twice per battle is too much.

(Yōton: Kokū no Zantō - Shinsei) Yang Release: Remnants of the Void - Nova
Type:
Supplementary
Rank: A
Range: Short
Chakra: 80 (-20 per turn)
Damage: N/A (+30)
Description: Derived from the Power of The Sun technique, Nova is a supplementary technique created by Kōtetsu Inuzuka in order to empower the physical abilities of his ninken. Through direct physical contact, he reinforces their bodies with Yang chakra that surges throughout them, resulting in an increase in their strength, speed, and granting them resistance to physical damage. The physical strength boost they gain equates to an addition of +30 to their physical attacks, their base speed increases by x3, and they become able to reduce 40 damage from incoming attacks. Unlike with Power of The Sun, the ninken aren’t granted passive healing from this technique, and their inexperience with handling Yang natured chakra results in their base speed being reduced by -4 and a damage reduction of -20 from their physical attacks for two turns when this technique ends.

Notes:
- This technique can be used twice per Ninken.
- This technique lasts for four turns and requires a two-turn cooldown.

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Declined: Just a couple things to sort out. First is that this technique will only be usable once per Ninken. Secondly, you won't be able to merge with your Ninken while they're enhanced by this technique, though they can still merge with each other.

(Iryō Suiton: Vu~arukirī no Yuri Kago) Medical Water Style: Valkyrie's Cradle
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 60 (-20 per turn)
Damage: N/A
Description: A combination of Water Release and Medical Ninjutsu, Valkyrie's Cradle combines the former’s ability as a medium to transmit medical chakra to create a healing solution. By performing four handseals the user releases vast quantities of medical chakra-infused water that can reach up to mid-range in any direction of their choosing. Reaching up to ankle length, this pool of water is able to accelerate the body’s healing of any within its confines by having medical chakra seep into the body. While it can’t heal above the maximum health capacity, this technique can heal up to 40 physical damage per turn. Once contact is lost with the water whether due to an enemy technique or simply stepping out of it, then the healing will stop. As an alternative release method, the user can focus this technique onto a singular target by encasing them in a cocoon-like shape of water, covering all but the target’s nose and mouth. Due to the precise chakra control of Medical Ninja, the water used for this technique is pure, without impurities or salt content, making it nonconductive. This acts as a defense against incoming heat or electricity-based elements as the water molecules dissipate the energy of attacks of equal strength, requiring it to be overpowered to be destroyed.

Notes:
- This technique can last for up to three turns and can only be used twice per battle, requiring a three-turn cool down between each use.
- This technique requires a mastery of Medical Ninjutsu and Water Release to use.

-Approved-
Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22071153

(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type:
Supplementary
Rank: S
Range: Short
Chakra: 70 (-15 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 70 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging the invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual Techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage

Approved: made some edits

(Yōton: Kokū no Zantō - Shinsei) Yang Release: Remnants of the Void - Nova
Type:
Supplementary
Rank: A
Range: Short
Chakra: 70 (-20 per turn)
Damage: N/A (+30)
Description: Derived from the Power of The Sun technique, Nova is a supplementary technique created by Kōtetsu Inuzuka in order to empower the physical abilities of his ninken. Through direct physical contact, he reinforces their bodies with Yang energy that surges throughout them, resulting in an increase in their strength, speed, and granting them resistance to physical damage. The physical strength boost they gain equates to an addition of +30 to their physical attacks, their base speed increases by x3, and they become able to reduce 40 damage from incoming attacks. Unlike with Power of The Sun, the ninken aren’t granted passive healing from this technique, and their inexperience with handling Yang energy results in their base speed being reduced by -3 and a damage reduction of -20 from their physical attacks for two turns when this technique ends. Additionally, while under the effects of Nova, Ninken will be incapable of merging with their Inuzuka partner.

Notes:
- This technique can be used once per Ninken.
- This technique lasts for four turns.

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Approved

Updating: [X]
-Attempting to remove the "(In the case of the user's biography, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)" restriction as it's bonkers and serves as a needless disadvantage in BA fights.

Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Type:
Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)

Update Approved - Daemon

(Fuuinjutsu: Zekkai) Sealing Arts: Absolute boundary
Type:
Offensive/Defensive
Rank: S
Range: Short
Chakra: 70 (-15 per turn)
Damage: 80
Description: The user performs three handseals and erects from their body a powerful spherical barrier that surrounds their immediate vicinity (two meters in diameter) and moves with them. Though it varies depending on the user, this barrier tends to have the standard appearance of a dark, flame-like aura and has considerable offensive and defensive capabilities. As a means of both attack and defense, this barrier possesses the ability to destroy techniques it comes into contact with by absorbing the properties of the technique and unraveling the chakra that composes the jutsu, this will empower the barrier with the properties of the absorbed technique while remaining neutral similarly to empowered raw chakra. The properties of techniques refer to their auxiliary effects that cause harm, for example absorbing fire would cause the barrier to become heated causing burn damage while absorbing wind would sharpen the barrier causing cutting damage, water and earth would both be concussive while lightning would be sharp. Provided the barrier isn't overwhelmed or overpowered it will refresh each turn being able to absorb 70 chakra once more, however, the refreshing of the barrier will limit the user to making two moves in that turn, though this is not required unless the barrier has been used in the turn prior to absorbing. Absorbing elements from the base five will not require a refresh the following turn, with the simplicity of unraveling them allowing the user to refresh the barrier with the absorbed chakra.

Notes:
- This technique lasts for up to three turns.
- No Fuuinjutsu above A-Rank can be used in the same turn or next.
- This technique can be used twice per battle and requires a three turn cooldown after it expires.

Declined: The refreshing part is what sticks out the most to me here. A 70 chakra threshold for absorption makes this almost impregnable, and it can absorb techniques every turn so long as their chakra doesn't surpass this very generous upper limit. In my view, this technique shouldn't be able to refresh itself to absorb more techniques until its currently active empowered barrier is broken through, at which point it revolves around damage, and it'll follow the S&W of whatever element or other field it's infused with.
Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22056976
- Changed the name of the technique
- Removed refresh portion and ability to absorb techs every turn
- Added S/W of the absorbed techniques

(Fuuinjutsu: Ōkui-Sha) Sealing Art: The Great Devourer
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: The user performs four handseals and erects from their body a powerful barrier that coats the body. Though it varies depending on the user, this barrier tends to have the standard appearance of a dark, flame-like aura and has considerable offensive and defensive capabilities. As a means of both attack and defense, this barrier possesses the ability to destroy techniques it comes into contact with by absorbing the properties of the technique and unraveling the chakra that composes the jutsu, this will empower the barrier with the properties of the absorbed technique and allow it to take on the damage value of the absorbed technique. The properties of techniques refer to their auxiliary effects that cause harm, for example absorbing fire would cause the barrier to become heated causing burn damage while absorbing wind would sharpen the barrier causing cutting damage, water and earth would both be concussive while lightning would be sharp. The barrier will follow the strengths and weaknesses of whatever element or other fields it's absorbed.

Notes:
- This technique lasts for three turns.
- No Fuuinjutsu above B-Rank can be used for one turn after deactivation, and no Fuuinjutsu above A-Rank in the next.
- This technique can be used twice per battle and requires a three-turn cooldown after it expires.

Approved: made some edits

New Submission:

(Yōton/Kenjutsu: Kokū no Zantō - Itari-ten) Yang Release/Sword Art: Remnants of the Void - Solstice
Type: Supplementary
Rank: S
Range: N/A
Chakra: (+50 chakra cost to applied technique)
Damage: N/A
Description: Instead of imbuing himself with Yang energy, Solstice sees the user infuses it into their weapon, causing it to momentarily radiate an incredibly bright yet non-blinding light as well as becoming incredibly hot. While imbued with this energy, the user's chakraless Kenjutsu techniques gain the ability to produce slicing arcs of Yang energy that can travel up to mid-range. This technique can also be utilized in the same timeframe alongside chakra-based Kenjutsu techniques. Out of the 50 chakra infused to convert the raw or elemental chakra into Yang energy, +10 will be added to the applied technique, augmenting its damage by +30. An additional effect of Solstice is that instead of causing an imbalance in the body, those struck by these Yang empowered attacks will suffer -20 damage per turn from the burning Yang energy for four turns unless healed by Medical Ninjutsu or other Yang techniques.

Notes:
- This technique can be used four times per battle.
- This technique requires a two-turn cooldown between each use.

Declined: This technique is cluttered and confused above all else. This is made to work with chakraless Kenjutsu but you create the arcs of Yang by converting existing chakra in your technique into physical energy? What about the chakraless Kenjutsu? And then you want a debuff on top of that, without proper restrictions? There's like three or four different concepts in this technique; pick one and roll with it.
 
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Vayne

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(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
Removed initial state change, and clarified that my shadow techniques don't become a source for others. That was the never the intention lmao (although im finna use that for a future sub ;)) And added some rules on remote activation aspect. On Sulpher I upped the time due to removing an ability z.z

(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: 50 (+50)
Damage: N/A
Description: Through applying Yin energy (infusion for techniques, 'coating' for others) 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. 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. Notably, when applied to non-techniques, Aether requires 4 hand seals to trigger remotely if not immediately used, with the Yin energy essentially laying dormant, but still costing chakra per turn during that period.
Usable 3x, lasting 4 turns once triggered or until canceled, with a chakra cost per turn of 20 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: Why is the future remote activation stuff still there? - Daemon


(Inton: Sulphur) - Yin Release: Sulpher
Type: Supplementary
Rank: S
Range: Short
Chakra: 70 (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 3 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, where the Yin Energy targets physical energy. 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, 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. Should the opponent exit Sulpher's zone, they would regain their defenses within two 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. No Yin techniques above A rank can be used for the next two turns.

Approved with Edits Made - Daemon
 
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Goetia

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(Senpō/Mokuton: Inkyubasu no Haku) – Sage Art/Wood Release: Grasp of the Incubus
Type: Offensive
Rank: S
Range: N/A (Self)
Chakra: 60
Damage: 120
Description: Grasp of the Incubus is a relatively simple technique, combining the user's ability to create Wood from their body with the unique qualities of the Gate of the Great God technique. Through Grasp of the Incubus, the user can create up to four tendrils of wood that sprout from their back, each one capable of extending itself to reach mid-range distances in order to smash, stab, or constrict targets. The damage is not split between each tendril, but attacking a single target with more than one tendril will not deal more than the technique's stated damage, and the destruction of individual tendrils will not end the technique. These tendrils are similar in size to the wooden branches of the Great Forest technique, and possess the unique chakra sealing and absorption capabilities of the Gate of the Great God technique, allowing them to restrict the target's use of chakra with physical contact. This effect is immediate, and so long as physical contact is maintained, the target(s) cannot mould chakra for techniques above A-Rank, and will experience chakra drain at a rate of 30 points per turn, which will be added to the user's reserves. Once physical contact is broken, the effect will cease, returning full chakra control to the target. These effects are exacerbated when used on a Jinchūriki, making chakra moulding for techniques above B-Rank impossible and increasing the rate of chakra absorption to 45 points per turn. If the target is in their Initial Transformation state, it will be forcibly cancelled. If the target is in their Full Transformation state, they will be forced to revert to the Initial Transformation state. This technique lasts for four turns, and can be used twice per battle with a three turn cooldown. In the turn after deactivation, the user's Wood Release is restricted to B-Rank and below, though this doesn't deactivate Sage Mode.

-Approved-


(Mokuton: Inkyubasu no Kūfuku) – Wood Release: Hunger of the Incubus
Type: Defensive/Supplementary
Rank: A (S)
Range: N/A (Self)
Chakra: 30 (40)
Damage: N/A
Description: Hunger of the Incubus is a defensive technique, designed to protect the user against techniques created beneath them. Focusing primarily on Wood's ability to absorb chakra, the user creates a series of small, thin roots from the soles of their feet that burrow into the ground, or whichever surface they are standing on. While inside the terrain or surface, the roots will absorb chakra that is being funneled into that surface within a short-range radius around the user, preventing any techniques before they can actually manifest. In the case of techniques which require active upkeep to sustain, those techniques will be forcibly deactivated. This technique can fully absorb chakra of equivalent amounts according to the S&W of Wood Release (neutral techniques of equivalent rank, stronger techniques of one rank lower, and weaker techniques of one rank higher), and the full amount will be added to the user's reserves. When met with chakra beyond its threshold for total absorption, the technique formed from that chakra will be weakened by a single rank, and this technique will end. If used while within Sage Mode, this technique behaves as if it were S-Rank, and its absorption threshold will increase proportionately. This technique can be kept active for up to four turns, and requires a two turn cooldown between usages. Hunger of the Incubus doesn't interfere with the user's physical movement, allowing them to run, jump or perform other similar actions without hindrance.

-Pending- Leaving for someone else
 
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Urda

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(Ninpou: Akiko) - Ninja Art: Sparkle Bright Autumn
Type: Offensive, Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Akiko is a ninjutsu that carries chakra at a distance and breaks through deterrents. The user gathers chakra and accumulates it around their entire body mass-producing butterfly-like raw chakra. These numerous butterflies materialize into solid form and are spawn from the user's body and guided freely by their will to travel over the field and strike the target. A large number of butterflies can also be used to spread around the area and float to mask the user's movements, additionally serving as a shield against close-quarter combat.

~ Usable 5 Times per battle
~ Only taught by Anubis

Approved
Updating/Some Revision:

(Ninpou: Akiko) - Ninja Art: Sparkle Bright Autumn
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Akiko Sparkle Bright Autumn is a versatile ninjutsu that can be used in battle. Raw chakra is gathered around the entire body consciously, producing glowing butterfly-like shapes. These numerous butterflies materialize into solid structures and are spawned from the user's body, guided freely by their will to travel across the field and strike the target or combining and enlarging itself to become a giant shield blocking attacks with its massive wings or break deterrents such as earth-style or solid structures. Because of its dense chakra, it plays on par with elemental techniques of the same rank. A large number of butterflies can also be used to spread around the area and float to mask the user's movements due to the radiating effect of the technique. After weaving the Tiger hand sign, the butterfly transforms into a powerful weapon pact with chakra that is launched from the user's hand and is guided by the user's chakra like a heat-seeking missile towards the target, where it explodes in a large spike formation crushing the target. This is A-rank and can go up to long-range; costs a move.
~ Usable 5 Times per battle
~ Only taught by Yursix

Declined: Do the butterflies fill a mid-range when you're using its presence-masking effect? Specify the size of the explosion too for that last application.


New Submission:

(Jūho: Tenno) Gentle Step: Celestial Heaven
Type: Supplementary
Rank: B- Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: Celestial Heaven is a unique technique created by the members of the Hyuga Clan. In simple terms, its designed to allow a member of the clan the ability to infuse their Kaiten or Kaiten based techniques with elemental chakra. This is normally done with the intention of forsaking the Kaiten’s neutral nature against elements, to instead try and gain an advantage over opposing techniques. This replaces the normal blue chakra rotating around them with chakra made of the elemental nature and matching the coloration i.e fire infused kaitens would be red in color. This means the affected technique will naturally gain the S&W of the element infused into it but due to the additional chakra infusion and heightened potency; the technique in question gains +10 Chakra Infused but also an additional +1 Rank Increase to A rank and below while S ranks and above again +20 DMG. In the case of defensive techniques which carry no damage, they are those granted +20 defense power instead. This can only be used four times per battle, with a cool down of two turns between each use. The Kaiten Technique in question will also gain any unique properties associated with the element infused such as if used with Ice Release, will freeze the target if physical contact is made. Can also apply Advanced Elements or Custom Elements if one desires as well, while being applied in the same time frame as the original technique.

-Declined- This has been tried before with singular elements, I wouldn't allow something like this that not only encompasses all basic elements but also AE and CE and carries their properties? Nah, that'd infringe on the CEJ limit and have a load of balancing issues.
 
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Serpent

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(Yoton: Kaioken) - Yang Release: Fist of the King of Worlds
Rank: S-Forbidden
Type: Supplementary
Range: N/A
Chakra cost: 70 (+70 for Kaioken x4)
Damage points: N/A (-30/60 to user)
Description: Kaioken is a technique invented by Yang Master Kaio-sama, also known as King Kai. It is a technique that multiplies the amount of Yang energy within the user's body for a "heart beat", thus increasing their power and speed. However, the downside of the Kaio-ken is that it takes a heavy toll on the user's body, making them more vulnerable after use. The user will activate this technique causing the balance of Yang energy within their body to shift in multiples of two, each increasing multiple granting higher levels of Yang energy resulting in greater speed and power, with greater cost. When active, the user will display a momentary red aura that pulsates around them. Almost as if their body is burning, although no heat can be felt from the technique. This technique is to be applied in combination with a Taijutsu attack that doesn't require chakra and only lasts as long as that attack is being used. (I.E if the user is punching, Kaioken is only active for that punch. if a Taijutsu technique is being used that has multiple hits/kicks then its only active during those strikes). Lastly, Kaioken requires the user to specialize in Yang Release, however this technique is exempt from Yang Specialists ability to not take drawback damage. Meaning it will deal the damage to the user regardless. The speed increase of Kaioken functioning like "Yang Release: Ring of Hell's" speed increase, since it momentary increases the users base speed. This allows techniques like Leg Weights to be applied over this base speed increase, Further increases this techniques effectiveness.
Kaioken x2: The first level of Kaioken, this increases the users base speed by 3 speed levels, The damage output of a Taijutsu technique is also increased by +30, however the user will also strain their body, taking 30 damage.
Kaioken x4 (Forbidden Ranked): The second level of Kaioken, this increases the users base speed by 6 speed levels. The damage output of a Taijutsu technique is also increased by +60, however the user will also strain their body, taking 60 damage.
Note:
-Kaioken x2 can only be used three times per battle/event, requiring a two turn cool down, and limits the user to A-rank and below Taijutsu in the next turn.
-Kaioken x4 can only be used twice per battle/event, requiring a four turn cool down, and limits the user to B-rank and below Taijutsu for two turns.
-Requires Yang Release Specialty
-Can only be used by Serpent

Approved - Daemon
With the clarified Mode/State rules this technique would fall under a State category as it gives both a boost to speed and damage, however the technique also says it can be used with other techniques that also fall into the category of a State. I am updating and rebalancing the technique and removing all speed increases to better fall under the clarified rules.

(Yoton: Kaioken) - Yang Release: Fist of the King of Worlds
Rank: B - Forbidden
Type: Supplementary
Range: N/A
Chakra cost: 40 - 100
Damage points: N/A (20 - 50 damage to user)
Description: Kaioken is a technique invented by Yang Master Kaio-sama, also known as King Kai. It is a technique that multiplies the amount of Yang energy within the user's body for a "heart beat", thus increasing their power output. However, the downside of the Kaioken is that it takes a heavy toll on the user's body, making them more vulnerable after use. The user will activate this technique causing the balance of Yang energy within their body to shift in multiples of two, each increasing multiple granting higher levels of Yang energy resulting in greater power, with greater cost. When active, the user will display a momentary red aura that pulsates around them. Almost as if their body is burning, although no heat can be felt from the technique. This technique is to be applied in combination with a Taijutsu attack that doesn't require chakra and only lasts as long as that attack is being used. (I.E if the user is punching, Kaioken is only active for that punch. if a Taijutsu technique is being used that has multiple hits/kicks then its only active during those strikes). Lastly, Kaioken requires the user to specialize in Yang Release, however this technique is exempt from Yang Specialists ability to not take drawback damage. Meaning it will deal the damage to the user regardless.
Kaioken (B-ranked): The first level of Kaioken at a cost of 40 chakra. This increases the damage output of a Taijutsu technique by +20, however the user will also strain their body, causing 20 damage to themselves. Can only be used four times per battle, requiring a one turn cool down, and limits the user to S-rank and below Taijutsu in the following turn.
Kaioken x2 (A-ranked): The second level of Kaioken at a cost of 60 chakra. This increases the damage output of a Taijutsu technique by +40, however the user will also strain their body, causing 30 damage to themselves. Can only be used three times per battle, requiring a two turn cool down, and limits the user to A-rank and below Taijutsu in the following turn.
Kaioken x4 (S-ranked): The third level of Kaioken at a cost of 80 chakra. This increases the damage output of a Taijutsu technique by +60, however the user will further strain their body, causing 40 damage to themselves. Can only be used two times per battle, requiring a three turn cool down, and limits the user to B-rank and below Taijutsu in the following turn.
Kaioken x6 (F-ranked): The Last level of Kaioken at a cost of 100 chakra. This increases the damage output of a Taijutsu technique by +80, however the user will further strain their body, causing 50 damage to themselves. Can only be used one time per battle, requiring a four turn cool down, and limits the user to C-rank and below Taijutsu in the following turn.
Note:

-Requires Yang Release Specialty
-Can only be used by Serpent



Update Declined + Revision of the original technique - I was smoking crack. The edits to the original will happen shortly- Daemon

(Yoton: Genni) - Yang Release: Fortify

Rank: S
Type: Defensive
Range: N/A
Chakra cost: 50
Damage points: N/A
Description: A defensive technique used by creating a single handseal and infusing Yang chakra throughout the body causing the user to glow white as the Yang surges within them. This Technique uses the basic concept of increasing the durability granted by specializing in Yang Release and increasing it to it's maximum effectiveness. The user's body will become a soft glowing white that is not harmful to the eyes. This technique increases the users damage resistance by 80, allowing them to withstand all but the most powerful attacks. The drawback to this technique is that the user cannot move or use any other technique while using this technique. The user can hold the hand seal to sustain this technique for a short time, being able to be held the turn it was activated if he so chooses; however doing so can leave them as a sitting target, allowing an opponent to better strategize against them.
Note:
-Can only be used twice per battle
-Requires a two turn cooldown
-Requires Yang Release specialty
-Can only be used by Serpent

-Approved- Edits made, I can't let this cost 80 chakra that's excessive as hell.

(Yoton: Setsudan) - Yang Release: Mutilation
Rank: S
Type: Offensive
Range: Short
Chakra cost: 80
Damage points: 40 (-40 per turn)
Description: While making physical contact with the opponent the user will inject his Yang energy into them causing debilitating effects. Instantly the target will begin feeling a sharp and mind numbing pain as the point of contact turns white and feels as if it was on fire. This technique will act like a invading virus that specializes in dealing damage over time while the immense pain felt from the technique hinders the target physical form. This will deal 40 damage on the turn it was injected and continue to deal further damage for the following three turns while also nullifying any physical damage resistance the target may have. Furthermore the target will be unable to preform taijutsu above C-rank while under the effects of this technique.
Note:
-Can only be used twice per battle
-Requires Yang Release specialty
-Can only be used by Serpent

-Declined- The damage on this is just really high, without any applied buffs you'd be doing 160 damage over four turns, with a crazy high debuff that isn't really explained, and no real way to purge it given the 80 chakra cost base. You need to bring these numbers down.
 
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Lili-Chwan

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( Fuuinjutsu: Furui no Manmosu ) Sealing Technique: The Tusk of the Lost Mammoth

Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 ( +20 per turn )
Damage Points: N/A
Description: Mammoth is an ancient sealing technique that combines Elemental Ninjutsu with Fuuinjutsu. The user creates a ball of chakra the size of a pea, with the kanji for "Primal" inscribed in it's surface. The user is then able to feed their own elemental chakra onto the pea, which will then grow and collapse at a rapid rate, becoming darker and darker. The user is required to maintain contact with the collapsing ball for a whole turn, as one embues the elemental chakra. After a turn passed, the user is capable of passively manipulate Mammoth with shape manipulation to turn into any generic weapon of the user's choice, normally a Shakujo, which can then be used to perform Bukijutsu and any fitting Weapon CFS, passively acquiring an elemental edge of +20 damage and rank boost to their technique. The user is capable of performing one freestyle action with the weapon itself, be it a slash, or a parry, or launching an elemental crescent or blast of chakra, with the power of an S rank ( 80 damage ) per turn, counting towards the jutsu slot per turn. This attack will always follow the main release of the elemental nature, and entails generic and simple attacks like blasts, crescents, slices, parries, cuts, strikes, etc.

In the turn that Mammoth is charging, the user is unable to perform any other technique, though one is capable of manipulating or sustaiting techniques that were previously activated. The technique lasts until deactivated or the user runs out of chakra. This technique can only be used 3 times per battle, requiring a cooldown of 3 turns between usages.

Yin Release or Sealing Specialists are capable of spending 2 extra turns embuing the "Primal" seal with a second elemental nature. The same restrictions apply, where the user is unable to perform any other technique for 3 turns, though one can manipulate and sustain previously activated jutsu. This additional infusion wiil, in turn, create a Mammoth Weapon capable of giving a double elemental boost of +40, while also increasing the cost of the technique to 40 chakra throughout the 3 turns one is charging and 40 chakra to maintain. Freestyle techniques will now be considered an empowered S rank ( 100 damage ). The Advanced Mammoth technique can only be used once per battle and lasts 4 turns.

-Declined- honestly this is really generic it's not much different than the flounder fish 7sm sword except you are going for double elements and multiple weapon types to use with CFS, the double elements feels like a weird addition and since it doesn't mention being just the base five elements this could be really problematic.
( Fuuinjutsu: Furui no Manmosu ) Sealing Technique: The Tusk of the Lost Mammoth

Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +20 per turn )
Damage Points: N/A
Description: Mammoth is an ancient sealing technique that combines Elemental Ninjutsu with Fuuinjutsu. The user creates a ball of chakra the size of a pea, with the kanji for "Sheer Pressure" inscribed in it's surface. The user is then able of shooting the pea-sized inscription towards any active enemy elemental ninjutsu, which will cause an inscription to encase it wholy and immediately compress it back into a pea-sized black ball of dense elemental chakra. The compressed ball will now show a sealing insignia of with the kanju for "Tusk" which will absorb the user's chakra and allow for the manipulation of the Shape of the elemental ball, which can passively turn into any generic weapon and be safely controlled either remotely or physically by the user, which can then be used to perform Bukijutsu and any fitting Weapon CFS, passively acquiring an elemental edge of the sealed element of +20 damage and rank boost to their technique. The user is capable of performing one freestyle action with the weapon itself, be it a slash, or a parry, or launching an elemental crescent or blast of chakra, with the power and rank of the original technique, per turn, counting towards the jutsu slot per turn. This attack will always follow the main release of the elemental nature, and entails generic and simple attacks like blasts, crescents, slices, parries, cuts, strikes, etc.

Note: This technique can only be used 2 times per battle, while only lasting a maximum of 3 turns, whereupon the Tusk will collapse upon itself harmlessly. It requires the user to wait 2 turns before reusing the technique.

-Declined- You fixed some of the issues, but created more at the same time, I won't allow you to absorb a technique once and then each turn fire off a wave of chakra with the exact same power and rank of the absorbed technique for three turns, it doesn't really make sense that you could somehow multiply the power of what you absorbed thrice over without adding anything of your own. Also the issue is still there in regards to what this can absorb and weaponize, I don't think I could allow it to absorb advanced elements or CE unless you also have said AE or CE both for balancing and the fact that you couldn't really control these elements once you released them if you have no clue how to use them.

(Fuuinjutsu/Inton: Toorima no Jutsu) - Sealing/Yin Release: The Ghost of the Thieving Magpy
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Thieving Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra and Fuuinjutsu knowledge. When using a sealing jutsu, the user will form the ram hand seal to seal the Thieving Ghost within their technique. Sealing the thieving ghost inside one’s technique happens within the same timeframe as their sealing technique. When the user’s technique interacts with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the thieving ghost consumes foreign chakra it is released and immediately attaches itself to the source of the initial chakra (the user). From there, the parasite will carry the opponent's chakra signature towards the user, embuing the initial and following techniques with it, increasing the efficiency of sealing techniques used against the opponent (all techniques increase in rank and power by 1 degree (With the exception of the initial technique, which is already applying the Thieving Ghost weakening effects ), while also allowing the user's sealing technique to bypass the enemy's inherent immunities or resistances to foreign chakra, by emulating the opponent's chakra signature. Once the Thieving Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Thieving Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges of Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Thieving Ghost, preventing the user from perfoming them throughout the duration of this technique.
Note: Yin Release masters can apply this technique to elemental ninjutsu for the initial clash.
Note: Thieving Ghost can only be used on S-rank techniques and below.

-Declined- Having discussed this with the others I just don't think this can be allowed, you're lowering the rank of an opposing technique then increasing all of your fuuin by one rank and power. Then afterwards it somehow removes all of their immunities to foreign chakra? It just doesn't make much sense and it's very overpowered.
 
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Panthalassa

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( Seireichū Zen'yu ) Holy Insect Bug Heal

Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 ( +10 chakra to active technique )
Damage: N/A
Description: Seireichū are a species of beetle-like insects that are bred and utilized by select members of the Aburame clan as part of their Parasitic Destruction Insect Technique. They appear as albino beetles with chitinous hairs that reflect a multitude of colors. These insects retain a supporting role and convert the chakra they metabolize into a healing mucus, that can be used to regenerate wounds and heal health. Following an Aburame clan member placing a number of Seireichū onto an active swarm of their main insects, these insects immediately convert the metabolized chakra drained by the technique and turn it into healing mucus, which gets pulled back to the end of the swarm and into the user hive body's directly for storage. For each 2 chakra points metabolized by the insects, the bugs produce 1mL of mucus, which is able to heal oneself or allies up to 1 health point by either soaking through their body, rubbing it on wounds, or drinking it.
Note: Counts towards the 2 special breed techniques available to Aburame bios.
Note: Can only be used by Aburame bios, once every 3 turns.
Note: The user spends chakra for both techniques, but it is considered a passive application that happens within the same time-frame.

-Declined- I'm not gonna allow an entirely uncapped healing ability that can be used every 3 turns with no hard usage limit and works in the same time frame passively. This was a really wild submission.
 
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Alyx

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(Kurokiba Ninken) Black Fang Ninja Dog
Type: Offensive/Defensive/Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Kurokiba are unique species of Inuzuka Ninken, considered an almost extinct linage of ninken. This is due to clan’s lack of interest in them, some of them deeming them simply “useless” in favor of the regular breeds. However, among the few that retained them, they would learn that these ninken are extremely talented and power. In terms of looks, these ninken appear similar to that of foxes; as opposed to other ninken’s wolf like appearances. They are range from about the size of Akamaru in Part 1 as puppies but can grow up to six to seven feet tall naturally. The Kurokiba are genetically enhanced, with years of cross breeding allowing them to finally reached the desired mold for their Inuzuka partners. What makes these ninken more powerful than normal, are their ability to mold and utilize chakra to a higher degree, having a more innate control over it. This enables the Kurokiba the ability to utilize elemental ninjutsu on par with their Inuzuka partner – though there are some limitations to this, as the ninken is still subpar in this field of power. The Kurokiba are capable of utilizing these techniques; but they are inherently one rank weaker than normal due to their lack of elemental control in comparison to their human partner. However, they are still capable of fully utilizing their Inuzuka Clan Techniques with ease and not underpowered. They have 100 HP, capable of moving at 13 Base Speed and has x2 Tracking which can sniff out scents up to two landmarks away. They are capable of human speech; capable of exhibiting critical thinking and other intelligent feats. Due to their scarce distribution – only so few exist left in the world, which allows an Inuzuka to only have one Kurokiba Breed partner. The element they can utilize must be mentioned within the user’s bio though however, they aren’t able to utilize Advanced Elements, but can utilize a Custom Element that their Inuzuka partner knows of but cannot use the component elements. This is a passive technique, meant to describe the Ninken, and does not entail a sort of manipulation.

Declined: At best this breed could utilise specific elements in a way that augments their Inuzuka Taijutsu. The ability to manipulate chakra in a way that's comparable to a ninja just makes this a Shadow Clone, and superior to custom summonings. It's a no on CE usage as well.
 
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Dropping Golden Nighmare: x

(Yin/Yang in inventory)
Zora's Claymore
Type:
Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Zora's Claymore is a sword that has been travelling in and out of reality since the dawn of the first war between gods. It was crafted by an unknown deity who fought in the war but only had the power of craftmanship and wanted to support the first humans in their fight against Tiamat and her overlords as well as the Lahmu. In the endless suffering and destruction that would eventually lead to a world broken into two halves, Zora's Claymore remained intact and would be forgotten about for centuries until it was eventually found deep underneath the Kaijuu sea by treasure hunters from Last Bastion. Once they had brought the Claymore to their possession it started to consume them in a way that was best described as being hit by radiation. It started to slowly, but surely, tear through their life force and through it become stronger as if the Claymore was a sentient being struggling to survive. Convinced that the Claymore was cursed, the treasure hunters quickly disposed of the weapon back into the sea. Only now, it had restored some of its life force and managed to seek shelter on Moon Isle where it was picked up by its new master. The blade itself is jet black with a traditional katana grip and wrapped in seals, but the most outstanding part of it is the blade itself being a double helix or two curved swords turned into one. One half representing Yin and the other half representing Yang which together forms the balance of Yin/Yang, which originally was the way of making the sword an entity much like that of Samehada.

Dawnphage: Zora's Claymore drains life force from its user every single turn by -5 which can be healed or regenerated with any means. This life force is considered fuel for the sword, which uses this to produce a certain curse. This curse is quite unique, upon feasting on its wielders health, the sword will infuse the users chakra based techniques with small parts of itself that can be best described as a sort of bacteria or virus that stems from the Claymore itself. This infusion is considered passive and while it grants no damage bonuses or chakra bonuses, the cells of the Claymore now are infused into the users technique. The curse is actually a weapon that specifically is targeting chakra absorption and chakra sealing techniques. The users technique will contain life stemming from the Claymore and the Claymore has only one master - its wielder. Everyone/everything else is an enemy according to protocol. If a technique is absorbed that contains the Claymores curse it may spread into the body of the person absorbing the users technique. This curse is relentless and will start eating the hosts life force at a much greater ratio than its master, damaging its host by -20 hp/turn. The curse also eats a hosts chakra, draining future techniques from -10 chakra points, essentially de-ranking a hosts techniques while the curse is upon them (considered an active debuff). The curse can be purged using Yang or highly advanced Medical skills (considered S rank in potential) but if untreated, the curse will explode inside a host causing massive internal damage causing 80 damage after 4 turns. If a technique is sealed in a tag or a barrier etc, the curse will reside inside the tag/barrier and feast on it instead as the curse itself lacks chakra it cannot be sealed. The curse eats up the seal and restores the users own technique by converting its own life force back into chakra. This will sacrifice the curse but restore the technique, allowing it to continue. This infusion can be done once every third turn, requiring 15 hp from the user to cause the sword to produce a curse.

Vampyric Malice: Zora's Claymore is radiating the perfect balance of a 50% ratio between Yin and Yang at all times and upon touching the Claymore, a Yin/Yang user can use this balance as means of purging themselves against poisons or mentally damaging properties applied to them, at a price. Should the user strike a bargain with Zora's Claymore at the cost of chakra, they can take comfort in being purged by the sword and works quite simple. For 40 chakra the user can use Vampyric malice to rid themselves of S ranked genjutsu (non Yin/MS level), S rank toxins, poisons or viruses as well as other mental damaging techniques such as Yamanaka. However, the Claymore is greedy and will raise the chakra exchange rate for another usage of Vampyric Malice by +50% for every time it is used. At 150 chakra, Vampyric Malice can bestow the user on Kuninotokotachi levels of Genjutsu/mind manipulative effects but this can only be done twice per battle and doing so a second time will cost 225 chakra. This stage also rids the user from forbidden ranked curses or poisons. Like Samehada, Zora's Claymore itself cannot be placed in a genjutsu or being poisoned etc. This effect can only be applied to the wielder of the sword and not to any kind of familiar, the sword only answers to its master. The effect will trigger a forced mechanic that restores the users Yin and Yang balance to the perfect ratio which will knock them out of mind influencing techniques while ridding the user from chemical or physical applied curses/poisons is a property of Yang. Vampyric Malice can be used once ever second turn, up to 4 times per battle.

Note: Can only be used by Skorm

DNR - This is basically a creation in Weapon form, no "entity" type weapons can be made. Now to the actual abilities. You want this to be able to take -20 health per turn from the opponent while also taking their chakra. Then you want the virus to also detonate for 80 damage? There are also other things wrong with the first ability. But seeing as this is a DNR I won't waste the time for it. If you wanna Discord me about it then sure. For the second ability, no you will not get "Kuninotokotachi levels of Genjutsu/mind manipulative effects" - Daemon
 
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Zatanna

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Yoton: Keiken'na tetsu no te | Yang Release: Godly Iron Hands
Type:
Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 100 (-50 per turn)
Damage: 100/120 with elements
Description:
Given the nature of Yang, capable of being able to create flesh and vitality from the users flesh, as well as being able to increase the vitality and strength of the user, this technique could be considered the pinnacle of Medjutsu mastery combined with Yang Release. By channelling Yang chakra around their body, the user grows 4 extra arms, although much larger than the users current arms. Comparable to the Akimichi partial expansion jutsu combined with the Yang Release Ring of Hell, these arms are completely connected and part of the user. These arms however are powered completely by Yang Release, coated with Yang chakra causing the arms to have a -30 damage reduction. Should these arms block the user from a technique, the user will still take damage from their health pool. The advantage of these arms is that they allow the user to channel elements into each fist, (up to a max of 2 different elements at a time) to allow the user to perform elemental nintaijutsu with their taijutsu. As the arms themselves are connected to the user they can be used like normal arms should the user require, capable of performing handseals or other taijutsu moves the user has access to.
Each attack with these arms counts towards one of the users moves per turn. Can only attack twice per turn max.
This technique however doesnt come without drawbacks.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain. While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques.

Approved with Edits made - Daemon
Yoton: Keiken'na tetsu no te | Yang Release: Godly Iron Hands
Type:
Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 100 (-50 per turn)
Damage: 100/120 with elements
Description:
Given the nature of Yang, capable of being able to create flesh and vitality from the users flesh, as well as being able to increase the vitality and strength of the user, this technique could be considered the pinnacle of Medjutsu mastery combined with Yang Release. By channelling Yang chakra around their body, the user grows 4 extra arms, although much larger than the users current arms. Comparable to the Akimichi partial expansion jutsu combined with the Yang Release Ring of Hell, these arms are completely connected and part of the user. These arms however are powered completely by Yang Release, coated with Yang chakra causing the arms to have a -30 damage reduction. When clashing with techniques, these arms coated in chakra will take no damage should they overpower techniques clashing with them. Akin to Twin Lion fist, the Yang coating allows the user to interact with elements additionally having the same S&W if its infused with an element. Should these arms be overpowered from a technique, the user will still take damage from their health pool. The advantage of these arms is that they allow the user to channel elements into each fist, (up to a max of 2 different elements at a time) to allow the user to perform elemental nintaijutsu with their taijutsu. As the arms themselves are connected to the user they can be used like normal arms should the user require, capable of performing handseals or other taijutsu moves the user has access to.
Each attack with these arms counts towards one of the users moves per turn. Can only attack twice per turn max.
This technique however doesnt come without drawbacks.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain. While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques.

-Declined- Why would they take no damage from overpowering techniques? Like you're just saying they ignore damage interactions? You're already able to use elemental nintaijutsu through them to protect yourself to an extent, any further than that and the damage shaving and you're basically just saying these are real arms but not really.
 
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El Alucard

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(Doku no hōshutsu: Akurisu no kiri) Poison Release: Akhlys' Mist
Rank:
S
Type: Offensive
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: N/A
Description: This technique was created using similar properties as the hidden poison mist jutsu however taken a step further. The jutsu (after performing 4 two-handed hand seals) allows the user to constantly emit from their pores very fine poison particles of either a basic chakra/health draining or any other poison they have. Said poison particles are then breathed in or absorbed by the opponent via their pores. Due to their size, the particles are extremely slow-acting, and as such the poison only begins to show effect after the 10th turn where the poison will drain 10 chakra and health points. After 5 more turns, the poison will drain 15 health and chakra points as they’ve begun to heavily accumulate within the opponent's respiratory and blood systems. Finally, it would cap at draining 20 chakra and health points every turn thereafter until the opponent is dead.
When using a custom poison, its effects will only kick in after the 10th turn. Since the user is constantly emitting these particles there is essentially no point in the opponent curing themselves as they will just be poisoned again the next turn and have to heal again thus wasting chakra (the turn count is not reset after the opponent cures themselves so if the poison was already 3 turns in and they cure themselves it continues with the 4th turn when they are poisoned again). To the naked eye the poison particles are so small they cannot be seen, these particles can only be perceived by chakra sensors and as advanced level dojutsu.
Additional effects of the technique due to accumulation of particles within the opponent are; After the 10th turn the opponent begins to feel throat irritation, 12 turns in and they begin having difficulty breathing and mildly coughing. After 15 turns the opponent is nearly gasping for air which is accompanied by heavy dry coughs which make it near impossible for them to perform more than 3 hand seals. The opponents jutsu usage is also affected as due to the throat pain, loss of breath and heavy dry coughing, they can not use any jutsu released from their mouth at all. Attempting to do so will cause the technique to backfire onto the opponent essentially killing them.

Note: Once activated the technique cannot be deactivated and as such can only be used once per battle.
Note: The user may not use S-rank Poison techniques for 3 turns after.
Note: Users with the King Cobra specialty have this skill active all the time and do not need to spend additional chakra per turn to keep it active. Must be stated in the user bio.
Note: The poison used must be stated at the beginning of every battle.
Note: Can only be taught by El Alucard

(Genjutsu: Akai gan'yaku, aoi gan'yaku) Illusionary arts: Red Pill, Blue Pill
Type:
Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (+5 to keep active)
Damage: 40-80
Description: Red pill, Blue pill is a layered illusion that works much like the name suggests ,taking its creation from the red pill, blue pill theory whereby in this case the Blue Pill aspect recreates External Illusions attached to the user’s techniques and Red Pill aspect of the illusion creates Internal Illusions that manipulate the target's senses connected to the awareness and sensing of genjutsu manipulation such as Chakra Sensing feeling disruptions to the chakra flow, disconnect between physical senses and manipulated senses (like seeing a illusionary fireball but noticing that the skin does not pick up heat from heat). The user will perform a technique, for example a fireball jutsu that shoots out a single ball of fire. The Red Pill effect will then make the opponent perceive the actual fireball as if it was a genjutsu, prompting them to use whatever method they have to release genjutsu of the same rank as the original fireball. This will prompt a higher ranked genjutsu in the form of the Blue pill effect to turn the appearance of the actual fireball into an illusion that can either change the shape and elemental nature of the technique or make it multiply or make it appear stronger or weaker. The Red pill effect in the higher ranked genjutsu will now cue the target into thinking they successfully broke from the genjutsu and now feel no cues related to their mind being in a genjutsu, making them think this is the real form of the technique the user has cast. In reality, the targets were tricked into releasing a weaker genjutsu while prompting them to delve deeper into the Red/Blue pill genjutsu, which now hid the true nature of the attack that targeted them

Note: Once the illusion is dispelled the user has to wait 3 turns before they may utilize it again.
Note: S-rank can only be used 3 times per battle
Note: The user is able to keep the effects of the illusion going as long as they sacrifice chakra.
Note: Can only be taught by El Alucard.

-Both Declined- I have no idea why you thought these were okay, incurable fatal poison and a genjutsu that is essentially completely hijacking sensory meant to detect genjutsu and manipulating it indefinitely? Consider this your first warning.
 
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Arthorius

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(Seimei No Umi Fuuinjutsu: Saisho no Umare no Okurimono) — Sea Of Life Sealing Technique: Gift of the Firstborn
Type:
Supplementary
Rank: Forbidden
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: This technique is a passive ability that can be used alongside the technique Paradoxical Rebirth. By owning this technique and mentioning it in their bio, the user gains the ability to seal away a fragment of their consciousness and soul inside the sea of life itself. Utilizing a similar fashion to Orochimaru's ability through the cursed markings he placed on people, and the fuuinjutsu utilized by Minato to seal a fragment of himself and Kushina inside Naruto's Jinchuriki seal. This serves as a backup of sorts, should the user be killed entirely, through methods that leave him unable to perform paradoxical rebirth normally, they may deign to activate this ability which will allow them to access their stored material and return them to life crafting an entirely new body.
However there are drawbacks to using this in comparison to the traditional version, especially in the ninja world, namely the ability can only be completed at the end of an arc regardless of when death and activation of this technique occurs, for example if you die two weeks in to arc 18 and use the revival ability, you still won't reform until the start of arc 19.
Note: May only be used once per arc.
Note: Must be mentioned in the users biography.
Note: The user can revive using any source of the sea of life they have created, alternatively they may reform in the sunlit forge.
Note: Reviving in this way returns the user to life in a weakened state, they begin with a quarter of their max HP and chakra.

Declined. The reason I'm declining this is because this is basically how the Sea of Life already works. The reason Paradoxical Rebirth works the way it works is because the Sea of Life essentially remembers you genetic material. So it's a bit redundant for this to work the way it does, only really allowing you to circumvent the major weakness of the technique: you need to have Sea of Life present to use it.

(Seimei No Umi: Kirameku Mono no Mizu) — Sea Of Life: Water of the Glistening One
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra cost: Variable (Equal to twice damage healed)
Damage points: N/A
Description: This technique is a active ability that can be used only while standing in the sea of life. Working in a similar fashion to the unique medical technique used by Kabuto this ability uses material from the sea of life to perform nigh instantaneous healing provided the user continues to maintain a handseal and rapidly circulate chakra around his body. When damage is inflicted upon the user, the sea of life at their feet will be immediately sucked in to their body regenerating it as though they took no damage at all, this technique has a considerably high potency being able to heal up to one hundred damage with a single usage.
However there are drawbacks to using this, while in use no other chakra based jutsu can be molded by the user, as the user must be constantly circulating chakra around his body while in use instead of focusing it. Additionally the user must be standing in the sea of life and using this will draw the sea of life back in to their body to use it for the healing consuming a short range source. Finally the chakra cost for such manipulation of the sea of life is exponentially high and scales to the damage healed.
Note: May only be used twice per battle.

Declined, made a slight edit to it though for the next submission. Add restrictions after usage. Strong technique.

(Seimei No Umi: Hahaohya no Himei) — Sea Of Life: Screech of the Mother
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra cost: 50
Damage points: N/A
Description: Using the sea of life contained in their body, the user of this technique will manipulate their body at a genetic level, focused around the throat and vocal chords, this allows them to emit a piercing shriek that echoes the avatar of Tiamats own voice, the pitch of their voice can disorient some opponents, those with sensitive hearing such as sound release users or ninja dogs or anything similar will lose their bonuses to tracking granted by hearing the turn this is used, however this is simply a side effect of the technique. The main purpose is to act as a rallying cry almost, for all those currently affected by the Amino-Geis and any children of Tiamat within it's range. This cry carries both chakra and traces of the sea of life and moves very quickly, similar to a hindering sound wave.
When the aforementioned hear this sound it drives them onward, provoking a visceral physical response alongside the mental one, their body is flooded with the sea of life altering their genetic makeup and spiking their chakra, for four turns after this has been used the aforementioned recipients will have their damage boosted by twenty points, their skin will turn a darker tone and will crack revealing glowing red lines beneath it.
However there are drawbacks to using this, especially when it expires, those who were boosted will experience negative effects losing ten health when the ability expires, they will also be slowed losing two base speed levels for two turns.
Note: May only be used twice per battle.
Note: The user can benefit from the boost if they choose, however they can also apply it to others exclusively.

Declined. I was actually writing an approval note but realized you don't have Sound Ninjutsu. Children of Tiamat can achieve modifications to their voice the effects but the methods of this technique also very squarely fall under Sound Ninjutsu. Get that and you'll have yourself a custom. I did make some edits to this while I was preparing to approve it. Keep those for the next submission when/if it happens.
 
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Onii Chan

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Mentioned Jutsu(s) here: Anteiku : あんていく | Anime Forum (animebase.me)


(Tenguhyō) Steel/Puppetry Release: Hail The Heavenly Sentinel Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique combines both steel and puppetry in one use, ideally ninjutsu. Upon usability of their own legendary technique known as the ''(Kage Bunshin Kōtsū no Jutsu) - Shadow Clone of Transportation Technique'' the user will instead replace the Kage Bunshin(s) with Tengu structured, steel built puppets with cage like abdominals. Once one, two, three, or four appear upon the own user's discretion the Tengu will immediately without hesitation open their rib cage(s) to emit a rabid barrage of kunai up to 50 in count per puppet. If, however, the user decides to, the Tengu can or may emit a additional lethal barrage of more equally sharp and deadly steel feathers that hang upon each wing of every individual puppet; limiting to 2 wings per Tengu ideally 50 additional steel feathers per wing. The damage of this technique is split equally among each Tengu and their projectiles. Once the steel feathers are used they may not be used again unless the user spends a move to replenish them (applying to all created Tengu).
- Tengu are puppets therefore will have chakra cables attached to each upon appearing

Approved, with edits made

(Jizoku Kami) Steel Release: Sustained God Technique
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description: This technique combines equal prowess of steel and the jutsu ''(Kōton: Shūfuku Hagane-Yūbinbutsu) Steel Release: Repair Steelmail Technique'' Upon activation of Jizoku Kami the user will summon forth a massive flock of crows entirely derived of steel; these birds are of only E rank. Although in mass and of low ranking once they fly and attach themselves to any steel or steel based technique and or summoned from any said steel surface or object they'll immediately and continuously perform the ''Repair Steelmail Technique'' in rapid and unending fashion. The Jizoku Kami is meant to be used as a way similar to that of Gaara's sand; to where it will repair itself automatically without need of further chakra cost other than the cost of conjuring the birds/crows. After which the steel crows are attached someway or fashion to any steel based technique or surface and then activates the Jizoku Kami technique immediately the said steel surface or technique will repair itself so rapidly it'll regenerate itself almost instantly after being destroyed. Ideally although in congregated masses the crows will also perform the same jutsu upon themselves to prevent reduction of the flock.
- can only be used once per battle
- Once in battle description the user MUST refer to this jutsu every time something regenerates
- If not clearly referred to any if not all techniques not specifically specified will not regenerate
- Steel based weaknesses apply and forthmore any additional weaknesses that may disable this jutsu

Declined: This doesn't need to be forbidden-ranked. Reduce the rank, edit the restrictions accordingly, and I can probably iron out any kinks in the resubmission.
 
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Alyx

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Black Lightning On Mirabelle Nariyuki via Harmonic Ninja Tool.

(Kuroi Kaminari : Akui Hikari) Black Lightning: Baleful Light

Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( - 10 Per Turn)
Damage Points: N/A
Description: Baleful Light is a unique technique designed to enhance other elemental natures with the assistance of Black Lightning. Upon making a two hand seals, the user will surge their black lightning chakra throughout their body. This energy is then molded and shaped into a unique ring of lightning. This ring has unique sphere like formations that connect among the ring, appearing vaguely like the drums of Raijin. However they are, for the most part harmless to the touch at least for the user. This ring is self sustaining after it's creation, simply drawing in on the user's chakra to sustain itself. What it actually is designed for however is in order to release discharges of the element into techniques being used by the user. In other words, as the user releases techniques, the drums would in turn respond to the chakra and release the pitch black electricity into the technique. This in itself serves as a power increase, providing the technique in question an additional +1 Rank Increase for A Ranks and below, while providing a +20 DMG increase for S Rank and above. These discharges can be crafted from anywhere up to long range; as the ring would continuously release harmless discharges as it remains active, latching onto the user's technique once created. It should be noted that the discharges cannot latch onto techniques that logically cannot be conducted i.e Wood Release. Elements possibly weak to it can also be discharged as well, creating unique combinations i.e Earth Release piercing a target but shocking on impact akin to Lightning Release: Four-Pillar Bind having stone structures infused with lightning. In the case of other energy based elements, it would be a simple combination of both elements in one such as Lightning and Fire causing a combined shocking and burning explosion etc. it however cannot be used with Wind Release nor Wind AE/CE whatsoever should it's form primarily be composed of it. This can only be used twice per battle, lasting four turns each time. Once deactivated, it cannot be used again for three turns while being unable to use Black Lightning above A Rank in the same turn. Discharges can only be done twice per turn, not costing a move slot in order to trigger but requiring 20 Chakra to be spent each time in order to do so. Baleful Light can be activated in the same timeframe as another technique, applied to the technique instantly.
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-Declined- this needs some changes in terms of usage, it's already pretty weird that you're trying to keep this active over so many turns but look at the maths overall, twice per battle, four turn duration, two usages allowed per turn so you want to have a +20 boost that can apply to 16 jutsu overall? Cut back on that. Also you should probably mention that multiple drums won't stack buffs on top of each other cause that would make this a pseudo +40 buff if you tried to apply multiple drums to a single technique.

Permission granted from @Drackos to make a similar seal to one of his own.
Sunlight Forger Reference: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22022416

(Fūinjutsu: Kakei Rinku) Sealing Technique: Kindred Link
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Kindred Link is a unique technique that’s purpose is initially derived from Mirabelle’s desire to preserve the memories and emotions of her creations. These creations are normally crafted from her use of her “Yang Release: Sunlight Forger” technique. Utilizing a similar method to how Kushina and Minato sealed imprints of themselves within Naruto, it’s relatively the same for these familiars. As they are given life; the seal is passively branded onto the familiars’ body. Once the familiar is defeated or dismissed willingly – the seal automatically triggers, sealing all the memories, emotions and experiences that the creation has gone through. It is then stored into the user’s own memories as well. This allows them to then access these experiences themselves – due to the creations being byproducts of their own chakra therefore are also simply extensions of their own will to an extent. All applications of this seal are purely aesthetic, though some use of this such as for recon missions to gain information without actually being present is possible. Once the seal is reapplied to a familiar once again, they will regain the memories once more and thus can continuously add onto the experience, thus having a pseudo form of immortality so to speak. Can only be used by Mirai, with all applications being passively done. Requires Advance Fuinjutsu in order to be utilized. Can have up to three creation's/familiar's memories stored and must be mentioned in bio.

-Approved-
 
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